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The Warcradle Team

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Showing content with the highest reputation on 10/26/2014 in all areas

  1. Got the first half of this fleet done. Here are a few pictures and there are more posted up at The Waygate: http://thewaygate.blogspot.com/2014/10/behold-orlyians.html
    2 points
  2. I made DW simple Scandinavia table... Its took two evenings of work.
    2 points
  3. Guest

    A Guide to Firestorm Planetfall

    Weapons that have an arc that is Fore are normally build in. Weapons that have an arc that is All Round are normally more flexible d
    2 points
  4. Bullshit...essentially it means you don't agree with it, don't like it or it makes no sense to you (or a mix of any of those things). http://en.wikipedia.org/wiki/Bullshit
    2 points
  5. At the end of the second week, here stands the map (with some alterations made to a few flags to make things more visually interesting: And what news is there for the week to come? Here is your news article for Week 3! But what does this mean, you may ask? Good question! For this week, there is a special rule: each player may initiate 2 challenges, instead of 1. However, there are some stipulations: - The challenges must be made in order. The first must be made and then resolved before the second can be issued. - As your fleets are spread more thinly than usual, any models used in your first challenge CANNOT be used in your second. This has no effect on games where you are the defender.
    2 points
  6. Played today. Stopped at turn 4 due to time constraints. Ended at a draw 4-0, with my Aquans leading the log at 4. Ill post in batrep forums later today.
    1 point
  7. Actually more a scheme for an Aquan fleet of course...
    1 point
  8. Edit: So... okay, yes. It's taking me a little bit here, but yes, the more I look at these the more awesome it seems. I like this.
    1 point
  9. @Grey Mage: Imho the Danes already have pocket battleships being just a tad more expensive than some BCs and the gunship being just slightly below BC firepower. Besides the Königsberg makes for a great BC if one likes to play one. But of course I can understand a players desire to see a genuine BC for a faction as those ships tend to be pretty iconic examples of each fleets doctrines. If you want a custom built BC for the danes I personally would suggest a few thing regarding your design ideas: - Keep the turret AD numbers in line with the standard turrets found on Sigurd, Gunship or Pocket BB. So likely three turrets could be ok with an AD spread of: 22/16/10/6 - stick with the typical generators for the faction. The cloud gen looks a bit weird and especially the guardian with protective 2 would cause havoc to the factions playstile (and balancing). Cheers R
    1 point
  10. kimek

    thoughts on Destroyers?

    As a player who was put on a receiving end of Artemises fire I can said that Nuclear Weapon almost mandatory for them - you don't even want to think all the pain when 14 AD, with a Nuclear MAR attached to them, hit you squadrons. Especially if its a Tier 3 squadron.
    1 point
  11. 1 point
  12. Shaffer

    1000 pts list

    Well the G-wolke is just plain worse than the Imperium in almost every respect apart speed (the 1ap difference is really laughable). 135 vs 145 and the imperium has 1 more HP and is a carrier (6), plus more AD on every weapon that really matters, theres no challenge really. IMHO, the Gwolke need to have it's AD upped to Imperium level and an addiotional AP, then you can compare.
    1 point
  13. Well the way I always figured it, it was because to the construction location due to their fluff. If it was built in one of the smaller system they may well have just welded large plates together in open space. While one built at a more advanced "dry dock" is better put together and may well have better materials used in its construction, hence the ability to remove the MAR on the larger ships. As far as the cruisers go I would guess that they are the easiest to build by far. The more advanced systems don't even bother building them since many of the smallest system are only producing cruisers. That's just my take from the fluff I have seen.
    1 point
  14. kimek

    1000 pts Tournament list

    Metzgers have much better usage on a land, where they can live long enough to enter the CQC battle (due to lesser amount of ADs) and after all, Metzgers' primary role in my list is to be a "lighting rod" throwers and while on land they're irreplaceable, ob sea, for just additional 5 points I can take a Sturmbringer who is MUCH better in this role. In 1.1 edition they were so good because I could have squad of TWO Metzgers, which I can't have anymore. P.S. tested 3 list two times already, had a massivr victory over the EotBS and had a solid tie (though we rushed the thing due to shortage of time on my part) with Covenant of Antarctica (who had the help from Free Australia).
    1 point
  15. Morticutor UK

    Hard Sci-Fi

    My problem with the idea of trek technology is that it basically relieves the pressure of a scarcity economy and changes the way people live and fight. Now, I like that because that sounds like a damn good society to me. But it doesn't come across like the society in FSA. Certainly an interesting space war needs trade convoys, important space facilities and the like - and that's well served with a continuing problem of scarcity. Instead, people will fight over ideas and ideologies - with genesis and terraforming breathing room is not an issue, with replicators minerals don't matter and Trek energy is near inexhaustible.. IIRC the book mentions the core worlds exploring the wealth of colonies and that involves scarcity - otherwise there's nothing to fight over. Mass Effect and Cthulhutech tried to deal with this through DRM. Certainly corporations holding on to the means of production doesn't surprise me.
    1 point
  16. Target practice would be all the little drenzi terrorists in need of a squishing.
    1 point
  17. You can read more about the campaign over at my blog: http://clockwerk-warriors.blogspot.ca/
    1 point
  18. The map made with the help of a local player who used the program Campaign Cartographer to generate a random world, selected an appropriate archipelago, and then I just drew arbitrary lines to break the map up into (hopefully) natural sections. Then I just numbered them, assigned terrain based roughly on what looked appropriate, named some islands, and we were off.
    1 point
  19. Here's the base map. Each zone has been designated with what kind of terrain is to be used for a battle there. The Red Stars indicate National Harbours, while the Yellow Stars indicate Neutral Harbours. In an effort to make things feel more natural, the spacing is not all equal, which presents players different problems and potentials for them to decide upon. I am currently working on a version of the map that will show where each player has begun, and can flavour-fully depict the shifting territories. And by all means, feel free to use any part of this campaign that you'd like for your own local groups.
    1 point
  20. The campaign has begun!
    1 point
  21. Galvainn

    Epiphany! or "No duh."

    I don't find a single rocket battery very useful. With the new AA rules, having multiple rocket batteries firing separatelty is much more interesting in many cases. Also, your theory works when firing the turrets separately. But what if you just lost three HP and you want to make a big attack against an enemy battleship? Then you would lose 4 AD, which can be quite significant against a Large/Massive model. So I always go for the shield gen whenever I field the Liberty. I have stopped counting the number of times it has saved it from taking a crit...
    1 point
  22. darkjedi203

    Back to the Tribal

    What about having piercing be a paid upgrade on the Agincourt?
    1 point
  23. The Bastard

    Back to the Tribal

    I think the Tribal is pretty good for its points. You get good Primary and Good Tertiary guns, you get good overlapping fire coverage, so unlike other factions you aren't getting as hamstrung via annoying fixed channels. You have 5 AP and 3/3 AA/CC which is pretty good. You get Redoubtable on your turret and Experienced Engineers and you get shields without losing out on your secondary weapon (ie. Torps). Comparing to the Georgetown, The Georgetown has to choose between offense and defense and while its offense is formidable, it loses power once it takes damage, while the Tribal really doesn't lose much.
    1 point
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