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Bunnahabhain

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  1. Like
    Bunnahabhain got a reaction from projectmanhatten5 in Where's our Giant Stompy Thing?   
    Unfortunately, the critical hit table doesn't have a 'you've cut my arm off' result... Half move is clearly cutting off a leg through!
     
    James
  2. Like
    Bunnahabhain got a reaction from GreenOakSteve in Mega Deals   
    As these deals are a very good way to start a force, especially with free rules available,  they  are a good way for someone who is playing Spartan Game A to try Spartan Game B.
     
    Now, has there been a recently released game which has brought lots of people to Spartan for the first time, who might be interested in trying DW or Firestorm?  
     
    James
  3. Like
    Bunnahabhain got a reaction from Hubcap in Mega Deals   
    As these deals are a very good way to start a force, especially with free rules available,  they  are a good way for someone who is playing Spartan Game A to try Spartan Game B.
     
    Now, has there been a recently released game which has brought lots of people to Spartan for the first time, who might be interested in trying DW or Firestorm?  
     
    James
  4. Like
    Bunnahabhain got a reaction from GreenOakSteve in DW : french version of the rule book available !   
    I'm  impressed by the size and the strength of the DW (and other spartan games) community in France.
     
    I  moved to France earlier this year, and have managed to make a couple of events, which considering I'm in a Alpine valley three hours from anywhere (or more when the snow starts....) isn't bad, and a French set of rules was top of most peoples wishes. 
    A good translation like this is very useful- my French isn't yet good enough to explain some areas of the rules clearly- if you're using a language day to day for going shopping, dealing with plumbers or the like, you don't tend to use complex sentences with many clauses and difficult tenses that often....
  5. Like
    Bunnahabhain got a reaction from The Insaniac in Node projectors & Inventiv scientists   
    Hi,
     
    This is clear if you look at the rule book.
     
    Node projector
     ( important two paragraphs)
     
    Once the Marker is placed, the Generator listed in the brackets of the Node Projector controlled by the Parent Model activates (even if this would mean it does so out of sequence), channelling the power of the Generator though the Node.
    All Models touched by a Large Effect Template, placed over the centre of the Marker, are considered to have been attacked by the Generator Type listed in the brackets. The Generator Type must roll separately for each affected Model to ascertain if it has been successfully targeted, using the rules listed in the stated Generator entry.
     
     
    Inventive Scientists
    If this Model uses a Generator, you can re-roll ONE of the INITIAL D6 rolled, but must accept the new result. If a 1 is rolled as a result of using the Inventive
    Scientists Model Assigned Rule, this Model gains a Raging Fire Game Marker, which can be repaired as normal during the End Phase.
    --------------------------------------------
     
    Looking at those two rules, you can see dice rolled for a generator attack are considered to be the model using a generator, so can use Inventive Scientists.
    However, inventive scientists only allows 1 dice to be re-rolled when a model uses a generator, regardless of if the generator is effecting one or several models.
     
    James
     
  6. Like
    Bunnahabhain got a reaction from El_Commi in Noob Help: Thinking of playing   
    I would avoid magnetising flight stands- Even with good glue ( both CA and 2 part epoxy), I have found the magnets tend to come off the top of the stand and stick in to the one in the hole on the model, and are then a right pain to get out. 
     
    For Firestorm Models, the holes are deep enough they  don't need magnets or anything else. The models it securely on the stands without glue, and unless you have very wobbly tables, inquistive pets, or a severe lack of co-ordination caused by playing with beer,  they dont fall off.
    One thing to note with the flight stands is the way the rod is cut, it sometimes woon't go in the hole in the clear base bit. If so, gently file it until it does- or a pencil sharpener works well.
     
    James
  7. Like
    Bunnahabhain got a reaction from FSAFTW in How do you handle the Yurei Terror Ship?   
    We are into  background rather than rules here, but perhaps....
     
    -The generator in question is simply too complex for anyone other than the trained crew to operate under battle conditions.  A pirze crew can't even steer captured models, let alone use carrier facilities or other such complex things. For example, a Guardian generator only protects freindly models, not enemey ones, so it can't just be a simple off/on switch.
     
    -The generator crew, know the ship is falling to the enemy, quickly disable it to prevent the enemey using. After all, if you know how something works, cutting a bundle of cables or suchlike is an easy repair job  for you, but if you don't know, it is a right pain to fix.
     
    James
  8. Like
    Bunnahabhain got a reaction from Grey Mage in How do you handle the Yurei Terror Ship?   
    The wonders of English synonyms!
     
    If the Ghost Generator is offline for any reason, then the model does not gain the Security Posts MAR.
     
    James, DW designer.
     
     
    P.S. The reason I didn't mention this as a way to stop the ship in question is that if the generator is down, every standard way to take it down works!
  9. Like
    Bunnahabhain got a reaction from Grey Mage in How do you handle the Yurei Terror Ship?   
    It only has 5 AP, and relies on Terror Tactics to board stuff.  Throw a unit of corvettes at it. Yes, it gets Security Posts (4), and has Elite crew, but a full unit of corvettes has a fair chance of killing them all, or at the very least killing so many they now cannot board anything.
     
    On average dice, with 10 AP from 5 corvettes, vs 6 AA, 7 get on board. You'd expect them to kill about 8 AP, so score 4 actual kills. The 6 defenders, hitting on 2s, I'd expect about 5 kills in total.  Those numbers aren't great, compared to trying the same on a battle cruiser or such like, but  they are worth taking a chance on- and that is trying to take it from undamaged.
     
    With the 3 AP or terror tactics corvettes, the odds are rather better.
     
    Remember, Terror Tactics doesn't work if no AP get on board, and Security Posts doesn't work if there are no AP, as there is no CQB step- cut it's AP down to size and it becomes much less dangerous!
     
    James
  10. Like
    Bunnahabhain got a reaction from mickey in How do you handle the Yurei Terror Ship?   
    We are into  background rather than rules here, but perhaps....
     
    -The generator in question is simply too complex for anyone other than the trained crew to operate under battle conditions.  A pirze crew can't even steer captured models, let alone use carrier facilities or other such complex things. For example, a Guardian generator only protects freindly models, not enemey ones, so it can't just be a simple off/on switch.
     
    -The generator crew, know the ship is falling to the enemy, quickly disable it to prevent the enemey using. After all, if you know how something works, cutting a bundle of cables or suchlike is an easy repair job  for you, but if you don't know, it is a right pain to fix.
     
    James
  11. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in How do you handle the Yurei Terror Ship?   
    We are into  background rather than rules here, but perhaps....
     
    -The generator in question is simply too complex for anyone other than the trained crew to operate under battle conditions.  A pirze crew can't even steer captured models, let alone use carrier facilities or other such complex things. For example, a Guardian generator only protects freindly models, not enemey ones, so it can't just be a simple off/on switch.
     
    -The generator crew, know the ship is falling to the enemy, quickly disable it to prevent the enemey using. After all, if you know how something works, cutting a bundle of cables or suchlike is an easy repair job  for you, but if you don't know, it is a right pain to fix.
     
    James
  12. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in How do you handle the Yurei Terror Ship?   
    All I said there was that if the model has the MARs, they work even when prized, which is clear by Rules as Written.
     
    As the MARs are tied to the generator being on, if it is prized and therefore the generator goes offline, it loses the MARs as well.
     
    James
  13. Like
    Bunnahabhain got a reaction from spaceship_2012 in Attack of the Robots...?   
    There is a famous photo of a Cruiser or Battlecruiser at the Battle of Jutland  firmly lodged in the sea bed, with a great deal of the hull sticking out. In scale, the wading Metzeger model is actually submerged too far!
     
    In general, most action will take place near land, where the continental shelf means the sea is much shallower.
     
    James
  14. Like
    Bunnahabhain got a reaction from Hubcap in Attack of the Robots...?   
    There is a famous photo of a Cruiser or Battlecruiser at the Battle of Jutland  firmly lodged in the sea bed, with a great deal of the hull sticking out. In scale, the wading Metzeger model is actually submerged too far!
     
    In general, most action will take place near land, where the continental shelf means the sea is much shallower.
     
    James
  15. Like
    Bunnahabhain got a reaction from GreenOakSteve in Attack of the Robots...?   
    There is a famous photo of a Cruiser or Battlecruiser at the Battle of Jutland  firmly lodged in the sea bed, with a great deal of the hull sticking out. In scale, the wading Metzeger model is actually submerged too far!
     
    In general, most action will take place near land, where the continental shelf means the sea is much shallower.
     
    James
  16. Like
    Bunnahabhain got a reaction from TurianBrandy in Attack of the Robots...?   
    There is a famous photo of a Cruiser or Battlecruiser at the Battle of Jutland  firmly lodged in the sea bed, with a great deal of the hull sticking out. In scale, the wading Metzeger model is actually submerged too far!
     
    In general, most action will take place near land, where the continental shelf means the sea is much shallower.
     
    James
  17. Like
    Bunnahabhain got a reaction from spaceship_2012 in Where's our Giant Stompy Thing?   
    Unfortunately, the critical hit table doesn't have a 'you've cut my arm off' result... Half move is clearly cutting off a leg through!
     
    James
  18. Like
    Bunnahabhain reacted to Thamoz in Attack of the Robots...?   
    27 dice pa... Yep, that sounds balanced. I'l take 8!
    The balanced on land and sea part I think is quite achievable. Air is, after all.
    land units can't throw as many dice, so dr and cr can't be too high.
    It has to survive long enough in naval games, so give it lots of hp.
    Similar to sky fortresses or the Euclid.
    I have faith that the testers will make sure nothing too broken appears. And if they don't? Well I know where a few live *evil grin*
    For the coa robot stats, my money is on it being basically a walking Euclid with the ability to burrow and excellent boarding damage rather than high auxiliary stats and support abilities.
    Euclids can be killed in a land game. Euclids are decent in the naval game. Balance
  19. Like
    Bunnahabhain got a reaction from Fallen in Expanding my fleet   
    Oh, you can, you can... saying anything along the lines of ' I just need 5 hits from 10 dice, and this ram will cut that carrier in half', which is generally  swiftly followed by '£%&!*!!!!!'
     
    Conducting a statistically significant number of test to show that important single dice rolls work better if you don't say anything first takes far too much  time, and besides, we all know it is true anyway!
     
    James
  20. Like
    Bunnahabhain got a reaction from Hubcap in Expanding my fleet   
    Oh, you can, you can... saying anything along the lines of ' I just need 5 hits from 10 dice, and this ram will cut that carrier in half', which is generally  swiftly followed by '£%&!*!!!!!'
     
    Conducting a statistically significant number of test to show that important single dice rolls work better if you don't say anything first takes far too much  time, and besides, we all know it is true anyway!
     
    James
  21. Like
    Bunnahabhain got a reaction from mickey in Expanding my fleet   
    Oh, you can, you can... saying anything along the lines of ' I just need 5 hits from 10 dice, and this ram will cut that carrier in half', which is generally  swiftly followed by '£%&!*!!!!!'
     
    Conducting a statistically significant number of test to show that important single dice rolls work better if you don't say anything first takes far too much  time, and besides, we all know it is true anyway!
     
    James
  22. Like
    Bunnahabhain got a reaction from S.Derek in Tips for PE vs Russians in 2.0?   
    I've used single Zenos or Hussars as nasty surprises quite effectively before.  Supported by a unit of frigates or corvettes, they often work well, and can be useful in advanced or flanking deployment.  Totally on their own, they have a tendency to be prized, but with the smalls, not so often. Typically, my games are 1500 points, so not huge...
     
    It's a fairly cheap, hard to ignore activation. You need think though, or they'll get shredded fast.
     
    james
  23. Like
    Bunnahabhain got a reaction from McKinstry in Towns and installations stats?   
    Whilst tidying up after a battle, I noticed I had an odd  conjunction of scenery. I had a river board, with quite a few dock type facilities(about 7-8 feet worth, between both sides of the river), and some infantry bunkers scattered amongst them. To me, this suggests a new fortification option...
     
    NOTE...this is totally unofficial, just a fun way to use models people already have.
     
    Small Attack Craft base ( for Moustiques, Crocodiles, etc)
     After all, if mercenaries can have these based out of fortifications, why shouldn't great powers as well?
     
    Stats- see your orbat, look at the  small/medium/large infantry bunker.
    Remove the Combat deployment( Infantry) MAR. Replace with the squadron support ( insert relevent attack craft here) MAR
    I would suggest Squadron support 2 on the small bunkers, 4 on the mediums, and 6 on the large.
     
    Points. Take your bunker, take away cost of infantry, add cost of small attack craft.
     
    Model.Take your infantry bunkers, and add various dock type components alongside. The DW harbour set is a good place to start!
     
    Clearly you need somewhere sensible to place these. If you are using unofficial units like this, then you probably know your opponent well enough to  agree to set up a nice looking board together, and so create somewhere sensible to put these.. those few reefs and low islands become the ring of an atoll, and the small attack craft represent the local security force patrolling it.
     
    James
  24. Like
    Bunnahabhain got a reaction from Kapitan Montag in Anybody cracked a Zhanmadao?   
    I've sunk one with a Vengence ram, with the brace for impact TAC. Surface skimmers are not immune to Rams, and Rams ignore all those protective MARs...
     
    Other than that, see above.  Piercing to make the thing irrelevant is probably the easiest of the list.
     
    James
  25. Like
    Bunnahabhain got a reaction from iamsimplythejeff in Time flow generator   
    It used to be 12", and I cannot think of any reason it should have changed. I'm 99% that  there is a typo there. Will ensure it is fixed in the next orbats...
     
    James
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