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Everything posted by althorin

  1. I am very much of the opinion that markers are "not there". They are a point on the battlefield and not a physical objectives in the battle zone. As such you can stop on top of them but are unable to move them for any reason. Forcing a unit to walk around them would be like forcing it to walk around a disorder marker left by another model.
  2. Oh I forgot about this thread. Only posted in my own. Ok here are a couple of shots of my howdahsaurus.
  3. I have some of that for when I play gang warfare type games
  4. Correct. You have 3 ways to kill SAS. 1. Fire on them with a non SAS model during that models activation ONLY using AA at upto 8" 2. Dogfight them with your own SAS during your SAS activation with a 4" range Or 3. Defend against an attack from an opponents SAS with the squadron of models or SAS attacked by them. Sara.
  5. Only played one game with the Howdahsaurus so far. It was 7000pts with Sorylians main + Aquan & Terquai allies vs Dindrazi main + Relthoza & Works Raptor allies. Both main forces had leviathans on first outings. They decided to duel! The Nor'Bar'Ro shook of a volley from the Dindrazi Leviathan and caused a wound in return fire. This shook the obviously green pilot of the Din leviathan which then slowed down his reactions allowing him to be finished of by a second volley and a drive by by a unit of Lizard bikers. In short partly through lucky dice, partly through activation sequence the Sorylian one did quite well while the Dindrazi one missed a single morale test on 5 dice!!!
  6. It is not the number of drones that is the absolute problem, they also get the following. 1. easy recycling: while others can recycle the CoA do it without fantastic positioning. Add to this the fact they can even if you kill all 5 and bonus. 2. Swarm tactics: ok CF get this too but it really is a fantastic Mar basically giving you a 6 strong wing with 5 wounds. 3. Repositioning: this links in with the respawn. Need some SAW on the other side of the board? Attack run a small and respawn from a carrier over there. Combine these together and they are VERY hard to counter.
  7. I have yet to have a HMS Arc Royal. My sky fortress is a common RAF Archangel though. Only my RAF forces (illustrious & 2 Doncaster) and my ruler DO NOT have names taken from the real RN....... and that was because I had to have an ironclad called Thunderchild
  8. I thought pinpoint was a black d6 one success and no rollover.
  9. Due to the fact I am the passenger when travelling to our gaming space, my Sorylian leviathan is carried carefully by hand. The rest of the force is in an old GW case.
  10. Players: Althorin + ally Vs Pa11idin + ally Points: 7000 Factions: Sorylian, Aquan, Terquai Vs Dindrazi, Relthoza, Works raptor. Starting ZHT: 70 Final Score: 0 / 25 Kurak victory Turn Count: 2 Large game with 4 players to show 2 new people how to play. Was also the first outing for the Leviathans. First turn ended 60/38 with the Dindrazi in the lead. Sorylians earned 39 points in kills and took the 3 central objectives and their tertiary for the win.
  11. If it was only ER that would screw Sorylians LR guns.
  12. althorin


    However you do need to use the bases for play for any model supplied with one.
  13. Ok he is finally done so I am pleased to introduce you to Dramos the Howdahsaurus!!
  14. Tbh I hate the avenger sculpt, and so always only used the Illustrious in 1.1. I have Scince added an Avenger to my line up but rarely take both in a single game. I don't usually feel the need for more SAWs.
  15. Yup these are only averages. I have seen a 14AD Particle Acellerator fail to kill 3 frigates and kill the Dreadnaught sitting behind them. Averages are not everything by a long shot but they are a good place to start.
  16. I will chime in here and back Naz on this. We are trying to balance certain things. However balance does mean good if you take one but not overpowering if you field 7 not really the easiest thing to do. On a further I will say that the Beta group do not see all the changes, sometimes we are as suprised as you in these instances we have to work after the fact. Saying that any play data that you give will give us insight and help us see the meta that you are all playing. Sara
  17. Yeah James has it about right to how I plat my Monarch, and Naz has It right on dice modifiers. But to further expand (as I was in a rush yesterday) You have a ship in RB2 of your 4 primary turrets each turret has AD4. The target ship has DR4 CR7. (Note these are completely made up and not a specific ship). A normal shot would need a 4+ to hit and so each dice rolled would generate on average 0.8 successes. To reach DR you would need 5AD so linking 2 turrets (6AD) should hit, one turret (4AD) would not. To crit you would need 7AD so 3 turrets (8AD) is needed and turret 4 would likely be best used for a Hail Mary unless you desperately need that crit. If you were shooting over 1 size class smaller you get -1 to hit and so are hitting on a 5+ this changes the average success to 0.6 success per dice rolled so the numbers work out as follows. One turret (4AD) would give an average of 2.4 hits so 2 or 3. 2 turrets (6AD) would be 3.6 successes maybe worth a risk. 3 turrets (8AD) would be 4.8 successes so on average should hit DR. 4 turrets (10AD) would be 6 successes on average so almost definatly DR but within shot of CR. Now say we get a +1 to hit form say a hunter MAR and it is a none blocked LOS. This now has us hitting on dice rolling a 3+. Due to exploding 6s this on average gives us 1.2 successes per dice rolled, NICE. Now 1 turret = 4.8 successes, 2 turrets are 7.2 successes (now a good chance of hitting CR. 3 turrets are 9.6 still a CR but wasted AD, and 4 turrets are 12 successes or close to a double crit. Will you risk it. Of course this is math and only an indication of an average. I have seen the dice gods bless and curse almost all rolls. But it is a good start for deciding how to use multi turret ships.
  18. The Relthoza infantry have a little bubble on the top @ the front which should be "the head"
  19. Absolutely correct I should have made that clear so to clarify. If you do not wish to use area bombardment then you can link weapons per standard firing rules.
  20. You do 2. 6AD placed together 1st one where you shot 2nd touching in a random direction. You can link fire against a single ship instead.
  21. ALOT of what has beens said is really good, but I do have a little extra. List Building. Apart from the CoA I feel we are the force that needs to think on this the most. Taking that big Guardian Generator? Ok what are you protecting? Have you got that high threat squadron to force the opponent to deal with? Position. This is number 1 with the KoB and will take time to learn. However knowing when to go line astern with attackers, or just how to move that squadron so the Dominion stays in a G Gen really helps. Mathhammer. Do not waste turrets. Work out how many should be needed to do what you require. The math is basically. 4+ = 0.8 success per die 5+ = 0.6 success per die 3+ = 1.2 success per die. Those other turrets can go else where. The Hail Mary. Got 2AD left throw it at that frigate, you never know what will happen. Enjoy protecting Her Majesty's interest and keep that upper lip stiff. Sara.
  22. You can attack the CAP as they are a separate target. But you could not AA The main vessel as you would be boarding that.
  23. You agree with your opponent the maximum amount of cores you can take when setting the game. ATM I personally would expect it to be one unless someone said otherwise.
  24. Look for N scale train set terrain. It is close enough and there is a huge range out there.
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