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  3. I posted this to the FB group but am reposting here: Pg. 35 reads "a model cannot see through terrain that is larger than their base size" (by larger we assume they mean taller in this case, or "categorized as a base size larger" before play. Ok, that's simple enough, things bigger(taller) than your base size block LOS. But soon we shal have some questionmarks.... further down that same paragraph, it talks about forming a line of sight corridor using the outermost points of the two bases that you are trying to determine line of sight between. "Any terrain within this corridor should mean that the target is considered obscured..." Then obscured (opposite, same page) reads: "for EACH piece of terrain that partially blocks line of sight of a shoot action, the model receives a -1 Aim penalty ..." OK, so, what "partially blocks line of sight" originally we were playing that literally ANYTHING in the LOS corridor between two models would give a -1Aim+1grit for each piece. But now, it seems that anything smaller than your base doesn't count at all? (you "see through" it?) and only things taller than your base can give you this (and only then if it doesnt totally block LOS altogether)? Furthermore: As the Climb rule (pg.23) says in order to force a climb check a piece of terrain must be "more than two base sizes higher..." Does this mean that models can travel without any restriction to their movement (full quick) over literally ANY piece of terrain that is two base sizes or less? (assuming the terrain does not have the uneven feature) if so, terrain plays MUCH less of a role in this game than we have been considering. as even tall walls that can block line of sight can easily be just moved right through? If we are reading this right, does that mean things smaller than your base size can just be completely ignored? (we were giving the -1Aim+1grit for obscured if even these things were in the LOS corridor) and you can just move through anything 2 base sizes or smaller, but those at least give obscured (or block LOS completely) only things larger than 2 base sizes cause a restriction, causing a climb check? (again assuming it has not been assigned the uneven feature?)
  4. This last part appears to be incorrect. You can only use interrupts to either seize or deny the initiative at the beginning on the turn. In order to activate another unit within 8" of the one just activated, you would need a triggered activation card, not an interrupt. (and it would only work on a face) (pg. 16 main rulebook v1.09) Or just use a model that already has the teamwork ability.
  5. Last week
  6. I'm sorry but i've seen your reply just now. The <Sic 'Em> rule doesn't differentiate between Gun Dogs and Attack Dogs, its only requirement is the "K9 Automata" trait, which both units have.
  7. Changelog ; - Dindrenzi completed - Most of aquan done Total ships processed so far : 244 Ships left to do (some aquan, and all those of the RSN) : 27. An then, some Rules, Taskforce stats, and Lore if I find some.
  8. It's likely the classic Firestorm is still played in various clubs and in peoples homes. But like all games that are no longer in active production, its natural for it to become a rarer game on the tabletop. For those that still play the Classic Firestorm Game, we have the Warcradle Classic miniatures to help complete your collections. There is a brand new game called Firestorm Armada in development. It is a new game that we hope appeals to many fans of science fiction space battles. Knowledge of or experience of the Classic Firestorm is completely unnecessary. If you have classic models you will, of course, be able to use them as a 'counts as' in the new Firestorm Armada, but there will be an entire range of new and exciting miniatures to enjoy!
  9. in the meantime the game is going to it grave before your eyes ..... you haven't done enough to keep us in the loop
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    Warcradle Studios will be returning to the NEC in Birmingham this year, joining everyone attending UK Games Expo 2020. Join us to take delight in demos of Wild West Exodus, Dystopian Wars, and Fog and Friction: Western Front, inspire your miniature painting by gazing upon the miniatures in our display cabinet or immerse yourself in the story of the Dystopian Age and more by speaking to our team! You'll also be able to shop a host of gaming delights, including the 2020 event miniature and all of our latest releases for Wild West Exodus and Warcradle Scenics, with a few surprises too. Be sure to head to Booth 2-702 during the event for the FULL Warcradle Studios experience - we'll see you there! More information about our Booth will be shared closer to the event. Keep an eye on our official announcement: https://blog.warcradle.com/blog/2020/warcradle-studios-at-ukge-2020 Tickets are already on sale for UKGE 2020. If you're thinking of joining us at the event head to the UK Games Expo website to get yours: https://www.ukgamesexpo.co.uk/shop/tickets
  12. Warcradle Studios will be returning to the NEC in Birmingham this year, joining everyone attending UK Games Expo 2020. Join us to take delight in demos of Wild West Exodus, Dystopian Wars, and Fog and Friction: Western Front, inspire your miniature painting by gazing upon the miniatures in our display cabinet or immerse yourself in the story of the Dystopian Age and more by speaking to our team! When you're ready, you'll find a selection of gaming delights available to purchase, including the 2020 event miniature and all of our latest releases for Wild West Exodus and Warcradle Scenics, with a few surprises too. You'll have to wait for our update closer to the event find out more about the products that will be available at our Booth. Tickets are already on sale for UKGE 2020. If you're thinking of joining us at the event head to the UK Games Expo website to get yours: https://www.ukgamesexpo.co.uk/shop/tickets We'll be at Booth 2-702 during the event! Join us for the FULL Warcradle Studios experience. View the full article
  13. Thanks for the update. Information on FSA has been fleeting. So I will certainly look forward to the beta when released.
  14. Once Dystopian Wars launches you should expect to start hearing the wardrums for Firestorm!
  15. Thanks for the heads up, I really appreciate it! Even the initial looks of the beta is kind of vital, as people who are interested in the game will have access to it, and I have seen judged based on this premature state. Naturallly I'm willing to wait as long as necessary, but these small tidbits of communication are really vital for the community. Again, thank you for this. If I can try and pry some additional info out of you: how does the release of the FSA beta relate to the (final) release of DW? Any connection?
  16. It will be 3 years at the end of 2020. I know it seems like forever. And of course we'd like to have had all the games out sooner but, we were clear we didn't want to rush. The beta will be announced quite soon and we hope you can become enthused about it. The same free rulebook offer will happen for FSA as it has for both WWX and DW.
  17. Hmm. If memory serves, I recall that at the end of 2018, FSA was suppose to have an update later in the year of 2019. Now its moved back again to later in 2020 or more than 3yrs after acquiring the game. Sorry to be a pessimist but the repeated push backs does not bode well for the return of the game. It appears to be on the back burner. However, I would love to be proved wrong.
  18. Might have to wait awhile longer. In the Facebook Dystopian page, Stuart answered a question about this and said "expect it later this year."
  19. Looking forward to seeing what Warcradles vision of Armada will be.
  20. I'm sure if we just give WC time (and lots of money for resin) they'll get armies as big and diverse as what old Spartan gave us!
  21. One of the defining features of the Dystopian Age are the eight Great Powers whose influence spans the globe. One of the oldest and most accomplished of the Great Powers is the Immortal Celestian Empire. Their fascinating history is revealed in part here as this pan-Asian alliance has sat in dignified isolation for centuries, until now… The Celestian Empire is not so much a single entity but rather an enduring partnership of some of the most powerful nations in the Eastern hemisphere. Established by the famous Jade Pact of the late 14th Century, the Celestian Empire includes the Seven Realms of the “Immortal Emperors”: the Chinese Empire, the Empire of Japan, the Joseon Kingdom of Korea, the Ayutthaya Kingdom of Thailand (Siam in Western parlance), the Toungoo Dynasty of Burma, the Empire of Dai Viet, and the Confederation of Madja-as. These seven states remain distinctly separate countries, although are bound by incredibly rich cultural and commercial ties which have been carefully nurtured over centuries of isolationist co-operation. Recently forced to reappraise their approach to the world after the ill-fated Anglo-Russian invasion of Korea, the Celestian Empire is determined to achieve a lasting peace, through total global domination if necessary. Battlefleet Ning Jing sweeps forward to engage the enemies of the Empire. In 1370, it is said that a group of monks arrived in the Chinese capital one cold morning unmarked and unnoticed. China had overthrown the domination of the Mongols a decade earlier and Emperor Ming was still establishing his dynasty. How the monks penetrated the Emperor’s private apartments changes with each telling of the story. In the young Emperor’s presence, the monks revealed themselves as members of the secretive Tian Shang – those who guarded an enlightenment they claimed was far more tangible than that offered by Confucian and Buddhist scholars. The monks presented an artefact to the Emperor, discovered many thousands of years ago by the founders of their sect. It was said that the man sized shard of unearthly material had come to Asia from the sky; whereupon it had been discovered and guarded by the Tian Shang. Shielded from outsiders by a cage of pure jade, the shard had amplified the spiritual awareness of the monks. These blessings they now sought to impart to the new Chinese ruler, so that his dream of a more perfect Dynasty could be realised. Emperor Ming accepted the tutelage of the monks and the power that they offered without hesitation, and for many months remained closeted with them in the halls of his palace; permitting no entrance but to his closest relatives. After this period of enforced seclusion, Ming embarked upon an ambitious plan, with the Tian Shang at his side - The Jade Pact. The first to receive the emissaries of the new Emperor was the Kingdom of Korea, once a tributary state of the Chinese Empire. The Korean ruler, Sun Li, was greeted by Ming as an equal, not a vassal, and the two finally met after a year of negotiation at their mutual border. At this meeting, Sun Li was introduced to the artefact by the Tian Shang and was quickly convinced of the benefits of Ming’s plan and the knowledge on offer. These two rulers placed the first signatures upon the documents that would become known as the Jade Pact – pledging assistance and mutual support to one another in the face of foreign dangers and internal problems. Ming’s diplomatic endeavours, however, did not end there. Travelling swiftly, his agents contacted the rulers of Vietnam, Thailand and Burma. Each was offered the chance to join the Jade Pact as equals; participants in a new order that abandoned vassalage for common partnership. The most difficult to persuade was the Empress Shinzua of Japan, who was only finally convinced by the phenomenal powers of the artefact. Once imbued with a portion of its power, the seven rulers of these kingdoms were able to communicate across vast distances through the Dream – a meditative state permitting telepathic communication. Nobody fully understood the process and yet the Dream was all the more beneficial for its side-effects, particularly that within the Dream, no lie can be spoken. Unable to dissemble or deceive, Emperor Ming and his allies could expect their proposals to be accepted at face value. The final member of the Jade Pact, the islands to the south of China known as the Confederation of Madja-as, brought the total number of Jade Pact signatories to eight. The Empire has refined diplomacy to a high art form. There is nothing that can be learned from Wenxiang that he does not wish you to know. To speak of a uniform government within the Celestian Empire is a misnomer, for no overall structure exists. Rather, a network of treaty obligations, unwritten agreements and competing obligations enforce a partnership between these seven different states, each with its own governmental structure, law and customs. To examine all these in great detail in a single volume would be the work of a lifetime, but there are notable commonalities. Each nation is a monarchy, although in practice the degree to which the monarch wields power individually over their dominion varies considerably. The Celestian Empire was closed to foreigners within a century of the formation of the Jade Pact. Whilst initially travellers from abroad were welcomed into the realms of the Immortal Emperors (as long as they followed local laws and customs and respected the traditions of their host country) this was found to bring too many problems. Some foreigners, it transpired, were more interested in the illicit trade of banned substances than in good business, while others engaged in the smuggling of arms and equipment to rebel groups that threatened the peace and stability of the Empire. A number sought to abuse their position and exploit the labour of Asia for their own profit. Better to ban all than to allow just one of these unscrupulous characters disturb the peace. More troubling, at least for the Immortal Emperors if not their subjects, was the presence of individuals displaying a disturbing aura. This aura was visible only to those connected to the Dream. These creatures appear as a slick of foul oil upon the placid and cleansed waters of the telepathic network, tainting the pure energy of the artefact with something dark and horrific. Such beings were removed at once wherever they were found – even in the highest ranks of foreign dignitaries. Such trespasses have since become astonishingly rare, especially after the last incursion was dealt with summarily by watchful Shinobi agents. Whatever foul intelligence guides such creatures has surely learned that to enter the borders of the Empire is to invite death. Only one region within the Celestian Empire has permitted free access to foreigners for any length of time, and even then, only to specific areas under close watch. These are the Merchant Ports – the cities and harbours in the Confederation of Madja-as where the wealth of a continent is bartered, bought, sold, traded and invested by the merchants of a hundred nations and more. Only trading houses with the wealth to pay the necessary fees and also possess the patience to navigate the paperwork can hope to hold down a presence here – but the riches to be made at this single opening in the Empire’s curtain walls make it worth every penny. The servants of the Datu are therefore considered as something approaching diplomatic experts within the Empire; it is their expertise which has periodically ensured that necessary resources (particularly RJ-1027, of which the Empire has no indigenous source) continue to flow into the wider economy. They have tense, but close, relationships with a hundred merchant companies; in particular the East India Trading Company. The Imperial Armed Forces (IAF) is the most unified of all the branches of the Celestian Empire. From the time the Jade Pact was formed, each element of the military has been under the control of a single Immortal Emperor, the Speaker, whose Court and Bloodline act as the central administration for that branch even as they work across national boundaries. Each has its own national contingent and HQ branch, but supreme authority is ultimately vested in the strategic councils of their chosen Speaker. The Army, the largest entity (numerically speaking) within the IAF and one of the largest globally, is under the command of Thailand’s Emperor Anuman. Whilst not the biggest contributor in manpower terms, Thailand boasts the most well equipped and well-trained forces within the Imperial Army and, as such, Thai troops function as the Empire’s equivalent of elite guards regiments. The rest of the Army is predominantly Chinese, raised from the burgeoning populations of Emperor Ming’s extensive domains. Specialist divisions are recruited specifically from other nations, such as the Viet famed artillery corps and the Japanese naval assault troops. Senior officers from all nations must meet the exacting standards expected of Thai troops, and many serve rotations with Thai formations before returning to their own units. The Imperial Navy, meanwhile, is the brainchild of Empress Shinzua, who as Speaker of the Fleets quickly moved to control all aspects of nautical warfare in addition to her originally more prosaic areas of responsibility. The Celestian Empire is considered a naval Great Power, especially after their stunning victories at Tsushima and Myeongnyang during the Anglo-Russian Invasion of Korea. All of the coastal nations of the Empire design, build, and crew their own warships, but all ultimately serve the Blazing Sun. Imperial warships are a source of great pride within the Celestian Empire, and the chance to now use them more visibly with the borders opened has been welcomed by nobles and commoners alike. That said, there is an element of friendly competition amongst the Immortal Emperors about their own nation’s naval designs, with many considering their own warships far superior to their comrades’. Further tests in battle are unlikely to settle these disputes. The Imperial Air Hunters are the preserve of King Sun Li, the Cloud Dragon. Originally Speaker for the Hunters, referring to literal hunters as well as cattle farmers and more, Sun Li has achieved unprecedented influence within the Forum since also claiming all air technology as his responsibility. As such, the Imperial Air Hunters are under Korean command. Once again, these are formed of the many different national air-forces, but all bear the sigil of the Cloud Dragon. Much to the chagrin of Empress Shinzua, the Forum decreed that the Cloud Dragon is also responsible for all aerial units and support elements wherever they operate. As such, all aircraft carriers and their support elements are officially part of the Imperial Air Hunters and not the Imperial Navy. This has become something of a bone of contention between these normally close friends – especially as Sun Li has begun commissioning combat vessels as “aerial battlefleet support units” Diving down on their foes, the Korean Doksuri are a deadly adversary in the Dystopian Age. Recent events, however, have led to a shift in the Immortal Emperors’ thinking. Despite the protestations of the Commonwealth’s Mongolian subjects, the Tsar entered into a secret agreement with the British Crown to seize the tempting target of the “Hermit Kingdom”, the domain of the Cloud Dragon, Joseon Korea. The Anglo-Russian Invasion initially met with success but was then brutally repulsed by the combined might of the Empire’s united military. This was the first such action from Celestian Empire in the Dystopian Age and the other major global powers took note that the Empire’s long-held stance on isolationism appeared to be at an end. This campaign, whilst vindicating the planning and approach of the Imperial armies, also made the Emperors reappraise their foreign policy. If isolation still invites attack in this modern age, they rationalised, then a more open but more guarded approach might achieve the same objective. The finest negotiators from Madja-as are now inviting their trading contacts to consider opening offices and warehouses in new Merchant Ports – one for each of the coastal powers of the Empire. This has the advantage of providing several other opportunities for trade, but also exposing more foreigners to the true might and wealth of the Immortal Emperors. One further point must be mentioned – the relationship between the scientists and scholars of the Celestian Empire with the Covenant of the Enlightened. There are those Burmese, Korean, Japanese, Chinese, and Vietnamese scientists and scholars who are members of the Covenant. Free to travel beyond the borders of the Empire to learn and study from their Enlightened Peers, they are forbidden from returning with any assistants or counterparts from outside the Empire. Celestian born Enlightened such as Jingfei Sun maintain Promethean Complexes of their own throughout the realms, in particular in Vietnam and Burma. They are, however, not closely involved with any of the wider organisations and groups, or major projects pursued by some of the Enlightened, instead applying what they know in service of the Jade Pact first. Each of the Great Powers in the Dystopian Age has a unique flavour to them. Hopefully, this insight into the Empire has helped you understand more about this first and possibly greatest of the Great Powers. But there is much more to be revealed about the nations of the Empire and future Studio Diaries will delve deeper into Japan, Korea and beyond. Until next time! Stuart View the full article
  22. Hello, my name is Joe. I live in Georgia, United States. I've been dabbling here and there on and off in wargaming for twenty years, mostly 40k and Fantasy/AOS. The Dystopian Age has got me super excited, though, because it has everything that interests me. Historical real world people and nations mixed with steampunk and scifi. I usually play at home as my town is infested with stores that play 40k/MTG almost exclusively Right now I own Lawmen, Union, Enlightened, and Outlaw armies for WWX. Every army is on my radar as long as I can maintain output. Can't wait for the next step in DA and LWX. I don't really have a favorite model because they are all honestly kickass. My only complaint would be could we possibly get a few less pieces to assemble on some models? I want Warcradle to know that I am really looking forward to the entire Dystopian Wars Range. My wish list would be in the future to take the DW range into different timelines with all new historical figures, i.e. WW II timeline, Cold War Timeline, Post-Apocalyptic. That's a pipe dream, I know, but just finding this range already crossed off a lot of my wish list. Keep up the Good Work, Warcradle!
  23. Dystopian Wars can be played using classic models to represent the units in the game. Of course we cannot create hundreds of units for the game to support models that are no longer in production, but what we hope to be able to give players is a list of 'counts as' for tournament play as well as a single generic class for each ship type in each faction (cruiser, battleship etc) that will act as a catch all for those old miniatures people may have in their collections.
  24. I don't mind that my old models is no longer in production. However what I do mind is that there are rules for them!
  25. Hi there, Are there any plans to bring stat cards back for the younger bros not mounted? Greetings
  26. Got to pull out Firestorm and play last Friday! I tested out a couple of variations of a Terran/Aquan minefield carriers build at 800 points Terran Carrier w/3 Aquan Escorts, +1 Shield, +1 Mv, +3 WC, Fighter x6, Fighter x6 Terran Carrier w/3 Aquan Escorts, +1 Shield, +1 Mv, +3 WC, Fighter x6, Bomber x6 Light Cruiser Squad, Weapon Shielding, (Shields/Turrets as preferred) Wayfarer Light Frigate Squadron (Missionary or Armsman as alternatives) This setup was mostly envisioned as an anti-Relthoza concept. The Carrier's being the only Terran ship capable of mine laying, you add Aquan Escorts, to both link mines with the parent carrier (9AD mines) and the bonus of the Minefields MAR, allows you to mine that way ahead of you and the carrier's to drop high AD mines behind you makes it dangerous for any battle-shunting and/or shunt-entry jumps. Wayfarers with their maximum beam ranges, and minimum attack dice of 6 despite cloak/terrain and rerolling of 1's when they shunt jump in close. Missionaries also make good alternatives, exchanging range for a 8 AD minimum. Perseus light cruisers w/turrets also give it the 6AD minimum linked and give torpedoes to boot. Edit: Sorry, my computer ate the battle reports before posting somehow? *sighs* to recap again... First battle Terrans/Aquans vs Terran. Myself and Endrasalem playing testing out fleet builds we haven't used before, I went with the above build (w shields on the Perseus) Endrasalem went with Ares Carrier with only Interceptors x4, Support Shuttles x2, single Shield Cruiser accompaniment. Templar Heavy Cruiser squadron +1 Shields, Beam Weapons. Teuton cruiser squad w/Shields, Beams, Weapon Shielding, and a Missionary squad. Testing the idea of a defensive carrier group to protect the Hvy cruisers to try getting hard hitting but defensively softer squads (like hvy cruisers, gunships, battlescruisers) into prime strike range without a shunt-in. Turn 1: I had placed the six Minefields roughly in the direct path of each squadron if they attempted to move and engage my forces and my carriers began dropping linked mines in between terrain pieces so that anyone trying to move in from the sides to get behind the slower moving carriers/escorts. Endrasalem used his better initative roll to try and use the carrier and shield cruiser to sweep the two minefields from in front of them and the one blocking the path of the heavy cruisers. Succeded, but the shield cruiser took a crit and moved too far out of command distance forcing the carrier's Interceptors to return to base in Disorder. The Wayfarers took a 6AD potshot at the Missionaries doing a point of damage , the Perseus' attacked the Teutons scoring a hit with beams, the Templars tried to move up around a planet to use cover and gain grav slingshot, but their 6" MV was insufficient. Turn 2: My minelayer carrier w/double fighters went first, I moved away from the incoming Heavy cruisers, leaving my aft open to them but dropped another 9AD mine in their potential path, fighters scoring a hit and a crit on the enemy defense carrier taking down foreward weapons. Shield Cruiser regroups with it's carrier and Interceptors launch, weapons attack scores hit on the double fighter carrier. Teuton Cruisers score a hit on the double fighter carrier. My Wayfarers moved around the debeis field they were using for cover into a broadside position against both the Missionaries and Teutons, firing through asteroid fields they manage to kill the injured Missionary and score a hit on a Teuton. Missionaries move to the edge of their asteroid cover and link fire though it to kill a Wayfarer. Second Mine-Carrier w/Bombers and Fighters moves up now dropping mines and now with both SRS tokens on the field not quite in range but getting ready to shred the Teuton cruisers. The heavy cruisers moved into the grav slingshot range of the planet, but had no angle of fire. Persus squad comes around the debris field cover and opens fire on the Teutons and Defensive Carrier, scoring a hits on both a Teuton and the Carrier with beams and torps hit a another Teuton. Turn 3: Looking at the situation at this point Endrasalem wanted to call the game, realizing that His heavys would have to slingshot thorugh two 9AD mines just to get into range of my carriers without their protection carrier group, would potentially have light cruisers up the aft, Wayfarers broadsiding both his cruiser groups and in range of two loaded carriers. I agreed, both sides at 0 Battle Log. Game 2 Terran/Aquan Minefleet vs Relthoza Battleship Shunt Bombers Terrans: Same Fleet build for me, but I dropped the shields on the Perseus for turrets, and dropped the speed enhancement on the carriers for beam weapons instead. Relthoza: (don't remember the exact loadout anymore) Carrier w/bombers x6, Battleship w/Fighters x6, Cruiser squad, Nidus w/Intercerptors x4 Turn 1: same battlefield, placement of ships, then minefields. I won initiative. Double Fighter Carrier activated first launching Fighters for PD cover for them and the Perseus, Relthoza Nidus launch Interceptors and minesweep 3 out of the six mines destroying all but one of the frigates. My Fighter/Bomber Carrier launches Fighters providing cover for it and the Wayfarers. Relthoza Carrier moves up and Launches Bombers and battleshunts past a minefield, bombers have enough MV to catch up (SRS don't trigger mines) to the carrier. Wayfarers move and target the last Nidus through their debris field cover and kill it. Relthoza Cruizers move up next to Carrier detonating the mine but to no effect. Perseus move around the edge of debris field cover fire to no effect due to cloak/stealth. Relthoza Battleship moves detonating mine to no effect behind asteroid field. Turn 2: I win Init, Double Fighter carrier moves up w/Power to Engines dropping mine and launches double fighter attack against relthoza carrier, first fighter SRS has to dogfight through the bombers in order to attack the carrier, unfortuneately the nearby Cruisers and the Carrier all roll sixes on the PD dice cutting the fighter wing in half and the bombers drive them off in the dogfight, the second Fighter wing makes it through unscathed and does a PD Down critical to the Relthoza carrier. Relthoza Cruisers open fire on the double fighter carrier and score a crit and hit. Wayfarers come around and crit a cruiser and hit the carrier. At this point my memory is fuzzy as I was exhausted, I had worked my usual 8 hour overnight workshift, ran errands/shopping all morning and me and Endrasalem had jumped at the sudden unexpected opportunity to play Firestorm when his work shift for that afternoon was canceled. So I'm running on Mt Dew and an energy shot at this point, but I remember he used the TAC card to shunt the his Battleship in near His Carrier and trashed my double fighter carrier to it's last two hull points, in return I destroyed his carrier/admiral and critted and destroyed a cruiser, and drive by mined his battleship. We called game there at Terran +8, Relthoza -2
  27. Got some models of my missing order. Two Sturginium Rigs - awesome model! And one set of the old iceberg models. The Cerberus Pocket Battleship (RFA) seems to be also available - hope the rest will follow soon.
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