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Showing content with the highest reputation on 09/15/2014 in all areas

  1. Phaedros

    Faction Background

    Kurak Alliance Aquan Prime The Aquans are not best suited in a physiological sense for ground combat, but they have still built a powerful combat methodology that takes much from their living environment. The ability to think multi-laterally has caused them to engage the enemy using a multitude of means that can leave their foes reeling from the attacks. This is achieved using powerful Beam Weapons fired through Crystal Nodes that reflect the powerful lasers off at impossible angles - even around corners! In addition to this, the Aquans use various sub-cultures to man their light craft, providing a strong Light Infantry presence and capable recon support. The Aquans are considered to be one of the elite ground forces who mix powerful Hit and Run tactics coupled with an esoteric engagement style to encircle the enemy and strike them from all sides. Natural Allies – the Terquai Empire As a race who have been welcomed into the Aquan Prime, the Terquai are one of the strangest in the Firestorm Galaxy. At their core they have a ‘pioneer explorer’ mindset, but in recent decades have taken to further expanding their presence in the Galaxy by embracing archaeology and academia, sending out thousands of research ships around the Storm Zone. The Terquai make extensive use of Drones and Aerial Power. Drone Infantry form a central theme due to their ability literally ‘beam’ units of Drones from orbiting ships to a ground conflict in seconds. The secret to this staggering ‘Temporal Portal’ came from a relatively unknown desolate planet in Aquan space called Proteus Prime, named by a science team that discovered the technology, and is now the focal point of a brutal ground campaign. Sorylian Collective Deliberate tacticians who use battlefield control and pre-determined firing patterns to pin their enemies in place while their Light and Heavy Infantry Cadres press forward to capture critical objectives – the Sorylian Collective are masters of the Long Game. The Sorylians use a lot of Artillery to create areas of denial for their enemies, and powerful cannons to tear their enemies apart at distance. As a result they have the longest ranged weapons of all races in Planetfall. The models are a mix between slow ground pounding gun tanks and faster skiff vehicles, the latter designed to transport their infantry at high-speed into firefights where their brutish nature is needed. Natural Allies – the Veydreth Hunters in the strictest sense of the word, this Allied Race is a firm favourite of Sorylian Commanders. Their engagement tactics use pinpoint weaponry to strike at the heart of their foes, bringing them to their knees with ease. The Veydreth perform a harassment and guerrilla role for the Collective, and once unleashed they are a terrifying sight to behold. Terran Alliance The ground forces of this great race are, to put it bluntly, the ultimate grinding army in Planetfall. Blessed with thick armour and access to powerful shielding technology, the Terrans are all about moving deliberately through the battlefield, laying down fire on forward elements of the enemy and then bringing their numbers to bear. Terrans utilise shorter range weapon systems when compared to other races, but have the survivability to reach their objectives, coupled with the flexibility of multiple turret weapons to give them protection from all sides, to aid them in winning the day. In addition, Terran Commanders make extensive use of a wide array of weapon types ranging from corrosive Hammerstrike Missile Systems, to pinpoint G-43 Lasers and their punishing Magellan Cannons mounted on specialist vehicles designed to fulfill the roles the main battle tanks cannot. Natural Allies – Hawker Industries The first Allies entering the grounds combat phase of the war is Hawker Industries. The function of their troops is to provide a fast reaction force to Terran Commanders. Making extensive use of rapid reconnaissance and air support, Hawker Forces will be seen most often charging ahead of the main army, taking the fight right to the enemy. As Elite troops, these well paid individuals have a fearsome reputation, fighting on in combats where most others would fear to tread. Zenian League Directorate The Directorate is motivated by one thing – Profit – prosecuting wars where they are likely to gain a competitive advantage, and none more so that when new technologies are up for grabs. The Directorate turn to plasma weaponry to weaken forces, before mercilessly using what Commanders jokingly refer to as ‘Closure Flamethrowers‘ to finish off any resistance. Of all the forces in Planetfall, the Directorate make the most use of Air Power, citing the psychological effect of ‘death from above’ as being a valuable ‘engagement-asset.' In addition to conventional arms, the Directorate are masters of cyber warfare, attacking the enemy using technological means to cause them to miscommunicate orders, foul gunnery tracking systems and even short out entire squadrons mid-battle! Natural Allies - Works Raptor Works Raptor makes extensive use of elite forces who are often tasked with the more perilous activities sanctioned by the Directorate High Command. Their Recon forces are second to none, allowing a tighter synergy between air and ground forces to strike enemy positions with brutal efficiency. Works Raptor have very clearly defined roles on the battlefield: to cripple and kill targets that are reeling under the Directorate assault – something they do with minimum effort for maximum results. Dindrenzi Federation An elite force driven by pure survival instincts, they are considered to have the best command and control mechanism of all the main races. Brutally pragmatic, they strike hard and fast utilizing Hit and Run tactics along with lightning fast battlefield deployment using low-orbit Skypods that contain some of the best trained infantry in the Galaxy. Almost all of their vehicles use hover-tech, allowing them to operate in any theatre of war with ease. The core of their weaponry is railgun-based and this is put to excellent use against races that utilise shield technology. Once in effective range, shields lose their effect considerably against railgun slugs that have been propelled at hyper-velocity. Natural Allies – Rense System Navy (RSN) The RSN bring their own form of fanatical zeal to a Dindrenzi-based force. The RSN also uses a lot of robots, in fact, you could say they obsess about these engines of war, be they Battle Robots over 20ft high or Heavy Assault Robots that stand just 10ft high. RSN Commanders also rely on terrifying shock troops, driven by extensive physical augmentation, to tear apart stubborn resistance in close assault. The RSN truly are the masters of psychological ground warfare, using Cloaking Technology and Sonic Weaponry to smash the morale of their foes before they strike. Relthoza Relthozan culture uses warfare to accelerate and hone the intense pupation cycles of their race. Or to put it another way – the strong really do survive, and then prosper and grow. In ground combat they rely on Spire Nodal Points (launched into the surface from low-orbit) to bolster their command and control, and as masters of Cloaking technology this race deems their shadow-carapace to be one of their most important military assets. Close quarter combat plays a big part of Relthozan methodology, with units eager to use speed to close the ground between them and the enemy, punishing them with their projective Shard Cannons and of course, rending them limb from limb for good measure! Natural Allies – the Ba’Kash Fierce raiders who are commonly seen fighting at the vanguard of Relthozan assaults. They are most adapted to hunting smaller targets who threaten the main force, especially any enemy flyers who stray too close. Using Sonic Weapons to paralyse enemy flyers in mid-air, the Ba’Kash will swoop in finish them off with powerful short ranged cannons. Note: This fluff has been corrected, edited and otherwise modified from it's original form, this was done at no cost for the benefit of all.
    3 points
  2. Which is even worse, at least from game perspective- you are adding another nonmodel to the list of things the game needs. More pointless clutter to the table, along with dice, status markers, measuring tools and all the junk. Not only is it aesthetically ugly, but also means if you forgot the template...too bad, you cant play the game. It may be just me, but the more junk you eliminate from your game, the better and more functional it is. Producing extra tokens, templates and so on when you can use a model base (or model itself) is just bad game design. Sure, you can't get rid of all of it without making the game too simplistic, but in that particular case, adding a template when you can use existing modelbase is pointless. And yes, I realize you will disagree, just explaiing my pov. And yes, I do dislike the existence of the movement template in Firestorm, but spaceship games (naval in general) are really hard to design without one.
    2 points
  3. Durandal

    Command Helix?

    Dear sir, I enjoy your newsletter and wish to subscribe. Finally, I can realize my dream of Dindrenzi ships firing other guns as a method of offense. Truly this is a great day for the Federation.
    2 points
  4. Proudly presenting: Appendices for Heat and Tesla. Clicking the pictures leads to the big ones. NC
    2 points
  5. As with almost everything Spartan release for Dystopian Wars, I've jumped in and bought the latest new toys. After the shock of the Studio scheme (which I love, by the way) I thought I would take my Indian fleet in a slightly different direction and go for a brown and orange scheme. Based off a bastardised version of Waffen-SS dot camouflage, here is the first test model. More pictures and words on the blog here - http://fullsd.blogspot.co.uk/2014/09/painting-progress-indian-raj.html C&C welcome!
    1 point
  6. Some quick Pics. I have highlighted the Phoenician however it was a bit too bright and so low lighted(?) it again. Started on a Tartarus fortification and an Elysium. I will try to get some better natural light pics tomorrow.
    1 point
  7. For Capture The Station, you need two things: AP to board it, and PD to prevent the other guy from doing so. Variant cruisers will provide boarding, and a few squads of SRS will shut down any counter-boarding attempts. I played defense for that mission once on my SRS-heavy list, and my opponent took one look at the cloud of SRS surrounding the station and said "I'll never take that thing; I'd better just blow it up!"
    1 point
  8. roadkizzle

    Gameplay/Rules question

    It's just that a lot of people don't like predictability. Spartans system enables for some very large potential hits, and extremely lucky roll that could have a big impact on the game. I personally like this because while the average number of hits are fairly simple to calculate the distribution is so varied and is not a simple calculable event I actually have to resort to using actual strategy rather than just having the game turn into a statistical optimization problem. I can have plenty of those by just taking my Industrial Engineering classes. Also, events that happen in real life don't follow the same binary or triangular distribution that most other games follow, and I personally find that the exploding dice mechanic can definitely be used to more accurately model real world scenarios, and can easily incorporate the different probabilities such as angle of fire, placement of shot, environmental considerations, a cumulative effect of multiple rounds. All this is more or less neatly abstracted with one die roll while it would require 5 or more rolls on varying charts for a game using a simpler mechanic.
    1 point
  9. Awesome Captain Nemo You feed the eye and the mind divulging information a coherent way. Many people will apreciate this.
    1 point
  10. Yes, ruleswise, the ghost ship and the ghost station are the same.
    1 point
  11. Commander Kane

    beauty of BC Spur

    Good idea, will have some results tomorrow or day after allready have a list with spur +2 escorts at 1200 pts and a game against a friend with another m8 as observer so I might by the end of the week have results for both 2 spurs test and single BC at 1200 pts
    1 point
  12. TImSteve

    V2 RULES QUESTIONS

    Not sure if you're mixing up terminology or not. A deep diving model is always on the water major surface whether its on the surface, submerged or deep diving height level. If its on the surface height level then it has no protection for being a diving model at all (in 1.1 it was 5+ to hit). A model at the deep diving height level cannot be shot at by anything other than torpedoes, CC or a Particle Accelerator. The Sub Killer MAR negates this restriction but only in RB1 as well as removing the partially blocked penalty vs submerged/deep diving. Basically: if an opponent sub is at the deep diving level you'll need to fire torpedoes at them, get within RB1 to use CC, get a model with Sub Killer MAR on its other weapons to get within RB1 or fire a PA from a model also at the deep diving height level. Since its 6s to hit a deep diving model before modifiers its going to be very hard to hurt them no matter what you fire, unless its vital you eliminate that target there are probably better options....
    1 point
  13. Naptain Cemo This is great! I look forward to these becoming available. Perhaps consider making them available through two different online downloads?
    1 point
  14. Possible addition:Piercing ammunition allows for critical hits effects to be applied to small models that start with two HP
    1 point
  15. Agreed, google docs makes life so much easier.
    1 point
  16. Bases are a plus as far as i'm concerned. i would argue that 90% of gamers would just stick a 'provided separately' base on anyway. most people who either want to do their own bases or want to use special scenic bases are crafty enough to just cut them off. from Spartan's point of view, having the bases on gives the silicon mold a clear 'top' that helps them a lot. if any of you have experience with silicon molding you'll get what i mean, it's the difference between having a two-part mold (and all the mismatching and QA failing issues that plague some of the earlier FSA casts) and a single piece mold that you can just pop the miniature straight out. TLDR: having bases on is cheaper and cleaner.
    1 point
  17. Wich is fine. Actually I think its the batter way to look at a fleet as a whole. But IMHO in this case it was simply out of context. The original question I was answering to was one DN or two BBs. Emperor BBs to be precise. The Karl is in deed more of a light DN but since its classified as a heavy BB its clearly somthing different to a "normal" BB. Arguing two BBs plus a fleet carrier is better than a single DN is not really helpfull in this context because this is obvious... and simply the answer to a different question. Low or lowish point limit games were also mentioned ~600 pts large and massives doesn't really fit into this context as well. My main point in the last posts has been that a DN is not a necessity. There are plenty of other options for about the same points. While these work different and thus need different tactics to be used these options are not less effective than a DN. IMHO most of them are really more effective. For the roughly 300 pts of a DN you could get two Stumbringers for example. Or two Rhines. Or one Rhine and one Sturmbringer. Or one Rhine and one Emperor. All viable choices. And thats just naval! These options just don'T work in the same way as a DN. Wich basically sails towards the largest opposing vessel while firing all its weapons at available targets. Trying to survive until it can lauch its boarding assault as a finishing move. Only real alternative is to linger in RB2 and 1 and capitalise on the firepower. Two carriers can be more devastatig at range. Using carriers needs more pre planing compared to a DN. At least some tought needs to be put on what to do in the turn after the next. And more carefull and precise movement. Same with a Sturmbringer. Its a really good unit but needs carefull positioning and movement. Even two BBs need to be used more carefull than one DN. The hBB is about as tough as a DN. It could even be arguend that its thougher and a better damage sponge. But it packs somewhat less of a punch. If its about puting somthing on the table that is big scary and can soak up lots of ADs without desintigrating I would argue for picking the Karl over the DN. It does the job for less points. When the point limits for games rise the number of options does. To the point were a DN plus two BBs and a carrier is possible. At this point the actual unit picked becomes much less important than the overal fleet composition and the battle plan. Without carefull poisitioning and movement even a damage sponge will not stand up to concentrated fire of 1000 or more pts worth of large and massives. The damage sponge or underrunning the oppositions fire tactics becomes much less usefull to the point of being completly ineffective in larger games. While a DN or hBB is still the biggest fish in the pond. The pond is bigger and as a result there are more big fish around. So it won't be a duel of a single DN or hBB vs its counterpart but vs several of them. With lots of point most players will also become more bold and creative when selecting their fleet. So there will be some tricky and outright nasty stuff out. Having a flexible fleet composition and some safety in numbers IMHO is usually a better way than picking more DNs or hBBs in an attempt to simply scale a 1000 pts fleet up. The effectiveness of massives doesn't scale up if the points go up.
    1 point
  18. - Mesa of Melcon "A better humanity for a better tommorrow" Specializes in Bio-Genetic engineering. Makes no secret that they are trying to improve the human genome, but does not advertise that their senior officers are all 3rd or 4th generation members of "improved" breeding lines. Operates a substantial fleet (mostly of cruisers and other fast raiders) as part of their "Destructive Testing" division. Has been known to work with Omnidyne and Works Raptor, and even the Syndicate.
    1 point
  19. 1 point
  20. Haven't looked too close at the marauders yet, but avoid paying for difficult or elusive targets as Sorylian scatter weapons will tear them apart. Favor range band 3 weapons where you can, Sorylian are beasts on 16".
    1 point
  21. Looks good and very professional, well done mate!
    1 point
  22. LOL, don't forget the fact said unnamed company would ignore their customers and alienate their long time fans and supporters. Did I mention the last of my space elves army and the bits box is up on ebay to help pay for a Planetfall pre order.......
    1 point
  23. These look amazing, I don't even play UCS, but if I were your opponent I'd definitely admire and appreciate the amount of work that went into those.
    1 point
  24. Phaedros

    Faction Background

    No problem, gave me an excuse to edit some of the typos and grammatical flaws of the original.
    1 point
  25. Mage

    Faction Background

    @ Steve_990 Thanks for the link @ Phaedros Holy moley, thats a lot of text, thanks very much!!!
    1 point
  26. I knew a guy who makes a few dozen different alien language fonts that might work for names and other hull markings on alien ships if you can print your own waterslide decals. His site's here: http://www.windswords.org/omega/omega.html Some more here: http://www.blambot.com/fonts_dialogue_strangelangs.shtml And here: http://www.erikstormtrooper.com/fonts.htm
    1 point
  27. If the wording remains the same from FI:P, and someone did decide to make their own bases, they will need to ensure that they match the model's supplied base exactly (mm for mm.) Seems a bit of a hassle for no gain other than the model has a clear base right?
    1 point
  28. steve_990

    Faction Background

    Links to all the factions are on the right :-) http://www.spartangames.co.uk/products/firestorm-galaxy/firestorm-armada
    1 point
  29. And some another token idea make from plexi
    1 point
  30. Thamoz

    Force Lists

    Turn 1 medium kill team. Squad of 2 Fresnels (or two squads of 1, but I prefer the flexibility of a bigger squad over the extra activation) 1 squad of 4 Diogenes Pick a juicy cruiser analogue and blast it with the fresnels (each one firing linked only with itself for 10AD each). This should cause two critical hits even through shields/other defences. Now your chosen target should also be enjoying a CC of 1, so aim your diogenes torps at is and let the faster torpedoes fly!.... or, you know, swim. Either way the target should be sinking wreckage by the end of your 2nd activation and your opponent will be wondering just what happened. Killing a cruiser is a great investment, it makes a squad a lot less frightening and if it happens so quickly then your opponent is bound to feel a bit worried. Psychological warfare, just another tool in the CoA toolbox! This kill team features in a lot of my lists and ideally sits at RB4 and snipes away. In a three/four turn game I would expect them to kill 3 cruisers, which doesn't exactly make their points back but the precision and ease with which they can do this is unparalleled. Usually a canny opponent will send something to get rid of the Fresnels, and it will probably be corvette boarders. Nothing else can get rid of fresnels so quickly and effectively, since they are remarkably resistant to firepower and nothing bigger than a small can get to them quick enough. This is where the other part of the team shines; as well as landing the killing blow, the Diogenes broadsides are good corvette hunters, and you will usually get a shot off with them before the boarding punch hits. 5 corvettes stand a good chance of taking out both Fresnels.3 corvettes... well, it may well take out 1 Fresnel, but at least you have a better chance of surviving it. Also remember than the Fresnels can fire both sides of their e-broadsides.
    1 point
  31. That's a nifty rule, but we'll need to double torpedo AD to counter-balance it or just come out and say "we hate everything that's not direct fire guns, they have no place in our game".
    1 point
  32. Shadow Assault task force Aristotle (target painter, primary) for 210 3X Cleomedes for 240 5X Thales for 100 fleet total: 550 The general idea is to approach in a roundabout, somewhat confusing way. Keep them together, but separate enough that the enemy can't turn to the side and nail all of you with anything it wants. Have the Cleomedes snipe mediums with torpedoes, and try to hit a couple with your wave lurked turrets. Stick close to the Aristotle so that you can both take advantage of the target painter. Have the Aristotle advance closer and closer with the cleomedes support, aiming your PA at anything that's smaller than a cruiser. try to take out at least one cruiser, and damage the others. Then, have your Thales zoom up close, use hit and run to blast one of the remaining cruisers, then board the other one, either prizing or sabotaging it, thus hopefully destroying it. This leaves the Thales to deal with any remaining smalls while the Aristotle and any surviving Cleomedes target paint the enemy battleship/carrier and blast it down into Davy Jones' locker. This strategy works against basically anybody but the Chinese
    1 point
  33. Zagman

    Spartan Download Request

    Something like this makes Spartan awesome, other companies which shall remain nameless would have charged $45 for the Marauders information and charged another $10 for Pathogen as a ITunes exclusive. And there would be terrible balance and at least one rule would be a usable to the point of breaking the game for the couple of years until it was updated. But, Spartan is nice enough to give us the rules we need for each fleet, balance and update them, and listen to their customer base and respond to inquiries and requests. Stay this way Spartan, you guys rock! Seriously, listening to your customer base, giving use the core fleet stats online, periodically updating and balancing fleets based upon feedback, and offering outstanding customer service has own people like me over and I can say nothing but great things. You've gotten hundreds of my dollars this year and will continue to receive more because of these qualities. Thank you.
    1 point
  34. They are Sorylians. They do it that way because they have always done it that way.
    1 point
  35. Phaedros

    core helix question

    I like big numbers... plus it just just sounds impressive when someone asks you how many points you're playing and you say "Oh, just two-thousand points, nothing too big." XP
    1 point
  36. Not a bad idea, I use dice on the bases... Mostly because I hate a pile of tokens.
    1 point
  37. Obviously the communication in a dystopian world is much slower than in a futuristic world like Firestorm. So dont destroy our illusions here please ;-)
    1 point
  38. And here is my defenders of fjords :-D
    1 point
  39. Here we go, now i've finished my battleship. Flag-ship of the 59th Fleet and of my Commodore, 'Gilded' Godfrey McAlistair. HMS Magnificent
    1 point
  40. More pics (still missing freehands on the last one though)! Sadly I only have my crappy mobile cam with me at the moment, but you should get the idea Templar Heavy Cruiser Squadron
    1 point
  41. Meffi

    Tarakian Small SRS

    From the album: Meffi's WIPs

    1 point
  42. Guest

    Army Concept Plans

    During testing last night we had a 'Drone Heavy' Relthosan list (....with so many Light and Heavy Infantry Drones on the table, we could hardly move them!) against an Aquan 'Focused Anti-Armour' list. The elite Aquans were brutally efficient, shooting round corners and sniping off the larger elements in the Relthosan force....and then the Drones began to capture the objectives, scoring solidly, pushing the Aquans back with sheer weight of numbers. In the end both forces were in tatters, with an Aquan Heavy Helix (with 2x Heavy Tanks and 2x Tank Hunters) and the remnants of the Core Helix holding out against the Relthosan Assault Helix with loads of Heavy Drones in objectives..... a fantastic game that ended in an exact draw (in terms of Tactical Value). Both players achieved their Zero-Hour score by the End Phase, and even managed to score the exact same amount (due on part to a TAC played by the Aquan Player to win the Recon Phase)....leading to our first draw in over 200+ games! Both players noted that the flexibility in the building mechanics meant that taking lists that were off the wall didn't feel off putting and both are now away to build more zany lists that push the system to maximum - I believe one is planning a Leviathan Stampede (2x Leviathan Helixes and an Assault Helix) whereas the Relthosan player is planning a Drone Nexus/Brood Mother Force (A strong Core Helix with lots of Light Infantry and 2x Field Support Helixes....including 2x Brood Mothers!) Taking a leaf out of their book, I'm planning a game today with a list I'm calling 'Iron Rain'.....a Dindrenzi force with so many Drop Pods and Nexus Designators (the mechanic used to guide the Drop Pods to their target) that I feel kinda....dirty.....I'm even planning to drop in a Leviathan (...cos I have no shame!) Of course I'm informed that my Sorylian foe is planning an Assault Force, with 2xAssault Helixes! ......which may be a tough prospect. ....especially if they get close to my Hyperion Leviathan. Cant Wait! For me, this is one of the best things about the upcoming Planetfall - the diversity that is possible within the simple system of list building. The Core Helix has 3 Requisites (1x Heavy Tank Squadron, 1x Medium Tank Squadron, 1x Light Recon Tank Squadron), and all other Helixes have 1 Requisite (although this differs between the Helixes)......and after that, the restrictions are minimal, and are based upon the choices of helixes players decide upon. Of course, that said, List Building in any game is important - but it shouldn't replace gameplay. I would have looked at the Aquan/Relthosan game last night on paper and said the Aquans were gonna get hammered. but good gameplay and some acts of in-game heroics meant that it was the Relthosan player that was scrambling at the end (....the Aquans hit their Zero-Hour mid turn, and the Relthosan had to pull out all the stops to get over the line - performing a Storming CQB Action into a building with Heavy Infantry deployed via a Birthing Pod shot by the Brood Mother......). All this lead to a lot of people crowding round the table, watching the Relthosan player 'throw the long bomb'.......with some scattered cheering and more than a few shouts of "you jammy git!" chorusing out from the watchers. d
    1 point
  43. I also got suckered in with the Directorate Aircav idea, thanks Ben . My Planetary Security Forces will probably also involve some ground forces... Maybe... I'll have to wait and see how the Helix's look before I can say anything for certain other then that my son and I are eagerly awaiting the 2 player starter for sure.
    1 point
  44. So, kiwicolourstudio brought this idea up on Sunday during our gaming session. And me being me (ie: completely nuts) thought it would be a good idea. So here you have it, primary and secondary objective cards, in the style of (somewhat modified) STAR cards. It also includes a bonus "Scrambled Orders' primary objective, where you simply have to stop the other guy. OR Mission Cards OR Mission Cards (High Quality Print)
    1 point
  45. Some of them aren't as balanced for 2.0 as they were for 1.1 or 1.5. Some of the ones based on hull points are easier for some races than others. Dindrenzi have very high HP but softer defenses - something like Works Raptor or Aquans have significantly lower HP but higher alternative defenses. A cheddarball Dindrenzi would win an HP based engagement but hiding most of his fleet and then just "having more HP at the end" because of it. They're not perfect - but I gave them a quick glance (again) and none of them look terribly unbalanced. Zak
    1 point
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