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Showing content with the highest reputation on 07/20/2014 in all areas

  1. zaknafn

    The Spice Must flow

    The forces of House Zarkonnen are finally getting a bit of paint on them. Right now this is my (mostly) placeholder for my work in progress Directorate. Nothing too special but I'm having fun painting up some of the evil...erm...misunderst...erm...who I am kidding - blatantly evil Guild warships of the Directorate. This first test model is the new battleship. An overall improvement in look from the first edition ships (I think the Directorate get the best treatment and improvement with the new v2 models overall). This ship is about 2/3 painted. I've got the Battlecruisers, heavy cruisers and frigate all about the same level of paint. Steps remaining: Finish details of windows and panel lines. Add another layer of highlights to the engines. Figure out how to paint the centre energy dome/thingy (most likely a variation on the engines). Since this was a prototype I've already changed the scheme up a bit for the next model (the BC is the next closest done figure). The centre is a lighter shade overall with slightly finer detailing and the red is layered a bit more to create a great contrast between the three shades used (Scar Red, Ferrari Red, and Light Red Orange). The last picture is to show a bit of different lighting as the natural lighting and camera made it a bit brighter than it looks normally. Thoughts/suggestions on the energy dome are welcome. Baron Vladimir Zarkonnon Zak
    3 points
  2. Pok

    Deep See Aquans

    An update..having painted a good part of the terrans, I decided to finish off the aquan models in wait for their patrol fleet (finally managed to get over some of the aesthetic choices). That meant the 2 chironexes and a battlestation. The battlestation will take longer and might be pushed back (not exactly priority model...), but here's the entire chironex school and the aquan shoal so far:
    3 points
  3. zelord

    CHAT LOG 3724

    Hi Sandman42! I have created this thread after the release of the v2 and because i really like the battle log system. I don't know if there is one in DW but you could replace with victory point (too big numbers maybe). All you need is some time once a week to include the new games posted in a spreadsheet. Derkapitan made an easy to use one. All is calculated, you just need to update it in the first post. Since i'm a graphic designer, i use photoshop and created some illustration to make it look cooler than just numbers. Create the thread in the DW section, explain the concept and ask for help and it should be fine. Just do it
    2 points
  4. Writing down is fine 'cause I must name the ship which I repair and the effect what I repair. Obviously I can't write down the exact effect of the future Breach... or I finish my career as Admiral and go to play lottery ;-)
    2 points
  5. Well, try not to play against Prussians. They play to one of our greatest weaknesses: boarding. They're Spear-throwers also totally ignore any and all wave lurking protection we may have been granted. However, if you ARE going to play against our Lightning-toting friends, Here are a few things you might want to do: 1: Plenty of E-turrets. Stay well away from them, and use your superior gunnery to bring them down where their marine-killers can't touch you. 2: Kill the Carriers. If you can take out the Elbes and Imperiums in the first few turns, you will have aerial advantage, and that's a very good thing. 3: Prioritize the larges! This is one of the few games in which I would recommend always targeting the larges over the smalls, as their larges pose much more of a marine-killing threat. Only target smalls when they're being very, VERY dangerous. 4: Make use of the Covenant's more exotic things. PAs are great, dilation fields and teleport generators work, and target painters can be exceptionally useful. 5: Air forces! Having more airships than them near the end will provide considerable advantages.
    2 points
  6. Ooh! I never thought of having my own doctrines. Time for more dorking out! Here are the doctrines for admiral R.P. Eberstark: Aim For Their Soldiers: This ability is declared in the firing segment. This ability is active on the Admiral's vessel. All Primary and Secondary gunnery gains the "Lethal Strike" MAR until the end of the turn. Angel's Terror: This ability may only be used ONCE per game. This ability is declared at the beginning of a turn. All "Blood Angel" Ships get the "Terrifying" MAR for one turn. I feel those compliment this feisty Prussian admiral's aggressive nature.
    2 points
  7. I made DW simple Scandinavia table... Its took two evenings of work.
    1 point
  8. As it seems that all races will at some point get a tactica, I thought I would hurry the process up a little and organize people's efforts. From here we can keep links on the progress of different races tacticas and what we would like to see from them. Core Races: -Terran Empire Tactica Status: Overview can be found here. -Aquan Prime Tactica Status: Hasn't been started (could someone please offer their services here to the community). -Sorylian Collective Status: Hasn't been started (could someone please offer their services here to the community). -The Dindrezi Federation Status: Partially started but scattered. -The Relthlozan Status: Partially started in the forum of "Teach me how to Spider" but there isn't much otherwise. -The Directorate Status: Almost Completed by Lord Xalys and Company. Summary site is here. Minor Races: The Alliance of Kurak: Hasn't been started as a mixed fleet (could someone please offer their services here to the community). -Hawker Industries Status: Partial Overviews done by Francech. Hawker Industries Overview here and Cruiser v.s Frigate comparisons here. -Ryushi Status: A summary can be found here. Others are working to add to this. -Tarakian Status: A summary can be found here. -Terquai Empire Status: A summary can be found here. -Veydreth Status: A summary can be found here. -Xelocian Primate Status: Completed here by me but could either do with improving or with replacing. The Zenian League: Hasn't been started as a mixed fleet (could someone please offer their services here to the community). -Ba'kash Status: A summary can be found here. -Kedorian Status: A summary can be found here. -Rense System Navy Status: Completed by Vedalslayer. Located here. -Works Raptor Status: A summary can be found here. Marauders of the Rift: Syndicate Traders League (STL): -Syndicate Status: Hasn't been started (could someone please offer their services here to the community). -Traders League Status: Hasn't been started (could someone please offer their services here to the community). Omnidyne Special Operations (OSO): -Omnidyne Status: Hasn't been started (could someone please offer their services here to the community). -Corsairs Status: Hasn't been started (could someone please offer their services here to the community). -Oroshan Status: Hasn't been started (could someone please offer their services here to the community). -Pathogen Status: Hasn't been started (could someone please offer their services here to the community). Comparisons: Hawker Industries Carrier vs Ryushi Carrier here Keys parts of a tactica: People should feel free to add below what they consider a tactica should include but for now I shall write my own opinion. I feel a tactica should give a summary of a ship, how to use the previously mentioned ship, how the ship compares to others, a summary of tactics, a basic summary of the race's tactics how it links to other units and/or how it can be used in a list. These don't need to be all in one tactica but please can people cover all of these different aspects in total. Special Thanks to: Lord Xalys and his helpers for the Directorate Tactica and their commitment. Vedalslayer for all the work he put into the Rense System Navy tactica and his more recent revised tactica, aswell as the Terran Tactica. Francech for Hawker Industries. RageofAeons because of his Alliance of Kurak and Zenian League summaries. Still a work in progress.
    1 point
  9. Well, we have a topic for the names of our ships, but I have yet to find a topic where bored Covenant players can go to rant about their fleet and admiral's storyline. So that's why I created this post! I'm a huge fan of just thinking up storylines (probably because I have so much spare time on my hands) and I know that SOMEWHERE there's people like me (I hope) so here I am. Don't be afraid to post storylines and fun little roleplaying information! I won't scoff at any of you. But feel free to scoff at me I'll go first. Admiral R.P. Eberstark is an experienced tactician. After demonstrating his skill as a captain and a commodore, war master Maximilian Shneider decided to promote the rising star to admiral, and gave him command of the Covenant's 21st war fleet, codenamed "Blood Angels" in honor of his ruthless tendencies. He was immediately assigned to a base on a remote Pacific island called Covenant Fortification Alpha one-one rather than within actual Covenant territory. The War Master felt this best, given Eberstark's desire to remain on the offensive, rather then defending the Covenant borders. Eberstark soon began to harry Brittanian, Blazing Sun, Federated States, Royalist Australians and Chinese forces with a relentless efficiency. Though he stood by the Covenant's philosophy of never killing non-combatants, Eberstark's brutal nature often led to a much higher kill count and much lower prisoner count than other Covenant commodores and admirals. Eberstark's proudest moment in the Covenant military was when he led the 21st War Fleet In their newly christened Euclid flagship, the CAS Teren's Grasp, in the destruction of a series of Britannian forts. The assault was a major success with very few casualties, and came to be known as Teren's Run, after the impressive performance of the flagship. Ever since, Eberstark and his "Blood Angels" Have struck fear into the hearts of all those who send war fleets into the southern Pacific. Well, I'm finished making a fool of myself. Who else wants to post their fleet's history and tendencies?
    1 point
  10. Nice tutorial, looks really good. Gonna be doing this!
    1 point
  11. Ungard

    Question about Black Wolf

    And you can get the italian carrier. It is only large.
    1 point
  12. Yes. Scout is powerful, which is why the Plumbata was...adjusted. The old stats had the exact same firepower in RB1 & 2 (pack hunters not included on Reapers) as the Reapers, but were faster, had scout, and had a fore front gun, at the expense of 1AP and 1CR. Now, its more of a fair trade between the two smalls; one being the utility small with the other being the frontline brawler small. Many people are trying out different targeting methods for the Lizards now. Conventional wisdom is to match your ships to the enemy's; your BB against theirs, your cruisers against theirs, so on. Now, there's a shift of people using the Falx to go cruiser/frigate splatting, and letting our mediums tackle the big game. The smalls deal with cruisers and/or smalls fairly capably. Consider that a Falcata squadron is doing 20AD in its broadsides and 15AD out the front; that's more than most BBs and pretty dreadnought firepower. The damage tapers off quickly when you start taking hits, but the strength of the four ship packs shines there. A three ship pack of Falcatas is still pumping out 16AD to each side and 12 out the front. That's more than the Falx in every direction. We don't do anything fancy. We don't have many tricks, and much of how the fleet works is fairly straightforward in the big picture. The trouble comes in the details of maximizing the number of hull points that reach RB2 against the other fleets. Unfortunately, the other fleets don't make a nice diamond shape facing away from us that we can sail into and drop lead everywhere, so we need to maximize the tricks we do have; scouting smalls, TACs (drives to max, turn up the heat), and large squadron sizes.
    1 point
  13. The Honshu also gets an extra HP over the Nakatsu. The Tesubo 3/4/5 typo will be sorted. The Ho-I Bombard gets the best defences of any normal bombard in the game- the EotBS standard +1 to CR. It also gains Incendiary Munitions. It's a perfectly average bombard, and has the same problem as every other Bombard in the game- Do you want to spend 195-210 points on three bombards, or 240 points on 6 medium tanks? More generally: There are definitely units, or even whole factions that don't suit some people play style. This isn't the same thing as them being not good enough, and it is important not to confuse the two. James
    1 point
  14. As most ships don't have a turn limit this applies not (or only in rare circumstances) for naval combat and for flyers I accept the turn limit as it is stated in the rules. I'll see if the others at my local meta accept this as we always played it the way I described it and we went very well with it. Not intending to troll I'd like to refer to this picture from the battle of midways to explain what fostered my point of view. Well, I know DW is just a game. Kind regards from rainy southwestern Germany (i. e. perfect weather for painting and creating terrain) NC Edit: To a non-native speaker this is not easily read from the rules, Bunnahabhain. I consider myself a rather proficient user of english, having studied to become a teacher (not finished) and consuming a lot of english books, websites and films and still i did not get it from the RB.
    1 point
  15. Most models with a turn limit on their stat line use the 45 degree template. However. there is no reason a model couldn't use on of the other templates and have a turn limit. This is useful, as models using a kinetic generator gain a turn limit. Naptain Cemo- Each and every time you move 1" round a turning template, it is a turn, so you must then move in a straight line for the specified distance before making your next turn. James
    1 point
  16. Speaking for EotBS, I think the Tetsubo is pretty awful. Paying 150 points for 9/12/9/- Rockets on a 90 degree fore arc is laughable, especially when it's attached to something so fragile and relatively wonky movement wise.
    1 point
  17. The liberty is far from the best heavy battleship, it has an embarrassingly low CR and relies entirely on its shield for defense. Shields are inherently random, you know what isn't random? Rugged Construction, Ablative Armor or just a plan old CR 12. And there are more weapons that ignore and reduce the effectiveness of shields that any of those other things. In weapons the Liberty has one thing, a big gun attack or two smaller but decent gun attacks. The Kaiju has a massive gun attack, a big rocket attack that meshes with escorts, a good torpedo attack AND a node. The Kaiser Karl with escorts essentially has two gunnery attacks and even without them its got good guns, a decent broadside and a speerscheulder. The liberty is far from a bad ship, buts its painfully one dimensional compared to the Karl and the Kaiju.
    1 point
  18. while I think you could do this in 1.1 I think it's redundant in 2.0. I might be biased from testing, but the distance from "worst" to "best" unit is significantly smaller, and therefore, such a wuestion is much harder to answer, I for one can't...
    1 point
  19. insomniacpsycho

    Pesets ideas?

    I feel like the peset is really only good at taking on small ships from a distance at range band 3 or 4, The only thing I haven't done with them is run a full squad of three since the rule update, but using them with a full squad of rostovs really help it out with destroying other ships faster in turn one where it really matters with any fleet. The one thing I don't recommend with this ship is to rely heavily on it because it doesn't have the ablative armor, or the jammer generators like other battle heavy mediums. I can only see this ship being important on it's first two activation's because of its guns and once it starts taking damage it's pretty much done.
    1 point
  20. Zagman

    WAR LOG 3724

    Players: Zagman vs Matt F(NonForum) Factions: RSN vs Sorylians Points: 1200 Scenario: Recover Resources BattleLog: 13/4 Called Turn 5. No Resources were we to be recovered that day. My RSN were deadly at range and he quickly found ignoring my two Spectres with Cerberus accompionments was a mistake even though the rest if my fleet had taken heavy casualties. Players: Zagman vs Brian C(NonForum) Factions: RSN vs Terran Points: 1200 Scenario: Boarder Clash BattleLog: 8/3 Called it after 3 due to time. A lucky Crit taking out the shields of his Admiral's Tyrant found my RSN Special Forces handedly in control of the vessel and preparing to Shunt it out of the system. We are all new players, if the future I expect to see shunt deployment from the Sorylians and the Terrans.
    1 point
  21. And take advantage of the half-AD field. Use it defensively to protect your ships on the way in close, then dump it on top of a victim to drop its anti boarding fire, and board that sucker
    1 point
  22. Captain Covenant

    Invader allies?

    Invader-Black Wolf fleet combo? You, my friend, are a genius. *mad cackle*
    1 point
  23. Tynian

    Stuff that you want!

    We all do, buddy. We all do.
    1 point
  24. @nightgamer you might want to check out my rants in other topics since 2012 while we wait concerning Planetfall, mostly in the questions threads.............at least we are on the same page.
    1 point
  25. A Squad of Flying Small Robots? I like Robots, ok?
    1 point
  26. Energy Turrets, keep the speerschleuders at a distance. Use Orbs to Teleport zenos upclose to damage many small and mediums. And use many E-Turrets for the long range damage
    1 point
  27. Writing it down does solve that though. The Focused Repair can't fix something that isn't present when the card is played. And if both cards are played at the same time, the Firewall Breach effect isn't present when the Focused Repair is played.
    1 point
  28. Just a short bit of fluff for the 12th fleet. I make no apologies, I like a lady in uniform.
    1 point
  29. Pok

    Terran gunship

    So..a corvette with no guns? If normal SRS can't even take enough fuel to depart from the carrier far, the "FSD srs" would have to be enormous for an SRS...which would probably make it no cheaper to make than a small corvette. As for the Commodore-style Templar, I like how it's not only better than the v1,5 templar but also perfectly synergizes with the cruisers to the point no other heavy cruiser in the game does.
    1 point
  30. Re-made my Commodore & Fleet story. See Below.
    1 point
  31. We can't even use it on dilation or teleport gens, because neither require a generator roll. I think the only gens we have we can use it on are target painter and disruption gens. The wording of the doctrine is weird, since it involves plus and minus (where can we want to use minus?) And red six (what gen can benefit from red six except shield?
    1 point
  32. Finished my first batch, I'll continue posting in the Painting Section.
    1 point
  33. welcome nightgamer.................................to the planetwaiters......................we have to kill time better than anyone else.
    1 point
  34. You can't even use it to pass shield generator tests. The doctrine has to be used on your own turn, not the enemy's, so literally the only things we can use it for are teleports, target painters and dilation fields, because they are used on your one turn. Very useless!
    1 point
  35. The cruisers do pack a mean mine flyby and salting the sky behind you is certainly a valid tactic to protect our rears. I do wish there was some way to deal with mines other than flying ships into them. I think a mine sweeper ship would be a great addition to all of the fleets.
    1 point
  36. Presidente, sell me your British and play Russians. It will take two more editions to make you happy.
    1 point
  37. Commanders, as Intel has no doubt made you aware the arrogant Dindrenzi are spearheading new and concerted efforts to increase the power of their victories over the noble Kurak Alliance. They have made precious little effort to hide this new propaganda. They seek to demoralize us as well us crush us. This demands an answer and answer we shall. In the early stages of the conflict we enjoyed a stronger position but that base of strength has begun to wane, we cannot allow it to slip any further. We need to remind them of our resolve and the enduring strength of both our nation and fleets. So to that end we need to look at our tactics and approach to battle. They are invading our home, naturally one is willing to fight to the death to protect one's home, but I ask you to consider what good is a dead fleet to their aggression if you are not they when they threaten unprotected worlds. It is understandable to hold your ground and fight to the last, but consider if that will truly bring anything, a dead ship can't be repaired to defend another home, nor can it ultimately endure to push them back. Our vessels are also far superior at enduring right up until the very end, unlike our Dindrenzi opponents who have plates of armor literally falling off as they approach their demise. Our ships remain absolute until the last blow our weapons still bite until the final shot, so again while it is a strength with have over them, I advise all Commanders to strongly consider just how far they push our hardy vessels, they can endure. But a ship that has endured 5 longer battles and then death has protected less than a ship that endures 10 shorter battles and still holds on. They are expecting us to hold to our last, don't play their game, deny them the killing blow, we are in our territory help is never far away, they have to limp back to lick their wounds. (Shunt out to deny Battle Log points) Our next focus should be on steadying and then improving our margin of victory over our Zenian foes, currently we have dropped below 5, we need work on securing a score of 6 or more over the enemies we engage to strengthen our position. Once we have done that we can then work at further widening the gap between us and these invaders that terrorize our homes. Aim to get 6 Battle Log points over your enemy (Example: 7/1) Our primary opponent the Dindrenzi seem intent specifically on trying to further reduce our strength and standing we will not succumb to their aggression. They put on brave faces and a big show with their massive railguns, but know this. They hide behind them, using them as a means to try and scare off what they are truly frightened of, they want to keep everything away from their "mighty" vessels, vessels which don't look so mighty trailing entire sheets of armor as they burn. Their engagement philosophy revolves around intimidation and early damage with their weapons, but remember once you get up to them the gun is cumbersome and useless to unwieldy to bear leaving them cornered and relying on friends to bail them out. Dindrenzi enjoy an early game strength at range. Our 1st turn should be to maximize protection by impeding as many of their shots as possible, use terrain, it hurts them far more than us. Don't be demoralized by the early gains, that can be rapidly undone once you have crossed the Fore. Focus down the more mobile ships to further compound their weakness, their Mediums should be primary targets to remove hard hitting mobile assets. As for their Larges, they have high firepower but it is concentrated in a very narrow channel, minimize it as best you can on approach and then dash under it, you only need to deal light damage to make their secondary guns weak, 3-4 points is sufficient to leave them floundering. Aim for DR and quantity over CR, they have no tech to stop a hit like we do, 6 hits is point on a BB, you can make attacks stick far easier than they can on us. Remove 1-2 Smalls per squad and leave the rest as prey for our Armsmen and Missionaries and opportunity attacks. Focus down entire squads at once if you can to remove an activation, but never let it compromise your plan or fleets main course of action. We are a defensively strong fleet, never lose sight of our defensive strength, it is important to recognize the when to fight from a position of attack power and when to fight from a position of defensive power. An example to help illustrate, Nausicaa vs Tyrant. In a game a while back my opponent started crawling the Nausicaa forward the minimum it could go aiming for my Tyrant. In a move that surprised him I banked the Tyrant into it's RB3 and presented broadsides halting the close from my ship. I further baffled him when in the following turn I did a full U-turn ending further away (but still in RB3 due to his minimum move). Over 2 turns my Tyrant was undamaged and his BB had suffered 3pts (1HP from lucky torps). He was losing and was confused at my insistence at staying away. Why did this work? I was fighting from a position of defensive strength. Tyrant 9AD vs DR6, a hit is a hit. Nausicaa 10AD vs DR6, but then has to contend with SH3. His shots couldn't stick because they would only just get 6-7 hits which my shields would comfortably negate, whereas my 9AD was netting 6 hits which he had no means to reduce. This is by no means foolproof and every game is different. All it takes is one crazy roll and an advantage can disappear. I mention this merely to remind people that not every movement should be about "Moar AD" we have strong defense, playing to that strength can give us a decisive edge. One of the most blatant and apparent is ramming an Apollo into RB1, the Apollo is a natural predator of most Dindrenzi vessels. It has it's fights from a position that is simultaneously it's strongest offense and defense. TACs, the Terran specific TACs are funny, they are situational. Cyclic shielding is worth it's weight in gold when you completely stifle 3-4 BIohazard attacks that was supposed to leave your Titan floundering. It isn't an easy TAC to use, and requires seeing/predicting what's coming but it can stop a game-plan hard. Remember it stops all coherency effects. Biohazard Corrosion Nukes Kinetic Crit shift Beams Reroll Scatter High Energy Decimator Torpedo Spook Pack Hunters Precision Strike All of the above are coherence effects, it shuts all of them down, and all at once. The card is niche but always think about the possibilities when selecting TACs and what your opponent has in their fleet. Temporary Solution, the use for this is obvious. Pick a Large and give it renewed ferocity, however remember that unless it has multiple arcs the gain may have not been worth the loss of playing a different TAC. Power to the Shields, this is a 1st turn go to for me vs most enemies. I usually play it on a Medium squadron or a Carrier. I can see questions already about why I play it like that. For me it all comes down to leveraging each card to it's utmost. I personally don't see the point of playing Power to the Shields on a Titan that's about to eat 21AD from a Retribution. Absolutely crazy rolls aside the Titan is going to cop a crit, don't waste the card. But a squadron of Aegis shielding the Titan, Ares and Tyrant? SH4 1st turn, daunting when the AD values being thrown or closer to the realm of 8AD, this TAC gets it's power maximized when played on a Medium squad in my opinion and when the attacking AD is lower. Dindrenzi want every early game point they can get, every early game point you deny is another one they have to deal later, after you have had a chance to soften them up, this isn't only Dindrenzi that it works against. I have had opponents outright not shoot a squad because of the TAC, playing it on a squad of Templars and not having them cop a single attack turn 1 because of it is totally worth it. Drives to Maximum, everyone has this card and we should to, it is usually a turn 2 card for me to swing specific elements into the opponent's face to disrupt their plans for when my other elements catch up. Burn Thrusters, this can give one of our squads/ships a sudden trajectory change, it is mostly an opportunity card when you see something crop up but it is handy to sometimes line up some extra shots. Focused Repair, we live and die by shields, if they go down we are in trouble, this is good card to have to absolutely make sure we get them back on a key ship. Charter Legacy, I prefer this over Perfect Timing because I would rather have insurance against a bad arrival than a potential turn earlier arrival, granted arriving a turn earlier can be good, but I find I don't want most of my Shunters to arrive until turn 3 at the earliest. Turn 2 usually not enough of the enemy has been committed to fully leverage the positional advantage you gain IMO.
    1 point
  38. Sebenko is certainly religious about the CAS Andraste. It's made my decision not to buy the blister pack waver. After hearing such things, one almost has to buy the model And I must admit, the Covenant commodore's so-called "doctrines" are quite honestly some of the least useful I have ever seen. Even the KoB has better doctrines!
    1 point
  39. This needs a how-to guide for us mere mortals!
    1 point
  40. The commodore can be placed on any large or massive model. And there are advantages to both the Epicurus and the Diophantus. The Epicurus can be kept back, flinging drones and shooting long-ranged E-turrets, and is relatively safe there. However, in my experience the best ship for the commodore is the Diophantus. It's good'n safe at range, with 8 dice of fast torpedoes and drone-spewing, but it's pretty safe in at close range if you play your cards right. After all, with it's monster PA, it's decent broadsides, and it's wave lurk, it can remain pretty safe while launching out a cloud of drones. The Epicurus's safety at close range is dubious. I deploy my commodore on the Diophantus when I'm not using the Euclid. My Diophantus, the CAS Claymore, has never actually been sunk. It's been prized twice, but never sunk. I don't even own an Epicurus. Every other model in the Covenant, but not the Epicurus.
    1 point
  41. Demios

    EoTBS tactics

    I suppose to get the ball rolling. Fleet composition; Generic comments (mostly focused on naval/air) Commodore powers- the tac card shutdown and the 'ignore breaks' for a squadron can shine in the right high CR level means foes need to throw a few more dice, or just go for the dr (damage but less chance of critical effects) Incendiary (rockets + primary guns) can reduce some enemy AP- don't count on this against smalls (you'll probably sink them first) but can help weaken Generators; the sun's have available on their mediums the disruption generators (with nodes) and sonics. The disruptors are great at shutting down nations relying on 'special' tricks' (eg shielded opponents/cloud generator opponents) while sonics are a bit more hit and miss but can do a significant amount of damage. Mix of different weapons systems on ships means a single ship may often be in a position to engage multiple targets in a turn, including torps (for the subkiller role)) Sharp turn on our navals- with the high speed of our vessels you can literally have them dance through terrain/your formations/enemy formations. (best done with smalls)- Weaknesses- the fixed channel broadsides mean you loose about 1-2 inches of move in order to align a squadron, lack of shielding on smaller vessels. specific fleet composition notes- in the absence of any specific build I'm going to use common squadrons/roles and mixes. main experience is in the 750-1500 points mix Individual ships "line of battle"- compared to opposite numbers- fewer turrets, however high ratings mean still deadly on 1hp left. For sheer points to damage absorbtion the shokatsu is hard to beat (35 points cheaper than the kaiju although at a tradeoff in firepower), the kaiju is a fire magnet (raw power). The hatchiman is very dangerous- I'm partial to a tesla generator to enable it to lead the charge. Air bb's - The raijin for it's extra points deals more firepower at rb 3 and 4 plus a disruption node. the Tsukyomi though at rb 2 and 1 something no bb wishes to face. Aircraft carriers under v 1.1 my most chosen 'single' warship was the kiyohime. Under v 2.0 carriers planes have increased in throw power from a 'once off' strike to a enduring damage stream... if you keep your carriers close- . two tenkei or kiyohime are a solid choice able to point at an enemy and charge CruisersSolid- high speed, sharp turn. The Honshu's disruption nodes offer a nice 'equaliser' in larger games. The nagatsu's improved anti-small ship capacities help in larger games and the tanuki is the tanuki. The inari is a 'classic' air cruiser substitutable for a Honshu (and the ability to 'fly high' means they can deploy in an 'as threat location'. The respecced onryu has disruption and sonics. I'd prefer the sonics as this is the highest speed/cheapest way to get a large number of sonics onto the table. (ok 80 points each isn't that cheap) Attachment units Escorts- 1-3 of these with a battleship is a, a bit more aa'cc and boarding. That said- they compete with other excellent small ships for points Arashi- Add 1 of these to a rocket focused cruiser squadron- eg tanukis, mk 1 honshus, to basically jump up the firepower by approximately 6 dice at rb 4 (eg 3 tanukis= 14 dice rb 4, add in an arashi= 20 dice (6+(1/2*(6+7+7+7). The arashi can help line of battle ships but given those want to get close it becomes more difficult to get angles (as opposed to the 360 nature of eobs rocket cruisers) Given it's choice for range one valid use is to have it hang back from squadron mates (8 inch command distance) to maximize firepower. Alternatively keep closer as an additional boarding threat, defensive guns or shield (dp 5 is higher than other Japanese cruisers- and once below rb3 it's squadron mates will be wanting to be as undamaged when they use their broadsides) Light vessels The uwatsu- Take 1-2 squadrons always!- high speed, high firepower, hard to sink outright, as much firepower as most cruiser at rb1. The yurgi destroyer- these are high speed alpha strike assassins. with speed 12, rb3 rockets and pack hunter these can put 18 dice of rocket into the air for 160 points. comparatively fragile (watch out for enemy light cruisers) The Fujin- respecced to the boarding option, speed 14 but cr 4 and only small (although elusive) means these are very fragile. The squidThe ika, flying ika and zangari- rough/tough boarding machines, generally designed to close and smash at shorter ranges (ok the flying squid does have some rockets) Fleet mixes/ themes Large ship cores to the fleet BB + carrier- a classic core- Carrier's can keep up with bb and mount as much firepower to the front 2 carriers- personal favorite- (more for fluff) If I'm playing seriously- a rocket bombardment squadron of cruisers is a key (if expensive) unit on the first turn able to throw back enough fire at rb4 to make the opponent hesitate moving their better Smaller ships- while squadrons of 4 are the better threat, if playing 'sneaky' on the activations- for 40-50 points you can have a squadron of 2 ships able to loiter until ready to strike (or even to claim flanks/objective tokens dependent on scenario. ok- that's by no means exhaustive of all units/options. but hopefully gets things rolling. Tactics implied
    1 point
  42. As low as my opinion may be of humanity and it's many failures, I'm afraid even I was hoping for something more than the obvious. For example how do you deal with mines? Do you take a fully stocked carrier for 5 points less than a battleship or said battleship? What tier is our best? What should we use instead of our limited cruisers? Awaiting any extended reply.
    1 point
  43. Excellent advice Meat. I think you're absolutely right--people struggle against Dindrenzi because the "default" Firestorm approach is to go for max AD (via closing the range and linking) and crits. Which the Dindrenzi are the best at resisting, since they have the "always on" high CR. But completely standard DR and no other defenses means the key is to plink them to death, which requires different tactics, from maneuvering to shooting. Sure 3 Templars can link and crit anything for 2HP damage. Or each ship can shoot seperately and are quite likely to manage 3 points. And while at range large ships can still link turrets to FF or S/P, when you close think about if you really should. If your linked AD only meets or slightly exceeds their CR, you may be better off firing the turrets separately from the other guns to increase your odds of getting 2 hits--crit effects are nice, but in the end things die from HP loss. Dindrenzi are also the best faction to use targeted strikes on: not only are their main weapons ones that can be switched off and not recovered via going belly-up, targeting their engines is almost as good because if they can't turn, they can't aim. AND since they have the widest gap between DR and CR of any faction it's easier to get a targeted strike in without feeling like you are giving up a good chance at a crit (especially against their tier 1's). Again if your AD is only equal to or slightly below the CR you are unlikely to get a real crit, but you stand a decent change of still getting a hit even with the targeted strike penalty. And while that's likely only a hazard marker, every bit helps and you might get lucky (again, check out the engines and weapons charts--roll a 3 and they are effectively disabled). This is the primary reason, incidentally, I've never minded that the Dindrenzi have the slight advantage on the regular crit chart of not suffering when a 9 is rolled, which I know bothers some. They are more vulnerable to targeted strikes and those "partial crit" effects than anyone else.
    1 point
  44. On a separate note this topic is meant in good humor to it's counterpart in the Dindrenzi forum. I by no means actually truly hate or detest Zenian League players. Well maybe a little. Please take it in the spirit of encouraging sharper games and a friendly discussion about the different factions and how they operate, and to hopefully just encourage more games to be played, be they wins or losses.
    1 point
  45. Excellent joke! Even though it is a massacre of the FSA models and truly painful to the eyes (too much colour!!!), I like the idea. However, playing FSA myself, I do hope your friend takes his revenge. Please let us know if he does...
    1 point
  46. How about remove the model and then replace it with an Invader model of similar size-class
    1 point
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