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MrBPaintjobs

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  1. Naz can you point out what part of the book talks about that so I can read up on it? I've been digging through and I can't find it... (the bit about losing their ordnance)
  2. Can Fighter planes use their AA against surface level naval models? Or can they only attack aerial models? Can SAS that have both AD and AA use both against the same target? Does this target have to be a surface level naval?
  3. I'd also like to hear why I should be taking rockets. I really don't see the the draw of bringing all rockets. I used to do that, spend all game running away and firing, and it was boring. Not losing AD, I guess?
  4. Hello all! I've never really shared any of my battle experiences, so I thought I would today, pose some questions, and share what I have learned. My list consisted of 1 Independence BB w/ 2 escorts, 2 squads of 3 Lexington Cruisers with shields and sharpshooters, and a squadron of 4 destroyers. Why did I bring 6 cruisers? Am I insane? Am I completely daft? Well, not really - it's just all I have. I'm not a big fan of trying to run away and stay in range band 3 or 4, so I decided to try and go for a more balanced/slightly skewed towards bum rush approach by swapping out rocket batteries for shield generators. My opponent played his battleship, a full squadron of the newest cruisers (whose names forgive me, and since I'm posting this from work, I have gimp internet at best), a full squadron of frigates, and a full squadron of destroyers. We played on the Dreadfleet mat, so the arena was a little smaller than regulation. We used about 4 islands varying in size, as well as 1 25 mm round base with crystals on it (some sort of sturgineum related ore? I dunno. But it looked cool.). My cruisers were crippled before they could even really do anything right out of the gate. Their shield generators did nothing to help them - I generally was able to block 1 to 2 hits every attack against them, which was never enough to either a) negate a successful hit or change a critical to a regular attack. One time I managed to roll 5 deflects on my shield...and then he still proceeded to tripple (yes, TRIPPLE) critical hit me. I learned how awesome all stop + manouverable is, as he mostly hugged the islands; I bum rushed into them, all stopped, and just rotated as needed to get firing lanes, avoid collision, etc. On turn 3, I sharpshooter'd his last AP off his destroyers, and boarded them with my totally crippled cruisers (which managed to stay not broken), and prized them. My battleship boarded his battleship, and lost almost all of its AP in the process from his insane AA roll, and only burning off 1 or 2 of his. A bonehead move on my part. He, however, also did the same thing, leaving both of our battleships marine-less. In come the destroyers. They circled around an island and attacked from the rear. Pack hunter is AWESOME. They ended up taking out a bunch of his straggling smalls, and boarded his battleship and prized it for the victory. Main things I learned: 1) All Stop + Manouverable is awesome, tactically, when your terrain set up totally hoses you. 2) Pack hunter is rad. 3) Shield generators... not so sure if they really make a HUGE difference. Maybe next time kinetic generators would be a better thing to bring? 4) Sharpshooters are great... when you remember to use it. 5) Six cruisers was probably not a smart idea, but hey... we were playing naval only, and I was lacking other models. 6) Partical accelerators hurt like hell. Thoughts? Feedback? Input?
  5. How the sam hill did I miss my faction getting updated... Oh, wait, I know. It's being a total cotton headed ninny muggins. Thanks!
  6. Is the v2 PDF you are referring to the fleet guide in the downloads section?
  7. Yeah, I think I understood it right after I posted. Thanks bud!
  8. I'm confused about : This MAR is dynamite, although at first glance it might seem pretty innocuous. It allows flyers to move into RB1 and attack.....without being counter attacked [....as when flying on the surface height, they are counted as Surface Skimmers not Flyers!], they can hide behind cover more effectively, they can hide behind VESSELS too! Of course with any rule like this there needs to be a downside, so they also gain Vulnerable and can now be targeted by enemy RB1 weapons and Torps too.....but this makes for a balanced and very tactically minded MAR.....use them late in the turn, then use them early in the next..... So you can't counter AA if they are flying low... but they can now be targeted in RB1? So they can't be countered but they can be targeted?
  9. Delboy, I love you unconditionally. I just wanted you to know that. In a Whitney Houston award winning song kind of way.
  10. In all honestly, I really just wanted to throw out an Elf quote.
  11. And just what is CoA doing in Africa, hmmmmmmm? Let's hear it for some steampunk mummies!!
  12. northerndragons: It just goes to show your FLGS owner is simply a cotton headed ninny muggins. One of my FLGS is supposedly picking up AC quite quickly, even though it only stocks Warmachine and Warhammer - I'm told everyone finds it to be like Epic (which I have never played, so I have no idea). I also rarely play at that store. Another FLGS actually stocks DW products, but no one buys it. A dude that I play with there seems to like it well enough - he keeps buying more stuff. I'm trying to lead a Spartan revolution in San Diego!
  13. Paconious does the same thing, von Klinkerhoffen. It's a brilliant idea. I use foam, myself... pluck kind...
  14. Oh awesome! Out of curiosity, when do these become official changes? Are there going to be rule updates available in the downloads section? Or is it an insert in the box sets?
  15. Ahhh I finally found it after wading through the pages... nice!
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