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Showing content with the highest reputation on 07/11/2015 in all areas

  1. Completely agree. Also as an amateur writer I find that completely explaining things can hurt more times than help. Often times its better to keep it fuzzy and let the reader add the details themselves. Though I am all for more fluff for the Firestorm universe, but I would like a wide range of items covered. Specifics should be left up to the players imaginations.
    3 points
  2. Frans, your still thinking too small. You see to be thinking of the universe as operating like the world around us just bigger. But it's more complicated than that. You're not asking FSA science questions your're asking about real world concepts of physics some you seem to have a grasp on and others you seem to have some misconceptions about. In order to keep this thread on topic and constructive I suggest we focus on questions of "what happens if __________?" And try to spend less time on "why" and "how" of scientific principles. I'd prefer Alex focus on developing a consistent and fun world to play in and not feel like he needs to get a degree in astrophysics and relativity. We have to expect a certain amount of rubber science in the setting to keep it playable.
    2 points
  3. Players: Captain Frederic vs. CF (not on forums) Points: 800 Scenario: Capture the Station Factions: Sorylian vs Ba'Kash Battle Log: 7 to 1 (Sorylian Victory!)
    2 points
  4. hi all we've just posted a review of Planetfall we recorded in May (it's taken a while to edit), the first half of the show is a review of the rules and the second part is a discussion on out thoughts on the system https://meeples.wordpress.com/2015/07/06/meeples-miniatures-episode-148-planetfall/ we do drift off subject a few times but anyone who listens to Meeples and Miniatures will know we have a habit of doing that :-) hope you like it Mike
    2 points
  5. From the v2.0 core rules: My point was to show that Spartan could continue to innovate and support this game in ways they have already planned even when there are no new miniature releases. And that this could (probably) be achieved without a significant investment of staff time. As for my happiness with the current TAC deck, I think it's fine, but I do think that it can get old playing with or against the same cards game after game, and I love the idea that some nifty new faction specific cards might address some of the faction shortcomings identified on this forum (check the Ottoman thread for example), or otherwise enrich my game. As you probably know not all of the Commodore Doctrines are created equal either - so while I am not unhappy, I could always be happier . There are other things too suggested by the fans, nation speciific dice, bases, scenery and markers which could all be accomplished (I imagine) without the kind of resource needed to provide new models and rules. Plus having someone like Dellboy doing dedicated preview posts really kept this place alive. So while Dellboy's don't grow on trees (at least I hope they don't ) it doesn't seem unreasonable to expect that level of attention from a staff member if this game is a decent chunk of Spartan's income (or at least another enthusiastic volunteer who has been initiated into all the secret Spartan plans).
    2 points
  6. Well, the rules state it can deploy cloaked. It can use its shunt drive while cloaked, or battle shunt while cloaked. I say it can arrive from reserve cloaked. If your friends want to be true sticklers about it, then declare when you "deploy" the ship as a reserve unit, that it is deploying cloaked. Since cloaking is changed only during the command phase of a ship's movement, and it doesn't get a command phase when it arrives from reserve until it activates, then it is still cloaked until then!
    2 points
  7. I think what you want (in an ideal world) is for a company to be continuously stimulating its fan base. One of the main concerns that have been expressed in these boards over the years is whether Spartan is growing too fast; when DW was first released a lot of people doubted that Spartan could continue to produce new products to the scale promised by the rules and setting. Spartan proved they could. The range of products for DW is huge. What has been surprising for me is that some of the core material for the new edition, particularly the nation specific TAC cards which seem like an obvious inclusion, are mentioned in the core rules and frequently referenced by testers haven't been forthcoming. The same is true of the promised faction books. So while I understand that the Spartan designers and miniature makers are probably busy with Halo, it does seem like the company could be releasing these materials to keep their players feeling like the game is getting continuous love before the next wave of releases. It would seem like even releasing a free PDF version of the cards for people to try would be fairly straightforward, if al the hard work has been done on testing. As it stands Spartan still sometimes feels like the same company they did four years ago, a group of really passionate and dedicated folks who just focus on one thing at a time, and while I love the work they do, it can be a bit vexing when they keep adding to their product lines... I would note that Spartan has just released a survey to see what people want, so there's never been a better time to give them some feedback!
    2 points
  8. I'm loving the Core race Fleet Commanders concept and can't wait to see more! But what about the Alliance races/factions, I'm sure they have a few here and there. Just a concept Idea I wanted to throw out for opinions. Hawker Industries Commander Name: (Haven't thought of a name yet, they'll be the Admiral in charge of Hawker's Intelligence Division fleets) Expertise: After using the Intel Gathered TAC, your Fleet Admiral may take a Command Check. If the Check is passed, this TAC is immediately retrieved, without needing to pay the Retrieval Cost . Alliances: Fleet cannot contain Allied vessels. (secrecy must be maintained) Fleet Build: Regent CANNOT take Resolutes as accompaniments (company considers that heavy combat assets and not generally needed by the Intel fleet), but may instead take 0-2 Endeavours as accompaniment. Upgrade 1: The Admiral's Vessel may take the Dirty Secrets MAR for +10 points, but it MUST have taken the Ops Center Hardpoint Upgrade 2: One Endeavour Frigate squadron may take the Ambush (2) MAR for +15 points.
    1 point
  9. For those of you going to GenCon, there is now an official* event ID, along with space reserved for playing FA at the convention. Search for "Firestorm" in the GenCon event catalog for the details, or check it out here. Even if you don't get a ticket, drop by and say hello sometime during the event. We're playing Thursday night (July 30) at 7:00 PM. We are playing with 800 point fleets. *I should note that the event is an official GenCon event, not an official Spartan Games event. Registering with GenCon ensured that I had table space available.
    1 point
  10. So, as per my normal Monday activity my friends and I got together for a game of Firestorm at our local game store in Salem, Oregon. I was anticipating watching the other 2 play out the first scenario from the new Invasion System but alas the one friend was not feeling well so I got to jump in for a pick up game. Directorate: 1200 Point List +++++ Designation: Swordfish Tier 1 (1) Anarchist Battleship - Hard points: +2 WC, -1Sh + Stealth Systems, Dirty Secrets. Upgrades: Biohazard Beams, Corrosive Torpedos Accompaniment: (2) Liquidator Frigates - Upgrades: Biohazard Beams. Wings: (5) Bombers (1) Dominance Carrier - Hard points: +2 WC, Cyberwarfare Fore. Upgrades: None Accompaniment: (2) Tormentor R&D Cruisers - Upgrades: None Wings: (5) Bombers, (3) Interceptors Tier 2 (3) Executioner Cruisers - Upgrades: Biohazard Beams, Special Forces (3) Justice Heavy Cruisers - Upgrades: Biohazard Beams Tier 3 (4) Liquidator Frigates - Upgrades: None (4) Liquidator Frigates - Upgrades: None Terran: 1200 Point List (W/ Aquan Allies) +++++ Designation: N/a (This is an approximation - Full details unknown at this time) Tier 1 (1) Tyrant Battleship - Hardpoints: +2 PD, +3 WC, Shield Projector (Self) Upgrades: Quicklaunch Accompaniment: (2) Squire Escorts Upgrades: N/a Wings: 3 Support Shuttles (1) Ares Carrier - Hardpoints: +1 Shield, +3WC Upgrades: None Accompaniment: (2) Aegis Shield Cruisers - Hardpoints: Command Distance +3 Wings: (6) Interceptors & (6) Bombers Aquan Ally - Tier 1 (1) Oannes Heavy Carrier - Hardpoints: Difficult Target Upgrades: +1 Move, Energy Transfer (2) Accompaninment: None Wings: (6) Bombers Tier 2 (3) Hermes Cruiser Squadron - Hardpoints: +1 HP Upgrades: Weapon Shielding Tier 3 (4) Missionary Frigate Squadron - Upgrades: None (4) Armsmen Frigate Squadron - Upgrades: N/a Terrain: The playing field was set up initially as to where the center was open with a piece of terrain on each corner and along each board edge due to the nature of a mission my friend was going to play from the new Invasion Fleet. Unfortunately, he had to leave so I took over at a larger point game, and we decided to just add two (2) extra planets in the middle and calling it good. Basically it came down to one side having two (2) gas clouds in the corner and an astroid field in the center in/near the deployment zone, and the other side being the opposite with two (2) astroid fields in the corners, and a gas cloud in the center in/near the deployment zone. This left two other terrain features which I believe were a debris field and possibly another gas cloud, in addition to 2 planets which were spaced slightly askew as to create a more A-symetrical battlefield. I won the the initiative roll and selected the side with the gas cloud in the center, as I prefer being able to have a wide space in the center to combine my forces, and wanted to make my opponent have to deploy around the astroid field and have to contend with it as an obstacle. I also won the roll off for deployment, but opted to make him deploy first as to better counter depoly his forces. We took turns placing, starting with our least valuable units. He had placed his Armsmen on the board to snipe with Torps behind the center astroid field, and his Missionaries in reserve. He also placed his Cruisers in a cloud on the right (His left). During this time, I had lined my frigates up to barely fit within the cloud in the center of my table edge, and placed another on the right had corner which were isolated from the rest of my deployment area by Asteroids, in an attempt to counter deploy the Cruisers, as well as act as kind of a Red Herring hoping to draw more of his forces to deploy on this side of the map, as I knew he couldn't fit everything in there comfortably within that space. I deployed my Cruisers on the opposite side of those astroids, trying to bide my time before his larger assets were on the table. He proceeded to deploy his Carrier/Shield Cruiser squadron to the right (His left) of the battle field between his Cruisers and Frigates which were on the board, but closer to the edge of his deployment space. At this point, I was relatively certain he would deploy his 2 other Tier 1 ships on the left side (His right) of the astroid field which was in the center of his deployment zone. I proceeded to deploy my H. Cruisers behind my Frigates in the Center, my Anarchist BB between the H. Cruisers and the standard Cruisers, and my Carrier/Cyberwarfare squadron on the left between the left most astroid field and my H. Cruisers. He had deployed as anticipated to the left of the astroids with his Tyrant and Oannes H.Carrier. I knew at this point my goal was to essentially ignore the units which occupied the right hand side of the board, consisting primarily of the Cruisers and Carrier squadrons, and move everything to the left/center to engage the Admiral's vessel (Tyrant). Due to enough SRS and natural PD I knew the cruisers primary torpedos would not do much, and he had them at full stop in the corner to maximize the angle of his Sector Shielding. I also wanted to avoid his 6 Bomber wings from the Terran Cruiser, adding a great deal to that decision. Turn 1: I knew immediately my goal was to stop the Oannes from advancing and reduce the crew of the Tyrant until boarding was a viable option. This did not go as planned, but any good CEO will always have a back up plan. We went to play TAC cards and I declined, he used Drives to Max, attempting to bounce it between the two Tier 1 squadrons which I was most threatened by, and used Dirty Secrets to negate it in an attempt to slow his approach. We took turns moving things forward. I believe he was able to put out 1 point of damage to my Cruisers and 1 to a squad of frigates but destroyed nothing. In turn, I was able to deal what I believe was damage his Carrier but was suprisingly able to Crit his Shield Cruiser with just 3 attack dice from a Frigate which could not fire at the Carrier with the rest of the squad due to line of sight issues with a planet. This caused a weapon disabled effect on the Cruiser's only weapon in the front arc, which was not repaired during the entire course of the game. Not much else happened, everything moved up with me listing lazily to the left. I attempted to Cyber Warfare his Oannes but I rolled poorly and he had diffcult target (why does this effect cyberwarfare again? Lol) and was unable to cause a success, which I was planning to use to shut down his engines hopes of slowing his attack run with his SRS tokens. Turn 2: A little more happened here, his Frigates came in which dropped via Shunting behind my Frigates in my right corner in an attempt to protect his Cruisers (little did he know it wasn't my real target). I was able to move up dealing more damage to the Carrier, I think I managed to get a single damage on the Tyrant with Biohazard and vented some crew in the Oannes. Unfortunately he had been able also Disable Firing Arc on one of my Tormentors as well, reducing my overall Cyberwarfare capabilities, with a Crit. I had suffered more damage on my Cruiser Squadron at this point, and I believe a couple of more Frigates by this point, but was in relatively good shape with no points being given up by either side (and myself being at -1 due to Dirty Secrets). His Tyrant had turned towards the center, flying between the planets, with the Oannes kiting around the outside of the planets. I was concerned he would keep them grouped up, making it harder to prioritize my targets and keeping his Support Shuttles in range of healing the Oannes. I was moving my Frigates and Cruisers to the center to act as a distracting against the Tyrant, and pushed the Anarchist, Dominance, and Justice squadron towards the Oannes, which was either undamaged or had only suffered 1 damage at this point. I found that it's -1 to hit penalty was incredibly frustating, but decided that an assault would be the best option if possible and wanted to focus my efforts there most of all, as the survivability/damage output of that thing is just GROSS! As I recall, this was also the turn I attempted to bombing run from my carrier after he advanced forward, where he proceeded to roll 3 6's reducing my dice pool from 15 to 6 on my Carrier's Bombers. Turn 3: My Anarchist was within 16" of the Oannes so I used the Cyberwarfare TAC and spend the point in an attempt to make it easier to assault. I believe I vented 2 crew from this reducing his overall crew by 2 leaving him with only 4 left.... He must have been damaged because I recall him only getting 5 defense dice in the upcoming engagement, but he had been able to heal some when his shuttles were in range so it was primarily hull points and not crew loss. I had been winning a lot of the initiative rolls (surprisingly with only 1 Fleet Tactic Bonus) and this turn was no different. I moved the Heavy Cruisers up after de-cloaking in an attempt to board and take over the Oannes without the negative modifier, in fact I was going to be getting +1 due to Special Forces. I managed to roll only 8 total successes on 15 dice.... That was not more than double his remaining crew which left me with no chance to take over the ship and gain extra points this turn. I believe he reduced it down from a Crit to just a Damage and I believe I had opted to kill more crew members to either enable my Carrier to assault in the next engagement, or possibly force a disorder test eventually to prevent the SRS from launching. I also took a pop-shot with 1 of the Heavy Cruisers dealing 1 damage to the Tyrant. He moved up his Oannes to try to maximize damage while he could, killing off the damaged Tormentor from my Carrier Squad. I then moved my Cruisers up, which had been heavily damaged at this time, in an attempt to damage the Tyrant. I moved forward, firing my beams at the Terran's Carrier squad and Assaulting the Tyrant, which went better than expected in as much as it actually did some damage. Mostly I didn't want to lose a model before activating and was trying to maximize their effectiveness in this turn, since the Crusiers had 1 at full HP, 1 which had 3 HP remaining, and one which had only 1 HP remaining. This was also the turn when he used the Shield TAC card, boosting his Tyrant to +1 Shield for the turn (I had kind of wished I saved Dirty Secrets, but I think board control early on was the best decision) and managed to score 25 successes with the Tyrant on my Heavy Cruiser, abliterating it from the field after triple (3x) criting it!!!! I couldn't believe it!!! But, it was only 1 of 3 so it hadn't given up a point, and I managed to move up with my Anarchist to finish off the Oannes with bombing runs and through Beams. My Cyberwarfare went to venting more crew from the Tyrant. All the while our frigates had been slugging it out, his Cruisers were still trying to lay down supressive Torp fire at my Cruisers, and the Carrier was woe-fully out of range to be effective with it's weapons and bombers. Turn 4: This was a mop up round. I had both my Anarchist and Dominance undamaged at this point, missing only 1 R&D Cruiser, and a Heavy Cruiser squad with 2 squad members at full strength. He had his Armsmen at full strength and his Hermes at full strength, tagging far behind the remaining Terran fleet, with his Carrier and Battleship both badly damaged. I quickly moved up to engage the Armsmen which were advancing, as I have underestimated them before, and opened fire with my 2 Heavy Cruisers placing 2 beams on 2 separate frigates and 2 torpedo volleys on the other 2, destroying 2 and effectively weakening the remainder of the squad. I also had been sniping his other Frigate squad when able to through out the game with Torps as well, which my friend joked about breaking the gentleman's agreement of a frigate on frigate duel. xD I was able to vent some crew of the Cruiser with the Dominance and was just widdling away his forces. By next turn it was clear I would mop up his remaing Tier 1's and we called it there, as I had 2 Tier 1's at full strength (Minus missing wings/accompaniment) All in all I would say it was a success. He had been bringing Dreadnoughts in the last few games we've played so I was trying to calculate my assests to best counter that during fleet construction. Thankfully he left it at home, but the Oannes is a tough nut to crack, with it's only real weakness being it's low AP, leaving it vulnerable to assaults. Aside from his 25 successes on my Heavy Cruiser, I would say that my opponent rolled below average in general. Normally his shields are game changing but they fell flat in this engagement, and I had above average successes so I think it could have gone either way at any point, honestly. The biggest differences that were where ships ended up going, IMO. Flying far and away from the Carrier to negate it's 18AD from the SRS was a major factor, and also the fact that he split his Tyrant away from his Oannes mid battle to try to contend with my forces in the middle (Although, this was mostly due to Support SRS playing a roll with the Oannes's crew) but gave me a chance to move everything around the planet defensively to engage the Oannes with 3 very strong squads at close range (re-roll 1's baby!) I think the battle ended at Directorate: 6 ~ Terran: 1 ... But that would have quickly swung into Directorate: 13 ~ Terran: -7 in turn 5 due to finishing off his Tier 1's which I believe was a very strong likelyhood, with the some other opportunties to swing points one way or the other depending on the results. Thanks for reading about my Directorate escapades! I will try to take pictures/notes in the future so that I may more readily provide Bat.Reps. for the forum. I know I've left some things out due to having played the game on Monday and am trying to recall it now that it's Friday. But hopefully you've all enjoyed it! Thanks for reading!!!
    1 point
  11. Thanks, Pok. I kept searching for the word impeded and didn't see this.
    1 point
  12. We have got a finished Scorpion! and all other Leviathans! Zenian League goes first: <iframe width="854" height="510" src="https://www.youtube.com/embed/S8ki3vqt4VU" frameborder="0" allowfullscreen></iframe> https://youtu.be/S8ki3vqt4VU The Kurak Alliance will be available in a week. Enjoy!
    1 point
  13. Could do with a tiiiiny bit more lighting sir! x) Hard to make out all your efforts.
    1 point
  14. Hey, Sounds good. We've got the big space board, two 6x4 roll mats, and a bunch of black felt if anyone is a real stickler for black boards. (Personally I find the texture makes it tricky to move spaceboats around, but we've got whatever you need!) I'll come by tomorrow and we can chat. I'd love to run some events over at DZ!
    1 point
  15. Kraggi

    Planetfall CHAT LOG 3725

    Please lord do not let you get that lucky again, all in all the game was much closer than I expected it to be, but the Nyx pretty much halted my advance on the right flank, I made some silly decisions with my Nabis Drones as well that didnt help (apparently even when they get to start the CQB they shouldnt against Nyx). Rematch!!!! And this time i aint lending you my half core helix so you aint getting 6 squads of them!
    1 point
  16. You guys realize you can go to a store that sells fabrics and buy a 72 inch wide black felt. Splatter different colors of stars on it and you have a DIY play surface. I did it. Very satisfying. This is what it looks like:
    1 point
  17. Interceptors ruin everybody's day as they are full defense assets. Directorate is not reliant on torpedoes, especially in the opening turns when everything is still together. From mid to late turns they became more useful as no matter what your opponent does he can't keep everything together due to different speeds, turning limits, firing arcs etc. Change your approach and use heavy hitter RB3 ships with strong beams like Nemesis, Deterrents and Anarchist to shatter his formation. Use cyber to either strip CP from his carriers (without crew they have to roll each activation or became disordered) or shut down engines to make it even harder for him to maintain fleet together. If your opponents are packing so many Interceptors then leave Drones back home. You can ponder with the idea of bringing some Dindrenzi if you have them as their long range firepower would come in handy. I don't know how much terrain you have, but be sure to fill the quarter of the table with it. Also make sure you play other scenarios than just Border Clash/Hold the Waypoints as the other scenarios require more board control and it's even harder to keep the fleet in one big blob.
    1 point
  18. Well chaps, I`ve been trying to post the rules and scenario amendments to this board but unfortunately my new laptop doesn`t seem to want to talk to the Spartan community. It wont even let me copy and paste them here as I did with the original rules and scenario list using my trusty old desktop pc (curse you, technology). In a nutshell we`ve taken on board your comments and have changed the games to four turns rather than ending once the game scenario objective has been met. We`ve also changed a couple of the scenarios after playtesting identified issues with achieving them. The full list of amendments is on the Waugh Games Facebook page so go there for a full description of the changes. If you don`t do Facebook PM me and I`ll email you a copy. Cheers PB
    1 point
  19. That actually is the second Hawker Fleet Commander idea brewing in my brain, inspiration for the Intel fleet commander just happened to hit first. Also toying with the idea of a Hawker Commander who works very closely with Terran government and may take up to 25% Terran forces, but only Tier 2 and 3.
    1 point
  20. While Fleet "purist" Commanders would be cool to see eventually. I'd actually like the first Support Fleet Commander to actually make it easier to form support fleets. Something like these maybe Kurak Support Fleet Commander Name: Dang Sharaka Once a humble Sorylian ambassador and later a military liaison to the smaller factions of the Kurak Alliance Dang Sharaka has become a respected commander entrusted by all the members of the Alliance to lead their joint efforts against their mutual enemies. Expertise: After using the Charter Legacy TAC, your Fleet Admiral may take a Command Check. If the Check is passed, this TAC is immediately retrieved, without needing to pay the Retrieval Cost . Alliances: Fleet may only consist of support fleet vessels (no core races or mercenaries including escorts) Fleet Build: Fleet must contain vessels from at least 3 forces. A Battle Fleet must still include 2 Tier 3 squadrons but only 1 must be from the parent fleet. A Grand Fleet must still include 2 Tier 1 squadrons but only 1 must be from the parent fleet and while 3 Tier 3 squadrons are required they may each be from a different faction. Upgrade 1: ? Upgrade 2: ? Zenian Support Fleet Commander Name: Natasa Faust A former Directorate trade initiator Natasa was recognized for her military acumen after demonstrating profound leadership skills when she led a repelling action against Veydreth raiders who assaulted a trade ship she was a passenger aboard. Since that first taste of battle Natasa has garnered her former trade connections into a position as an Joint Force Commander. Expertise: After using the Alliance of convenience TAC, your Fleet Admiral may take a Command Check. If the Check is passed, this TAC is immediately retrieved, without needing to pay the Retrieval Cost . Alliances: Fleet may only consist of support fleet vessels (no core races or mercenaries including escorts) Fleet Build: Fleet must contain vessels from at least 3 forces. A Battle Fleet must still include 2 Tier 3 squadrons but only 1 must be from the parent fleet. A Grand Fleet must still include 2 Tier 1 squadrons but only 1 must be from the parent fleet and while 3 Tier 3 squadrons are required they may each be from a different faction. Upgrade 1: ? Upgrade 2: ?
    1 point
  21. c0rruptd

    Planetfall CHAT LOG 3725

    Landing on target from drop markers on FOURS?!?! Mine don't even land on target on bloody Zeroed In markers!
    1 point
  22. It plainly doesn't include other starships, so I'd say you're good on dust.
    1 point
  23. I was speaking more to the, "why the hades is this called a ???? helix, XYZ would make more sense in hat helix" sentiment than all the same.
    1 point
  24. The fact is not all the helicies are what we expected, or approach the theme of their helicies the same... I have accepted this... begrudgingly.
    1 point
  25. Oh no he cloaked.
    1 point
  26. So as if I don't have to many projects going at once, I have decided to make a Reformer battlestation. I have just started so this is the first picture. the plan to cut plasti card strips into various thicknesses to cover the sides. I have some navel model turrets for all the arcs and using some small plastic tubing, make torpedo launcher clusters up the sides.
    1 point
  27. Kraggi

    Planetfall WAR LOG 3725

    Players: Kraggi / Garviel Points Value: 5000 Factions & Allies: Aquan vs Dindrenzi (dual Battlegroup, all Core) Starting Zero Hour: 50 Zero Hour Score: 14 / -6 Turn Count: 3 Six, I say again Six lots of Nyx... and he dropped four of them in from a Sky Drop marker sitting at 4.... and 4 of those scattered perfectly into the models he needed, those 4 drops of Nyx claimed a: Marana Squad, Larata, Nabis Unit, Imanzi squad, and took some chunks out of my Khitari units. Lots of fun though, looking forward to the rematch!
    1 point
  28. Here is a preview of my Opportunity Cruiser Proxy. The main body is a Dindrenzi Pilum defense platform. Engines are cut down terran engine parts. The part on the top is the side piece from a RSN cruiser. The rest of the pieces are resin bits I had laying around. It is exactly as long as a Terran cruiser. I will be adding cargo containers on the underside (it is a trader vessel after all) and a turret on the raised area on the top.
    1 point
  29. Enjoy the moment. It is a great game with lots of cool stuff.
    1 point
  30. Physics student checking in. I've been puzzling over this question all afternoon: IF, the ship stays in the starting point's inertial frame of reference throughout the shunt, yes, this is the case. My guess at a solution? The beacons in the destination system have information for the FSD to exit the jump pointing (insert direction) going (insert speed) -- essentially, the vessel changes inertial reference frame at *some point* during the shunt. This is strange to think about, given that ships typically begin (and end?) the shunt at full stop, presumably this means the conventional engines providing no thrust. But then again an FSD is an 'engine' of sorts... This also has the side-effect of explaining one aspect of why "blind jumps" are dangerous: accidentally jumping into the path of a planetoid is a definite risk. If anything, this whole thread has made me more curious about the workings of Firestorm's tech. I wish I remembered more from my relativity classes... but I went into solid state because I like to be able to hold the things I work with in my hands. I don't mean to sound conceited so please take this in a light-hearted manner: That depends on your day job. I've done that math.
    1 point
  31. New update! Apologies for late update, been busy with scenery, photoshop, Loka chest game, FSA.... So, pics of the finished models : 1 Lysander, 3 Stewart, 5 Terriers, 1 Bastille, 3 L'Aman and 5 Hotch First the british http://i844.photobucket.com/albums/ab1/MajorTheRed/IMG_6482_zpsauq1sqac.jpg I may add markings in some future. Guardian Generators turn out a little too blue... I'have not keep the tower on the top of them, it makes the tank really ugly.... Now the French : http://i844.photobucket.com/albums/ab1/MajorTheRed/IMG_6489_zpsfehvwdtr.jpg~original L'Aman tank with a little OSL effect, just enough too make pop up the tank. Gray stripes looks better than green ones, I'll keep with them for now. http://i844.photobucket.com/albums/ab1/MajorTheRed/IMG_6490_zpssb0pk4od.jpg~original Bastille tank. I've to make a Fury generator to replace the afterward turret and make him a Danton. Weapons are fade on this pics but is more contrasting in real. And now, my little baby : http://i844.photobucket.com/albums/ab1/MajorTheRed/IMG_6613_zpsikbf4jdg.jpg~original Custom made Royal Oak. I'm a big fan of the turreted Sovereign, but with the new rules, it has became pretty bad, and my Eagle is already on the spot of the cool design/bad statistics model... So I had to do something to have a real bad ass large landship for KoB, as the Bastille is really a no-brainer choice (even if RoB doesn't have many large choice....) So, to the model itself. Base is made of cardoard and plastic card stacked with a flat battery from motherboard glued on top of it. THe turret itself is made of a shirt's button, toothpick and plasticcard. It's still WIP, but the base is there. I've also made a set of industrial scenery, with 2 factory, 1 power plant and 3 repair bay. THere is also 5 rocky hills WIP. I really need make a post about them Current Progress: 4 Larges/18 Mediums/20 Smalls/12 pieces of scenery Thanks for reading.
    1 point
  32. HT26

    The Battle of Kadesh

    Falx with +1 shield and +1 movement cost 195 points, so you might paid too much for it. I hope Dindrenzi will perform better in next battle!
    1 point
  33. I would love to see the EIMC aerial box hinted like what, almost a year ago?
    1 point
  34. Woah nelly, this thing is massive!
    1 point
  35. Mauser101

    Terrain for 10mm games

    I'm a fan of just about everything 4ground makes. There Urban Zone looks directly aimed at DZ players so it'll work fine for PF.. A little expensive since it's pre painted. http://www.4ground.co.uk/Default.aspx?page=347 GameCraft also has some very nice buildings. I just wish some more of their sci-fi looking 6mm and 28mm buildings were available in 10mm. http://gcmini.mybigcommerce.com
    1 point
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