Jump to content

All Activity

This stream auto-updates     

  1. Today
  2. Toxic_Rat

    SRS rebalnace

    Good catch, @Polaris...I would lean towards restricted hangars for non CV craft. I would lean closer to fewer tokens being available to non CV craft, and many more to the fleet carriers. I also agree that SRS should have a presence on the board, and not just be a weapon system. They probably shouldn't be tied to a carrier command distance. I'm an advocate of cage free SRS.
  3. Polaris

    SRS rebalnace

    As far as toxic rat's idea goes, we could rule that carriers can switch out SRS as he suggests, but battleships, battle carriers ect. Keep what they bring initially, this would give carriers a boost, without nerfing the others As far as redesigning SRS, my only hope is they don't become another weapon system, like taskforce, I think the tokens having a presence on the table adds to the game That said, I don't know what V3 will bring, but has anyone else had a chance to test these proposed house rules?
  4. Wolfgang Jannesen

    SRS rebalnace

    I have one more alternative to suggest that gives carriers a direct support role. Withing 18"+ Command Distance a carrier may attach wings to another squadron. So a full interceptor wing might add 3 PD to every model on the squadron, or a full fighter wing could add 2AD to an attack per activation and 2PD to the squad for example. These bonuses would only be usable on a single attack or PD defense per turn, but it would allow the carrier to use its SRS to augment other squadrons instead of being a torpedo system with two layers of defense to get around. Also wouldn't mind seeingnsome system for interceptors to scout out cloaked and stealthed ships
  5. alextroy

    SRS rebalnace

    I second these ideas. SRS rules should be constructed to be as close to those as Ships as possible and should be reflected by the models/tokens. Personally, that would mean two SRS options based on the tokens. Either a fighter/bomber distinction or a small/large distinction. The microdie would work great for tracking damage.
  6. Toxic_Rat

    SRS rebalnace

    So very true. It shouldn't feel like you are suddenly playing a different game when dealing with the SRS. ----- Any change to SRS should consider getting rid of micro-dice. Having a variable strength wing sounds like a nice idea, but was anyone fielding a 1/2/3 strength wing? So really by default we either have a viable attack unit, or we don't, so let's just set an AD/PD value for the things and move on. I would argue that a carrier should have a bunch of multi-role spacecraft on board, and that they are outfitted with the ordnance suited for the mission they are assigned to. So, you wouldn't build a fleet with interceptors/bombers/fighters/whatever...you have SRS that get loaded to perform a specific mission. It gives the carrier much more flexibility (which it needs) in responding to battlefield conditions.
  7. My model has hazard condition and no available fortune chips. Then when I end my activation what happens first? Regaining fortune chips or making check for negative condition (hazard) ? It's relevant becouse I might need to reroll that dice check.
  8. RuleBritannia

    Warcradle classic Dystopian age releases wishlist

    No scale difference for Classic Spartan releases.
  9. Złoty

    Hands units "On Lookout" question......

    I have some issues with that reaction thingy. 1. Rules state that "At any point during an enemy unit's combat action". Does that mean that I can use both firearms if enemy unit is charging from distance or I can choose to slash them with sabres before they do? What about using torrent weapon when someone tries to charge and you activate Giv'em Hell? - If the torrent weapon doesn't reach charging models at the start of combat action I mean' 2. You can't Go on Lookout while engaged in combat BUT you still can activate reaction via fortune chips? If so, then what if Iron horse cavalry is stuck in combat and another unit charges it? Boss uses his/hers fortune chips making cavalry unleash gatling fire on the charging party while still being in combat? 3. Does always Give'em Hell reaction comes before enemy attack? 4. If my weapon has Tangle and I hit charging model via Give'em Hell reaction. when does inflicted negative condition go active? I mean: failed check stuns enemy - does that mean that it automatically decreases limit by 1 and unit cannot make another action this turn (lets say it had 2 more and chose to charge)?
  10. Dave Bednarek

    700 PT Test Match for Gunslinger

    Correct. As I said, fan is a -2, but canceled out by focus+2, so 6+ to hit.
  11. Charistoph

    SRS rebalnace

    Well, the 5 pts would be baked in to the ship's cost, one way or the other, if they are automatically fielded. But having a hard-coded limit to how much of a type any one ship can through out can actually allow for making them stronger and still bringing in the Balance. As for many of the 1 Wing ships, more than likely they will either drop the 1 Wing or automatically be set up exactly as you say.
  12. useheadbutt

    700 PT Test Match for Gunslinger

    Err just a slight correction, gunfighter does not remove the -2 penalty to revolver fan so you need a 6+ to hit (unless they are in cover in which case it is a 7+). Even with cover that is still an average of 8 hits.
  13. useheadbutt

    Confederate Help

    Power in this game is usually based on how strong their gun is and how tough their grit (and defensive rules) are rather than how good their other numeric stats are. The stats help, but guns are more important Stonewall's posse is quite strong but stonewall himself is ineffectual as heck. He has inspirational and rebel yell so you want to keep him in the back to cheerlead, but none of his weapons have decent range so he just sits there twiddling his thumbs. Even if he gets in range to hit someone he has low ROA, PRC, and Aim/fight stats. Marcus has some similar issues, but the fact that he has a PRC 4 weapon MORE than makes up for it. Belle is another weak offensive unit. ROA 1 PRC 2 is just disappointing. 18" range is nice but without deadeye you can only really shoot at whoever is closest (thanks to target priority). The dixie snipers are a nice addition, but their offense is a function of how many models are left, so the more of them that die, the weaker they become. Shroud is not nearly as strong defensively as you would hope it would be, but deadeye is great because you can actually choose how to direct their firepower. Rebel yell can make your hand unit have limit 3 which is nice if you have extra fortune make use of it but often you will not have the AP to spend to actually reach limit 3. Lastly there is Tobias. Tobias is a really good unit. Teamwork means that you can trigger 2 faces back to back to hopefully finish off someone before they have a chance to activate (and remove disordered), lethal ROA 2 PRC3 weapon means he has the firepower to back it up, and he has ok stats to fall back on. Sic 'Em gets stronger the more dogs you have. Bring a couple gun dogs with gattling guns and you will see how effective it can be. Best of all, Sic 'Em gives the dogs teamwork so you can activate a face near tobias, which activates tobias, which then activates the dogs all before they have a chance to react. As for the other units in the posse they are all above average: Jefford (like the opponent's Jake) can not move and fire his gattling gun in the same round because it is heavy (he does have the pistol for when he moves, but it is short range), but once he gets some high ground and starts unloading ROA 4, PRC2 with 15" range will go to work. Ignore his murderous rule! You don't want people getting within engaged range of him. The terminator has unstoppable which means it can move and fire in the same round and has a great offense though he is pretty slow so it will take awhile for him to get there. Grit 7 and durable means he has a good defense but the lack of mettle means 1 bad roll will end him. If you keep him in cover he should hold out pretty well. The K9s are surprisingly useful. With rapid they charge 10" and get 2 attacks then you can spend 2 AP and get another 2 attacks per dog. With Sic 'Em all 4 attacks will be focused and a total aim of 7 means an 80% chance of hitting each time (also cover does not apply to melee). If their target tries to run you get back stab on them which means even more hits and the engaged modifier means a -4 to anyone trying to shoot your dogs while they are in combat (plus nat1s hit their ally instead of the dog). One of the strongest options with them is to throw a smoke bomb at the opponent's boss (which automatically disorders them) and then have your dogs charge them the next chance they get. The dogs will be shrouded which means more rerolls which means more nat 1s which means even more hits on their boss (assuming the dogs don't kill them outright). The only problems is getting someone with a smoke bomb close enough and the dogs will be disordered so you only have action limit 1. As you play the gunslinger league and add more units check out Ben Hamilton (mid range ROA2 unit, but decent), Slayn (stone cold killer will give you a ton of AP if you fire on hands units), The wraith (currently being reprinted, but maybe you can find one online or in store?) and Jake from the wayward 8. Once you can swap out your boss that might be a good idea as well. One last thing to note: warcraddle said on this forum that the attack K9s are meant to count as confederate because otherwise this posse doesn't work (K9s were the hands unit) but as of now it is not printed on their stat card. I do not know what the legal situation is for tournaments at the moment and what the situation is for gun dogs. Either way they can be added with Sic 'Em (on either tobias or ben).
  14. Ruckdog

    Exploding Dice Radio

    Episode 10 is up! http://www.freebootersnetwork.com/2018/06/10/exploding-dice-radio-episode-10/
  15. Polaris

    SRS rebalnace

    The problem is 1 wing of anything but interceptors or support shuttles, cannot meaningfully contribute, 3ad with 1 bomber, that can be driven off/destroyed by 1. Five or 6 respectively, isn't even worth the 5 pts
  16. Charistoph

    SRS rebalnace

    What if ships with SRS did not purchase them outright, but had their Wings automatically determined at initial purchase? Obviously, there would be the option to trade a Wing here and a Wing there to another type. So, a specific Carrier (like the Directorate Dominance) may be initially carrying 2 Interceptor, 2 Fighter, 2 Bomber, and 2 Support Wings, but could trade out a Fighter Wing for an Interceptor Wing and/or a Bomber Wing, and the Support for Boarding Shuttles. For those Carriers who add Wings, they wouldn't trade out their Wings, but could just add on their Wings as specific options. This probably wouldn't change much for the 1-2 Wing Battleships, unless they had the option to change their Wings removed (or extremely limited). The Directorate Eliminator starting with 1 Wing of Assault Shuttles or Fighters would make more sense in the long run. This would reduce the PD Mountain a little by virtue of limiting the Interceptors over all, but still giving Carriers their special role.
  17. Yesterday
  18. One odd request. The STO Saint Michael Pattern Metzger. Its much better than the regular Metzger but was never available. I jury rigged one using an arm from a Metzger but would buy a updated one. The scale difference might complicate it.
  19. useheadbutt

    "Tough" characters too tough

    Hmm ok, a lot of topics to cover, but I appreciate that you are using examples. It definitely helps the discussion and helps me see where you are coming from. Firstly I agree, the windigo is not a game breaking unit. It has bloodthirsty and frenzy on a ROA 1 melee weapon (why???) and only a 10" range on it's gun. It does well up close so it should excel in small enclosed areas..oh wait, it is XL sized. That being said, between unstoppable, ROA3 gattling gun, and torrent it is decent at destroying grouped units and quick 6 is not too unreasonable. It is not fantastic but honestly it isn't too bad. The heavy buggy a bit of a trade off. With moving target but without durable means it is more vulnerable than the windigo but the massive amount of firepower it brings to the table helps make up for it. It doesn't have the DPS of 2 bikes (maybe with blast against grouped units) but it is pretty close. On the other hand, I love bikes. Seriously before brutal got nerfed bikes were absolutely unstoppable and even now they are some of the best firepower/point value you can find . 15", PRC 2, ROA 4, brutal linked weapons on a 75pt model which also has moving target? Sign me up any day. Usually if you want to kill something, sending a fleet of bikes is a very good way of doing it. That being said, vs a Legendary Nickolai (shielded but outside cover and within 12") if you focus every aiming action and each set of bikes takes 2 firing actions you need an average of 22 bikes to fully kill him in 1 turn. Is it possible for him to roll 4 1s in a row? absolutely. Is it likely? no. Conversely you only need an average of 2.5 bikes to fully kill an uncovered Wendigo and if the Elk even thinks about stepping out of cover he will just kind of fall over and die despite the tough rule (the buggy is around 2 bikes). The original purpose of this thread was to draw attention to how absurdly unbalanced high grit + tough was. I realize one solution is to just nerf all the top tier tough grit units (and yes i would include your previous examples of judgement and King scarab in that because they require an average of 5.5 bikes in this idealistic situation in order to die) while also removing the grit boosting action cards but I thought stopping tough from rerolling 1s was a more elegant solution. Ok so you mentioned tough is their last line of defense and that most units with tough do not have other defenses. I would argue that tough + durable is the equivalent of or better than most other defenses. Because any total roll of 10 or higher is considered a success, a modifier of 4 is the 50/50 mark. Since most stats are higher than 4 (with cover partially countering most PRCs) success is the most likely outcome and thus things that let us reroll checks will often be better than things that make opponents reroll checks. Thus I would argue that rerolling grit is better than making them reroll aim checks (like shroud, moving target, or smoke bombs). Mettle vs tough is odd because disordered vs stunned are very different debuffs. Disorder effects your offensive/maneuverability while stunned only effects your defense (unless you are on lookout). If we are talking pure survivability than yes the debuff mettle inflicts on a failed grit check is weaker than a failure on tough. The last defense to look at is quick and the dead (QTD). This one is odd because timing actually matters (you want to use it after failing with mettle) and it completely bypasses ROA. Because there are a lot of variables I will make it it's own paragraph: Lets bring back the bikes as an offensive benchmark: bikes focused have a 88% chance to hit within 12" due to link and shoot 4 times with brutal so we can ball park it at an average of 9 hits every 2 firing actions (it is 9.04 but I think I will just round it off). A grit 7, quick 6 guy with mettle/QTD outside of cover has a 60% chance per hit of making his grit check. Odds of failing 1 grit check or less per action and surviving is 40.5% and so when you factor in odds of QTD triggering vs the 2nd action your total odds of surviving 1 bike taking 2 combat actions is about 28%. This is a lot better than the mere 7% odds of surviving if you just have mettle. That being said, you can reroll non-1 failed grit and quick checks with fortune chips. Assuming unlimited fortune chips and mettle your odds of surviving 1 action is 65% and surviving both actions by using QTD with fortune is 54%. With the current tough rules your odds of surviving 2 rounds of firing is also 54%. If we take away rerolling 1s, the odds of surviving with only tough become 30% (about on par with a fortuneless mettle/QTD). As noted above though, most tough units are also durable (except elks. those are useless). A tough and durable unit in the above example has a 82% chance of surviving the round if it can reroll 1s and a 54% chance of surviving if it can't. So a 7grit tough durable model with the rule change we suggest has the same odds of surviving 2 firing actions from a focused bike that a 7grit 6quick model with unlimited fortune (usually 2-3ish) does while with the current rules it is roughly one and a half times as survivable. **note: I did not include the grit loss from stunned because adding conditional modifiers to the probability calculations makes the math sooooo much worse. Feel free to lower the % numbers for tough a bit. That being said, cover has a higher impact on tough units than on non-tough units so maybe it all balances out?
  20. Polaris

    SRS rebalnace

    I guess you have a point there i don't think it's bad to deteriorate a squadren, but I can definitely see your point for me it was always there lack of firepower after losing even 1 or 2 ships that was frustrating, but oh well
  21. Stoobert

    SRS rebalnace

    You say that like it's a it's a bad thing. :-) I think the linked-PD deterioration on a Tier 2 and 3 squad was the bad thing because these squads are already vulnerable enough as it is. PD deterioration + squadron size limits + battle log results in a "tactical rut": squads getting 'picked on' to the point of uselessness and finished off with torps just to score points. Rinse and repeat, yawn. This is an understandable tactic if you want to win but it makes for boring, predictable, inflexible and repetitive gameplay. @Bessemer Taskforce wasn't a fun game to play but it wasn't all bad and in fact had some good ideas some of which you mention. FSA 2.0 SRS are too fiddly and weird ...Taskforce made some efforts to correct that - fair enough. You have some good ideas in here. There's no shame in incorporating ideas from other games if they work. I'll be really curious to see what WC plan on doing with 'wings'.
  22. Bessemer

    SRS rebalnace

    A lot of good ideas here, but I want to add a suggestion of my own. FA is primarily a game of ship combat, and detailed rules regarding fighters and the like take away from this, bogging things down in a game that could stand to trim the fat. To this end, the rules from the current iteration of Taskforce may be the way forward...Put the gallows away! Here me out! For those unfamiliar, here's the rundown: 1.There are only 2 types of SRS; Interceptors and Bombers. Dice are not used to track numbers, ships have a number of tokens given on their profile along with AD/PD of those tokens. Example: Directorate Dominance Carrier has 2 Bomber tokens (AD 7) and 2 Interceptor Tokens (PD5) 2.Bombers are a weapon type able to targets ships up to 24". You declare Bomber attacks along with your other attacks, placing as many tokens as you want on as many targets as you want until you spend all tokens for that unit. When you declare to resolve Bomber attacks, roll the appropriate AD, opponent rolls PD. Once resolved, remove the tokens and place them to one side (the "Graveyard") 3.Interceptors are placed in reaction to Bomber attacks and Boarding attacks. When a friendly ship is chosen as a target of either within 24" of a vessel carrying Interceptors, you may place ONE Interceptor token on the chosen vessels base. When the attack in question is being resolved, add the interceptors PD the the targets. Once the roll is made, place the token to one side as with bombers. 4.in the End Phase, all spent tokens are returned to the appropriate ships. (On the side, I must mention that in TF, penalties come off the number of success rolled, not the dice pools, and damage penalties from ships will also apply to SRS tokens they launch. Also, all pools are combined, no linking!) This approach works... 1.Removes the extra fiddling around with small dice and the extra time moving tokens conventionally, speeding up play. 2.Mitigates the problems with dealing with SRS without your own. 3.Stops a lucky roll making a SRS token useless below a certain strength. 4.It lowers the PD mountain, although you would have to add the option to make Interceptors help against Torpedoes for FA, further making when to play your tokens a real choice. Where it fails... 1. You can't make PD attacks, making Bigger Batteries useless in their current rules-The above suggestion of allowing Escorts/Bigger Batteries ad PD friendlies within Command Distance would be an effective solution, making Escorts more effective, seeing as you have to be picky with Interceptors in this system. 2. Makes current Hardpoint/Upgrade slots regarding SRS useless and in need of an effective replacement...I haven't even begun to look at that..sorry! 3. No Dogfight rules needed, again saving time. 4.Oversimplified? Assault Boats/fighter/support would have to be written back in, again adding to complexity. Suggested solutions (will replace bombers, one-for-one): Fighters- 36" AD pools lower AD than bombers;Assault Boats- AP instead of AD; Support-roll ONE extra repair Dice per Token. TESTING REQUIRED! Sorry for another wall of text, but food for thought if nothing else,
  23. Polaris

    SRS rebalnace

    I fear though, if frigates cover there own PD, but also get 3-4 they remain as hard to hit as if they linked, but this defense does not deteriorate with the squad, it could be done, but we would need to alter every ship currently in the game... And, I think a little PD mountain early in the game is a feature not a bug, the fleet starts cohesive, and protected, but as time wears on, those torpedoes get more and more effective, and they don't degrade either, I've always seen them as alpha strike, and late game finisher weapons, if you have to dismantle an opponents fleet before opening up the way for consistent torpedo kills, I think that's ok, I do think torps could use a little more AD though, even with defenses stripped 6AD torpedoes (in the judgment battleship) are kinda laughable...
  24. Stoobert

    Cruiser Rankings

    @alextroy I did a brief playtest on your "activation/tier/command points" (or whatever they are called) idea yesterday and the short story is it works, in my opinion, here are some thoughts: You are correct that in a small game 6 points is too much. In a 800 patrol-fleet game, 4 points would be good, and at higher point levels games 5 or 6 probably is fine. It felt unnecessary to limit the activation range to a number of inches, by the way. It felt ok, even pretty cool actually, to activate a battleship and a frigate 24" inches apart to converge on a target between them It was a little awkward to put activation markers on each and every ship but I got used to it. Activating in this way illuminates some firepower imbalance in the tiers, but that isn't the fault of the activation system. I'm excited by the flexibility of bringing and activating whatever ships i want, even a single, and still having some use for it. PD-linked-fire goes away and so does Battlelog, but I'm ok with that. If I were a model company I would be thrilled at the prospect of mix-and-match fleet building fueling increased sales. I think your idea is worthy of its own thread.
  25. Wolfgang Jannesen

    SRS rebalnace

    @Stoobert hey now thats not a bad idea, a lot of this gets solved by making each ship handle all of their own PD and finding a better battlefield role for interceptors
  26. Stoobert

    SRS rebalnace

    Whether intentional or not, SRS provided two game-winning tactics each which highlight Tier imbalance: 1. Bombers being the only reliable way to finish off your enemy Tier 1 when your own fleet is weakened, because AD has decreased but Tier 1 DR/CR hasn't 2. Interceptors providing persistent and neigh-invulnerable PD mountain. PD mountain benefits Tier 2 and 3 most, because we are forced to take them but they are most vulnerable to Torpedoes. PD mountain keeps your cruisers potent until Round 3 when they can do their job which is throw a lot of dice and then die. ;-) @Polaris your idea has a solid basis if I may summarize: 1) give Interceptors less PD 2) make Interceptors return to base after intercepting 3) limit interceptor PD to their own squadron 4) make escorts more useful 1. As for problem number 1, reduction of DR and CR after being damaged for all Tier 1 (not just ablative plating) is the only way to make Tier 1s less dominant in the late game, and more vulnerable to attack, and that issue related to SRS but outside the scope of SRS specifically. 2. However, I don't see this solving PD mountain in rounds 1&2. You still have plenty of PD to protect your most valuable asset and you don't need 12PD anyway to get you "over the hump" statistically speaking. Solving PD mountain just makes Tier 2 and 3 more vulnerable and less useful than they already are. I'd suggest making PD literally point-defense ...limited to a ship-by-ship basis only, yet making PD higher, meaning a single cruiser might have 4 or 5PD, and a Frigate might have 3 or 4PD. PD also includes SRS and Escort-class in base contact with that ship, no bubbles. The PD of interceptors is far far less such as 4 for a big token, but they never have to return to base. When dog-fighting Interceptors get a big bonus (TBD) which is their primary purpose.
  27. Polaris

    SRS rebalnace

    As far as keeping SRS at all, we will see what v3 brings, as far as what they add here besides flavor 1.bombers/ fighters a way for capital ships to reliably hit smalls, especially elusive targetsas well as cloaked ships, without degrading providing an alternate to torpedoes, and providing cover in arcs you don't have ( like the omnidyne dreadnought being pestered by smalls I the aft arc) not integral, but I feel it does add something 2. Interceptors, allow the fleet to support each other, and counter other SRS, granted this would not be required if here we're no start, but there is tactics to bringing inyerveptors and covering otherwise vulnerable craft (this rulest seeks to alter while not entirely ruin the current effectiveness of such) 3. Assault craft they provide sustained boarding assaults, and are often a repo-fleet's only security, that all there work doesn't go out with one or 2 wiffs They can be shot down, but provide a way to get repeated boarding (it hasn't proven OP in games I've played, you get nothing from capturing smalls, and cruisers have defenses enough, that it usually takes prep working, hardest part is driving off tokens of 6, which hopefully the escorts buffs here will fix 4.support shuttles, these are a great security measure vs bio hazard, and cyber heavy fleets, I don't like playing against them when I use directorate. But I think it is a fair defense especially since their range is short, and they provide no offense or defense. In fleet building this allows ships and fleets to customize there style and feel further, a carrier carrying bombers and assault craft, vs one with supports and interceptors, are very different things, while both remaing priority targets I like the flavor of SRS, but I can certainly understand prefering a game without them
  1. Load more activity
×

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.