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Showing content with the highest reputation since 03/25/2018 in all areas

  1. 8 points
    Warcradle Richard

    Model availability

    Following the Q and A at the end of this week, we will share some information next week on all the construction and expansion of manufacturing that has been taking place.
  2. 7 points
    Polaris

    Firestorm Painting Group

    Just finished 3 squads of nidus frigates, ahem I mean stinger escorts (But seriously the models are cool enough, I'm using them as nidus)
  3. 7 points
    Warcradle Richard

    Model availability

    We definitely will get some casts out this year. We are midway through quite a lot of construction work to expand our manufacturing capacity. It should be complete by mid May, so we should be in a better position to announce any availability then.
  4. 6 points
    Hive

    Critical hit table

    Honestly, in this format I almost feel like It'd be better to have players choose the effect. You got 5 more than CR? Choose from Fire Control and down. Any crit effect is going to be situational, and I could see a lot of opportunities for a higher number to effectively be a worse effect in a given situation. Here's what I would do. Bear in mind this assumes DR/CR stays about the same. You build a chart like this, right? And you make a Crit worth 2 damage automatically, don't tie that damage to any effect. Beat CR, do 2 hull. If you beat CR, you also can choose an option based on how much you beat it by. The chart would need to be relatively dense in terms of the status effects- assuming double crits as a possibility, a lot of mediums literally couldn't hit some of the higher numbers without getting destroyed anyways. To take your chart, for example, we should assume values +6 and over will kill mediums anyways. As such, I would move Repair Teams to +6, Explosive Decompression to +7 making the crew loss D3 instead of 2, swap the d3 crew on Reactor Overload to D3 damage and remove the corrosive from it, leaving Corroded to be a weapon effect. Why? Because with Fire you already have a crew loss mechanic under the +6 margin, three crew loss mechanics seems redundant, repair teams might not even matter for a ship with 4 hull, and at the +8 point extra damage starts to seem appropriate. My version of the chart would look like this, and assumes any non-crew non-damage effect to be repairable, just so that there aren't extraneous bits of info in the table. I also trimmed the reference to repairing AP, since that seemed like it had something to do with a repair mechanic not mentioned here. = CR : Fire; This model losses 1 crew point and gains a hazard marker. +1 CR: Security in Disarray; This models AP is reduced to zero and may only repair 2 AP per turn. +2CR: Defenses Offline; This model losses one active defense(Shield, cloak, PD) of the attacking players choice. +3CR: Main Drive Failure +4 CR: Fire Control offline +5 CR: Fold Drive Failure +6 CR: Repair teams in Disarray; This model may not make any repair rolls for one turn. +7 CR: Explosive decompression; This model losses 1d3 crew points and gains a hazard marker. +8 CR: Reactor Damage; This model losses 1D3 additional hull points. If attack destroys this model then it suffers a reactor overload. Okay. SO what about Targeted Strikes, Cyberwarfare, and Boarding? Easy peasy. A Targeted Strike or Cyber attack looks at how much you beat DR by instead. A boarding attack uses Crew instead. Same rules, damage is determined separately so the TS will only do a point of damage if it doesn't crit and the Cyber attack will only do the effect.
  5. 6 points
    G-Two

    G-Two's Dindrenzi Fleet

    I'm not really much of a painter, but I finally got my Dindrenzi's painted.
  6. 6 points
    Warcradle Richard

    Future FA rules

    There have been alot of well thought and constructive suggestions on the forums over the last few months. We do read them. Scale won't be changing and whatever we do with the universe we will make a place for your current minis to fit in.
  7. 5 points
    Wolfgang Jannesen

    Firestorm Painting Group

    @Skyhawk Thanks mate! Its the best I could come up with short of jeweling. Here is the completed fleet
  8. 5 points
    Wolfgang Jannesen

    Firestorm Painting Group

    Adventures in test schemes: A sneak preview @Hive Its not a matter of if you're going to eventually redo them now, its a matter of what WC dangles in front of us after the QnA that might delay the repainting
  9. 4 points
    Toxic_Rat

    Toxic Rat's Sorylians

    Here are some recently completed Sorylian ships, along with a Fleet Admiral:
  10. 4 points
    Hive

    Firestorm Painting Group

    I'm gonna do a pair of Battlecruisers and like eight Frigates next so I can have the least subtle Directorate fleet in existence.
  11. 4 points
    Wolfgang Jannesen

    Firestorm Painting Group

    Finally settled on the scheme and logic for the rest of the Hawker fleet. Having fun working on colour gradients and little details like the navigation lights but man I hate putting on the base layers
  12. 4 points
    Warcradle Richard

    Firestorm fluff

    That's how we see things. I would even go so far as to say. I can see lots of the passion for the various factions here. But experience tells us that many of the changes we are almost certain to make are going to upset some players. Almost certainly the narrative core of the Firestorm universe will be both similar and very different.
  13. 4 points
    Wolfgang Jannesen

    Firestorm Painting Group

    Late into april but I have my RSN fleet complete (minus one frigate squad but its on the way) Here's what a month and a half of binged documentaries and coffee has produced EDIT: Wow these are really blurry. Sorry folks I'll retake and reupload them when I can
  14. 3 points
    Hive

    Firestorm Painting Group

    So @Polaris made a thread about the objective set, and it got me thinking about the set I painted a while back. I decided I liked what I had done on the individual pieces, but not as a group. So I decided to make them more consistent. I decided that I wanted to try and make them look like holograms on a hologram deck- @Ryjak's terrain is pretty popular, and I was thinking I could get them done in a style that would look good both on that terrain as well as regular terrain. I have a second set I never painted which is also near done now in the same style.
  15. 3 points
    Hive

    Firestorm Painting Group

    Okay time for more pictures! Obviously I got distracted and forgot the frigates. My brand truly is the loudest. As you'll see, I got the underplating of the Battlecruisers too! Also pictures is my Cheyga painting assistant, Captain Fwiffo, who helps me untie my shoes every morning when I get home from work at the bakery, starting a morning of painting off right.
  16. 3 points
    Warcradle Sam

    May 4th 2018 Q&A: Blog & Video

    For those who didn't catch our latest Live Q&A, we wanted to make sure you had the opportunity to watch (and read) all about it directly from us here at Warcradle Studios. Enjoy our latest update about Dystopian Wars, Wild West Exodus, Armoured Clash, Firestorm Armada et al. As well as our announcement about Warcradle Classics! Watch the video here: Alternatively, head over to our blog to get a quick overview or to read the full blog, including all images from the Live Q&A!
  17. 3 points
    Overread

    Ships from the UK Expo shot!

    Go back 10 or 15 or so years I'd be worried about these in plastic, however having seen what Hawk Wargames can achieve with their plastics I'd be more than happy for models of this quality in plastic. I think the trick is avoiding what happened to Privateer Press who have used some plastics that were softer on teh edge details than is ideal. It wasn't as bad from them as the scale of the models meant that a little softening wasn't a huge issue; but for something like Dystopian Wars the level of detail and the scale means its really got to be crisp (plus you've had a lot of resin out there in the market already so Warcradle has to live up to Spartans quality). I've not seen the WWE stuff in plastic in the flesh to know how that is nor how it might compare to Hawks stuff. I can readily agree that if the core ships for each race are in plastic it would be a huge boon for the company in being able to have hte highest volume selling product in a cheaper material that's faster to work with (I believe plastics are faster/easier to work with than resin - the trade off being that plastic is super expensive to get into with moulds). Here is to hoping that the background testing goes well for WC!
  18. 3 points
    And the Boss is ready for action - not bad for around 45 minutes.... I'll get the bases done when the whole Posse is at this level.
  19. 3 points
    Hive

    Future FA rules

    One of the biggest problems with making Crits meaningful to things outside of T1s is that aside from Cyber the things that apply crit effects also apply damage. It's just as easy to lose a T2 as it is to have it actually impacted by an ongoing status effect, subject to variances in what the T2 actually is of course. I'm going to advocate something crazy here. Do what you want to make repair rolls more or less impactful for the game, but if you really want to keep the crit table from feeling like a wash, get rid of it, make its replacement tighter. Here's my solution: Keep a 6-point table for Targeted Strikes- Main Drive Failure, Cloak/Shield/PD Offline (attacker choosing which one it impacts), Fire Control Offline, Reactor Leak, Fire, Security in Disarray If you Crit, you can choose to either add a point of damage (above the 2 for critting), do a d3 of crew damage, or roll on the Targeted Strike table. Should probably rename the table to Critical Effects or whatever, but yeah.. Reactor Overload triggers when a ship loses its last hull to a double crit or higher, and the explosion has an AD equal to the Hull rather than double it. Any Targeted Strike that causes damage gets to roll on the table as well, but may choose a result before rolling- if that number is rolled, the player instead picks one. This allows a player to discard a result they don't care about and actually target one they do, while removing the five separate mini-tables. I'd throw down on the same system for boarding assaults. There should be a MAR for picking an additional result to discard. Bam.
  20. 3 points
    Kaptyn Krys

    Future FA rules

    I think it is also down to when the critical effects are resolved. Currently you resolve all of your ships effects in the Turn end step. The problem here is you can inflict critical effects on a ship after its activated, it then repairs at the end of the turn and is ready for its next activation without any repercussions. So not only are crit effects repaired easily but often the ship never really has to suffer it effects. Repairs are often "instantaneous" as it were. Squadrons are activated in turn, command checks are taken at the start of a turn etc, everything is built on an activation. Always jarred me a little to have all the crit repairs lumped together at the end of the turn, except for the Self Repair MAR which was at the end of an activation....! Id suggest moving the repair step to the end of the activation, so after moving and shooting and boarding, then you do the squadrons repairs (in what ever form that takes). This way if you are suffering from a critical effect the ship will actually have to put up with it for an activation. This way post activation crits are not ignored so readily and the crits will actually effect game play more. It also adds a pressure to deciding what to activate next, a healthy squadron or the squadron that has some PD down? if you activated them maybe you can repair the PD before they get hammered by torps?
  21. 3 points
    Wolfgang Jannesen

    Future FA rules

    Alright I've been discussing it a bit around the hometable and I'm ready to see what you think of my revised repair mechanic. The purpose is to let crew represent the actual repair crews onboard, and allow players some opportunity to deal with critical-effect heavy fleets without making a vain repair on one of several effect markers. Its also meant to give crew losses more effect in-game. There are two methods I've been considering and I'd like your feedback. They both start by using a pool of repair dice equal to the ship's Crew Points and succeeding repairs on a 5 and 6. Method 1: Roll as a pool, remove markers on total successes Method 2: Draw dice from the pool for specific repairs. Example: I use three dice to get my PD back online and two dice on either hazard marker, depleting my pool of seven dice Experienced Engineers would allow repairs to succeed on a 4+ instead of the regular 3+
  22. 3 points
    Warcradle Richard

    Future FA rules

    I have signed off the budget for some plastics for both Dystopian Wars and Firestorm Armada.
  23. 3 points
    Kaptyn Krys

    Future FA rules

    @Warcradle Richard knows. eyes always watching. we could make them do it precious no no its to risky we leads them to it it? plastics my precious. and new rules. yesyes! and then when they are dead from the fumes we takes it! Gollum. Gollum! *Krys hops back onto his rock*
  24. 3 points
    murphy'slawofcombat

    Model availability

    As a mostly a Terran player I love my Tyrent , wish I had another Zenith but with a slight redesign I would put a total of 12 turrets on the old girl . I would like to see the Templar make a come back as well. our R&D shield cruiser from view is size wise a little too small and could use a little rework on her stats. I would up her PD a bit and allow her to lay and sweep mines making her a true support vessel.matching her up with a carrier or a DN or BB would make a big difference in 1000 pt. + games.
  25. 3 points
    Stoobert

    Future FA rules

    I hope I'm not speaking for others too much by summarizing that feedback to the 3.0beta FSA rules released on the forums last summer was not generally positive. I didn't care for it myself, either, though there were a couple of interesting ideas. No doubt there were lots of hands in development of FSA 3.0beta but Derek was the lead designer, as he was for Halo. Neil puts his stamp/name on everything yet wasn't involved a lot.... at least that's my understanding. 3.0beta struck me as a designer given too much latitude without enough guidance and feedback. There may be several reasons Derek was chosen for Dystopian by WC. My optimistic guess is: this choice (along with Spartan_Josh ...not Linde, the other Josh) helps establish continuity. It's helpful to have someone involved from a long time ago guide, and in turn be guided by, the new owners as rules are developed -- how this balancing act will play out is the real question. You can read Derek's own perspective of his role in the interview, which hints at Warcradle values. I will watch the Dystopian community reaction closely. I think the next question is "how much will FSA change", before we get to how. The new 'fluff' Warcradle comes up with will probably drive both. I am unequivocal that FSA needs to change a lot if it's going to compete in the 2019 marketplace. Grognards can play SFB or Full Thrust. Casuals can play SW:Armada. FSA is a 3+ hour game that's not well suited for tournaments (been there), too complex for beer-n-pretzels, has some distinctive mechanics like DR/CR but not enough, somehow feels more like boats than starships, and lacks a compelling Intellectual Property. Phew...that was a mouthful. Some great looking models, yes, but where does FSA fit in? I've played too many games of 2.0 and demo'ed too many times as a Vanguard to think 2.0 was 'solid'. I respectfully disagree with those who feel 2.0 just "needs a few tweaks". Yet I do have hope that with a compelling story and unique gameplay FSA will rise again. I sure wish there was more I could do to help right now. I think a player survey is a great place to start - the 14,000+ email list, as well as new player demos with an open mind, which is what I'm doing occasionally.
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