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Corthal

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  1. Everything everyone has said plus Bane Cruisers are sweet shunt in behind stud shoot it shunt away or shunt in to board. I basically only move them regularly to get them into position the first few turns and then star jumpin them around to cause havoc and chaos. And opponent can attempt a lot of fire from one directions when suddenly cruisers shunt in from another
  2. That is true Quiet01 they could be very flat and horizontal the point still stands for me they don't look like a typical space ship that we all he been shown throughout the ages. They don't look like floating cans, airplane like, battleship like, or something like the Enterprise. Not that there is anyhing wrong with those ideas but something new and fresh is nice...with there vinegar no up, down, left or right technically why can't the ships look like some sort of alien flying skyscraper?
  3. As a hard core Relthoza fan I think these are meh. The battle ship looks a lot like the old carrier. The frigates and cruisers look like a big brother little brother thing...which I'm not sure how I feel about. I do love how we go back to the vertical designs. Which personally I loved about the Relthoza to begin with. The aesthetics of the Relthoza starting vertical then going scarab-like now back to vertical makes consistency odd but over all I think will still work overall especially with the new heavy cruisers that blend the two together.
  4. I like bigger batteries with the mar to let you pd small ships. Like the Apex has
  5. Maybe I gotta reread that all again I could easily be wrong and I'm not ashamed to admit it
  6. For these gun ships just the torps; since i wanted their primary funcion to be a gun ship figured more torps than primary weapons. I know on the brood it's the port and starboard...I guess I forgot to specify. Honestly not sure what it is that makes the Brood have bio ammo I like the idea of the nanites as aggressive, but with it being on the primary guns I'm not sure...of course being sci if bases I think the guns as lasers but it doesn't have to be. Could be the same as the nanite torps in hunks of ice they use essentially...or armor piercing rounds that drop bio hazardous material. Or maybe corrosive/ highly concentrated radiation little rounds they shunt at your ships. Really it could be anything.
  7. Corthal

    Bane Tactics

    Basicly for me turn one is move up with regular movement. Turn two I usually jump into a new position were I can fire upon my enemies, usually the ship(s) that's the biggest threat. I usually do this toward end of turn as most my other ships are bait to pull the enemy into a certain area. Then I jump my ships over to act as bait to draw fire next turn. Mid turn three jumping again and either here or turn four I jump up and board the biggest threat usually a large capital since everything else has been pounding at it. TO plot my jumps here's what I do: Figure out how far from and where about a ship you want to be ie within rb2 in the rear ( i go for middle of rb2 so within about 12inches unless boarding then directly to the enemy ship. That way if i over shoot I'm still with in target rb2 or boarding distance and same if I fall short) place a marker and measure from the Bane to that marker ( I use the gravity well arrows from v1 token set so I know the is clearly marked out as well). If its say 24 inches I need to jump; that means if you roll four dice and get all sixs you hit your target...but that's not going to happen most likely. With out pulling out formulas and getting super mathy. I figure my dice usually roll 3-5 range on four dice I'll get a sum of about 16inch movement. So I add two more dice to the dice pool and probably get about another 8 inches of movement on average. Sometimes I add only one if I cannot afford risking a big over shoot. So for about 24 inches if movement I want I'm goin with 6d6 and I should be close to on target and in rb2. A simplier way I suppose is figure to hit 24 inches assume you'll have various numbers usually your average will be 3 like if you roll 2-4-1-5-3 average is 3 so how many 3's go into 24. Theres your jump dice pool 8. Then I removed one or two incase I rolled exceptionally well. Again so I didn't over shoot. I did this method first before I paid attention to how my dice roll. It's not perfect but considering I usually take out large capital ships with ease using these planned jumps it must work pretty well...only ever lost one ship to a bad jump and that was cause I rolled all ones into a planetoid. And it is based on paying attention to your dice rolls.
  8. Fair enough I started with a boxset then expanded with misc other ships. I want to get a second brood and more frigates thought about a box set...but now with the Nidus being released I'm going to by separate ships.
  9. Your right Lowe I use them as such all the time turn one is get them up into a good position with regular move and see how my opponent reacts. everyone else move and shoot. Turn two maybe a jump to a location to make my opponent move and take fire off other ships of mine. And usually in that jump I am using it to hit some things. Turn three jumping again and shooting somewhere else or this is when I do a great popup boarding action if not next turn.
  10. Perhaps you need to look at it rather then x module costs y and gives z effect, that x module will have z effect at a cost of some math. Example I want to buy a module for +1 fore guns. If it makes my values for said gun say 1,2,3 it costs 5 points. If the ad value now is in the range of 4-6 10 points 7+ 15 points. It makes it a little more complicated but you get to reinforce your play style. But if your fleet say Dindrenzi is a great sit back point click boom with the foreward guns well you can make it better but at higher point cost. A terrain vessel can take it twice but not get very far but it reinforces how they play like a Dindrenzi fellow. That's the best I can come up with a weird blending of the two...but it makes it more complicated so ya...
  11. Close to power in their own unique ways. I know that doesn't help much but I don't expect or want my Relthoza to shoot like Dindrenzi. The assault boat I came up with used assault robots mar and some one pointed out fluff wise that doesn't work. I agree but the idea of a support gunboat to lower ap/cp for some of the better boarding vessels in a Relthoza fleet makes sense IMO. So rather then assault bots a Directorate kind of thing how about bio hazard ammo like the brood? They would have it it has similar effect not as good perhaps in the ap/cp lose part but still. You can even the board in unique ways rather then everyone can buy better foreword guns. That's why I originally suggested one offensive one defensive one other per race. Dindrenzi can have plus one foreward guns the Aquans plus one I torps. Things like that. Then you have less cross over and evening out in all respects. This way you can focus one their best stat, keep the uniqueness but have some options thatch still Ben the board in some way. Or have 2,2,2 but pick the things their best at first then maybe boost their weakest point. So a terrain ship can have great defenses maybe shoot better fire guns. Won't be Dindrenzi level guns but more Relthoza.
  12. I think you got a point Pok with putting more ad in an alread 7ad weapon should cost more. I mean I see it as diminishing returns. The weapons has been maximized greatly and more little tweaks to get even more is going to take time and resources. Than just going hmm those guys simply have a bigger gun...you can reverse engineer from captured/destroyed ship parts some to get to that point. But once you got the biggest gun we'll now you more research, testing, etc to cross grounds people haven't tried before.
  13. So one of the new guy threads mentioned that he wanted to avoid Banes ATM cause the jumps can be squirrelly. I personally thought Banes were easy to use and fairly reliable. But I ask for anyone new to Relthoza that us vets shed light on how we plot out shunts and in general use our Banes to the best of our abilities considering our play style. Then new guys can go hmm x plays like I do maybe if I use my Banes like him ill get better results.
  14. Banes I find work best since you can pre measure. Figure out how far from a ship you want to be ie within rb2 ( i go for middle so if i over shoot aum im still with in it and same if i fall short)of the rear of a ship place a marker and measure from the Bane to that marker. If its say 24 inches that means if you roll four dice and get all sixs you hit your target...but that's not going to happen most likely. with out pulling out formulas and getting super mathy. i figure my dice usually roll 3-5 range on four dice I'll get a sum of about 16inch movement. So I add two more dice to the dice pool and probably get about another 8 inches of movement on average. sometimes one if I cannot afford risking a big over shoot. So for about 24 inches if movement I want I'm goin with 6d6 and I should be close to on target and in rb2 It's not perfect but considering I usually take out large capital ships with ease using these planned jumps it must work pretty well...only ever lost one ship to a bad jump and that was cause I rolled all ones into a planetoid.
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