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Showing content with the highest reputation on 03/09/2017 in all areas

  1. Who, if anyone, gets to shoot at a model that is bombing using Area bombardment? A model that actually has an IP on it? All that are within the areas and 4"? None? What if the IP is not on a model? As an indiscriminate attack I assume no one gets to shoot at the bomber.
    1 point
  2. Erloas

    ideas for new generators

    Infinite probability generator(x). (no not used for traveling through space) Any single dice roll made by the model or against the model can be rerolled. Lasts until its next activation or whenever the charges run out. (1) would be 1 reroll, (3) would be 3 rerolls. All dice used in the roll are rerolled. So 20 dice in an AD20 attack or 1 if it is a shield (1). Could be used offensively or defensively, so shooting by your ship or shooting against your ship, boarding, repairs, crits, anything.
    1 point
  3. Good idea, for every 1 rolled by opponent a initial 6 is turned into a 1
    1 point
  4. I've had a chance to mess around with the models somewhat now, and have a couple of quick notes. @Spartan Mike, I'm hoping this might be useful to Spartan (and not just the derange rambling of a tiresome obsessive) I think it might be worth taking a look at how renders are done- comparing the physical model to the renders, it's much more long and sleek than the renders make it appear. Considering that my biggest complaint about a lot of the new ships from their renders is how stubby they look, it seems that the renders are doing the designs a disservice. The turret mounts don't have the pre-existing holes like the old Aristotle (and many other CoA ships with turrets). This makes magnetising the turrets a little less convenient, as it functioned as a useful guide.
    1 point
  5. Hubcap

    ETA of new 2.5 Rulebook

    I also would like to see more of a balance between Land, Air, and Sea. Mainly the need for most land forces to be buffed (balanced) so there may be more scenarios of multi-theatre battles (Land and Sea). More of a wish than anything but I think the idea would be cool for invasion scenarios.
    1 point
  6. So.. the poster that was promised
    1 point
  7. Until the terrain rules are really stepped up, land will still struggle. Favorable terrain is wildly important on land where hard and soft cover, hull down firing and the concealing and movement limiting effects of rolling terrain, dense vegetation, rivers/lakes/wetlands and urban sprawl all dictate the flow of land battles far more than the odd island or sand bar at sea.
    1 point
  8. I thinks it's primarily favoured for naval battle due to so many land force games out there. I have all 3 theatres and regularly play all of them but but learned Navy first
    1 point
  9. Nice work and the use of the FAT mat really compliments the photography.
    1 point
  10. Hello guys! Thanks for your replies! Unfortunatly I haven't taken any WIP-pictures. Should have done that! I used plasticard rods, brass rods, plasticard sheets, nylon string and super glue. Certainly, the scale is an issue. I have looked a lot on pictures of World War I battleships and in my opinion I think I have matched the scale of those pretty OK. The cables are of course too think, but after scavenging through my workplace and my girlfriends sewing box, it was the thinnest I could find. That is a fantastic idea! But how would it be possible?! Here is a picture that I used for scale reference. The mast in the middle of the ship is quite thick.
    1 point
  11. Well done yet again sir! -Mike
    1 point
  12. The LoC are out and out mercs in it for the cash and will ally with the biggest spenders.
    1 point
  13. Dr_Vector

    Operation Heracles

    Alright, here's the thing about the Solar carrier, it's a very in your face oriented ship. The Ares carrier also naturally uses short range primaries that can be upgraded to beam weapons. However, the Ares can fire out of multiple arcs and is very marginally better at Range Band 3, slightly weaker in Range Band 2, and completely outclassed in Range Band 1. The only reason the clearly tougher Solar isn't a total monster, by comparison, at Range Band 1 is that it only has that single turret weapon system. When it comes to a stand off sort of fight the Ares is all around more dangerous and has a very healthy amount of Wing Capacity, instead of a somewhat anemic WC of 5. In short, if you aren't planning to brawl with a Solar the only reason it can outperform an Ares as a carrier squadron is if you expect it to come under very heavy fire, and hopefully shrug it off with the extra point of shield dice and Critical Rating (and possibly hull point). The Ares can call in some Teutons as support, and if you have Teuton squadrons with Aegis in your main line you don't need to mix Aegis with the Ares. The big difference here for the Ares squadron is it naturally brings nuclear torpedoes, and Teutons can buy that upgrade. If you plan to sit back behind cover and lob nuclear torpedoes, the Ares can bring a better armed squadron for this plan, with better fleet Short Range Spacecraft support. Also note that neither carrier comes with weapon shielding, and while the Solar can try to brute force a bit through damaged primaries, it does require a very in the face brawl to make that actually happen. That's one of the reasons why I suggested a reserve for the Solar, as then it can open up with full power right away and maintain effective damage for more rounds of combat. An Ares can always fall back to nuclear torpedoes regardless of damage, which certainly helps its' case as a better starting on the board carrier for this kind of plan. Concerning the remaining proposed fleet, Horizon cruisers don't do much until they get into that knife fighting range. If a significant portion of your fleet is camping out behind cover and lobbing torpedoes they're either sitting around doing nothing, or running forward hoping for good cover angles while they get into engagement range. The latter is a risky proposition since the battle plan would leave them as the only exposed element drawing fire as they close the gap. Tough as they are, they're only good if they're drawing effective fire away from other squadrons. If those squadrons are already, relatively, safe then being exposed and fired at does the Horizon cruisers, and by extension the fleet, no good. They are fortunately cheap, you may want to emphasize that and only pick up the AP upgrade and free Weapon Shielding if that wasn't the plan already. If they're going to camp behind cover then they don't need as much spent on defense while they sit around waiting for a chance to strike. If the intent is to have cheap squadrons to punish the opponent as they close into effective range after you've been firing from behind cover, they can probably get away with dropping those 30 fleet points. I don't have enough experience with this specific tactic to say if this is a good or bad idea, just pointing out the potential. Also, the Harpoons actually gain a lot of potential for plinking away damage using the turret upgrade from behind cover, as they dish out 6 AD up to 40 inches away regardless of any other modifiers. It's not essential, but if you plan to snipe the enemy, Harpoons with turrets are noticeably more effective in that role. Certainly they lose that shield point, and always active shield projector, but if there are Aegis around and you're camping cover it isn't necessarily a bad idea. Dindrenzi are better at resisting overwhelming damage rather than gradually plinking away at their health after all. The sooner you can soften up the target with direct fire, the sooner those torpedoes start coming fully online. There's not a guarantee on this choice either, per se, but it gives you some effective fire starting from round one until the Harpoon(s) are destroyed. Double degradation is a thing, but you can't drop an individual weapon system below 1 AD regardless. So that 6 AD up to 40 inches away will only vanish if you blow a Harpoon up.
    1 point
  14. I play the game for the models and the fun. I make buying decisions solely on looks. As to stats, I could care less. Sooner or later things get tweaked/balanced and I'll use a model I like regardless of whether it is the most efficient.
    1 point
  15. Quite a few of the nations and Mercs that don't have models yet are still in the current rulebook ally tables. Some might shift a little bit, as the demo page looked like some were moved around, but it should be pretty much the same. The book, well you always need a rulebook and while you can print out the PDF, since most pledges come with one anyway that is all the better. The only assumption we really have to make is that the new rules won't completely kill the game. Which is a pretty safe bet. Also any pledge that includes any of the League of Crimson also contains the new 2-player box then even if the LoCrimson can only ally with one of the main factions then you've automatically got a force they can ally with (unless it is Free Nations only, which is highly unlikely). Personally though, and I'm sure it is the case with most people, I've already got a couple of fleets and no matter what they do I'm going to be able to use them with one of them. I also know for at least the short term I'm going to be spending a lot more time painting my models than I am playing with them, so as long as they pass the "looks cool and worth painting" test then I want them. That is also why I picked up the Ice Maiden. As for the stats on the many different models, well I just have faith in Spartan to give us something balanced. As long as it is balanced I can find ways to use it. If one of the models doesn't really fit my playstyle or fleet build, well that always changes. Not like I expect to use all of my models in any given game anyway. And even if I have the stats that doesn't mean that isn't going to be the case, we can see the many different boxes they have out now and there is a good chance you aren't going to be using all of the models at the same time either. But the biggest thing is that a Kickstarter by its nature comes with a bit of faith. You have to trust they'll deliver something good. I've done kickstarters for companies I don't even know, though generally not for nearly as much. That is just the chance you take, either have a bit of faith and save some money, or wait until it is released and buy it for normal price later.
    1 point
  16. Nah, the Covenant "let" them take it. Now that the League made it better, the COA will ally with them and steal it back...
    1 point
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