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Showing content with the highest reputation on 03/21/2015 in all areas

  1. Oh I'm aware it's considered an incredibly intelligent and dominant Sorylian who's in charge rather than a dumb beast. Two points: 1) They already did that with Aquans (the Cserani) 2) Said Cserani are smart enough to stay out of places where their life expectancy is significantly shortened. They're fluff, not models. It's just an utter contradiction in my mind: even if you like Delboy's definition on the first page of this thread ("Enter the Ancients - Sorylian creatures with centuries worth on knowledge and experience. Paragons of the permanence of knowledge. Holders of the Truth."--this is where you correctly remember seeing a more complex description) what the bleeping bleep are they doing as the biggest target on a battlefield? They'd simply be too valuable to risk. Spartan's been doing a few things recently that make me nervous about the fluff--I'm not particularly interested in ancient warriors leading armies into battle and long lost civilizations coming back (Overseers). This smacks of 40k--students learning from a revered elder (Sorylian society is arguably the least individualistic of all in prior fluff, valuing the slow accumulation of scientific principles and knowledge passed on through institutions, not revered ancients--their whole "thing" is being superb ENGINEERS for crying out loud; heck the split with the Saurians happened after a conference between all the Sorylian species--except this new one--that lasted hundreds of years, not by asking some ancients what to do) that have super tough skin (that they've never investigated to use as armor, apparently, since everything else they encase in metal despite apparently having intimate knowledge of something they can grow strong enough to absorb railgun shots, lasers, and multi-ton explosions) and fast despite its bulk (can an elephant keep up with a motorcycle, or even a M1 tank, for hours at a time, or even a minute?). It's a cool model, I have no problems with that. It's just completely out of left field from everything we thought we knew about Sorylians, and doesn't work *for me*. It's a jarring disruption of my suspension of disbelief about the Firestorm universe that doesn't seem consistent with, well, ANYTHING else in Planetfall or Armada. Even the large Relthoza warriors get armor and weapons, not a howdah. Which means every time I see it on a battlefield, I'm going to hit it with every weapon in my army And outside that, I'll probably pretend it doesn't exist and encourage my Sorylian playing friend to buy two heavy helixes instead.
    6 points
  2. I'm also pretty unimpressed with the mini concept. (copied from a fb thread...) I just wanted to see something more shaped around it's back, more akin to well fitted armour that just this platform tied to its back. The Ancients are top of their society, not beasts of burden so they would shape their armour around them, not have this ill-fitting board stuck to their back... also a bullring?! Seriously? It just makes them look like wild, impetuous, feral brutes that need to be wrangled and controlled, not the most intelligent and wise of their kind, beasts of supreme knowledge. . I like that it has 6 legs, only I would perhaps like to have seen it walking more on its back 4 legs and able to lean upright with it's front more so its fore legs were more arms, able to hold or manipulate things... So in terms of it being more anthopomorphic, I would've seen it with armour down it's arms, looking up with a slightly longer neck craning to the side as if reacting dynamically to something on the battlefield, perhaps pointing with one hand while the other holds something on the ground, mouth open and roaring... and teh gun platform more being a modified segmented back armour with guns over each shoulder but to an extent they were more secondary to it, only able to shoot at what the Ancient itself was directing them to do - Delboy on the forums said how it was very much the Ancients that were in charge, not the gunners... the sculpt simply doesn't say that - it says it's a dumb beast of brute force thats a convenient way of carrying a heavy gun into battle. I'm aware that sculpts to dictate this stuff, and Spartan do tend to go down simpler, symmetrical style that is more representative than cinematic... but even still, just feel it was a wasted opportunity for so much more. For me, it's a no - i'm out. Esp after the recent Sorylian nerf... The Aquan (and relthozans and directorate) leviathans however... Wow!
    5 points
  3. All six Leviathans now revealed, I'm jumping in with my thoughts: TERRAN - Big battlebot. What's not to like? Looking forward to painting one. DINDRENZI - Long an icon thanks to the rulebook. DIRECTORATE - I have a sneaky suspicion it could grow on me through game play and tactics. RELTHOZA - See my avatar for probable bias, but... HELL YEAH!!! AQUAN - I'm not an Aquan player, but it seems like the Planetfall Aquan figs are just getting better. The Haumea in the Heavy set looked interesting in pics and on paper, and after all the skimmers, here's a lanky tripod on twisty metal legs. So okay, Cool. ...and then there's the SORYLIAN (deep breath...) See, the thing about Planetfall Sorylian figs is that every one of them looks odd. Every one of them makes me go 'Uh... I guess...' Even that pink paint job in the Rulebook is kind of out there. But stick the Leviathan next to a couple of the other Sorylian oddities, like it is in one of the new pics (and it's dwarfing them), and all that wrong just starts to seem RIGHT in a weird alienesc way.
    2 points
  4. The only issue with Shunting is its superiority to Flank Entry in almost all cases. The Reserve Entry mechanism is the main thing balancing Shunting, as most of the 'negative' results on the shunt table can be mitigated with good placement.
    2 points
  5. Did you ever see the stark-raving-suicidal-insanity that was shunting in from the last two editions?! I was the biggest proponent of V1.0 and all it's meanness on this forum and even I never dared try that back then. What we have now is just fine, not overpowered and not something so insane your brain would just as soon forget that rule section of the book.
    2 points
  6. You wont be joking about the giant dinosaur when its crushing your mediums with every footstep.
    2 points
  7. The fact that it's a giant lizard? That a technologically advanced, starfaring, laser shooting race's answer to ground combat is a giant animal? Should Terrans get some marines riding on elephants next? I mean the whole premise is ridiculous and from the writeup about it, these aren't just giant reptiles, they're super-smart leaders of Sorylian society. So the plan to 1. drop them into a combat zone and 2. not armor them seems like really poor planning for a race that prides itself on slow, deliberate planning.
    2 points
  8. Heyas, Here's my ice planet Dindrenzi so far. I'm super indecisive with paint jobs and was torn between a couple. My robots will be one of the other schemes, and RSN will be another. This is a pretty time consuming scheme with the paints I have on hand, so its slow going getting through them.
    1 point
  9. Hi there , playing the FSA through 1.0 and 2.0 I recognized an ongoing loss of distinctiveness for the FSA naval and air forces in regards to other factions. By distinctiveness I mean unique (and sometimes useful) MARs and/or weapon systems related to the models and factions (fluff) design. In my opinion being non-distinctive should not be a distinctive trait of any faction. This is not a post about my desire to balance some FSA units (which I will post elsewhere ), but to hopefully make them more colorful to play. I appreciate the balancing efforts for 2.0 very much and also like the reduction of rules. However, I believe this reduction led to sustained fire for the cost of some interesting MARs which could have been developed/expanded for 2.0. I hope the following examples will explain my observation: double decker ( ) The double deckers are very distinctive models for the FSA, which do not find any resemblence in the rules low level flyer I like it. In my my opinion it is kind of wasted on the small bomber, because it is a small bomber sharpshooters I very much like the doctrine and it is also quite useful. However the escorts are too slow to keep up with an aggressive BB with kinetics cheap dreadnought dreadnoughts fit well in the FSA's resource availability and naval history; I know that the Enterprise had to change for 2.0, but all dreadnoughts changed with her to a considerable degree of sameness + 1DR Not so distinctive any more. +DR is scattered over whole factions or parts of factions awesome torpedo bombers FSA tiny flyers are ok but average big but few turrets / high range and Sustained fire in 2.0 Great to kill mediums, larges need to be boarded. Sustained fire results stabilize the damage, but does not protect against the damage drop after damage taken. If a BB, DN or BC is damaged they often need to link to put out decent damage, even against mediums à when the ship is damaged sustained fire doesn’t help so much flying robots John Henry’s are still useful within a different role, which is nice. The freedoms do not see the table in any game (scanning the forum other players agree) Rockets RB 4 to Rockets RB 3 RB 3 fire power with rockets synergizes with the RB 4 gunnery and is quite ok. However, the FSA rockets are not any different from others except being worse than the japanese or chinese ones. Manouverable The paddlewheels are very distinctive model characteristics for many FSA units, which do not find any resemblence in the rules I am interested in your opinions P.S. since my table didn't work, I had edit the post in a less overseeable way.
    1 point
  10. Here is my prototype of Avion Bomber. I still think it needs tail numbers. Please give me some ideas.
    1 point
  11. I had some Terran's lying around a buddy of mine left with me when he moved away they had been sitting in a box for a few years and the other day I thought about finally finishing them up . . . Also there are some Works Raptor in the album I just painted for a buddy of mines Birthday. I hope you guys enjoy. https://www.facebook.com/media/set/?set=a.670439033085172.1073741830.127288684066879&type=3
    1 point
  12. Another battle report, this time from the game on the 13th March 2015. This time my RSN go up against Cheesyrobman's Sorylians. This battle had a lot of twists and turns! Enjoy. * * * * * RSN Fleet list: Task force 501: Fleet Marshal Brimstone commanding Admirals vessel = Banshee class dreadnought “Dramos rage” 290 + Shield (15) + Wings (5) + 4 x interceptor wings (20) + 1 Siren (25) + Precision strike kinetics (5) + High energy beams (5) Argus Carrier 120 “Nighteye” + shield (10) + 8 x bomber wings (2 units of 4) = 40 + Spook torpedos (5) + Quick Launch (5) 3 x Cerebus Heavy Cruisers (3 x 90) “Stormfront, Tornado and Grindstone” Precision strike kinetics (15) Spook torpedos (15) 3 x phoenix class destroyers (3 x 80) (“Pain dealer, Jack Knife and Blade Dance”) With spook torpedos (15) 2 x frigates (50) 2 x frigates (50) 1200 * * * * * Sorylian Fleet (Standard Fleet) (1200pts) ·Tier 1 (520pts) o Battle Cruiser (300pts) § Hasta Squadron (300pts) § 2x Hasta (270pts) 2x +1 Shield (20pts), 2x Weapon Shielding MAR (20pts) Bigger Batteries, Experienced Engineers, Kinetic Weapons, Weapon Shielding § Interceptor Token (30pts) 6x Interceptor (30pts) o Battleship (220pts) § Falx (220pts) +1 Shield (15pts), +1" Mv (5pts), Starboard/Port Scatter Weapons gain Split Fire MAR (5pts), Upgrade Fore (Fixed) to Scatter Weapon (5pts), Weapon Shielding MAR (15pts) Experienced Engineers, Reinforced (Starboard/Port), Scatter Weapons, Split Fire, Weapon Shielding Tier 2 (330pts) o Cruiser Squadron (330pts) § Falcata Squadron (330pts) § 3x Falcata (225pts) 3x +1 Shield (30pts), 3x Experienced Engineers (15pts) Experienced Engineers § Kopis (105pts) Reinforced (Starboard/Port) MAR (5pts), Weapon Shielding MAR (10pts) Experienced Engineers, Reinforced (Starboard/Port), Weapon Shielding Tier 3 (350pts) o Corvette Squadron (100pts) § Plumbata Squadron (100pts) 5x Plumbata (100pts) Difficult Target, Scout o Frigate Squadron (125pts) § Scythe Squadron (125pts) § 5x Scythe (125pts) 5x Pack Hunters MAR (25pts) Difficult Target, Pack Hunters o Frigate Squadron (125pts) § Scythe Squadron (125pts) § 5x Scythe (125pts) 5x Pack Hunters MAR (25pts) Difficult Target, Pack Hunters Deployment The Sorylians deployed with only a few ships, the Battleship and corvettes deploying on the left and the battle cruisers on the right. The RSN response was a heavy middle with Argus on their left flank and a refused flank. However, the clever Sorylian deployed the battleship using ‘scout’ so it could support the battle cruisers! Turn 1 The RSN play ‘Regroup’ to bring their 2 small squads of Frigates together. In a twist, it’s the Sorlyains who get the initiative! In a cunning series of moves, it is the RSN who suffer there first casualty. As a lucky long range shoot takes out the Banshee’s escorting Siren! The RSN reply however is swift, as long range strikes from the RSN Cerebrus class cruisers inflict decompression damage on the Sorylian battleship. Other shooting is ineffective, except for a suddenly surge forward by the RSN frigates, who catch the Sorylian corvettes at maximum range and manage to destroy one! Turn 2 Again, the Sorylians take the initiative! No reserves arrive but the RSN reveal their Destroyers! The two fleets quickly close the distance and the true fighting begins. The Sorylian corvettes sweep round and flank the RSN Heavy cruisers! They attack both the RSN Bulwarks and Cerberus cruisers, inflicting damage on one of the heavy cruisers. But now the RSN Banshee is in optimum range, and selects the Sorylian battleship as it’s target. It’s kinetics roll up and…A Critical hit is scored. It’s a Reactor Overload!!! The Banshee obliterates the Sorylians battleship and the resulting blast inflicts over 16 hits on the surrounding ships! Both Sorylian battle cruisers take additional splash damage and their SRS wings are scattered. It is a black day for the Sorylian battle fleet. But the battle continues! Reputation is found somewhat when one of the RSN Destroyers “Blade Dance” suffers at the hands fo the damaged battle cruisers. The inflict a hull breach on the stationary RSN ship. The RSN Heavy cruisers sweep in and target the Sorylian battle cruisers. Again, the damage is huge! 15 hits registered and the PD network on an Sorylian ship is disrupted. “We turned off their Point defense. With bullets…” Turn 3 The RSN take the initiative, but only as the Sorylians at last get there reserves to arrive. A squadron of cruisers shunt’s in behind the RSN battle line, whilst frigates arrive to secure the Sorylian Waypoint from attack. The RSN waste no time, as the Banshee activates. It’s target is one of the crippled Sorylian battle cruisers. The Banshee finish’s off the proud ship with a brace of kinetic rounds. In turn, RSN heavy cruisers inflict yet more damage on the other battle cruiser. The Sorylian reply comes from the corvette’s who inflict more damage on the rear of the Heavy Cruiser squadron The final death for the crippled, remaining sorylian battle cruiser comes from the RSN Argus carrier, who finishes off the battle craft with beam weaponry and torpedos. But it’s not all the RSN’s way. The Sorylian cruiser squadron takes aim at the rear of the Argus carrier. Their torpedoes inflict 23 hits! This huge damage causes both a reactor leak and a random fold space jump. A jump that teleports the Argus backwards, right beside the vengeful Sorylian ships! The RSN reply is small but deadly, as the Phoenix destroyers destroy a corvette that had strayed too close. Turn 4 The RSN again take the initiative The Banshee brings it’s guns and torpedos round, firing wildly. It manages to destroy a Frigate and damage a Heavy Cruiser. The Sorylian reply is brutal and effective. Not only does the Sorylian cruiser squadron destroy a destroyer and cause a Hull breach on another destroyer, but they board the Argus carrier! The fight is quick and brutal as huge lizards invade the stricken ship! The RSN Carrier is captured!!! The RSN reply with Heavy cruiser fire is not enough, and whilst they damage another corvette they can do no more. Result: Despite early game advantage, the RSN lose! 8 to 15 due to the inspired Sorylian capture of the Argus carrier and holding of their objective without interference. Sorylian Epilogue The tour of the outpost had been quicker than expected. Lieutenant Natalie Harper had been guided around the Sorylian installation by her counterpart, a wiry lizard by the name of Skett, at a good rate and she hoped she would remember it all. Her role as attaché to the frontier station wasn't exactly a glamorous one; in fact, it hadn't taken her long to realise that it was essentially a punishment. Still, she told herself, at least it wasn't the Aquans. Spending 12 hours a day in underwater breathing gear on a space station would be worse. “We will finish off with a visit to the command bridge,” Skett was saying in heavily accented, hissing English. Sorylians struggled with the range of sounds in human languages but most of them used translation headsets to communicate with their allies so it didn't matter. As a diplomatic officer, however, Skett actually spoke at least two of the Terrans' languages. Harper and Skett made their way along a corridor of heavily built bulkheads and came to a blast door, guarded by two of the lizards' huge heavy infantry. Not the brightest creatures in the universe, but that didn't matter; all you generally needed to do was point them at the enemy, then sit back and watch the fun. They lowered their wide-barreled weapons, pointing them more at the human stranger, but Skett chattered a few words to them in their native tongue and they snapped to attention, standing aside to let them pass. Harper barely measured up to the creatures' bellies. They were enormous, and essentially built of slabs of scaly muscle and spikes, with nanolathed armour stuck on top. The door opened almost silently, and as Skett led Harper onto the bridge, a wave of heat washed over them. Skett obviously enjoyed it, but the human in the room was beginning to sweat already. The temperature on the bridge was kept high deliberately, so that the reptilian crew would respond faster. It didn't help the smell though. “Follow me,” Skett said, and Harper hurried behind him. He was even walking noticeably faster in the sweltering atmosphere. He led her most of the way around the hexagonal room, to an obvious command post, at which stood an older and slightly more decorated lizard. She recognised him as Captain Pekma, who had welcomed her to the station when she arrived. He nodded in her direction, and she did the same. There was a low hubbub of Sorylian speech and the occasional bleep from a console, but not much else to listen to. “You should turn on your headset,” said Skett. Harper had already done this and could now make out the speech to and from the bridge crew. “...Whiteclaw squadron, you are cleared to launch. Adopt standard patrol.” “Have the diagnostics from that generator come back yet?” “Next scheduled fold entry is in 42 minutes.” “I'm getting a drink. Do you want one?” “Ensign, send me that scan data.” Harper let her gaze swing around the quietly busy command deck, somewhat impressed. They might be big smelly brutes, but they do know what they're doing, she thought. Even as she took in the scene, one of the consoles started to blare an alarm. Automatically, the temperature in the room was boosted by a couple of degrees. “Captain! Unscheduled fold entry in sector two!” Captain Pekma was barking orders before the watch officer had finished his sentence. “Reinforce shielding in that sector! Launch the alert fighters and send Whiteclaw to that position! All hands, this is command, tactical alert, tactical alert. Battle ready, battle ready.” Even in the heat, Harper felt a chill rush up her spine. Skett was visibly nervous too. There had been no hint of attacks in this area. On the holographic viewer in the centre of the bridge, the distortion of the fold space arrival was visible, resolving even as she and the Sorylians watched into the shape of a Rense System Navy Argus-class carrier. “Enemy carrier detected!” the watch officer cried. Pekma was silent, having already given his orders. The station had come to battle readiness in a matter of seconds. “They're turning towards us... wait... Captain, I'm not detecting any weapon power... Sir, they're hailing us.” The last statement was made with a profoundly baffled tone. Pekma must have been taken by surprise too, as he paused for a few seconds, which was most unlike him. “Put it on,” the lizard said. The view on the holograph changed, and the interior of the carrier's bridge was visible, although it had been badly damaged. Scorch and blast marks marred the otherwise minimalistic and tidy décor, and there were distinct bloodstains in places. Several lights were blown out, and on one side of the room there was a glowing hole where there may once have been a door. In the centre of the picture was a Sorylian heavy infantry commander, still in boarding armour which was pockmarked with bullet holes and beam burns, bleeding from a fresh wound to the side of the jaw, but also liberally daubed with blood which was obviously not his own. Harper couldn't help but notice that a lot of the blood was around his jaws. She felt her stomach lurch, and forced herself to keep looking. The giant lizard focused on Pekma, addressing him directly. “Captain,” he said. “We've brought you a present.”
    1 point
  13. As no one has started this yet I thought that I should post this. All the other nations have started their threads but poor old FSA seems a tad under supported in the DW community. I was pretty excited by this model, in my opinion it's one of the better looking of the heavy bombers. (Just personal taste though). Speculating on what it may do, it looks like we should get at least some useful MAR too. If the description is anything to go by I am guessing piercing or some such. The heavy destroyer though is a bit of an unknown I am hoping for some long range indiscriminate Fire but maybe that's asking too much of the general vanilla that is FSA. The model seems a tad nude up front, I still like it but the temptation to lengthen the gun barrel may just prove irresistible. Ok so my ridiculous iPad seems unable to upload the pic. I will do it later from my ever reliable windows laptop. The B-72 Heavy Bombers (nicknamed Big Bears by its crews) is a true triumph of aeronautical engineering. Their pilots are capable of flying the craft at low levels (a feat that would be unthinkable to most pilots) ensuring the aircraft can be almost undetectable to enemy fighter cover. Armed with two rocket pods mounting Cadence-Class armour piercing munitions and two bomb bays suitable for area bombardment there are few nations that can deny the devastating effect of the B-72 Heavy Bomber or the skills of the crews who fly them. The Yale Heavy Destroyer uses technology recently developed for use on the Georgetown Cruiser to give the Federated States of America an additional bombardment asset in medium to long range engagements. These vessels are often commanded by captains promoted through the ranks and are armed with a single Bombardment Gun that utilises rapid firing technology. 2 B-72 Class Heavy Bombers 3 Yale Class Heavy Destroyers 8 SAW Tokens 6 Micro Dice 2 SAS Movement Trays
    1 point
  14. Hey all. I am working on my terran fleet and I would like some help on their paint scheme. Honestly, I'm trying to keep it pretty simple. Spray dark red Drybrush medium red drybrush light red dark blue details yellowish details light grey details wash black I'm trying to match the colors of the Terran logo colors: Here's my first attempt. The color is a little more pink in the picture than it is in real life. It's pretty heavy red actually. I may do some freehand logos in white to top it off. Do you guys think this looks good or do you have improvements you can suggest? I would like to keep it pretty simple and streamlined and pretty close to the Terran logo.
    1 point
  15. I would say the biggest thing that hurt you here is the terrain light battlefield. 4 pieces of terrain is just not much, no matter how big they are, for a fight that doesn't favor the Dindrenzi and their long range firepower.
    1 point
  16. Thanks for updating the LoIS. The Pilum squadron can take 1 MKII per squadron. I don't believe you can have 2-3 MKIIs. May I suggest moving the MKII to option section? As it stands now I have to do a custom squadron of 1
    1 point
  17. This is sound advice. You could even think of simplifying it even further and remove TACs, MARs etc... from the first game. The small intoduction booklet that was included in Valhalla did that and imho it worked quite well.
    1 point
  18. Thank you. I am glad you've enjoyed it. @Thamoz: they were on fire. I think the first drone SAS got 21 hits (with 14 dice - my AA had destroyed one drone SAW) and the third 23 hits (also with 14 dice)!!! Luckily, the second wave got only 6 hits with the same 14 dice. CC and Shields have not done much against those "Faster torpedoes".
    1 point
  19. quiet01

    First Contact

    A valid argument could be made for the Ares, Apollo, and Titan needing an update to match the new design dynamic of the Armsman, Teuton, Marshall, and Tyrant.
    1 point
  20. I find reserve entry works fine, It's biggest drawback is not arriving at all! - Even with perfect timing, and batlelog sacrifice sometimes the dice gods still hate you and make you SUFFER!. If you reserve more than 1 squadron... then you leave a significantly smaller force on the board allowing the enemy to dominate against whats left... And then if your reserves DONT arrive at the time u need them, or too piecmeal you are just giving easy pickings to your opponent and drip feeding them battlelog points. Thats how i see it anyway. I agree on the outflank issue - It is almost always not as good as shunting. Perhaps something needs to be added to see more outflanking used - making the reserve roll easier for instance.
    1 point
  21. Nicius

    Pruissian Heavy Bomber

    Rievers are faster then Donnerfausts, so this will slow them down. So it will be a bit of a trade off. Rievers are best used against smalls and as boarding torpedoes, they are to fragile to be used against cruisers and such. The attaching a Donnerfaust to a Koningsberg makes the most sense to me. And now hopefully to our new medium cruisers, although I expect that squadron the become real expensive, real fast. The bombardment group is jumping to the top of mij wish list. Its in direct contest with the Aerial Battle group right now
    1 point
  22. well said nightgamer and I hope Delboy does indeed look over the vet helixes. The Din. air helix is probably the only one I would consider using with my mk2 helixes at this point.
    1 point
  23. Hotfix for 0.24b: - See above. Version 0.25b: - LoIS updated.
    1 point
  24. you are at the mercy of the dice gods as well. even with you being able to amend your battle log to alter the reserve dice, sometimes the ships just don't show up! I think it has the ability to be game winning for the shunting player. it also has the ability to be game losing if your reserves are delayed.
    1 point
  25. cm284

    WTH is with "..."

    Symbolic of what? How does the original poster know that? I must admit I believe it is rather rude, especially if someone relatively new (such as myself) is asking a question. This is the ONLY forum that I am a member of so don't understand the purported symbolism.
    1 point
  26. Now that I see it from the side, I actually really like that model. 6 legged Triceratops with a gun platform. Pretty damn cool in my eyes. I like the Aquan one the least. It looks like a three legged octopus. Just doesn't work for me. I love the Relthozan one, I just wish it came with something besides space crickets. I have 18 of the things already and don't need 30. My last game I took 4 because I had to.
    1 point
  27. Maybe it "wears" huge gungan beast borrowed modified personal shield EDIT: more on topic. The Sorylian Leviathan may look a bit odd for me, but I think it will be OK when surrounded by the rest of the army And it doesn´t have a mammalian nose, Its just a bony protuberance of some short. The real nose is where it is supposed to be
    1 point
  28. @ alamo: Yesterday evening I had a game and lost horribly, relying only on a Terran Veteran Force. It was my second game with only Vets and my sixth game overall, so I am sure that I'm not get "the big picture" right now. So today, having a day off, I took the time to get a better look at the Vet Helixes. You're right, they totally lack additional Light Tanks and Infantry. Take & Hold is nearly impossible if you loose one squadron! I understand that the Vet Infantry is much harder to crack and does more damage (though I do not understand why people in little battlesuits are worse at CQB than unarmored troops), but what is it good for if you can only occupy so few buildings at a time. We do not have Light Tanks in the Core Helix and only half the infantry others have. Additionally, if you were buying the old models you did not care much about AA since there weren't really any aerial vehicles around, except the two gunships and those were too point-costly back then. But the Vet Helixes are full of AA?! Then I saw what you meant by saying that we now have a lot of the old models just lying around with no more apparent use. It was a tank game back then, so you bought tanks! Lots of 'em! I had no idea until I really checked my models. :-( Also I am very disappointed in the fact that a MAW-09 squadron consists of only one model?! And this squadron can only be used once in the whole force building process! Come on, really?! They were sold as a squadron of two and are some of the coolest old models!! I agree that Delboy did a good job by trying to create something playable and that he couldn't know what everybody had bought. But some parts of these Vet helixes are just inconsistent. The Terran and Dindrenzi Vet Helixes definitely need to be re-worked, if Spartan wants them to be of use for old customers! Overall now I think that the Vet Helixes were just put together in a way to make people use them as "counts as"-models anyway. Look at the weapon stats, they have nearly been completely adjusted to the new models. Except most of the old weapons now look really stupid, because they do not resemble the function the stats give them. The individuality is nearly gone. And while I understand why this was done in respect to new customers who didn't buy the old models it feels somehow hollow. @ delboy: I hope I did not step over the line too much with my criticism, you're doing fine with the new models! ;-)
    1 point
  29. That Sorylian leviathan.... I honestly think SG is jumping the shark on this one.
    1 point
  30. Yeah, so apparently Sorylian, all quadruped and roughly humansized, now get a fourth, giantic and six-limbed subspecies? Or are they a separate species within the collective? If yes, why the heck weren't they mentioned earlier?I am ignoring the issue of sending living, super-smart creatures with no extra armor against tanks. Seriously, of the three new leviathans, one is a stegadon from warhammer, one is a literal robo-scorpion, not even "inspired by", just outright a robo scorpion right out of Power Rangers or saturday morning cartoon, and one is a tripod from the war of the worlds. The tripod is actually the most inspired and sensible of the three to boot. I fully expect the next release to have mecha-lions for Terrans and mecha-eagles for Dindrenzi, and together they wil form voltron.
    1 point
  31. The first model in Firestorm (Armada or Planetfall) that I really don't like. A dinosaur? Really? Don't go all 40K on me Spartan! Don't get me wrong, it's a beautiful model of a dinosaur, but it's not the sort of thing I want to see in the Firestorm universe. Ah well--fortunately for the rest of you my opinion doesn't count
    1 point
  32. Balor

    Vishanti's Aquans

    My friend Vishanti and I are working on his fleet so I wanted to start to post what we have done so far. It will be completed over several hobby weekends.
    1 point
  33. I finished the first of the Heavy Attack Fighters just to see where I was going with them and I think it's turned out cool...so I'll do the remaining seven the same.
    1 point
  34. that is very cool
    1 point
  35. Cool always wanted to see the spiders in action hope to see the lizards too later on. Vielen Dank Grüne Horde.
    1 point
  36. I managed to get a decent degree of animation (running/lurching forward) into my Bor'kas with a little trial and error. The stock pose of legs planted was a little too static for me, especially with their Recon ability. I'll try and get a few pics up later this morning with some wip: the 2 squadrons are at the painting stage ... (EDIT) I hope these images show the type of animation possible:
    1 point
  37. I forgot to add the white fin squadron.
    1 point
  38. Ok I'm literally loling now guys.
    1 point
  39. This is not Terrans but my Aquans do have tentacles! The WIP in Duro :
    1 point
  40. What makes the Sorylians unique, eh? Well there are two broad and overlapping concepts to that, the first being the fluff and/or theme, the other being the crunch, or the specific rules that try to emulate that. In the background, we have a faction composed of two different sentient lizards; one being larger, the other being smaller. For those who have played 'That Other Game - In Fantasy', these are your saurus and skinks. They are a practical, mathematical, logical, and somewhat slow to change. Traditions are important, and nothing is ever done without a heavy dose of analysis. That translates to their warfare as well. In space, they use gunnery techniques designed to ensure everything in the area receives a high yield, thermal warhead as a party favour. These are done in precisely timed barrages in patterns that have been analysed and tested over many years of warfare. While individually, some shots end up missing, the idea is that the space between the turrets and their maximum range is a happy party of death and explosions that everyone needs to dance in. In the survival aspect, they have simple and efficient hull designs. Circular hulls, a smattering of shields, and a compliment of angry, really hot lizards rounds out the package. So far, the crunch reasonably emulates that as well as it can. We have scatter weapons, which frankly don't give a flying falx what kind of ship is the target; we have solid to above average AP values with a free TAC card to boost it; we have middling shields to help out in defenses; our DR/CR generally sits in the above average range; and we're pretty damn quick all around. Broadsides make up most of Sorylian AD values, being true to fluff and flexible to use on the tabletop. Fixed fore weaponry helps, and a few ships sport the latest in Dindre- errr, Sorylian Kinetic weaponry to help the largely range anemic faction. Great. But is this really consistent when we get down to the real nitty gritty? In my humble opinion, not quite. Most of it is largely in line with what I expect and like, but there are exceptions that would both help reinforce a theme, build an identity and give either small boosts, or provide more gameplay options. The Falcata is our baseline, and all of the cruisers across the fleets also act as good baselines to compare the ups and downs between the factions. The Falcata has middle of the road DR (only the Aquans are higher) and the second highest CR (Dindrezi are higher, tied with Directorate). The Falcata is also the second fastest cruiser. So, already we can generally assume that the Sorylians will be among the fastest, have the second highest CR values, and have standard to low DR value, coupled with good speed, maybe a shield, and high AD values boosted by large squad size. The heavy cruisers generally follow that theme, with some minor exceptions. The Kopis is tied for the highest CR, but only rocks 5HP compared to the Directorate, Dindrezi, and Relthoza who all rock 6. At the end of the day, that doesn't bother me, as Sorylians have the lower end of HP per class. This is still balanced, as the Directorate and Relthoza are stuck with CR7. However, it should be noted that this is the first instance of a thematic MAR for the Lizards in the standard progression of ships. Reinforced Broadsides. Glorious glorious reinforced broadsides. Remember when I mentioned their ships design? Cylindrical hulls, reinforced heavily with redundancies everywhere, coupled with broadside oriented weaponry just screams some sort of MAR to reinforce that idea. Its fun, fluffy, thematic, and helps them when they need it most...or second most. Our other big MAR comes into play with the Kopis. Weapon shielding is our other line of defense. While Terrans have their shields, Aquans also have shields, mines, and DT/ET to evade and deter, Dindrezi laugh off shots with comical CR values, Relthoza have their cloaks, and Directorate have a mix of reinforced arcs, shields, cloaks/stealth and solid CR values, Sorylians get reinforced broadsides and weapon shielding. So with the potential for CR9, I'm happy with the Kopis. Now we come to the Battlecruisers, which have always left me scratching my head a little. I admit that balance considerations should always come first, or at least fairly high on the priority list, and also that I haven't really meditated over them as much as the 'standard' ships. Here, lets set a baseline of highest and lowest DR/CR. Lowest is 5, found on everyone but the Aquans, as fits their theme, with a 6. CR has a low of 8, with the Terrans, and Directorate, while the highest goes to the Dindrezi at 10. Great, process of elimination will get you the rest. Here the Sorylians are fine, my issues lay with one particular fishy outlier who I believe should swap with a certain corporate entity with their CR values, but this post is about the Glorious Sorylian Master Race. Yet again, we find our lovely friend Weapon Shielding. Awesome. This is the only Large Capital in our repertoire with Fore Kinetic weapons, but the rest of the theme remains; some shields, excellent broadsides, good speed, above average DR/CR coupled with good AP and the option to make it better. So far, the theme holds out. Next up is the much maligned Falx. Poor thing. The recent (ish) buff was welcome, and much bile was spilled across many an innocent keyboard on these very boards. A moment of silence please... Okay, so thematically, let's set our highs and lows for DR/CR. Low/average DR is 6 on everyone but Aquans who have 7. CR has a high of 12 on Dindrezi, and a low of 10 on Terrans, Aquans, Relthoza and Sorylian. Now, this has almost been a very small annoyance for me, almost purely from a theme perspective, because of how it breaks the usual higher or mid end CR values the Lizards have. In this case, a CR of 11 would be fitting, add diversity in the total battleship line up, and wouldn't be unwelcome on the Falx. As for the rest of the ship, here we have reinforced broadsides standard, again fitting our theme, and the option for weapon shielding returns. Glorious. Options for AP and speed and shields remains consistent across all of our ships and has no further complaints from me here. The dreadnoughts are a slight departure from a fairly linear theme of DR/CR values and other values, as their size allows for greater variance in HPs, and other advantages through MARs. Truth be told, I've often just scratched my head at them as well, but sufficiently large models with comparable point values become harder to balance. Thematically, the only one confusing me is the Directorate one, being one less HP, but the same DR/CR, with shields, and reinforced fore. But again, this post is about the Lizards, not some scummy corporation. For the Broadside, I think the only thing it could use would be Reinforced Broadsides. The rest is pretty Sorylian, down to AD values, weapon set up, AP values, and speed. So far, what do we have? All of our capital ships (meds and larges, expect the ones I didn't talk about) are broadside oriented, quick enough to get around, have largest squadrons, often best in class AD, and good DR/CR buffed by weapon shielding and reinforced broadsides. Ways I would improve on that theme is giving Reinforced Broadsides as an upgrade to the Hasta and Broadsword, as well as to the Falcata. It'd basically become a themed MAR for the Lizards, which meshes well with the gameplay and fluff. Going into our smalls, both the frigates and plumbata fit well into the theme when compared across the factions, and have no issues at all with me, especially when the Plumbata was reworked so the two weren't stepping on each other. You're probably thinking I'm done now. But I'm not. Have a water break, I'll wait. Okay, so we're almost done here. We explored briefly the major theme to the Lizards. Most factions also have a secondary theme, either present in a secondary weapon system or set of ships that cater to a certain playstyle. If the Aquans were about versatile arcs of lasers on agile ships, their secondary attribute would be mines and/or fighters, seeing as most/all of the larges also double as a carrier and many of their ships carry mines as a secondary weapon. Just as an example. For the Sorylians, this is our ranged aspect. The fleet is generally range anemic; a factor of both the short range bands of scatter weapons, and rapid loss of AD beyond RB2. Great, we need to suck at something. To compensate, the engineers of the Sphere Fleets needed to mount the biggest, meanest, most phal-err, ranged weapons on a few platforms to round out the fleets' capabilities. Out of that, we got the Warwolf, and by extension, the Hasta. Both have pretty good Kinetic weaponry mounted in a Fixed Fore channel, and come on good platforms. The Warwolf also has Nuclear torps. Because why not. There are only two ships though that have Kinetic weapons so far in our arsenal. To that I say 'pfshaw', or something, and ask that our humble carrier join those ranks. And here's why. So far I haven't spoken much to our little dweeb the Xiphos. As a carrier, its acceptable; nothing really to write home about. It carrier SRS, and sports the same durability you'd expect of a carrier. Its accompaniment choices are either a pair of Falcatas...or...a pair of goddamned Warwolves! Wooooo! Medlewedlemeldwedwedlyweeoooooo! But...there's a drawback. If you bring the Warwolves, you can't link your fixed fore weaponry without losing out on the coherency, without mentioning how the range bands don't mesh up. Plus, the Xiphos has a freakishly long range fixed fore scatter gun anyways. Now, put 2 and 2 together, and the answer is fairly simple. In either a hardpoint or upgrade slot, make it so the scatter fixed fore gun can be turned into a Kinetic gun. Coherency fixed, and another ship can sport Kinetic weapons. Finally, I'd add an option for the Xiphos to take nuke torps to round out the love between them. Whew, we made it. This is the end. I promise. Mostly. Now, I'm sure some people may read my secondary theme as stepping too much on the Dindrezi, or wanting to be just like them. I can assure you that is not the intention, and indeed that line of thought is a little misguided. There's only so much you can do in this game, and an overlapping of theme/capabilities is largely inevitable. The Relthoza are brimming with SRS, but so are the Aquans. Directorate have cloaking/stealth ships, which could be seen as stepping on the Relthoza. The key here is to keep a secondary feature by limiting it to a handful of ships. Having 3-4 ships in the Sorylian book with a strong Kinetic gun is a nice addition to the Lizards, while leaving the Dindrezi as the ultimate kings of cowardi-ranged combat. In short, give reinforced broadsides to more ships, bump the Falx to CR11, give the Xiphos a kinetic gun option. Man, probably could have just said that. But then I would have deprived you of my lovely posting. Toodles!
    1 point
  41. SMDVogrin

    Boarding in v2

    Number of net boarding hits = Result From 1 to (CP-1) = 1 HP damage, and 1d3 on boarding table From CP through (2xCP-1) = Critical Hit (including it's HP damage), and 1d6 on boarding table. 2xCP and higher = Ship destroyed or captured
    1 point
  42. Sorylians and Dindrenzi is my vote. Both nice looking ships. One's human, one's alien. Different playstyles (broadsides vs fore-fixed) and different strategies for each. Neither rely on complex rules or gimmicks. Both top-tier fleets.
    1 point
  43. Agreed. Terran versus Dindrenzi is a classic match-up, so that's a good way to go. Really, any of the forces can fight any of the others, but some are more difficult to play well than others. Relthoza and Directorate, if memory serves, are the hardest so I would avoid those two for newbies.
    1 point
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