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halosss

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  1. Like
    halosss got a reaction from Mr.ponders in The Elephant(s) in the room   
    Welp, I agree with the Daedalus, the epi is the same model with a carrier on it. Why take the Daedalus? Maybe make its guns more appealing by upping the AD? Teleporting gen in the sky?? Combat coordinator??? Something to help it effect the table top like the epi does, then I would get to choose what I want and need for the fleet at that time.
    Icarus, too expensive for the trade mark 5ad e turret. 80 points?? If I'm playing land I'd take a skorp for the same price and I get piercing. On naval 20 points more we have a fresnal with double the AD. I don't think it needs better guns but maybe a points reduction? It only has one gun....
    My elephant is truly the elephant... The Euclid...
    Ohhhh man where do I start. Not going to say it's epensive because its a dread, it should be expensive. But i need to be shown why it is. 3 attacks with mediocre power for each. The entire ship houses the PA and energy coils and it's barely strong then a cruiser that's probably a 1/10 it's size?? One ET at 9... That won't bother larges with any sort of defenses like a shield or DR/CR bump. The rockets are meh at best. The upgrades are descent. I like the coordinators but it just dies too fast. The redoubtable PA just isn't strong enough to suffer even one point in AD loss. Much less the pound it will take trying to get the coordinator in range. Carrier 9 is good. But the already bleh carrier got a 2nd hand nerf when the drone feed back came into effect. Out once expensive carriers no longer have a reason to be so expensive. Give me a proper points cost for this beast of a model or give me proper AD or survivabity and then we will talk about puting him back in the fleet box to go with me to the store.
  2. Like
    halosss got a reaction from Wolfchild in The Elephant(s) in the room   
    I think every carrier we have should get a points drop with the new drone nerf. Can't really drone spam effectiy so building a fleet around it is too unreliable to do. With a pouts reduction it shouldn't cause too much of a power shift.
    I like what your thinking with the Euclid, actually I love it being able to customize it the way we need for a specific fleet. Very cool
    I use the TDO pretty often, for teleporting and covering my fleet. Something I'd do would be to move the TDO up and throw out the 3 1/2 AD fields (TDO and dilation) and bring up something big like our dread supported by zenos and corvets and ram it down my opponents throat
    I thinks the entire air game needs to be changed. They are are just too vulnerable up there to really put important assets like the epi up there. Maybe another roll for cloud terrain maybe??
    Pericles needs a DR bump for sure. Maybe with a point reduction and an option for carrier 12? I don't really have an issue with the guns, I usually take E turrets and leave it in the back since the DR sucks lol.
    Capeks had potential when they were 60ish points but at 70 points.... Too expensive to send into rb 2 to do anything. Same thing wih the Icarus actually 80 points for expensive E turrets that are just out done by platos and Fresnals. So your trading firepower for the ability to shoot everything and get shot at. Which finding targets wih Fresnals isn't hard if you've been playing the game for a descent amount of time.
    Ptomely I can say I've never used. I don't like mine layers.... Most units can dodge them if they move faster then 6 inches. Just don't ever see them getting the points back in any way. Want to kill smalls?? Platos do it just fine from RB 4
    Diogenes I've stopped taking since the AD reduction to 8 linking, when I think it was 10 with 4 across the board. I just prefer the flexibility of the corvets better then the frigates since I can hid them in the flank deployment and maybe board something to get their points back.
  3. Like
    halosss got a reaction from Wolfchild in The Elephant(s) in the room   
    Welp, I agree with the Daedalus, the epi is the same model with a carrier on it. Why take the Daedalus? Maybe make its guns more appealing by upping the AD? Teleporting gen in the sky?? Combat coordinator??? Something to help it effect the table top like the epi does, then I would get to choose what I want and need for the fleet at that time.
    Icarus, too expensive for the trade mark 5ad e turret. 80 points?? If I'm playing land I'd take a skorp for the same price and I get piercing. On naval 20 points more we have a fresnal with double the AD. I don't think it needs better guns but maybe a points reduction? It only has one gun....
    My elephant is truly the elephant... The Euclid...
    Ohhhh man where do I start. Not going to say it's epensive because its a dread, it should be expensive. But i need to be shown why it is. 3 attacks with mediocre power for each. The entire ship houses the PA and energy coils and it's barely strong then a cruiser that's probably a 1/10 it's size?? One ET at 9... That won't bother larges with any sort of defenses like a shield or DR/CR bump. The rockets are meh at best. The upgrades are descent. I like the coordinators but it just dies too fast. The redoubtable PA just isn't strong enough to suffer even one point in AD loss. Much less the pound it will take trying to get the coordinator in range. Carrier 9 is good. But the already bleh carrier got a 2nd hand nerf when the drone feed back came into effect. Out once expensive carriers no longer have a reason to be so expensive. Give me a proper points cost for this beast of a model or give me proper AD or survivabity and then we will talk about puting him back in the fleet box to go with me to the store.
  4. Like
    halosss reacted to Sebenko in Covenant Tactical Theorycrafting   
    In 1k points, I've found the Hippasus to be very useful. It does however become central to the list, which is how I tend to use it anyway- I like it as the catalyst for a teleporter list, using two or three pairs of destroyers. It still has a place, simply because it's so different from the other mediums.
  5. Like
    halosss reacted to Apolloxer in 800 point. new player   
    If you may get the models, I made a quick list for you to start:
    E-Turret-Aristotele seems like a good start. If you have it, add a Kepler as an attachment. This combination is our go-to carrier//long-range fighter.
    As you liked them, there is not much wrong with taking two Fresnel. Either link all systems on them to target a large, or link the weapons on one of them to target a medium. They do fall apart quite easy, though, and are (as all of the CoA) susceptible to boarding.
    Thus, take a Zeno. At 800p, more than one Corvette rush seems improbable. The particle accelerator of a Zeno (and maybe its mines) might take the sting out of it, and it has such beautiful broadsides for some added fun. 5 elite AP are nothing to sneeze at, too.
    I also like the Diogenes, full squad. They reliably remove one enemy small each turn with torps, and if the enemy smalls come to close, their speed and broadsides are helpful.
    And in order to have some boarding capacity beside the Zeno, 5 Thales.
  6. Like
    halosss reacted to Ologotai in My view on the new drone rules.   
    Any chance Spartan might review and amend the points for the CoA carriers? As has been said in this thread I think this is a much bigger issue than the change to the drone rules.
    I just finished painting my Diaphontus but doubt I'll ever use it now it is a Dreadnought and so expensive :-(
    Cheers
    Andy
  7. Like
    halosss got a reaction from Bigsquatch in Why did we get so many changes?   
    So the EtoBS do have better and more options for rockets....
    And the volly guns aren't as consistent in the FSA so you can't build a volly gun fleet...
    They have an opportunity to give the FSA more options into one thing but didn't, I like to think of FSA as a jack of all trades. Good rockets good guns good defenses good boarding. Being descent are more then just a few things makes you "OK" at a bunch. They simply may not want to "focus" the FSA into a nich like a few of the other nations.
    You don't have to use it every turn, use your long range, strip some AA and eventually damage all over the board will be lose enough for it the hard to crit something. So with your Kenetic close the game with the extra average 3 inches. To close on something that's made it half way across the board. You don't have to play the strategy from the get go. Set it up
  8. Like
    halosss got a reaction from Bigsquatch in Why did we get so many changes?   
    So is their a different way to win other then shooting or boarding?? Also I think the issue here with the "dullness" is that FSA lack a national special weapon. Energy weapons teslas torpedoes mortor rockets heat lance then there's FSA reliable big ass guns. I think it fits the flavor of FSA, short and simple yet reliable. If they were to be given a national weapon then they would have ships specializing in that weapon. Solving the issue of fleet composition "dullness".
  9. Like
    halosss reacted to Veldrain in Big Mac's Battle Report Log   
    The story with the Russian Dread is that the Prussians prized it in so many games he bought one to paint in his colors.  Normally the Prussians could never use this ship in a fleet.
     
    These are part of a narrative campaign - don't expect everything to be strictly by the book.  The idea is cool and that's all that is important.
  10. Like
    halosss reacted to Farcages in ORBAT update   
    We didn't finish the match due to being kicked out of the store (closing time) and called it a tie. Could've gone either way really, we nearly made it to the end of turn 2.
     
    Match details:
    1500 pts, Prussian Empire versus Covenant of Antarctica. I used a Naval Battle group reinforced with Blitz, Donner and Beschützer squadrons (including aggressive crew upgrades on the Königsbergs that's a nice round 1500 pts). Terrain consisted of two islands on the middle line creating a pretty wide channel in the middle. Both the Blitz and Donner squadrons were placed in advanced deployment.
     
    About the specialist squads:
     
    Blitz Squadron
    1 Pflicht, 3 Jägers - 155 pts
    I used these guys as aerial hunters in advanced deployment tasked with bringing an opposing Hyperbius down. An Epicurus Sky Fortress was skulking about on the enemy back lines and would be a secondary target if the Blitz squadron succeeded. In turn 1 I moved them forward rather aggressively trying to get into range on the Hyperbius, ending up with 3 RB2 shots from Jägers and a single RB3 shot from the Pflicht for a single 9 AD shot on 4+. 2 hits.
    On the bright side, the opposing Covenant player decided to throw pretty much nearly every single drone he had (4 5-strong fighter squads) against this squadron to eliminate the threat, succeeding in bringing the squadron down halfway turn 2 but losing just about all his fighter cover in the process. Two fighter squadrons relaunched, but had the game gone on to turn three I was confident I could gain air superiority.
    Overall, the Blitz squadron did zero damage but cost the enemy most drones. The Blitz squadron is not quite as effective an air deterrent as I had hoped. It's quite a characterful squadron, but lacks the punch to properly hunt down enemy aerial models. Granted, it didn't help that I overextended and accidentally put them in range of most of the enemies fighter drones.
     
    Donner Squadron
    1 Adler, 3 Zerstörers - 170 pts
    An Adler on its own is trouble. An Adler with even bigger bombs is even better. Also, this looks stunning as a squadron. The Donner Squadron was deployed behind an island facing down Zeno's on the other side with an E-turret Aristoteles behind them as a secondary target for pass #2. Thanks to the brave sacrifice of the aforementioned Blitz squadron, most energy turret fire was focussed away from the Donner squadron saving it up to activate as one of my latest activations, subsequently critting a Hyperbius badly with Adler tesla weaponry. Gaining initiative in round two I could immediatly rush forward with the squad and let the two surviving Zerstörers descend out of obscured, both linking into one Adler bomb. Double-critted a Zeno, further mauled the Hyperbius and throwing the Covenant flank into chaos. The Covenant counterattack during that turn reduced the squadron to a single surviving Adler on 2 hull points, which would've wreaked havoc though if it got to activate again with ample opportunities for inflicting great damage.
    Overall the Donner squadron was very high on the enemy target priority list and took a disproportionate amount of fire once the Blitz squadron was neutralised. In turn it inflicted a good deal of damage and warranted a response to prevent neutralisation of an entire Covenant flank. I was a fan of the Adler already, and this is a formation I'll gladly take again if there's points to spare.
     
    Beschützer Squadron
    1 Königsburg, 3 Wächters - 170 pts + 5pts for Aggressive crew
    The Königsberg has none too impressive broadsides, mostly suited for blasting away at intrepid smalls in RB1. The addition of the Wächters does not turn this into a death-dealing weapon of mass destruction, but it helps immensely. What the addition of the Wächters does to even greater effect though is add to the Königsberg boarding capacity. From 6 aggressive crew to 6 aggressive crew + 6 reckless crew is a boon that is hard for the enemy to ignore. Sadly, I could not get the squadron in boarding range and lost several Wächters to meticulous Particle Accelerators and poor positioning on my part.
    A Königsberg is a formidable vessel, and with Wächter support moreso. I found it quite handy that because the Wächters are escorts the Königsberg was not in danger of breaking when a Wächter was lost, which was more of an issue with the Blitz and Donner squadrons. It's a tad pricy for what it does, but the escorts help defend against hostile boarding attempts allowing the Königsberg to spend its AP somewhat more aggressively. It is a vulnerable though fast squadron with good firepower. In a next round I would try flanking with them.
     
    Conclusion
    The Blitz squadron did not perform as good as I had hoped. Partly this was due to overextending on my part. I'd have to try them again and see how they perform when properly supported, so I'm not discounting it yet. Also, for 155 points it's an interesting option to take when you lack the points for a full Pflicht squadron.
    The Donner squadron performed admirably and will definately be used in the battles to come. The Adler is formidable on it's own, and the boost in AA and bombs from the Zerstörers helps with achieving its primary targets. It's a bit pricey at 170 pts, but when you're looking to make up a minor gap when building an army list it's definately worth considering!
    The Beschützer squadron did not get to showcase all it's tricks in this match, but the added protection and firepower did somewhat shore up the Königsberg threat. As the Donner squadron, it's a bit pricey, but it's still good value. They would make for excellent flankers as well and can provide an unexpected boarding threat for which many opponents may be unprepared.
    Overall I think the specialist squadrons definately have earned a place in some lists, but they are just that: specialist squadrons. Whilst you may get some interesting options by taking them, they're quite vulnerable to disorder checks except for the Beschützer squadron. They're a good way of using excess models or filling in weird point gaps in your army list. 
  11. Like
    halosss got a reaction from Falconer in Sell me on the Hippasus   
    One really good tactic is if you have some land close to set up either close to deployment or in advanced deployment. Either witht hte TDO or Hipp you put your opening on the alnd with just about one 3rd hanging into the water where you know your ships can hit it with ease. Then the exit in open water where you want to go. So if your opponent tries to go through they roll and may get a random direction and have a pretty good chance of landing on the island killing the unit =D. Makes them think twice before coming through. 
  12. Like
    halosss got a reaction from Nazduruk_Bugzappa in Sell me on the Hippasus   
    One really good tactic is if you have some land close to set up either close to deployment or in advanced deployment. Either witht hte TDO or Hipp you put your opening on the alnd with just about one 3rd hanging into the water where you know your ships can hit it with ease. Then the exit in open water where you want to go. So if your opponent tries to go through they roll and may get a random direction and have a pretty good chance of landing on the island killing the unit =D. Makes them think twice before coming through. 
  13. Like
    halosss got a reaction from Sebenko in Sell me on the Hippasus   
    Unfortunately, all they really had to do was switch the PA with the Prometheus and it think everything would have been fine and dandy. Maybe add 10-20 points to the model before upgrades and not getting dreadnought status. For dreadnoughts its no where near the power it should be. it should get at least a 20-30 point reduction from 300, and maybe have a carrier 12 upgrade option for 65. without those theres no point in taking it. rather have an aristotle with a keplar attach for the same points and almost the same drones but more long range fire power.
     
    On the BC the only times I take it is when i know i want to teleport my smalls in to the fray. To me the CoA can't really have a "balanced" force in the way of model classes. Go out with a set strategy. if you are trying to board your enemy a variant of the above list is wonderful (being at the tourney he made 2nd at and lost to him as well) or Eturret or drone spam. Your force list has to go 100% to that strategy or your strategy will be too weak and fail.  
  14. Like
    halosss got a reaction from Pâtrick the Betrayer in First day on the job   
    I would say ditch the bombers for either extra points to upgrade the deadalus to an Epicuras or trade them out for more smalls or platos if you have them. Reason being they are a bit too fragile to my liking. suicide running for one attack isnt the best use of points in a 1000. Also if you use the dread. you will always want the shield 3. Welcome to the cool side. 
  15. Like
    halosss got a reaction from Sebenko in Are my CoA gimped?   
    I have to agree here with rufus. Just because they arent the big beating stick like they were before. Just means we need to flip our wrists a little and change the plays. The CoA have very strong units. Some of them however are nearly unusable, Euclid and almost the Dio ( too expensive, just go E Aristotle with a keplar, more AD and almost the same tfts). However with the right mix of offense and defense and the right play set ups our nation can dominate. We know our weaknesses, use that to our advantage. =D
  16. Like
    halosss reacted to iamgraef in Quick questions   
    Certainly, it would give an advantage to the flying unit.... but being able to fly should have some inherent advantages. I've always thought this particular mechanic just feels game-y, like it is only there just to provide game balance, rather than any sort of comprehensible sense. Flying units in DW have just as many disadvantages (mostly due to LOS) as advantages, which seems counter-intuitive. I wouldn't mind paying more points for flying units in return for the more inherent mobility advantages they should have....
    Perhaps simply a small points increase for all flying units in exchange for being unable to board/be boarded by surface units when obscured. This wouldn't require much (the other downsides of being obscured are already there), maybe 5 or 10 points depending on size class. You could even add specialized high-flying boarding parties as MAR upgrades that counteract this, etc. This is just a stream of thought, I don't have any reason to believe this will change in future editions or even be that popular, just a personal preference.
  17. Like
    halosss reacted to Sebenko in Energy Turrets 13 on Critical Hit Table   
    See, there's this thing called the Aronax...
  18. Like
    halosss reacted to Sebenko in E-Turret update- Now a viable option?   
    So, after some spreadsheeting, I've compared the AD of our new E-Turrets to the standard gunnery, and they now seem to be a viable option.
     
    Superior in the case of E-Turrets meaning the same or equal dice, due to the E-Turret's crit modifier ability. This is all assuming unshielded targets, simply because most of my games are against forces with few shields. If someone wants to math out the difference, be my guest.
     
    Plato Cruisers
    Probably the biggest improvement:
    Able to fire at RB4 Superior at RB3, at all damage levels Superior at RB2 if the Plato is not at full HP Less dice at RB1, but secondary From the looks of this, it's actually worth taking on the cruisers.
     
    Battleship Turrets
    On many vessels, we have BB turrets (8/7/6/3). I think deciding on these will be indicative of fleet wide strategy, while the cruisers can take them even if no other model is doing so, and performing long range fire support, while holding their own as the enemy close.
    Superior at RB4 Superior at RB3 once the model with them has taken damage Superior at RB2 once the model has lost 3HP Superior at RB1 once the model has lost 5HP As you can see, the BB turrets have equal or better dice in a narrower set of conditions, requiring some quite serious damage to be useful at short range (though we know the point of these is long range firepower).
     
    So, where would I take E-Turrets for models that had "Battleship" turrets? If I was fielding two BBs, I'd probably take one as E-Turret, one as standard. On the Epicurus, as I tend to move in close, and the damned thing seems to be invulnerable to damage, I'll stick to normal guns.
     
    Fresnel Support Cruisers
     
    Though they don't have a choice or E-Turret/Normal, they have been up-gunned. I did use them sometimes, just because they were hilarious.
    Now, a full squad, with one EAG, can get 24AD when the generator works, and 14AD when it doesn't, which is nothing to be sniffed at. Almost the same as they were before, really- hilarious when the EAG works, still passable when it doesn't.
    With redoutable, they're still just as good when all damaged, and a full squad on 1HP each gets the same as a full squad used to. Nice.
  19. Like
    halosss reacted to Chancer in Tournaments   
    Procchi
    I think you covered the main points very nicely indeed with your post especialy the last line.
     
    I see forces in all sorts of states at my wargames club. Many people want to get ther mins out on the table in what ever state they are. While others are genuinely averse to painting. As far as I'm concerned they are still part of the club as entitled to play and as welcome as some one with a Golden Zepellin or Crystal Brush standard painted fleet.
     
    Persoanly I know what I'd rather see on the table, but I come from the modelling and wargaming perspective.  I think there are may worse things than unpainted minatures.  Top of the list being: 
     
    Behaving like an utter bounder or in an ungentelmanly manner (replace these terms with an expleative of your choice).   
    If Nureum feels painted minis don't matter in a tournament, then fair enough. at least he has the drive and passion for DW to organise a tournament and deserves full kudos for doing so.
  20. Like
    halosss reacted to Nucreum in Tournaments   
    I understand the visual aspect (and I also prefer nice looking models), but it's purely a personal point of view which shouldn't let any player aside because your eye prefer colors over community. It's like rejecting a player to a tournament of MTG because you don't like his sleeves... Or even a League of Legends player because he don't bought extra skins!
     
    In that case, why accepting people with shorts and tshirts? Is that serious enough for a wargame? Where is your uniform? Are you a general or not?
     
    I think people who are used to painting don't realize how it can be time/money consuming to normal people, with sometimes an ugliest result than unpainted models. You also should understand even if people had time, they not necessarily have required skills and don't want to wreck their model just to be accepted in a tournament. Wargames are expensive enough to play with official miniatures/rulebooks and decent materials, most of player don't need more.
     
    Once again (and as you said), the difference is purely aesthetic and doesn't change the game at all. And yes, some people are poor and don't have any solution to have a painted army without cutting in something more vital to them. Yeah, no poor people at my table, please.
    Requiring painted model is pure elitism and the opposite of spirit of gaming and tolerance towards people.
     
    A painting award/reward is farily enough to promote the visual aspect. Rejecting players will promote nothing and just throw a bad reputation on your community.
    And if the game needs promoting, it's the editor's job to paint models, make photos and share them, not players one.
  21. Like
    halosss reacted to Watchdog in Official Thread: Ottoman Empire   
    Note, that the Cekirge mines have two nice MAR's.
     
    Air Burst Mine - The explosion affects surface and flying models and tokens. It also means that your own ships/flyers (except tokens) won't trigger the mines.
     
    Sturginium Mine - Each 4+ counts as two succeses (therefore, a roll of 4,4,5,6 means 8 successes and another roll).
     
    Keep your Zuhafs obscured and happily drop the mines around your opponent's ships and flyers so that they go off immediately, or set up a trap by dropping the mines in front of the enemy models, within their minimum movement distance, so that the opponent has to choose between activating the squadron and detonating the mines, and activating another nearby squadron which will then have to try to detonate the mines with its CC. If you cannot drop the mines into position, they will still be there for you to move them with your carrier, dreadnought or battleship.
     
    As for the AA AD, I understand it so that you can re-roll two dice from any group of AD, not from each Zuhaf. If you attack a TFT wing with a full Zuhaf squadron, and you let each Zuhaf attack separately, you get four rolls of 2 AD, each with both its AD re-rollable. If you link your fire, you get one roll of 8AD with 2 re-rolls.
     
    I love the Zuhafs and I consider the points cost perfectly reasonable.
  22. Like
    halosss reacted to Ater in Official Thread: Commonwealth Of Free Australia   
    I believe an attachment has to be from the same core fleet but in looking at the attachment MAR rule on pg 92 of SoS (jacked my buddies books) it does not say anything about not being able to from what I can see. I do not have the Fresnel card which may say covenant only but I don't recall it being there. As a CoA player as well I find it an intriguing possibility.
    Makes me wonder if you can take an Aussie fleet and a few CoA allies under the optional rules
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