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  1. Last week
  2. Been trying to work out who gains the bonus. Is the unit /model with the "one for" the only unit/model to gain the bonus? Or do the rest of the posse gain the bonus if they're within 3" of a male/female model? Eg. If a unit of hands is within 3" of a male /female unit and the posse contains a unit with the "one for" rule, do they gain the bonus? Thanks in advance
  3. Earlier
  4. Heya, Lovely first fleet but I have a feeling the assault cruiser is in reverse
  5. The August 12 blog post - https://blog.warcradle.com/blog/2020/warcradle-studios-diary-32 - confirmed that UCS is on the back burner now: "While some games will have to enter an extended period of ‘Development Hell’ being removed from our current release schedule (Planetfall and Uncharted Seas) and others will see themselves looking at delays into late 2021 and beyond (Lost World Exodus and Armoured Clash) as we open up space in the schedule to make certain we can support Dystopian Wars and Firestorm Armada in the right way." The last iteration of the UCS rules (the hardback version) are pretty much solid as is so the best option we have for now is to continue playing those rules knowing there won't be any rules changes, or new models sadly, for at least another year and quite likely longer. Our club has decided to play UCS regularly as it stands and I have reverted to conversions to fill gaps in the couple of fleets I currently have.
  6. I assume you also still get the Torpedo trait of being able to alter one damage die result?
  7. Has anyone heard anything new on UCS? I know the COVID-19 pandemic has probably had an influence on things not being done. Would love to see this come back to life. Just saw that Kings of War put out Armada. I would rather support and continue to play UCS than switch to a new format. I bought into UCS in a BIG way prior to Spartan Games closing it's doors so I have a lot of ships dry docked waiting to set sail.
  8. Fluffwise Torpedos are slower but more intelligent Kinetics. Ruleswise this weapon ignores Shield and Armor (fromt he Kinetic trait), but lowers the TN for PD to 4 (from the Torpedo trait, as pure Kinetics have a TN of 5 for PD).
  9. How do the Kinetic and Torpedo weapon qualities work together?
  10. The most important change: Dindrenzi Hypervelocity Kinetics don't ignore all defences. And now models can be destroyed before the End phase of the game round.
  11. The interesting point on this one is the reduced Turn Limit. We played it so, that we only moved the lead model with ruler and template and then positioned the other models in coherency. Now i would aks my opponent to do this for the damaged model too, if i suspect, that coherency or the "all in the rearward"-position-rule will be broken.
  12. Great question. The 0.02a revision clarified this in that each model in the unit must have the same speed value (see pg.12). While the Thrust could change, the Drive Leak result won't affect the models speed. It'll just reduce the model's (and by extension, the unit's) Thrust and Limit abilities. Any feedback on this should also be sent in via the form on www.firestormarmada.com. ZS
  13. How does Drive Leak interact with units with multiple models? Does a model with a drive leak still end up in coherency in the rear arc of the lead model if it would normally lack the thrust to get to such a position?
  14. The 0.02 update clarified that the Sorylian Tactical Acumen may reroll both dice if they are the same value. They didn't change the standard rule for re-rolling initiative, it appears to me that this is meant to be a bit of a rarity for round initiative to change after the roll. Reserves also changed a bit in 0.02.
  15. In case you missed the Q&A section that Stuart and Chris held on Sunday, it was announced that the update schedule for the beta would aim for new revisions to come out on Wednesday. The 0.02 update is now available at http://www.firestormarmada.com. Some highlights (but not a comprehensive list) of changes: Units that contain more than one model always have the same speed Some weapons may be able to fire into multiple arcs in the same activation (ie, PT & ST) "Come to New Heading" clarified to be a 60 degree change in heading. SRS changes. Movement changes. Other stuff...check out the update. ZS
  16. So, we had our first game last saturday, and it was fun. Impressions so far: The game is fast, the new movement concept is intiutive and easy to do. The possibility of changing speed was used extensivly to cover distances and then to move around in close combat. The hit&defence-mechanic plays out nice. The PD reroll rule of the Dindrenze is absolutely ace against Soryllian, as they only have kinetic weapons. And the Dindrenzi weapons are sort of surprise for a starting faction, as they ignore all defence rules. And the Dindrenzi Frigates have no Effective(x) on their DF Beams, making them good for staying in one corner of the table, linking together and never move again. The damage rules take getting used to. In the end we accumulated a ton of the same damage effect on one ship, so that, if not repaired, the whole unit is destroyed. After that we decided never to use squadrons of 6 ships again. Now we need more factions and their rules (our guess for aquans is "Multi-arc devastating beam"-weapons without the Effective(x) rule and overlapping arcs for linking )
  17. Sorry guys, but rerolling the highest dice for initiative doesn't make sense to me: - if it is interesting to react and not to go first, you want to win the initiative roll for choosing not to start - if it is interesting to go first you want to win too I don't understand this rule. The strangest thing is the special rule of Sorylian "tactical acumen" : on the one hand, it clearly shows imo that rerolling the lowest dice should be the correct wording for the initiative rule, but on the other hand why would they have a special rule which is the same as a common rule ??! Another problem with the reserves rules : this rule indicates what to do with a roll of 1,2,3,4 and 6 but not in case of a 5...
  18. A five round game would give a theoretical maximum speed, if you increased every turn. But that's going pretty fast by then. Other than that, no, there is no maximum.
  19. So far, yes, starting speed is 5 (3 if arriving from Reserve). There is NO maximum speed. As long as you keep adding, you keep going faster.
  20. Question about ship speed. Starting speed is determined either by the scenario or just the bog standard starting base speed of 5. Is there a maximum limit? Can my battleship start at Speed 5 adding +4 thrust the first turn and then start at speed 9 and add +4 Thrust again to move 13 that turn and so on?
  21. I’m not sure if there’s a better way to do this, but here are all the notes I took during my first reading of the 0.01 Beta Rules. FSA Beta Notes About halfway through my first read through, I think the words “Model” and “Unit” are being used interchangeably. Perhaps Model should refer to the physical Model on the Hex Base (as you manipulate the Model during various Movement Rules); Unit should refer to the gameplay entity physically represented by the Model and Hex Base, with the various gameplay statistics... and Squadrons for multiple Units that function together within the game. Mechanically, the Target Number must range from 2-11 (produce an odds chart for a single d6 vs every TN) Arc names seem wordy, and not unique enough. “Fore” is better than “Direct Fore”, but with three different ways to use the hex base, I can see why this was chosen. What are the minimum and maximum point limits the designers had in mind? This is important for testing, as the system will break down at certain thresholds. Player B has a decent chance to choose to go 2nd for a given Round... I’m not sure how to calculate it though, and brute-forcing the baseline 1,296 combinations is rough. Odds of a Reserved Helix arriving on a given Turn. Turn 1: 16.7% Turn 2: 27.8% Turn 3: 27.8% Turn 4: 18.5% Turn 5: 7.7% Failure & Unit Destroyed: 1.5% Things players have to track: Player Initiative Ready vs Activated for each Unit Unit Speed 6 types of System Damage per Model (yuck!) Movement Section: “Whenever a Unit is activated, the first Model to be Moved is the Lead Model for this activation.” “The Lead Model must always move the furthest of all other Models in its Unit.” I can see arguments breaking out about how to properly enforce this... how necessary is the second sentence? “To make a turn using the Turn Template, first place the end of the template against one the Quarter Arcs of the Model’s Base.” What is a ‘Quarter Arc’? From “Headings and Arcs”, the best I can find is: PQ – Port Quarter SQ – Starboard Quarter Moving through Models: players can intentionally end move on their own models to A) get more movement and B give another Unit ‘Come to New Heading’. Unit Coherency: “In the extremely unlikely situation where a Model cannot (for whatever reason)...” I cant seen ANY situation where this would happen, given all the preceding rules. BURN RETROS “A Unit with a Mass of 1 may reduce its Speed to zero at the start of its Activation and turn to face any direction.” By rotating the Model on the Hex Base, or turning the Hex Base? Join Formation: Can a Formation be broken by destroying a Model? Combat: “A Unit will attempt to engage the enemy with all the Weapons Systems that it can bring to bear.” Is this a procedural Rule, or flavor text? Declare Attacks: So Units attack other Units, not Models? (This section is poorly written.) How do you determine which Model suffers the System Damage from a given Attack? SYSTEM DAMAGE “At the end of an Attack a number of System Damage Dice are rolled and grouped by result. Whichever result is in the majority, that number of results are applied to the Initial Target and the remaining System Dice results are Cancelled.” So if I obtained 6 hits/successes from an Attack Resolution, and for system damage roll: 1,2,3,4,5,6... I only inflict One damage to One System? Common Weapon Qualities: Blast “To determine hits, place the template so that at least the Initial Target is touched by it.” There are no Rules defining ‘the Initial Target’, so I can’t determine where to place the Blast Template. Also, is a Model hit by the Blast if the template touches the Hex Base? Effective (X) “When Leading or Linking with this weapon, as long as the target is in range, this Quality is not required to match.” Match what? I think this is trying to say the weapon can be linked to other weapons without the Effective (or Minimum) Quality... rephrase to “this Quality is not required to match other Qualities.” End Phase Boarding Reads like both players can launch Boarding actions against each other... who goes first? SRS RESOLUTION “Suring this step” > During this step Rephrase 2nd paragraph to: Each SRS Token contributes 4 Dice to the SRS Attack Dice Pool; the Attack has the Kinetic Quality. Repair System Damage: “Models in Formation not only contribute +1 to the Repair Dice Pool, but the results may be applied to any contributing Model. However, the Target Number required by all the Models in Formation is always calculated from the highest multiple of the same System Damage that any individual Model has.” I think this is trying to say you make one repair roll for the entire Unit, and the TN is determined by the Model with the most damage. Any successes are applied to any Model in the Unit chosen by the player. (also, never end a sentence with ‘has’) I only skimmed the Glossary, since it is a reference document, but there are several terms I don’t remember seeing when reading the rules.
  22. Sorylians can re-roll their lowest. So they can technically re-roll both for initiative.
  23. So the intend may be, that reacting is more valued than going first? Interesting.
  24. I'd brought this up in the past, and it hasn't changed. We'll have to keep an eye on future revisions, but I think the intent is to re-roll the highest die.
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