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Nazduruk_Bugzappa last won the day on April 26 2021

Nazduruk_Bugzappa had the most liked content!

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  1. At least 3.0 has been adjusted slightly, so the option of "long range sortie" is available.
  2. Artificer Captain Hikaru O'Reilly watched from her hiding place, as half a dozen men tried to recover her exo-armour that she had deliberately entangled in a briar patch. Sure, it could stop a .50cal round, but it was 19th century "technology" and had the same stealth capabilities as a Thanksgiving Day parade. On top of that, the battery packs that powered it drain way too fast, and were almost dead. The only disadvantages to ditching the armour was being six inches tall, and resembling a fairy. Another parallel world, she thought. At this rate I should just write "Hikaru's Isekai Travel Guide" (although the one with the giant, transforming, robots was pretty sweet). However, from the paradox fissures I'm sensing, it looks like this reality was the result of a Wells-type time machine being used around the time of the test flight. Even though watching the soldiers trying to extricate the armour was entertaining, there was work to do. Hikaru had already stashed her particle beam rifle near the driveshaft of the glorified farm utility vehicle the squad arrived in. The chances of them finding it there will be highly unlikely, and if anyone does spot it, everyone will think she has smuggled herself into the airbase, to break out Thunderwing. Whether the rifle is found, or not, if Thunderwing spots the armour being transferred to where they're keeping her, she knows to tell the story of what happened to that Covenant moron that swatted me out of the sky. That will send search parties back this way, to try to find myself or the rifle. While that is happening, I'll be investigating power station 3, just outside the nearby township. She quietly took to the sky, and keeping close to the treeline, made her way towards town. If I'm lucky, my original, 25th century, exo-armour will have finished its auto-repair sequences. That FTL inversion, combined with the reentry impact, did so much damage, two years might not have been long enough. Because the systems had to go into standalone mode, to speed up repairs, I have to physically go to the armour myself. If I'm unlucky, the timeline change happened before the temporal shields reinitialised, and I'm about to walk into a paradox rift.
  3. Definitely some good adjustments. I still think the Portal generator should "feel" more portaly, instead of just being an "ignore terrain/models" I submitted the following idea a few days ago for it On activation, select a friendly squadron within Point Blank range (possibly include V&V cards that can increase this and/or select enemies). Remove the squadron from the table, and redeploy them anywhere within "shooting range" of the generator, rolling an action dice for each model in the squadron. If in Point Blank range, the model safely redeploys on any hit result. If in Closing range, the model safely redeploys on a heavy/explosive hit. If in Long range, the model safely redeploys on an explosive hit only. Any "unsafe" redeployment results in a point of damage. Place a Disruption counter regardless of whether the redeployment was safe or not.
  4. Warmachine used to have wrecks. They generally acted as obstacles, and some models could scavenge/salvage/repair those wrecks. 40k also used to have wrecks, as did Gorkamorka (even though that game is no longer existent).
  5. I like the "pop smoke and run" idea for broken/crippled ships. However, I have always seen the "lost" ships as any combination of sunk, crippled, and/or retreating under cover of smoke. I would prefer to have a couple of "bankable" V&V cards that would allow the player to "pop smoke and run" (but with a bonus/penalty for doing so). This would allow for the legitimate (and historically accurate) tactic of deciding a particular asset/officer is currently too important to lose, and it is more important for the war effort to withdraw them from the engagement zone. I would suggest something like: "Get the Admiral to safety" Place this card under the model. The model gains the equivalent of both a Cloud and Atomic generator, at the expense of its weapony being reduced to 1 each. Furthermore, the penalty for retreating off the table is halved, but destroying/capturing the model is doubled.
  6. Not that it matters when 3.0 is just around the corner, but whether or not you can activate SAWs from a carrier in 2.5 is dependent on the carrier itself. Most of them can activate as soon as they're respawned, but some models may have an exception noted on their profile.
  7. Remember that this is set during a time when many officers were glory-hounds, fresh from the academy, and only got a commission because it would be an insult to Lord Rupert (insert hyphenated name here) if his 5th nephew twice removed had a rank lower than Lt-colonel. The commodore trait chart was probably one of the better things in 2.5 to represent whether you had competent officers, with good tactical skills, a naval genius, or some incompetent
  8. I have also placed feedback on the boarding/assault section. My submission was to implement 2 of the following 3 things: - limit the ships that can "assist" in a boarding action to just ships in the same squadron (possibly include a V&V card to allow "outside help" from another squadron) - allow the target model's squad mates to be able to "assist" them (even if it's only via a V&V card) -both attacker and defender use "attack" dice (instead of attack vs counter) with hits cancelling each other out. As an added bonus, it would make vessels with Elite crew a bit more of a gamble to try and take.
  9. Chief Stormcloud woke to someone banging on his bedroom door. "Dammit! We were up past midnight chasing that unidentified plane! What's so urgent you've got to wake me at three in the morning?" On opening the door, Agents Smith and Estevez were there, looking like they'd just run all the way from the near airfield. Between exhausted breaths, Smith explained "they found one of the pilots. It took four guys to get her into one of the holding cells!" "She was one tough seniorita," said Estevez. "But as soon as I saw her face, I knew we had to get you as fast as we could." "Why didn't you just drive here?" "They're still looking for the other pilot, and needed all of the spare Ironhides to drag their weird-ass plane out of the river. But, Cloudy, you're not going to believe what we saw, unless you come and see for yourself." "Then it's a good thing we have a couple of Interceptors in the stable. Let's see just what you think is so urgent." Five minutes later, Stormcloud was looking through the bars of the holding cell, at a face he hadn't seen since the Hex beasts ravaged the reservation "Running Deer?" "Since you don't have that disappointed, condescending tone in your voice, I can rule out time travel. So it must be a parallel world." She opened one eye. "No airforce uniform? Definitely a parallel world. Looks like the stories O'Reilly said were true after all. Also, the name isn't Running Deer. It's Thunderwing." Stormcloud was confused. "What do you mean parallel world, and why do you look and sound like Running Deer?" "We were running a test flight of an experimental aircraft, and the sky went weird. We guessed either the Bravos fired off a new weapon, we fell through a Sturginium distortion, or the Penguins got their time machine working and O'Reilly shielded me from the changes in the timeline," said Thunderwing. "Bravos? Penguins?" asked Smith, as she walked in the door. Two more people were dragging something heavy behind her. "Care to explain the robot pilot?" "I see you still haven't found O'Reilly," said Thunderwing. "If she's ditched her armour, you're not going to find her until she wants you to." "Armour? That's clearly got machinery all through it." "Looks like you're going to need a bit of background knowledge, so you know what you're dealing with," said Thunderwing. "Firstly, do you have anything equivalent to the Covenant of Antarctica in this world? In my world, they started off as a benevolent collection of scientists, who founded their own nation, so they could research some artefacts they found without external interference. About three years ago, they accidentally tripped some defence mechanism while exploring ruins in Sudan, and we've been dealing with Things appearing around a number of ancient sites ever since. The Britannian troops that first encountered them called them Bug-Eyed Monsters." "Okay. Penguins are your term for the Covenant, and Bravo is radio chatter for 'B.' So that's your Bug-eyed Monsters. That still doesn't explain O'Reilly," said Smith. "She turned up about two years ago," said Thunderwing. "Apparently, there was an accident with something called an experimental efftee yell drive, and she ended up in my world. She's not human. She's rarely been seen outside of her armour, after some Penguin merc made a derogatory comment about going back to tending flowers, and swatted her to the ground. The scientists he was escorting got to witness an unforgettable demonstration of a particle beam rifle a few seconds later. I still don't know how someone six inches tall could lift that thing, let alone fly with it."
  10. It depends on the players. Back in the 1.1 days, my friend and I had a couple of days off, so we tried out 4000pts a side. The game took 9hrs (plus breaks) to play. During initial play testing of 2.0, we found that games below 750 points, or over 3000pts a side started having "problems" (which was why Fleet Action came into the picture). Sure, most people will stick to 1500 (+/- 500) points, but there will still be people who will want to play "mega" games, with several thousand points per side. There will also be players wanting to play small "patrol encounters" with only a dozen or so models. The beta period is good for testing out both before the rules become set in stone. (For example, a battlecruiser or support ship should be able to be used instead, as a substitute for a large vessel, in games under 1000pts)
  11. Some of us play with 50-100 models to check during the testing part for game breaking issues.
  12. I'm still working my way through the rules. I can understand the simplification of a lot of things as a necessity for getting new players intothe game. The old rules were as clunky as a clunky thing. I like that movement is now split between compulsory drift and optional additional movement. I would have preferred to keep the s/m/l turning templates, but can understand the need to just use a single template and just use the traits to affect the number of turns you can make. I'm also on the fence for the SRS rules. I would have preferred to include additional uses for them (such as being able to "spend" them to improve indirect firing)
  13. Apparently, the stats not really changing when crippled is only temporary. They're just concentrating on the game mechanics at the moment. Did you notice that only crippled aircraft can fly high (and only crippled submarines can go deep)?
  14. I'm guessing Tangle is a special type of stun. The whole unit being affected would represent the squad trying to free their comrades from the bolas, net, web-fluid, etc.
  15. Actually, I have. Do you have any spare turrets, or something to use as turrets? Before I ended up with "real" Tambovs, I used some twin-barrel Britannian turrets I had spare (after making Australian rotorcraft) and attached them to the tops of the turrets on my 2nd suvorov squad, as a raised "sub-turret".
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