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Bunnahabhain

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  1. Like
    Bunnahabhain got a reaction from Commodore Jones in Peg Heights   
    Simple attrition over time, mainly from using the same bases for  Armada, Planetfall and Dystopian stuff  has given me flight stands at all sorts of heights, and I've never had a problem with it.
     
    james
  2. Like
    Bunnahabhain reacted to Bazlord in A few questions   
    My bad - it was actually the first result ("Defender rolls more hits" - Admiral pg80) that's been clarified, by adding "..and the Defender's AP is not wiped out" (Digital Admiral, pg80).  That's where our confusion was - we were both wiped out, and my opponent had rolled more hits, so he was maintaining that the result should've been an "Attack Routed".  Which made more sense at the time, as how could my attacking AP plant sabotage charges if they'd all been killed?  Anyway - "Sabotage*" would've been the correct resolution.
     
    I was going off what my friend was telling me.  Maybe he's still got the v1.1 rules in his head re: IDF (I don't have the v1.1 rules), or maybe he was just flat-out mistaken. You're correct - the print Admiral rulebook has the "IDF never better than a 4+" bullet point (pg64), so yep - my bad for not checking that one first.  Thanks Veldrain!
  3. Like
    Bunnahabhain got a reaction from Bazlord in Surface Skimming vs Icebergs   
    Rules wise:
    As icebergs and cliffs are impassible to Naval and Armoured, you can't skim over them.
     
    Background:
    Icebergs are highly unstable, and can break up or roll over without warning. Add that to the often steep sides, and it sounds like something you wouldn't want to try skimming over
     
    Comment:
    Feel free to house rule things if they seem sensible to your group. Don't forget that terrain can be as complex as you like. If the island you place has a gently  sloping side and very steep one, stating the steep bit counts as cliffs is easy and obvious. Just remember to keep things fair for everyone!
     
    I still remember from some years ago, from another games system, at a time where skimming units had a huge advantage already, an official tournament having several very nice looking tables with a good deal of molten lava on them, that was highly inconvenient and dangerous to any unit that wasn't a skimmer... :wacko:
     
    james
  4. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in First list attempt, 1500   
    I like having some general purpose units in a force of specialists- I find the flexibility they add is well worth the slight loss in ability in one area. For example, in a typical British fleet, Vangurds are aggressive boarders, Hoods are pure gunnery support, Agincourts are line of battle anvil units, but Tribals are good all rounders, that can function up close or at range, depending on what you need.
     
    I also  agree variety in lists is a good idea. Plus, it  is much more interesting to use and face!
     
    james
  5. Like
    Bunnahabhain got a reaction from spaceship_2012 in New player unsure of faction   
    Assuming you want to stick to the same playstyle, then the following factions are worth looking at.
     
    Italians
    Prussians
    Blazing Sun
    Some Covernant of Antarctica builds
     
     
    I'd look at those factions, and see which models you prefer!
     
    James
  6. Like
    Bunnahabhain got a reaction from FSAFTW in My attempt at KoB fleet building   
    It also has the other sub heavy list problem...if torpedoes don't hurt it, it becomes hard to deal with. Fliers, skimmers, and Russians with torp jammers top this list.
     
    To prevent torpedo bombers having a field day with your subs, you'll want most or all of your SAS as fighters, so will have few strike wings of your own, further cutting your non-torpedo firepower.
     
    If you want to go sub heavy, you need a reasonable amount of Air coverage as well, such as merlins. Remember subs can't use AA whilst submerged, and this incidental AA adds up- a squadron of corvettes  throws one dice each at some SAS, and you'll probably get a 6, so splashing one. This kind of attrition takes SAS from devastating to annoying.
     
    With decent Air cover, you can deal with aerial threats efficiently, so conserving gunnery to help with those things torps struggle with- i.e  putting some damage on the cruiser squadron to reduce their CC before you torpedo them. It also frees up some SAS to be dive bombers...
     
    The KoB subs work well, but in moderation. 
     
    james
  7. Like
    Bunnahabhain reacted to likeAsir in Represent the queen, raised outta Britain: Back to Basics   
    So I have been a long time player (playa?) of Dystopian wars across the last two editions. In many game systems with high entry costs we find we need to identify with one faction that appeals to our aesthetic taste and play style, then put all our cash and resources in that one faction (or get a better paid job, remortgage, sell a child to the acid mines). 
     
    One of the great things about the game is the low cost of the miniatures making it very easy to afford multiple fleets. I don't put my factions as my forum signature because the list would be longer than most of my posts! I currently own 14 draws and three cases of Spartan products, make that four cases once I get some storage for my HALO fleet stuff.
     
    I tend to play towards a competitive play having done the odd tournament. To that end I tend to base lists around a combination of balance board control and the ability to devastate my enemies ships. What I have forgotten recently is how to take characterful fleets with fun over the ferocity. The French and Covenant are strong for competitive play. High Damage output and fast alpha strike ships make for good tournament lists. Tournaments tend not to last past 3 turns due to time constraints so you want a force that can capitalize on the aforementioned traits. 
     
     
    The Kingdom of Britannia were my first fleet. I still recall the excitement of opening the first naval box set Spartan did and playing a game on the spot. I often say this but the Kingdom's Fixed Channel torpedo's taught me how to play the game. They taught me how to use movement to my advantage and get as many guns in use as possible. 
     
    This was back in the dark ages before our capitals got redoubtable turrets, the Vanguards got good, and the Majesty made our enemies weep with fear.

    After finishing low-mid at the recent Ironclad event I straight away hit the drawing board and tried to conceive (in my brain, I cannot father awesomeness) my next list of ultra-competitive doom. I then had a thought and spoke to my fleets: "its not you, its me".

    I played a game with the Brits last night against a lady getting bak into DWars. It felt good, it felt warm and it was fun. I killed a Heichiman class dreadnought and enjoyed being able to take damage and still give it back. I even used two units I never used to take: Doncasters and Illustrious. Doncaster's are suprisingly good at drawing fire. If you don't kill em then turn two they will cause horrific damage with their bombs.

    I have set myself a task: I am going to immerse myself in the British again. I am going to enjoy it, and I am going to buy a very British hat to wear whilst I do it!
     
    Ben 
  8. 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
  9. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa 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
  10. Like
    Bunnahabhain got a reaction from Hubcap in Official Thread: Chinese Federation   
    360 degree move. It is a very, very powerful tool for a model with mines and bombs! Unless you are used to it, it is very easy to underestimate.
     
    James
  11. Like
    Bunnahabhain got a reaction from rufus in Official Thread: Chinese Federation   
    360 degree move. It is a very, very powerful tool for a model with mines and bombs! Unless you are used to it, it is very easy to underestimate.
     
    James
  12. Like
    Bunnahabhain got a reaction from jupjupy in Official Thread: Chinese Federation   
    360 degree move. It is a very, very powerful tool for a model with mines and bombs! Unless you are used to it, it is very easy to underestimate.
     
    James
  13. Like
    Bunnahabhain got a reaction from Grand-Stone in What SAS types do you use?   
    For most lists, it is possible to deploy a reasonable amount of your SAS within 4" of a  carrier. This way, you can change the balance of your SAS if you want during turn 1- typically, 'I need more fighters', or, 'I don't need this many fighters!'
     
    Additionally with some carriers, for your slower strike wings, you can advance them 10-11" or so, knowing that they will be within 4" of the carrier after it advances, so they can be replenished if they are subject to a fighter strike before they activate in turn 2. This manoeuvring is well worth the loss of 1-2" of movement, in my opinion.
    The faster you carriers for this, the better! As your opponent can see this, they are more inclined to either leave them alone, so creating a no go zone around the carrier, or to hit the strike wing with a full squadron of 5 fighters to try and wipe them out. If they're doing this, rather than using 3 strong squadrons to cripple the strike wings, they have fewer squadrons on the board.
     
    The squadrons I typically deploy away from the carriers are mainly fighters, for several reasons
    - Most squadron support SAS specify fighters
    - Fighters don't need to re-arm, and are generally more capable of looking after themselves
    - If I do have to get them to a carrier, they're faster
     
    james
  14. Like
    Bunnahabhain got a reaction from Fuzzi99 in KoB Armoured Forces   
    We also had totally unofficial stats for the kitchen sink, to attach it to that unit....  
     
    james
  15. Like
    Bunnahabhain got a reaction from rufus in What SAS types do you use?   
    For most lists, it is possible to deploy a reasonable amount of your SAS within 4" of a  carrier. This way, you can change the balance of your SAS if you want during turn 1- typically, 'I need more fighters', or, 'I don't need this many fighters!'
     
    Additionally with some carriers, for your slower strike wings, you can advance them 10-11" or so, knowing that they will be within 4" of the carrier after it advances, so they can be replenished if they are subject to a fighter strike before they activate in turn 2. This manoeuvring is well worth the loss of 1-2" of movement, in my opinion.
    The faster you carriers for this, the better! As your opponent can see this, they are more inclined to either leave them alone, so creating a no go zone around the carrier, or to hit the strike wing with a full squadron of 5 fighters to try and wipe them out. If they're doing this, rather than using 3 strong squadrons to cripple the strike wings, they have fewer squadrons on the board.
     
    The squadrons I typically deploy away from the carriers are mainly fighters, for several reasons
    - Most squadron support SAS specify fighters
    - Fighters don't need to re-arm, and are generally more capable of looking after themselves
    - If I do have to get them to a carrier, they're faster
     
    james
  16. Like
    Bunnahabhain got a reaction from GreenOakSteve in Towns and installations stats?   
    There are no official stats for the scenery type buildings- i.e the ones not listed in nations orbats
     
    This is because if you are going to blow them up, you are probably in a scenario game, and you'd want to write your own stats for them!
     
    Those stats will depend on the scenario, and  how you have arranged them- is that cluster of 3 buildings together a town, counting as a large with say 10 HPs, or 3 separate mediums with 3-4HPs each? Make up some sensible stats, and have fun!
     
    The Inert MAR is good for most civilian buildings, except the power stations, munitions factories etc, for which vulnerable seems fair.
     
     
    James
  17. Like
    Bunnahabhain reacted to McKinstry in KoB Armoured Forces   
    Yeah but, you totally nerfed the stats for the kitchen sink in v2.0 which was really unfair of Spartan to those of us that had purchased kitchen sinks.
     
    As a consequence, I shall write repeatedly equating you to another UK based game firm based solely upon my irritation at kitchen sinks no longer costing 50 points for 26 attack dice at RB4.
  18. Like
    Bunnahabhain got a reaction from rufus in KoB Armoured Forces   
    We also had totally unofficial stats for the kitchen sink, to attach it to that unit....  
     
    james
  19. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in KoB Armoured Forces   
    We also had totally unofficial stats for the kitchen sink, to attach it to that unit....  
     
    james
  20. Like
    Bunnahabhain got a reaction from S.Derek in Towns and installations stats?   
    There are no official stats for the scenery type buildings- i.e the ones not listed in nations orbats
     
    This is because if you are going to blow them up, you are probably in a scenario game, and you'd want to write your own stats for them!
     
    Those stats will depend on the scenario, and  how you have arranged them- is that cluster of 3 buildings together a town, counting as a large with say 10 HPs, or 3 separate mediums with 3-4HPs each? Make up some sensible stats, and have fun!
     
    The Inert MAR is good for most civilian buildings, except the power stations, munitions factories etc, for which vulnerable seems fair.
     
     
    James
  21. Like
    Bunnahabhain reacted to Veldrain in escorting issues   
    There is no restriction against escorting submersible models so you can.
     
    You can not CAP (because there is a set restriction on it) a submerged model but regular escorts are fine.
  22. Like
    Bunnahabhain got a reaction from GreenOakSteve in Most Common Points Levels Played (July 2015)   
    With practice, games in the 1500-2000 points range run almost as fast as 1250ish. That means having forces chosen in advance, models easily accessible, knowing the rules, having a decent ideas of your models stats, and having a plan - or at least thinking during your opponents activations.
     
    When working on new forces, the need to constantly check model stats, and to take notes means the same size of game will easily take 2-3 times as long!
     
    For really big games, Anthony is totally correct- a really big table you can leave set up all day, or for the weekend is invaluable, as are breaks. Due to the heat here, I had a big game a few days ago spread over 2 days- left the Ping pong table set up in the cellar, and spaced out turns with beer, barbeque,  unfortunate incidents of real life intruding, etc
     
    james
  23. Like
    Bunnahabhain got a reaction from McKinstry in Troop Reinforcement and Allies   
    Yes, Troop Re-enforcement can be used on any friendly model, just like it says, so that does include allies.
     
    Given the most common model with it I can think of is the Titan Class troop transport, it wouldn't be much use if it could only re-crew landing barges and Apollo support carriers!
     
    James
  24. Like
    Bunnahabhain got a reaction from Hubcap in Troop Reinforcement and Allies   
    Yes, Troop Re-enforcement can be used on any friendly model, just like it says, so that does include allies.
     
    Given the most common model with it I can think of is the Titan Class troop transport, it wouldn't be much use if it could only re-crew landing barges and Apollo support carriers!
     
    James
  25. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Troop Reinforcement and Allies   
    Yes, Troop Re-enforcement can be used on any friendly model, just like it says, so that does include allies.
     
    Given the most common model with it I can think of is the Titan Class troop transport, it wouldn't be much use if it could only re-crew landing barges and Apollo support carriers!
     
    James
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