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Phant Mastik

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Phant Mastik last won the day on August 29

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  1. Same here in Germany. I ordered via my FLGS, but their retailer doesn't get stock or I have to wait a month+ until I receive my boxes. I'm still waiting for the Tempelhof-Box and ordered it as a pre-order. The online retailers in Germany do also have no stock, or even do not sell all available boxes.
  2. Before rolling the dice.
  3. Concerning Generators: I see your point. I think the sentence should read The Unit may replace a single Heavy Gun Battery weapon [per Model] with one of the following Generators. If one Model replaces a weapon, then all Models in the Unit must replace the same Heavy Gun Battery with the same Generator. The cost is per Model. Murmansk & Alpha-strike: Uhh my fault. I thought Reserves arrive in a separate Phase before the movement step and have to stay unactivated until all other units did their activation. Would have been pretty bad for the Murmansk... Reading the rules again, I must admit Deploying and Activating in one go seems very good. My only problem is, I do not have one...
  4. I think the rules are pretty clear. As a submerged unit I can ram any model without the Aerial or Ground Unit trait. This should include most of the ships. Concerning obstacles and torpedoes: I think the LOS rules make it possible to hide small models behind large obstacles, but do not allow to hide big models behind small obstacles. In some circumstances, they make the large models harder to hit (centre point). Since DW is a game, some abstraction is necessary - but to me it seems consistent in it's effect. I must admit, looking up the rules for shooting torps through intervening things, LOS is not the first place to have a look at (at least to me). Concerning the Murmansk: It costs a lot of points and therefore is likely to be your flagship. Deploying it first round will do 1 damage to it, and due to it's reserve status it will be one of the last models activating in the turn. Throwing it to the front with Armour 6 and 7 Hullpoints left might be a bit risky - but why not.
  5. First of all, I did not play a game of DW3.0 yet, so I can't tell what it feels like. But reading the rules and ORBATS, I do not see great differences between the factions and their available weaponry and shooting seems to be much more deadly than in older editions of the game. But this is just a concern I have from reading the rules... What I don't understand in your remarks is the ramming and the torpedo shooting thing. Why can't the subs ram a normal ship (s. "Ramming" on p.29)? And how can you shoot your torpedoes over land (s. p.34 "Land:")?
  6. A question that also occurred to me, has anybody an answer?
  7. Warcradle changed the lore since they took over Dystopian Wars. So the actual rule book is the one you need. The lore passages printed in the book are on the DW website in PDF form. https://www.dystopianwars.com/ (learn more) and https://www.dystopianwars.com/factions
  8. You're right, they mixed it up (me too ;) ).
  9. Ah now I understand your question. I read it the following: the first example allows 0 or 3 generators per squad (all or nothing) the second example up to 3 generators per squad (you can decide upon every single ship to carry a generator).
  10. I think it's because of the Trident Generator. You don't need three.
  11. Just shooting. For shooting you need line of sight and obscured modifies this. For assaults you don't need LOS. It would have been mentioned in the rules under assault.
  12. Good point, in the ORBATS there are lists (last page), which models to use as Corvettes/Escorts IF you own old models. This is not an option to new players, just use a frigate to represent the Escort until Warcradle releases something. I hope they will release something faction appropriate.
  13. Spartan Games ceased trading in August 2017 and Warcradle bought the IP shortly after. They took their time, not only to develop a new ruleset, but also changed the fluff (merged it with Wild West Exodus). To me it's DW3.0 - to Warcradle it's v1.0x.
  14. As far as I remember Spartan Games published DW 1.0 with several separate Faction Starter Boxes and updated it to 1.1. They also released "Armoured Clash", which was maily for land based units. Later they published the "Operation Shadow Hunter" Set including the 2.0 rules, which were useable for sea, air and land battles - or a mix of all of them. The "Battle for Iceland" Box contained the "DW: Fleet Action" rules. A beginner-friendly, less complicated ruleset. Then they kickstartered DW2.5 and ceased trading. The 2.5 rules weren't sold officially - but some downloads might be available on the web and some of the backers have a copy of the printed rules. Warcradle Studios bought the Intellectual Property from Spartan Games and developed DW3.0, the actual HftP. Everything you can download via the official site ( www.dystopianwars.com ) is DW3.0. Everything from elsewhere on the web will be pretty sure 2.0 / 2.5 content. In the beginning DW supported warfare by sea, air and land and Spartan Games sold models for all 3 theatres. Warcradle decided to remove the land part from the game and promised to keep the air part (but did not release models/stats yet). They also promised to release stats for the old Spartan models (and did it on the last page of the actual ORBATS).
  15. Huh, seems they did buy not only the IP from Spartan Games... It would have been nice to put the English version into the box rather than nothing. And that's why I stopped buying translations (regardless of the company). Sooner (in this case from the beginning) or later, they're stopping support and you end up with supplements in different languages, mixing game terms and special rule's names will get confusing...
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