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Grand-Stone last won the day on August 14

Grand-Stone had the most liked content!

About Grand-Stone

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  1. Well, I want classical model support from version 3.0
  2. I haven't played the game since 2.0. New stats to go with 2.5 was never finished, and I'm still worried that dystopian wars classic models will not be playing the same way I used to. I liked fire, flamethrowers, submarines robots of death, kill 1 AP rule, corrosive special. I started to like how 2.5 did a lot of the generators, so I would miss the sonic generator if it's not re-implemented. If the EoBS gets the new disruption generator instead of nullification generator, I will find that sad, cuz old disruption node generator was NASTY fun. I would miss the old boarding rules, where you not only needed to keep track of how many HP you had, but also how many AP you had left. But, that being said, there is one thing I'm actually looking forward to, and that is the Carriers rules is one of the things I'm excited about in the new rules.
  3. Long range Sortie seems interesting choice. And with lots of carriers you can keep the distance and rely on that action. Howevev you can only launch them every 2nd turn? Or can you wait one turn, then from then on launch every turn onto a long-range-sortie? The alternative, activate them within 20''. You don't need LoS I geuss then? 20'' is within 2nd range-band in the new system. Would you play them as long range weapon system or move forward with them? How much do you use SAS offensive versus defensive? If I could apply them defensively AFTER I know where the attacker has placed their tokens, then defensively purposes of SAS will be far more potent. I would never (almost never) place defensive SAS on a ship if the attacker can attack an other ship instead. I guess these things will be determind by initiative?
  4. Question: How does carriers play now? Do SAS work as close quarters attackers, or do you stay as far away from the enemy as possible?
  5. I'm mostly looking forward to see stats for empire of the blasing suns classical models. Any news?
  6. Any info on stats of the classical models?
  7. Good news Here is where the gold is. My favorite ship from the old 2.5 is the terror ship. I'm looking forward to see what you guys have done with it statswise?
  8. If you don't allow for easy cheap online stats-update, we will be stuck with stupid stats for a very long time. So, I strongly recommend something which is easily printable by simple printers.
  9. And doing adjustments to stats is super important. I do also see the benefit of stat-cards. It makes it easy to track the stats you want. Printable statscards may be a way to go. But if so, please print the version on the stats them self. Even better, make an army builder which creates a pdf with only the stats you need on it.
  10. I think that stackable bonuses are very much part of the fun. Small fliers & flying obscured, get 6+ to hit. Makes them really well protected, unless the enemy has some hunter ability. Makes the hunter ability really helpful. Or other ways to get the to-hit number up. Also, it seems like fix-channels is gone. I don't enjoy that.
  11. One big disadvantage with statscards sold with the model is updating stats... A simple pdf, and you can make revision, uploaded on your website and everyone is happy. With statscards it become much more painful...
  12. In sort, to many of the old abilties are gone and makes it hard to describe the units with the current rules.
  13. For me the major thing is lack of reduction of firepower with damage and the new boarding rules. These leads too many of the MARS and special effects of units being difficult to model. Say the EoBS, which had fire on almost all guns and rocktes, or the Prussians which kills AP as you go. Flamethrower in 2.5 finally was streamlined and fun. But anything that kills AP is gone cuz its a constant number. One of the neat tactics was to weaken something then board it. In 2.0 and 2.5, letting the BB take a few point of damage reduced AA, which helped a lot when boarding. Add fire to kill a few AP,... Now it's far more difficult to weaken a unit then board. Now boarding is just another weapon. I would like to see boarding be different. That boarding is high rish high reward situation. Where you could kill an enemy vessel by taking out all its boarding defence. Further, the new way of tackling to-hit number. Since it isn't a number anymore, it is impossible to have two effects stack! For example, small and submerged both had -1 to be hit. Thus it adds up to -2 which made the enemy only hit on exploding 6'es. If you had a hunter ability, it negated one of them. The ability to stack effect is gone, simply by removing to hit as numbers. Tiny fliers: I sort of like parts of it. But, also misslike other parts. The parts I misslike is that there is no difference between torpedo bombers, divebombers or fighters. Earlier EoBS (my main faction) had better torpedo bombers, and slightly improved fighters. Now that these differences are also difficult to handle. I somewhat like the rules for SAS, but I also hate that there is no 'fight to rule the skies'. In 2.5 whoever had the most carriers dominated the skies, and removed all enemy planes. Now you could launch new squadrons regardless of the total looses you have. Carriers should have a max capacity. For example they could have 10 launch point and 20 capacity. Once they have lost more than 10, they start reducing the number you could launch. What I like however, is that SAS helps in boarding, both in attack and defence. In 2.5 atleast, it helped in defence, but not in ofensive. I like that. But that does not compensate for the new boarding rules.
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