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The Warcradle Team

Commodore Jones

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Everything posted by Commodore Jones

  1. I assume you also still get the Torpedo trait of being able to alter one damage die result?
  2. How do the Kinetic and Torpedo weapon qualities work together?
  3. Question about ship speed. Starting speed is determined either by the scenario or just the bog standard starting base speed of 5. Is there a maximum limit? Can my battleship start at Speed 5 adding +4 thrust the first turn and then start at speed 9 and add +4 Thrust again to move 13 that turn and so on?
  4. Just wanting to be sure. I know of players who would interpret the rules that way so I'm clarifying preemptively.
  5. Linking fire question. Wording on the Beta document seems to indicate that ships in formation can link fire their weapons systems but only if the weapons have the same Qualities as the lead Weapon System. So for example the Dindrenzi heavy cruiser, by the rules I can't link Beam Lances of the other two heavy cruiser with the lead ship's Railgun, correct? Only the railguns with railguns, etc. But what about weapon systems on the same ship? Maybe I'm misreading it but it seems there is an exception for weapons mounted on the same ship. For example can the Dindrenzi Battleship link it's own Railguns with it's own Beam Lance?
  6. My initial question was answered later in the Beta document, but I'm going to go ahead and throw this thread out here for anyone else to add a question/clarification about the beta rules to keep it in single thread so that others will not have to dig through the scatter all over the forums and facebook(ugh).
  7. I sure as hell hope so, gawd I freaking hate Facebook! Everything about it!
  8. Yay! It's like a early birthday present for me! Hopefully I can get on the list of testers.
  9. Bummer! I was going to order 4 more hawker cruisers this weekend. Wanted to have some dedicated carrier accompaniments.
  10. Well don't forget I'm a discalculic retard here, so I thought from the looks of it the port/starboard arcs would be a slightly different angle than the front/aft and require different arc templates. I'll admit I'm wrong about math stuff.
  11. I just realized this means we will now need two different arc templates. I'm starting to dread what the complexity of a single template is going to look like, or if we'll have multiple templates to deal with.
  12. So which way is the facing of the hex base going to go ?
  13. It's going to be hex!?! No! HELL NO! I am NOT going out and buying hex map mats, or drawing all over my starfield table cloths! Edit: Just remembered having to re-base over 300+ models with hex bases now too. NOT! This proves it, Firestorm is still following the good/bad/good/bad edition pattern. v1.0 Good, v1.5 Bad, v2.0 Good, v3 Bad.
  14. Of course it had restrictions, and they were reasonable restrictions! At a Terran Battlefleet level I needed one minimum Tier 1, one minimum Tier 2 and two minimum Tier 3 squads to have a legal build. In the sample fleet I listed above I had that, Tier 1 = Battlecruiser Squadron, Tier 2 = Torpedo Cruiser and Destroyer squadrons, Tier 3 = a Missionary and two Wayfarer squads, all legal by the current build rules. Now lets look at the Helix model. Now I admit I have no clue how Warcradle is going to set it up, but if you use Firestorm Planetfall's setup, as it is, as a basis it might look something like this. Terran NTSC helix build (using the V2.0 factions as an example) Core Helix: Battleship, 1 to 2 Cruiser squads, 1 to 2 frigate squads (assuming a basic starter/patrol box of a Terran Apollo battleship, Teuton cruisers, and Armsman frigates) with the 6 helix slots looking like this... Heavy Helix: Heavy Cruisers, Gunships Carrier Helix : Carriers, Heavy Carriers, Assault Carriers, (and maybe Battle-Carriers?) Battle Helix: Battleships, Dreadnoughts, Battle Cruisers, Battle Stations, (and maybe Battle Carriers could be here instead?) Cruiser Helix: Regular, Assault, Torpedo, and other alternate cruisers. Frigate Helix: All the varieties of Frigates and Corvettes as well as Light Cruisers. Support Helix: Destroyers, Defense Platforms, Space Stations, Escort Carriers, R&D Cruisers (although one could argue that R&D ships should go into the Cruiser Helix) So with the Helix setup being that you must take a Core helix and then build around that, would kinda make that above fleet build impossible, and it would limit your build variety. Being that no matter what I'd have to take a core of the Apollo/Teuton/Armsman squadrons, eating up points I might want to spend on other things. Like right now I don't use Terran Battleships in my fleet builds (the Tyrant is a POS and the Apollo isn't my playstyle). So I'll take a carrier or a single battle cruiser as a my Admirals vessel and take a Hawker battleship as my front line combat ship. Helix system puts a crimp on that. But I will admit, I don't know exactly how Warcradle is going to implement the Helix system, they may come up with ways around this and make it better, I don't know . But the preliminary idea of it though, I'm not keen on .
  15. Not sure about that. Right now I can build a Terran fleet with Battlecruisers, Torpedo Cruisers, Destroyers, whatever frigate combo I want. Will I be able to do that anymore while being forced to take a core helix of which will presumably be a standard battleship, regular cruiser, and basic frigates of a core/starter box?
  16. I'm not fond of the Helix system personally. Why can't I just choose what I want like I can now ? I'm going to go with the same thing I told Spartan back in the day, Don't take away my options! Give me freedom of choices, not limits!
  17. Maybe I'm reading between the lines too much, but will 3rd edition fleet construction use a Helix system similar to Planetfall?
  18. This is too whacked out of a change for me at the moment. The whole Terran/Directorate/Omnidyne-hybrid ships are hideous looking to boot. New Relthoza look OK, new Sorylians have some serious cool factor going for them, Veydreth are weird but I could get used to them, but I really think you need to take some of the verticality out of the Veydreth ships, they look too Relthoza-ish right now. Dindrenzi, I'm with some of the facebook posters, there's a serious WTF?! factor to the new Dindrenzi look. I'll play all my old ships, or make proxies if I need new ships, you won't see any of the new models in my fleet if they end up looking like that. I'm disappointed in the delay of the rules testing, I live with two roomies who play Firestorm, and two more friends who play that live in our apartment complex. If this quarantine goes on that long we were looking forward to having new rules to playtest to give us something fun to do indoors.
  19. I'm not sure about the new Veydreth designs, they look like a weird hybrid of Relthoza and Oroshan.
  20. Got to pull out Firestorm and play last Friday! I tested out a couple of variations of a Terran/Aquan minefield carriers build at 800 points Terran Carrier w/3 Aquan Escorts, +1 Shield, +1 Mv, +3 WC, Fighter x6, Fighter x6 Terran Carrier w/3 Aquan Escorts, +1 Shield, +1 Mv, +3 WC, Fighter x6, Bomber x6 Light Cruiser Squad, Weapon Shielding, (Shields/Turrets as preferred) Wayfarer Light Frigate Squadron (Missionary or Armsman as alternatives) This setup was mostly envisioned as an anti-Relthoza concept. The Carrier's being the only Terran ship capable of mine laying, you add Aquan Escorts, to both link mines with the parent carrier (9AD mines) and the bonus of the Minefields MAR, allows you to mine that way ahead of you and the carrier's to drop high AD mines behind you makes it dangerous for any battle-shunting and/or shunt-entry jumps. Wayfarers with their maximum beam ranges, and minimum attack dice of 6 despite cloak/terrain and rerolling of 1's when they shunt jump in close. Missionaries also make good alternatives, exchanging range for a 8 AD minimum. Perseus light cruisers w/turrets also give it the 6AD minimum linked and give torpedoes to boot. Edit: Sorry, my computer ate the battle reports before posting somehow? *sighs* to recap again... First battle Terrans/Aquans vs Terran. Myself and Endrasalem playing testing out fleet builds we haven't used before, I went with the above build (w shields on the Perseus) Endrasalem went with Ares Carrier with only Interceptors x4, Support Shuttles x2, single Shield Cruiser accompaniment. Templar Heavy Cruiser squadron +1 Shields, Beam Weapons. Teuton cruiser squad w/Shields, Beams, Weapon Shielding, and a Missionary squad. Testing the idea of a defensive carrier group to protect the Hvy cruisers to try getting hard hitting but defensively softer squads (like hvy cruisers, gunships, battlescruisers) into prime strike range without a shunt-in. Turn 1: I had placed the six Minefields roughly in the direct path of each squadron if they attempted to move and engage my forces and my carriers began dropping linked mines in between terrain pieces so that anyone trying to move in from the sides to get behind the slower moving carriers/escorts. Endrasalem used his better initative roll to try and use the carrier and shield cruiser to sweep the two minefields from in front of them and the one blocking the path of the heavy cruisers. Succeded, but the shield cruiser took a crit and moved too far out of command distance forcing the carrier's Interceptors to return to base in Disorder. The Wayfarers took a 6AD potshot at the Missionaries doing a point of damage , the Perseus' attacked the Teutons scoring a hit with beams, the Templars tried to move up around a planet to use cover and gain grav slingshot, but their 6" MV was insufficient. Turn 2: My minelayer carrier w/double fighters went first, I moved away from the incoming Heavy cruisers, leaving my aft open to them but dropped another 9AD mine in their potential path, fighters scoring a hit and a crit on the enemy defense carrier taking down foreward weapons. Shield Cruiser regroups with it's carrier and Interceptors launch, weapons attack scores hit on the double fighter carrier. Teuton Cruisers score a hit on the double fighter carrier. My Wayfarers moved around the debeis field they were using for cover into a broadside position against both the Missionaries and Teutons, firing through asteroid fields they manage to kill the injured Missionary and score a hit on a Teuton. Missionaries move to the edge of their asteroid cover and link fire though it to kill a Wayfarer. Second Mine-Carrier w/Bombers and Fighters moves up now dropping mines and now with both SRS tokens on the field not quite in range but getting ready to shred the Teuton cruisers. The heavy cruisers moved into the grav slingshot range of the planet, but had no angle of fire. Persus squad comes around the debris field cover and opens fire on the Teutons and Defensive Carrier, scoring a hits on both a Teuton and the Carrier with beams and torps hit a another Teuton. Turn 3: Looking at the situation at this point Endrasalem wanted to call the game, realizing that His heavys would have to slingshot thorugh two 9AD mines just to get into range of my carriers without their protection carrier group, would potentially have light cruisers up the aft, Wayfarers broadsiding both his cruiser groups and in range of two loaded carriers. I agreed, both sides at 0 Battle Log. Game 2 Terran/Aquan Minefleet vs Relthoza Battleship Shunt Bombers Terrans: Same Fleet build for me, but I dropped the shields on the Perseus for turrets, and dropped the speed enhancement on the carriers for beam weapons instead. Relthoza: (don't remember the exact loadout anymore) Carrier w/bombers x6, Battleship w/Fighters x6, Cruiser squad, Nidus w/Intercerptors x4 Turn 1: same battlefield, placement of ships, then minefields. I won initiative. Double Fighter Carrier activated first launching Fighters for PD cover for them and the Perseus, Relthoza Nidus launch Interceptors and minesweep 3 out of the six mines destroying all but one of the frigates. My Fighter/Bomber Carrier launches Fighters providing cover for it and the Wayfarers. Relthoza Carrier moves up and Launches Bombers and battleshunts past a minefield, bombers have enough MV to catch up (SRS don't trigger mines) to the carrier. Wayfarers move and target the last Nidus through their debris field cover and kill it. Relthoza Cruizers move up next to Carrier detonating the mine but to no effect. Perseus move around the edge of debris field cover fire to no effect due to cloak/stealth. Relthoza Battleship moves detonating mine to no effect behind asteroid field. Turn 2: I win Init, Double Fighter carrier moves up w/Power to Engines dropping mine and launches double fighter attack against relthoza carrier, first fighter SRS has to dogfight through the bombers in order to attack the carrier, unfortuneately the nearby Cruisers and the Carrier all roll sixes on the PD dice cutting the fighter wing in half and the bombers drive them off in the dogfight, the second Fighter wing makes it through unscathed and does a PD Down critical to the Relthoza carrier. Relthoza Cruisers open fire on the double fighter carrier and score a crit and hit. Wayfarers come around and crit a cruiser and hit the carrier. At this point my memory is fuzzy as I was exhausted, I had worked my usual 8 hour overnight workshift, ran errands/shopping all morning and me and Endrasalem had jumped at the sudden unexpected opportunity to play Firestorm when his work shift for that afternoon was canceled. So I'm running on Mt Dew and an energy shot at this point, but I remember he used the TAC card to shunt the his Battleship in near His Carrier and trashed my double fighter carrier to it's last two hull points, in return I destroyed his carrier/admiral and critted and destroyed a cruiser, and drive by mined his battleship. We called game there at Terran +8, Relthoza -2
  21. Having played Dindrenzi vs Terran recently, agreement between both players that some frigates need some retro stat adjustments. Dindrenzi Hammer/Thraex frigate: Give it a Hardpoint/Upgrade option to choose between the older edition gunracks or the newer fore arc torpedoes. Both players wanted their old Hammer frigates with 3/4/-/- gun racks. Terran Missionary Frigate: Nobody I know ever takes the Beam weapons upgrade since it's only the broadsides, what's the point? If allowed to be all beams it links for 11 AD at range band 1, while on the higher end of the "re-roll 1's" scale it's not that bad in comparison Directorate = 10AD Aquan = 7AD Ryushi = 14 Xelocian FF = 9 Xelocian FC = 14 Kedorian = 10 RSN = 7 Works Raptor = 10 Missionary (current rules) = 7 Missionary (all beam) = 11 Terran Pilgrim/Armsman Frigate: like the Dindrenzi above how about an hardpoint/upgrade option, Fixed Fore vs Port/Starboard guns. Now I realize torpedo frigates are potent and they are priced accordingly I would really really like a cheaper option for Pilgrims vs Armsman.
  22. What happened? What was your opponents forces composed of?
  23. Decimator is easy, though I've never playtested it my first idea would be like this: If all Weapons contributing to an Attack have the Decimator Warheads MAR and the Attack equals or exceeds the target’s DR, the target Squadron must take an immediate Disorder Check. If the Attack equals or exceeds the target’s CR, the target Squadron is immediately Disordered. If an instant Disorder is too much, as an alternative I would have it work on a Critical Hit and each multiple crit after that add +1 to the number of successes needed on the Disorder Check. For example: a Decimator weapon scores a Hit on a cruiser so it makes a standard Disorder Check requiring two successes on the roll to avoid being Disordered, on a Critical hit it would require three successes to avoid Disorder, on a double crit it would require 4 successes, etc.
  24. Oh dear gawd NO, not the different color dice **** again!
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