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Showing content with the highest reputation on 08/30/2018 in all areas

  1. Hello guys. First & Main question about Beta: where can I found squadron sizes? :-) Where is no squadron sizes at unit card, but I am sure that Frigates doesn't come solo to battlefield
    1 point
  2. Overread

    The Beta Lives!

    Crippled submarines going deep just sounds all kinds of wrong - if a submarine is crippled then it should be surfacing not going deep - going deep would add pressure and crack the hull open all the faster. I can understand it from a gameplay perspective in that its trying to dodge attacks and going deep is what submarines can do for that; but a crippled submarine should be surfacing and prevented from going deep if its doing anything. Aircraft going higher is a bit more logical - if it can still fly then going higher can let it avoid further damage whilst pulling it out of the main area of combat.
    1 point
  3. Jorgen_CAB

    The Beta Lives!

    Well the rules seem pretty similar to the old ones just more streamlined. Since I never liked the old rules I don't like these either... will use my own ones if I ever play with the models. Really like the models though. A bit strange though that ships no longer get reduced firepower from being crippled/damaged... where are the incentive to disengage ships from combat... the game just became more about dice rolling than the old rules... but ah.. well... it is what it is.
    1 point
  4. DWars2 was similar to firestorm, possible even more crunchy! Obviously the slight change to the dice with the new symbolic lay out. SRS in Dwars 2 were a nightmare, they were their own units and often led to activation spam. More reminiscent of FSA1. The change to them being deployed over the course of a turn and then all resolved at once is an interesting one. I can certainly see the appeal. Do you activate carriers first and either sent bombing runs or protect ships? do you go second and look for a gap in the defences or send fighters to protect ships with lots of bombers threatening them? Allows a collection of low wing capacity ships to effectively co-ordinate together. I'm looking forward to rolling out my Latin Alliance medium carrier conversions! The flippy-stat card I would expect to be ported in to FSA3. less crunch to wade through with regards to ships damage and working out how this AD etc etc. If this could be an indication of how FSA3 might be going than its not going to be the end of the world. I would hope for a more thematic movement system, weapons rules etc to flavour it FSA rather than just Dwars in spaaaace! The fixed weapon stats interest me. Allows you potentialy remember the weapon stats rather than needing constant checking and allows for a quick glance or verbal communication between players. Instead of "hey, these guys have a 3/6/5 and these guys have a 2/4/8 and this guy has a 15/12/6," its a common terms of "these have a standard gun battery, these have a medium rail gun and this guy has a Macro scatter cannon" Those mean something to everyone very quickly, much like saying "Boltgun", "lascannon", "AC/20" or "M4 Sherman 75mm". Could easily be Faction specific too, the Dind kinetic weapons have more AD or whatever than Terran equivalents. Doesn't have to be a pure cross-factional all encompassing weapon list. The cards are an interesting way for weapon swaps and upgrades though I feel they might need variable points costs or limited applications/swaps. I'll see during testing. But could certainly be a route for weapon variability. Have a standard cruiser rail gun stat for the Dind but then destroyers have the upgrade that makes them extra long range whilst a Velite has the upgrade card that gives them Scatter. The good thing is that the response is generally positive. People are excited that DWars is on its way back and no one is having a total melt down. It still looks to retain the flavour of DWars, with less crunchy stuff and faster game play! I agree with Pok. Pleasantly surprised!
    1 point
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