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    • November Spoiler 2!
      We thought we would show our forum some extra love this month and not just share one but TWO Spoiler Alerts - aren't you lucky?

      What could this spoiler be... hmm... indeed...

      There's only ONE more spoiler to go after this one - if you have missed any of the past SIX, well, you better get looking!

      Next month's new releases are available to pre-order from our online store and your FLGS from Friday 26th October.
      • 2 replies
    • November Spoiler!
      We know you all want to know what's coming out next for Wild West Exodus - but we can't make it too easy, can we?

      Some of you may have already seen our first THREE Spoiler Alerts - if you haven't seen it yet now's the time to go looking!

      Over the next SEVEN days, we will be releasing FOUR more spoilers across the internet... If you're successful in finding the Spoiler Alert images we leak, the real hunt begins: can you guess the next set of Wild West Exodus releases?

      Next month's new releases are available to pre-order from our online store and your FLGS from Friday 26th October.
      • 3 replies
    • Warcradle Classics Wave VII
      It’s that time - Warcradle Classics Wave VII is coming your way and it’s full of a host of miniatures from Dystopian Wars! This range has been created to give you all a chance to get hold of your favourite classic miniatures - and complete those fleets too.

      Wave VII contains an assortment of items from the first Two Editions of Dystopian Wars and includes submarines, frigates, carriers and more.

      Remember, the Warcradle Classics range is being produced in limited numbers so keep your eyes on our social channels to find out what's available, and when pre-orders go live, so you don't miss out on that certain something.

      Warcradle Classics items are available to order through our trade partners and the Wayland Games web store

      View the full article
      • 2 replies
    • SPOILER ALERT!
      What's coming out next for Wild West Exodus? Well, some of you may have already seen our FIRST Spoiler Alert - if you haven't seen it yet now's the time to go looking!

      Over the next four days, we will be releasing three more spoilers across the internet and no two will be shared in the same place... If you're successful in finding the Spoiler Alert images we leak, the real hunt begins: can you guess the next set of Wild West Exodus releases?

      Next month's new releases are available to pre-order from our online store and your FLGS from Friday 28th September.
      • 2 replies
    • Warcradle Classics Wave VI
      Warcradle Classics Wave VI is coming your way and it’s full of all sorts of delights from Dystopian Wars! This range has been created to give you all a chance to get hold of your favourite classic miniatures - and complete those fleets too.

      Wave VI contains 23 items from the first Two Editions of Dystopian Wars and includes a variety of ships and tanks, this Wave also includes the first robot to be included in the Warcradle Classics range.

      Remember, the Warcradle Classics range is being produced in limited numbers, keep your eyes on our social channels to find out what's available, and when pre-orders go live, so you don't miss out on that certain something.

      Warcradle Classics items are available to order through our trade partners and the Wayland Games web store.


      See the full article,
      • 0 replies

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    • Luminant Cohort for the Order!  Or Zain!
    • That's a tough one!

      EDIT: Okay, got it!
    • We thought we would show our forum some extra love this month and not just share one but TWO Spoiler Alerts - aren't you lucky? What could this spoiler be... hmm... indeed... There's only ONE more spoiler to go after this one - if you have missed any of the past SIX, well, you better get looking! Next month's new releases are available to pre-order from our online store and your FLGS from Friday 26th October.
    • if it comes out the rear arc do not light a mach     you'll get space P***y all aver the nebula
    • Some of my thoughts then, why not contribute a bit myself?

      Mind, I'm not an expert by any means, but I have given these things a spin for a few times and most of them aren't that complex: Terran Friendship Charter:
      All Terran Friendship Boats share one characteristic: You have to work around their planetfall MAR; Either you and your friends houserule the "can't play normal games", your fleet size is big enough that you don't care, or you pay up to remove the MAR, which sometimes is Not Even That Bad®.
      Solar class carrier:
      What do you get when you take a solid piece of steel, strap some engines and shield generators on it, paint some mrkings on it and call it a landing space? Something like this.
      - DR5 and CR9 coupled to a beefy-ish 7HP is moving into pocket Battleship levels of durability, 6 PD is a healthy deterrent for unsollicited packages and SRS attention.
      - Five wings of whatevers are anemic for a full carrier what this thing is not which I will adress later.
      - It has only one gun but it at least gives you a solid amount of dice.
      - Speed starts out at cruiser levels which is pretty alright. Unfortunately it handles like aformentioned solid block of steel with engines strapped to it.
      - Good thing the one gun it has doesn't give a **** about where the baddies are.
      - AP and CP are typical terran, it is what it is. Hardpoints:
      2 slots, actually one if you have to drop the Planetfall MAR, I think a case can be made for most of them, it kinda depends on what you fight most. Durable isn't all that great, an extra shield brings you to 4(5), which is, if I may quote my last opponent: Fornicating bull excrement. Dropping to SPD6 sucks though. Find your own happiness here: Upgrades:
      -Take Beams and Weapon Shielding. Worth.
      The Solar is a tough cookie, it's not unlike the Hawker Regent in that it's not a true carrier and more like a big cruiser that has premade holes in it from which stuff flies, although the Regent has the advantage of posessing a proper flight wing.
      So what are we looking at? A Combat Medic: What the Solar does well is sitting among your dudes, eating shots to the face and farting out interceptors and repair shuttles. It has no quick launch bays because planets normally don't take evasive action anyway. It's stupidly tough, it can go places normal carriers have no business going, and they will surive in situations that will see your average (Battle)cruiser nuked to oblivion. It ha sa single gun but it's a fairly beefy one, and a turret, and at RB1 it can certainly hurt most cruisers. It can take the hits but it has real trouble dishing it out.

      Friends to tag along with:
      - It's a good buddy-buddy for Aegis cruisers if it has Beams (which, imho, it should), who, by the way, does fun things for you shield.
      - Not a fan of the Hauberk or Templar: They have a total glass jaw and the only thing they'll be sitting next to this thing is a giant target. I mean, Aegises are targets as well but they are more of a "must kill" than some juicy target of opportunity someone can shoot if they feel their bucket of dice isn't up to dealing with half that many shield dice.
      - Everyone indirectly, it's probably in the middle of your fleet, or even up front using its greatest assets.

      Conclusion: A bit of a a niche ship, normally the translation to that is "pretty terrible never take this" but it has its redeeming qualities, its lack of offensive abilities -anemic wing size and lack of quick launch bays chief among them- indicate it is best suited for larger fleet engagements where its support-y nature can help tremendously, alternatively, trolling newer players with a cute fluffy carrier that just. won't. die.

      Horizon class Assault Cruiser aka "the Hugbox":
      Do you maggots want to live forever? The Horizon is when you couple wishful thinking to a can-do mentality:, it's a pretty tough cookie (again).
      They have pretty standard cruiser statlines, two shields and sector shielding is pretty damn solid and PD5 is very servicable but nothing really stands out except the price, if points were actual currency, Venezuela could afford these. You have only one gun, and it's meh. MV8 is pretty speedy. You need to get rid of planetfall again, so what do you get back? 3 AP. So... Five? That's pretty okay. That's your only hardpoint so let's roll with it.
      Upgrades-wise you can take Beams (Which I would strongly consider but don't bother squeezing it in if you don't have the points, still, it boosts both your bands as well as your total range), swapping durable for weapon shielding is probably good. Especially if you take beams. -You can take an Aegis along for extra friendship. All in all this ship is simple as it can be, fly at something you can bully, shoot, torp it to bait PD, board. They have pretty good survivability contrary to most of the other Terran T2's that are mostly there for getting ganked and they are cheap. A full squad without beams runs you 120 points. With it's 135. I've built lists where I swapped out some tricked out normal cruisers, cut some luxury and got myself a group of this and six wayfarers or three Perseus'. Quantity is a quality of its own, and these things do not die easily. Nadirs: Nobody cares about the Nadir, it can gimmick a little by being a SR2 escort, but honestly, 25 points?
    • Artificer Captain Hikaru O'Reilly watched from her hiding place, as half a dozen men tried to recover her exo-armour that she had  deliberately entangled in a briar patch. Sure, it could stop a .50cal round, but it was 19th century "technology" and had the same stealth capabilities as a Thanksgiving Day parade. On top of that, the battery packs that powered it drain way too fast, and were almost dead. The only disadvantages to ditching the armour was being six inches tall, and resembling a fairy. Another parallel world,  she thought. At this rate I should just write "Hikaru's Isekai Travel Guide" (although the one with the giant, transforming, robots was pretty sweet). However, from the paradox fissures I'm sensing, it looks like this reality was the result of a Wells-type time machine being used around the time of the test flight. Even though watching the soldiers trying to extricate the armour was entertaining, there was work to do.  Hikaru had already stashed her particle beam rifle near the driveshaft of the glorified farm utility vehicle the squad arrived in. The chances of them finding it there will be highly unlikely, and if anyone does spot it, everyone will think she has smuggled herself into the airbase, to break out Thunderwing. Whether the rifle is found, or not, if Thunderwing spots the armour being transferred to where they're keeping her, she knows to tell the story of what happened to that Covenant moron that swatted me out of the sky. That will send search parties back this way, to try to find myself or the rifle. While that is happening, I'll be investigating power station 3, just outside the nearby township.   She quietly took to the sky, and keeping close to the treeline, made her way towards town.  If I'm lucky, my original, 25th century, exo-armour will have finished its auto-repair sequences. That FTL inversion, combined with the reentry impact, did so much damage, two years might not have been long enough. Because the systems had to go into standalone mode, to speed up repairs, I have to physically go to the armour myself. If I'm unlucky, the timeline change happened before the temporal shields reinitialised, and I'm about to walk into a paradox rift.
    • The Directorate was always one of the easiest ones to get out of it.  I was setting my fleet up as a private security interest that was based out of the Directorate, and so procured Directorate tech to use wherever their contracts required them.  So I could be using Directorate ships to defend a Terran Alliance world against the Dindrenzi or a Relthozan raid.  Or I could be the one conducting a raid under contract against any of those three.  It only depended on who I was playing at the time, it wouldn't be hard to draw up a reason for it. Of course, that may be because my first tabletop interest was Battletech, and they have some fun ways of getting unusual equipment around where it wasn't made.
    • Getting rid of the two major alliances is a good thing fir freeing up narratives and storylines, don't throw out blind paranoia just because things are changing. Vast cosmic empires do not operate like hive minds. The changes Warcradle are making push towards real stories in the Firestorm universe rather than some background fluff on each major faction and a blank template otherwise for players to fill in. The opposition acts like without two rule-enforced alliances there is no political structure to the galaxy which is of course totally false. I like what I see here for teasers. 
    • I love the concept of a player-driven narrative for games.  I personally try to create a "story" for each game I play - it's simply more fun to think of a game within a context, so flexible backgrounds are something I crave.. On the flipside, many players, I've found, like to be spoon-fed a storyline (there's nothing wrong with that if that's your thing) - they crave a clear structure and it seems this is what FSA was originally based upon. I think your described approach could actually feed both beasts, with enough structure for the old die-hards and enough flexibility for the schmucks like me. 
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