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  • Latest Posts

    • The update looks like its going in a good direction but I have not gotten to play with the new orbits. Honestly though the constant support is awesome (thumbs up team). However, why do we still not have Saltanate or Alliance. Or at the very least have a descent ORBAT for them so older players can just use their models and get back into the game. I understand they want to push sales when they do finally release them, but having (2)ships other then flagships for The Alliance and (4?) for the Saltanate is just kind of depressing. It's causing a lot of disinterest in my gaming group.  If they had a solid ORBAT with the same about of ships that came out at 3.0 release that would even be cool (4-5) cruisers (2)flags, and a small.  I guess it is what it is but I hope the last (2) factions get some love before they keep dropping new stuff for everyone else. Or at the rate they are going at lest before the end of the year. 
    • This October is set to be very exciting at Warcradle Studios, with some massive releases for the gunslinging world of Wild West Exodus. Including a brand new two-player starter set; Showdown at Retribution as well as a new Warcradle Scenics Terrain Set that can be used alongside the boxed set. Showdown at Retribution, the two-player starter set for Wild West Exodus includes both the Union and Enlightened forces inside - this will be a great starting point for any new players or a boxed set for collectors to acquire. Not only that, but this month also sees the release of terrain-based sets in the bustling town of Retribution. The Retribution Town set and the Retribution Town House by Warcradle Scenics can easily be paired with Showdown at Retribution. These can be used with multiple game systems, including Wild West Exodus and Malifaux. Make sure to get your pre-order in for these exciting new releases on October 15th at Wayland Games or your FLGS! Showdown at Retribution The Showdown at Retribution Two Player Starter Set serves not only as a great way for new players to start playing Wild West Exodus, but also as an appealing addition to any player's existing collection. The frontier of the Union of Federated States is a wild and often lawless place. Ideal for outlaws, renegades and zealots to prey on the locals. Now a force led by the morally bankrupt Enlightened scientist Gustave Eiffel has arrived in the town of Retribution.   Enlightened Gustave Eiffel View fullsize       Smash and Grab View fullsize     Emily Nouguir View fullsize     The mayor sends out a call for aid and is overjoyed to find that the hero of the Union, Nikolai Tesla is in the area. But as the Union forces pull into Retribution it becomes clear that this is no coincidence and all has unfolded to Eiffel’s plans for vengeance. The stage is set for an epic showdown in Retribution between these two rivals.   Union Nikolai Tesla   View fullsize       Union Belle View fullsize     Carl Fredrickson View fullsize     Get into the new edition of Wild West Exodus with Showdown at Retribution – a two player starter set designed to give you a comprehensive introduction to the savage Wild West in the Dystopian Age. Containing dozens of fantastically detailed Warcradle miniatures, the full third edition rulebook, quick start guide to help you get going straight away and much more - this hefty boxed set is an easy way to explore the game and start your hobby adventure.                 Showdown at Retribution Box Contents   1 x Nikolai Tesla 1 x Union Belle 1 x Carl Fredrickson 9 x UR-31E Teslabot 2 x Iron Eagle 1 x Gustave Eiffel 1 x Smash & Grab 1 x Emily Nouguier 3 x Mono-Cav/Strider-Cav 2 x Iron Horse 1 x Rules 1 x Quickstart Guide 1 x Campaign Book 2 x Action Card Deck (48 cards each) 2 x Adventure Card Deck (60 cards each) 1 x Template Set 2 x Token & Counters Set 8 x Ten Sided Dice Warcradle Scenics Retribution Town Set Accompanying Showdown at Retribution, is the Retribution Town Set and Town House. With October's releases you can create and fight within your very own town of Retribution on the tabletop. Most frontier towns in the midwest are sparsely populated, largely lawless, dangerous places to live in or to visit. Retribution, however, is a different story. With the 7th Cavalry and 222nd Infantry Union regiments now based out Camp Soule a few miles to the west, the town has been transformed into an oasis of entertainment and civility in a desert of threats, violence and death.   View fullsize     View fullsize   View fullsize     Thanks to the Union dollars pouring in, the town has expanded to include a railroad station, a theater, new housing projects and many more amenities that are denied to most folk out West. View fullsize   This MDF, pre-painted Town Set contains enough buildings to create the town of Retribution on your tabletop.   Contents 1 x Theater 1 x Station 1 x Residence 1 x Barracks 1 x Windmill Retribution Town House As well as the Retribution Town Set, you can also pre-order the Retribution Town House. A modular building for Retribution that helps you populate your town with buildings that stand out from each other, depending on how you choose to build them.   View fullsize     This MDF, pre-painted, modular building allows you to build one of many different Town Houses.   Contents 1 x Modular Town House So October is definitely looking to be a massive month for Wild West Exodus. It doesn’t stop there though. We also have something very special in the works for all those intending on picking up Showdown at Retribution, introducing… the Global Gunslinger League! The Global Gunslinger League is an exciting online hobby introduction from OnTableTop. Discover how to build, paint and play the Wild West Exodus two player starter set, Showdown at Retribution. Signup begins on the 15th October, so make sure to check this space for the link when it goes live! Activities start November 2021. Are you as excited as we are? Watch out at your FLGS or Wayland Games, these products are available to pre-order from October 15th 2021. Keep up to date with Warcradle Studios through our social channels, including Facebook, Instagram, and Twitter for new releases and spoiler alerts each month. View the full article The newest releases are now available to pre-order!    Head over to the full blog article above to get your hands on the newest releases by Warcradle Studios, as well as sign up to the Global Gunslingers League from today. 
    • Cheers for the heads up, I didn't know they had been updated again. 
    • Well, new orbats were posted and it involves the generators being re-worded and now costing a flat +10 pt swap.  Buffed Magnetic and Repulsion; weakened Fury and Atomic.  Shield stayed the same.   They changed some of the faction generators, and removed some generics generators as well.  (Commonwealth no longer gets Repulsion Generators :sadface:) I am uncertain of what to make of the Shroud Generator.  They also reworded it that the attacker can ignore the ship as the Initial Target.  The rules haven't been been updated, but I speculate they are going to change how Initial Targets are chosen and maybe they are introducing screening.  I will reiterate my point from an earlier post that I wish orbat changes were announced in some way.  They don't have to go into detail, just a "Hey, we updated the rules to these factions". 
    • I agree that it should have been 2.0 instead of 1.09. Strange decision but I am sure there was a business or perhaps copyright reason for the decision.
    • My point is a version 2 should have been 2.0 not 1.09. They will be up to version 7 or 8 at 2.X  
    • Chronologically, the 1st edition of the game would have been the Outlaw Miniatures rule set. It was a fairly different game but if you are interested you might be able to find one with a web search. The 1.09 edition that War Cradle published would have been the 2nd edition of the game. I am hopeful that the 3rd edition will be more of an update than a dramatic reinvention of the system. Also hopeful that this means we will also see some models that were either out of print or never printed.
    • So exciting to see a new 2 player starter box, a great thing since getting people into the game is challenging with the format that retail is in, not too  bad but better this way. But I noticed in the press release comes with version 3 of the rulebook!!!! Did we ever get to version 2? I dont care if I missed 2, we been playing with 1.09 but is there any sneak peek or anything on the new version?
    • I'm going to caveat this post by saying I'm annoyed that I saw VERY similar stats across nations on this topic, and found it easy to generalise. This swings back round to my OP about lack of substance differences between nations, and it seems it also extends to something like boarding. Very disappointing. There were two actual standouts: Prussia was solid at boarding, Antarticans weak as all merry hell (please avoid boarding if you can... acknowledging they are mainly a mid-short range nation). But yeah, very little differences otherwise. In assaults it might be good to avoid too much difference, I don't know. It would likely be something I accept if the rest of the game didn't have the same issue. OK, I've sat down to look at Assaults across the different factions and in ~70% of cases assaults are a bad idea. There are a whole bunch of caveats in this topic, because what opponent you assault and when has a pretty drastic impact on how likely you will be to cause damage. Generally, a rule of thumb is unless you are Prussian, specifically a mass 1 unit that is still full with voltaic weapons, don't assault capital ships. It's got to be the one thing capital ships are actually good at doing (sadly because boarding is one of those rarely used tools because it is tactically opportunistic in nature, outside of a Prussian lightning assault unit using speed to close) but ultimately, the math speaks for itself, they are insanely hard to overcome when boarding, even when crippled. Cruisers are more achievable for a dedicated boarding group with full vessels, but when looking at averages for roles, a capital ship will struggle to overwhelm a cruiser meaningfully without repeated boarding attempts and being slower there is basically no way to keep that 4" range easily for more than one turn. Other cruisers are extremely high priority for gunnery fire when closing, so are unlikely to be at full strength when finally manoeuvring every ship into 4" of another cruiser (which feels pretty weak given you can be sure you're giving up good firing arcs just do do a few points of damage.... however if the unit has a decent combined broadside this might be viable as a way to kill a cruiser). Destroyers probably overall have the best chances of both boarding other destroyers or other sized vessels. Even here, they are barely scrapping in a point of two on average (except against another destroyer they will average kill it comfortably if all 6 are in 4 " of it but good luck manoeuvring into that mess of a formation). Again, Prussians with voltaic weapons on average have a much better time of this and I could legit recommend as an action you are intending to take in your planning. Whether you have +1's or +2's from rules can skew your unit into decent territory for boarding (pack hunter or lightning assault are two examples).  Overall, Assault is quite weak, but opportunistically potentially OK. The issue is partly the on-paper numbers of dice... Citadels are just so high that the base pool plus support plus your highest defence dice pool is just way too high to meaningfully overcome unless you got the whole squadron in range. Even a destroyer is rocking an average of 11 dice in defence plus support ships...  This hits the tactical problem of it's actually really hard to do this in the field. You SHOULD be prioritising maximal range firepower. That's not to say that opportunities don't present themselves to squeeze out a bit more efficiency through a boarding, and I encourage that kind of adaptable tactical thinking, but the units best suited for boarding get pretty clustered around a target and unless you are VERY careful in your planning (and even then, the chaos of a human making unusual decisions will regularly throw you) you'll be blocking shots through your own models a lot of the time.  However, this all assumes the most optimal opportunity for attacker and defender. There will be cases where your full cruiser squadron is passing a lone cruiser and not firing in those arcs (as an example). Here, assuming you didn't interfere with your gunnery, it MIGHT be a good idea to board it with all three cruisers (one main, two support). You're dice are still VERY close to the line, and it's a risk. in raw numbers in the cruiser category (ignoring the Prussians for a moment) the Commonwealth and the Empire had some of the highest average numbers in cruiser assault dice, and that average was 12... in defence, across the board, you can expect cruisers to be somewhere in the 13 dice category in the are alone and un-crippled. That's doable but risky, especially when factoring in card options. You know what you have, but not your opponent so if you don't have a re-roll card in hand, it's pretty risky and honestly, it feels dumb to blow a re-roll card on a boarding action like that unless you are desperate (I've done it in desperation, still feels bad, usually means I'm losing badly too so it's unlikely to ****** me the game).  Now there are occasionally times when you can make a unit look great at boarding on paper (the cryo cruiser for the Russians comes to mind).  Beware angling towards that given how rare boarding is. I would always recommend look at the output of the unit over a game, not in a single instance (unless that instance is insanely decisive in nature). It's very very very easy to craft a scenario where a unit may be good, but think if that scenario is likely, easy to engineer on the table and regular in games. If the answer was no to most or all of those, that means it's probably not a good tactic or unit (depending on what you are assessing).  There were some genuine standouts in the Prussian navy, and they can consistently board safely and reliably (that second one being the most important). I think boarding needs some tweaking, but the mechanic itself is actually really good, and gives a sense of fire and steel when you roll up next to a unit and give them cold steel. If it was a more reliable tool I might try and reach for it outside of opportunistic scenarios. I'm lucky, I've played a lot of my games as Prussians, so I knew the feel of assault well from their angle, and they are legitimately good at it... but sometimes manoeuvring into position can be a mess and result in problems with gunnery. 
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