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Bunnahabhain

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  1. Like
    Bunnahabhain got a reaction from MiddleMeadow in How To Get The Best From The Nakatsu   
    Don't forget the shoot one and board another trick-  each cruiser gets to shoot and board, it just doesn't do both to the same target.
  2. Like
    Bunnahabhain got a reaction from crabking in Dealing With The French?   
    The French have very good AA throughout the fleet. An air force will almost certainly suffer as a result. This also has a large impact on your rockets.
     
    Strengths are mid range shooting, manoeuvrability thanks to the skimmers and frequent use of flyers and  the superb AA.
     
    Weaknesses- Relatively slow (well faster than the Russians...), mainly gunnery weapons, so damage hurts, no escorts, and below average AP. No shields- only cloud generators. These only activate when the model activates that turn, and turn off at the end of turn.
     
    What I fear when I'm playing the French is an aggressive player coming in and wrecking my smalls. This costs me activations, screening units, my main boarding force, and lots of my incidental AA- it's high enough ( frigates and destroyers have 3AA each ) that you can do severe damage to flying stuff, especially TFTs, without trying.
     
    This make it much harder for me to stop scary stuff happening- free reigning TFTs, or worse,  mediums boarding my big stuff-  no escorts, and after a few points of damage, not enough AA to matter. EotBS cruisers are  rather good at this- a mixed unit of Nakatsus and Tanukis is a 21 AP boarding torpedo that take an inordinate amount of stopping thanks to the high CR.
    The number of rockets, torps and AP in an EoTBS fleet means the French player has to concentrate on killing off models- even reducing them to 1 HP off dead often leaves them working at near full effect! This means you should be able to get some units through
     
    The french signature weapon- the heat lance- is of relatively little use against the EotBS, thanks to high CR.
     
     
    In general, an  anti-french battleplan for the EotBS would be. Do NOT rely on long range rockets. Close range fast, aggressively weaken small squadrons to make them irrelevant,  spread damage around to lower French AA and Gunnery, and accept you might not get much use from your rockets for a while.
    Be prepared to lose things, and accept this as part of the plan to get most stuff into where it wants to be. Do not give the french player time to deal with stuff slowly,  make them deal with everything at once, and most of all....
     
    Do not forget your mission objective!
  3. Like
    Bunnahabhain got a reaction from Pendrake in Cargo Ship Models Anyone? Informal Poll, Please Reply! :)   
    I'd love to get some of the following.
     
    Ocean going tugs for barges- small and medium useful
     
    Harbour auxiliary vessels - torpedo net tenders,
                                                fireboats
                                                manoeuvring tugs
                                                Auxiliary AA/ minesweepers
                                                Harbour Patrol vessels ( effectively police/anti sabotage)
     
    I've got lots of harbour type terrain. Vessels to populate it, either as scenery or as mission pieces would be good- I'd love to do a  port raid mission.
     
    A DIY set of bits would be ideal for these kinds of things.
  4. Like
    Bunnahabhain got a reaction from zithith in Cargo Ship Models Anyone? Informal Poll, Please Reply! :)   
    I'd love to get some of the following.
     
    Ocean going tugs for barges- small and medium useful
     
    Harbour auxiliary vessels - torpedo net tenders,
                                                fireboats
                                                manoeuvring tugs
                                                Auxiliary AA/ minesweepers
                                                Harbour Patrol vessels ( effectively police/anti sabotage)
     
    I've got lots of harbour type terrain. Vessels to populate it, either as scenery or as mission pieces would be good- I'd love to do a  port raid mission.
     
    A DIY set of bits would be ideal for these kinds of things.
  5. Like
    Bunnahabhain reacted to Justice and Rule in New Player - Overpowered Question?   
    No offense, but I find those who rarely play with the FSA tend to have the worst opinion of them because they don't play against them often. People in our group said the same thing about the Russians until I bought them and we actually played against them. Now they are only kind of scared of them. Frankly, Seph's comment in the linked thread rings most true to our group: EotBS, RC, and CoA are generally the toughest opponents.
     
     
    Uh, I disagree with that on multiple fronts. The Blazing Sun and the FSA are not "Masters or near masters of all trades". Blazing Suns are the masters of rockets, boarding actions, and maneuverability. They are good in other areas, but not to the point they can't be dealt with.
     
    The FSA, on the other hand, are masters of long range gunnery, which in practice typically means Range Band 4. While they aren't dead when you get into Range Band 3, it wouldn't be a fun game if they were. Once you get into the 3rd range band, almost every nation catches up with their respective ships outside of a few (Russians, Prussians, and some French stuff) in different areas. The FSA has no obvious, huge weakness, but it doesn't really need it because it's advantage is the one most likely to be defeated by terrain and simply an opponent moving at him. I've played games where I got no 4th range band gunnery at all, for Pete's sakes.
     
    At best, I generally cause 3 points of damage at long range, and that's taking a risk: I'll fire battleship turrets at different targets (if both can bear) and my gunships will combine one one. Those are generally cruiser-sized stuff, hopefully things without a Shield Generator, and it's not like I can't take damage back. I have at times exceed that when conditions allowed (When I can link my BB turrets on a single target), but generally my opponents don't give me a chance and most scenarios have me facing towards them rather than abeam.
     
    And before you ask, our group doesn't play Dreadnoughts outside of only the biggest scenarios and assaults because too many of our games ended up with Dreadnoughts circling each other and everything else dead. If anything, Spartan needs to fix those monsters if they want to fix anything.
     
     
    First off, we don't have "some of the best rocket batteries in the game". We simply have rocket batteries, and they are objectively worse than the two other rocket-using fleets. France's rockets are the same across all range bands, which really makes up for them being short ranged. The Blazing Sun have incendiary rockets which kills crew like nothing else and makes them a huge boarding threat. We only get rockets if we give up our generators, and I generally don't find it to be the prudent thing in most cases.
     
    And I also don't agree with you on rockets being the best secondary armament, having recently been bloodied by Danish mines and having seen the effect of combined torpedo spreads. Considering how much weaker CC is across the board, I find torpedoes to be positively underrated, but I think a lot of gamers put too much stock into "longer range" without realizing how quickly things can close.
     
    Without rockets, we generally rely on the set of turrets (or turret, depending on the model) we get. And you can call it rich, but being the one who plays as them, things can start to drop off quick, especially if you lose "Half AD" (Since we aren't any more difficult to crit). At that point, you are basically a rock in the water with no other weapon systems. Other groups typically have some other weapon system to rely on; Britannians have their great torpedo spreads, the Japanese have rockets and some torpedoes, French have rockets and torpedoes, and Russians have Ablative Armor and enough firepower to make hurting them practically useless.
     
    Of the two not mentioned, the Covenant can out-gun me with the sheer number of turrets they have. And while you are right that I will feel damage less than them, their gunnery is good enough that it'll take two hits to put a real difference between us (Target Painter on the Battleship basically offsets a few dice on AD), and that's incredible hard to do when they have shield generators plus inventive scientists. Oh, and let's not forget a battleship which can submerge at long, come up at Range Band 3, and nail me with Sturginium Rounds. The Prussians... well, if they get close on me (and they are very good at doing that), it becomes a fight. Though I've argued for a long time that the Prussians need to be heavier hitters at short than they currently are.
     
     
    The phrase "confirmation bias" seems to be appropriate here. Standing on the side of experience, I'd say you might want to play a bit more FSA before making a judgement.
     
    And I'm not saying the FSA aren't good, but they aren't overpowered. They are simple, and their generally well-rounded stats makes them easier to play poorly and still have a fighting chance. But having played them since the beginning, I think nowadays their power is largely overrated and it becomes even more apparent when you start adding things like Air Support into the game.
  6. Like
    Bunnahabhain got a reaction from myth28 in Collisions On Purpose?   
    That seems  very reasonable with one tweak- you cannot deliberately ram anything your size or larger.
     
    Otherwise, a battleship can't splatter an annoying corvette, which also doesn't feel right.
  7. Like
    Bunnahabhain got a reaction from MadDrB in Initial Impressions After Playing A Game.   
    We've been lucky enough to get a game( Prussians vs EotBs)  in already, so can post some thoughts that aren't all theory based.
     
    1) Force creation is rather more like a Historical game- don't expect quite such a free range of as in Dystopian wars.
     
    2) It isn't Dystopian wars, Firestorm invasion, Dystopian legions, or any existing game. It's a new game, even if lots of mechanics are familiar. Don't expect the stats to line up exactly with Dystopian wars ones.
     
    3)  Have laptops with the rules and orbats to hand. If printing it out, do it in colour, as dice colour is important!
     
    4) It's cinematic. Stuff moves fast and dies fast.
     
    5) Not sure about game cards, someone left them in the printer!
     
    6) Don't expect to get all the rules on a quick read once through. We all did a detailed read through together ( ~90 minutes), then had a game with one of use sitting on the laptop checking rules stuff as it came up.
     
    7) The Formations, with all the relevant stats and mars on one sheet of paper- if you do it double sided- are really neat.
     
    8) Try to avoid proxying stuff, it's very confusing given the size of the game. Allied contingents will help, so two people can put collections together easily
     
     
     
     There  is lots of potential here for a very fun game.  I'm sure we've only scratched the surface of it. Don't be too quick to jump to judgement!
  8. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Initial Impressions After Playing A Game.   
    We've been lucky enough to get a game( Prussians vs EotBs)  in already, so can post some thoughts that aren't all theory based.
     
    1) Force creation is rather more like a Historical game- don't expect quite such a free range of as in Dystopian wars.
     
    2) It isn't Dystopian wars, Firestorm invasion, Dystopian legions, or any existing game. It's a new game, even if lots of mechanics are familiar. Don't expect the stats to line up exactly with Dystopian wars ones.
     
    3)  Have laptops with the rules and orbats to hand. If printing it out, do it in colour, as dice colour is important!
     
    4) It's cinematic. Stuff moves fast and dies fast.
     
    5) Not sure about game cards, someone left them in the printer!
     
    6) Don't expect to get all the rules on a quick read once through. We all did a detailed read through together ( ~90 minutes), then had a game with one of use sitting on the laptop checking rules stuff as it came up.
     
    7) The Formations, with all the relevant stats and mars on one sheet of paper- if you do it double sided- are really neat.
     
    8) Try to avoid proxying stuff, it's very confusing given the size of the game. Allied contingents will help, so two people can put collections together easily
     
     
     
     There  is lots of potential here for a very fun game.  I'm sure we've only scratched the surface of it. Don't be too quick to jump to judgement!
  9. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Is Mostly Large Ship Fleet Viable?   
    4 battleships aren't more balanced than 1 dread and 2 battleships, but it is considerably more balanced than 4 dreadnaughts!
     
    I'd be looking at something like: dreadnaught, carrier, battleship, and then one of the large flyers. Still 4 large ships, but rather more varied than 4 of the same.
  10. Like
    Bunnahabhain got a reaction from Bejebas in Collisions On Purpose?   
    That seems  very reasonable with one tweak- you cannot deliberately ram anything your size or larger.
     
    Otherwise, a battleship can't splatter an annoying corvette, which also doesn't feel right.
  11. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Collisions On Purpose?   
    That seems  very reasonable with one tweak- you cannot deliberately ram anything your size or larger.
     
    Otherwise, a battleship can't splatter an annoying corvette, which also doesn't feel right.
  12. Like
    Bunnahabhain reacted to Nazduruk_Bugzappa in New Player - Overpowered Question?   
    we also use the Storm of Steel "Dreads are Strategic Objectives" rules. nothing funnier than the opponent getting the rest of their fleet ignored, because their 280 point Dread is worth about 860VP if you're able to capture it
  13. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Battlebox Re-Enforcements   
    Carrier.  TFTS are great, and the carrier gives you three activations.
     
    Escorts. Because boarding the battleship etc is easier than sinking them most of the time
     
    Destroyers: They're great,  and you've already got two units of the also great frigates
     
    Beef up your A17s to a full squadron. A full squadron can lose one, and still comfortably crit a dreadnaught
     
    That should put you on about 1100, with a quite rounded fleet.
     
    If you like playing more defensively, a dreadnaught with escorts will leave you enough for another unit of smalls, or a tower of some kind.
     
    Alternatively, a more aggressive and attacking fleet would be a second carrier,  a unit of cruisers with an attached gunship, and a 4th unit of smalls- push right up to the 40% limit.
     
    Those smalls have the AP, AA and speed to be a potent boarding threat, especially with your gunnery softening up targets first
  14. Like
    Bunnahabhain got a reaction from zithith in Fleet Carrier & Dreadnoughts?   
    You don't need a dreadnaught to take on a dreadnaught.
     
    If you take a british Dread (230 basic), people almost always take the shields (40), you'll need escorts vs the eotbs ( say 2 for 50 pts), or you will be boarded. That's now a 320 pt unit, or almost half your point in a 750 game. It's why it's  suggested very strongly that dreadnaughts are not used at this low a points level.
     
    If you compare it to:
    2 x Tribals (130 with expereinced engineers)
    1 x Agincourt (80)
    1 x lord hood (120)
     
    That's almost the same points, with better firepower, and much more utility.
     
    Alternatively, a few units of smalls-  I've seen things like a unit of Arminus come in, sink the escorts and do a boarding action. They're not expecting to win, just to get a sabotage if they're lucky, and importantly kill  his AP.  Then the second unit of them comes in, and these do take the ship. That's 600+ pts  in the bank.
    Your frigates aren't  great for that job, but a unit of  attackers could happily close up,and use turrets to clear the escorts at RB1( 4 dice twice from each frigate has a good chance of sinking an escort per frigate), whilst being at RB2 to do a linked torp attack at the dreadnaught for 10 dice, a probable point of damage.
     
    Alternatively, a simple wing of Tiny Flyers rolls 15 dice hitting on 3s- that's a crit  more often than not even or a Cr 13 Dreadnaught. It's only likely to work if you put the effort into clearing his fighters, and sinking the escorts.
     
    EDIT:
    Also, make sure you roll for fleet orders-With a dreadnaught about, the sink all smalls or mediums will be much easier....
  15. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Question Time #1 : Counterattacks   
    Depends on the flyer and the strength of the squadrons involved. If that's a Vauban,  and the opposition isn't at full strength/health...
  16. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Scrach Building Iceburgs?   
    1) PVA doesn't dry clear if it is in thick blocks( say, over 1" cubes)
     
    2) PVA dries very slowly in big blocks- see above
     
    3)Icebergs are not clear. Any lump of ice big enough to be 1:1200 terrain isn't clear.
     
     
    If you really want clear icebergs,  get some water effects fluid ( e.g. http://www.wonderlandmodels.com/products/javis-simulated-water ) and start from there.
  17. Like
    Bunnahabhain reacted to Sanguinary Dan in Why Doesn't The Magenta Have Retardant Armor?   
    Lifegiver, I think you are looking at the Lyon the wrong way. It's neither a "jump the BB and board" nor a "stand back and blast 'em boys!" type of ship. But it is really good when it drives into the middle of a pack of other smalls and opens fire on multiple targets. Throwing 7AD at a small is usually more than enough. And I can't count the numbers of FFs and DDs that I've blasted out of the water that way. Even if I lose one on the way (which basically requires the enemy to throw the same number of AD at my frigates as they'd throw at a cruiser thanks to the DR4) I've still got enough to cripple a boarding squadron or beat up a Medium. The only thing really bad about the Lyon is it's speed. It needs just a couple more inches of move to be really effective.
  18. Like
    Bunnahabhain got a reaction from Shaffer in What Is The Prussians "thing"   
    The game set up section doesn't make fleet orders optional, and for all the book methods of generating terrain, you'd have to be really unlucky to end up with the Prussian player playing none.
     
    I can understand people not using rules found in the campaign books, but if you don't use the rules in the main rule book, then don't be surprised if the game doesn't work as well. The British would suffer if you decide the shield rules are optional, the Prussians suffer if you decide that the set up rules are optional.
  19. Like
    Bunnahabhain got a reaction from Sanguinary Dan in What Is The Prussians "thing"   
    The game set up section doesn't make fleet orders optional, and for all the book methods of generating terrain, you'd have to be really unlucky to end up with the Prussian player playing none.
     
    I can understand people not using rules found in the campaign books, but if you don't use the rules in the main rule book, then don't be surprised if the game doesn't work as well. The British would suffer if you decide the shield rules are optional, the Prussians suffer if you decide that the set up rules are optional.
  20. Like
    Bunnahabhain got a reaction from mcb1968 in Speeding Games Up   
    One trick I like to use is very simple, to speed up movement. An example:
     
    I want my cruisers  to be 15.5" away from that unit, to get my RB2 weapons in, without being in boarding range of that unit,  or want those TFTs to be 7.9" from cruiser A, less than 4" from the carrier,  or some similar set of restrictions.  I've got the movement and turn, it's merely the positioning I want.
     
    I pre-measure and place a dice at the critical point as a visual reference, so I can then move the unit much faster( by eye if it is  obvious, eg the frigates  above), as I have an aiming point, rather than having to measure several times
  21. Like
    Bunnahabhain got a reaction from Solar in Speeding Games Up   
    1)Know the rules. The more you play, the better you know the rules, the faster you can play.
     
    2)Have a plan. If you know what you want to do, decisions take seconds most of the time.
     
    3)Think during your opponents activations.
     
    If we are concentraiting, our group can happily play a 1250 pt game in 2 hours, even with  new or unusual units, rules etc in play.
    I don't think there is a need to change things to sped up play.
     
    Improving the rule book lay-out, and tidying up some MARs, on the other hand, would speed up play for everyone, withoutsignificant rules changes.
  22. Like
    Bunnahabhain got a reaction from rufus in Rapid Fire Mar   
    I disagree. The rule is clear, and it isn't that powerful in context.
     
     It is only two dice per batch, so if you want to get the most out of it, you need to fire your models individually to get more batches, which realistically means only when trying to kill a TFT wing.
     
    In numbers terms re-rolling two will add about 1.6 hits against flyers( 4+ to hit), and about 0.8 hits against TFTs, which sound like alot, but Rapid fire is only found on already fearsome AA platforms- offhand it is on the Voltaires, the French AA cruiser, and most  AA towers. It isn't turning a bad AA unit into a good one.
     
    Also, the only time the differing readings make a difference is if your initial rolls hits with virtually all dice, in which case, assuming you've batched up the dice into sensible numbers, the target is already in serious trouble
     
    However, the voltaire is somewhat underpriced- it is a great unit that is useful in several roles, and does not pay enough for  this flexibility....
     
    EDIT: For typos, England and St George!!!!!
  23. Like
    Bunnahabhain reacted to Druss in Sheaf Fire Mar   
    it means to active this mar you have to use The sheaf firing opion and to do this you have to only using weapons with the sheaf fire mar. and if you do you then can not use any other firing option after selection the sheaf firing mar
     
    "This weaon can only perform Firing Options with other weapons with the Sheaf Fire MAR. A weapon with the Sheaf Fire MAR can make a Sheaf Fire attack. A Sheaf Fire attack must involve a minimum of two weapons and CANNOT be used with Firing Options." (p14, Russian Booklet)
     
    the red text is the limiting factor if you decided to use the Sheaf fire MAR.
     
    the blue part mean if do not wish to use the Sheaf fire mar you can still only link,split etc sheaf fire weapons. Like you can only link etc primarys and primarys not primarys and secondarys. hope that clears it up
     
    Oh and i am a russian / british player.
     
  24. Like
    Bunnahabhain got a reaction from AsleepByDay in Sheaf Fire Mar   
    To quote the rules....
     
    " A sheaf fire attack  MUST involve a minimum of two weapons and CANNOT be used with firng options."
     
    So splitting, linking and combining fire are not allowed with it.
     
    "Resolve one sheaf fire attack against any model on the surface  fully or partially within the area of of any blast template, using the initial AD value of the firing weapon."
    ( my emphasis)
     
     So if you hit a target, you get a AD7 ( if using the bombard) attack on it, and you may end up with multiple attacks on the sama model if it is hit by several templates.
     
    In pracrical terms, using the correct templates as normally supplied with the models, one template can hit two models, or one if they space out. Until the units with sheaf fire have been crippled, you don't bunch up enough to allow 3+ hits....
  25. Like
    Bunnahabhain got a reaction from Druss in Sheaf Fire Mar   
    To quote the rules....
     
    " A sheaf fire attack  MUST involve a minimum of two weapons and CANNOT be used with firng options."
     
    So splitting, linking and combining fire are not allowed with it.
     
    "Resolve one sheaf fire attack against any model on the surface  fully or partially within the area of of any blast template, using the initial AD value of the firing weapon."
    ( my emphasis)
     
     So if you hit a target, you get a AD7 ( if using the bombard) attack on it, and you may end up with multiple attacks on the sama model if it is hit by several templates.
     
    In pracrical terms, using the correct templates as normally supplied with the models, one template can hit two models, or one if they space out. Until the units with sheaf fire have been crippled, you don't bunch up enough to allow 3+ hits....
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