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Grand-Stone

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Everything posted by Grand-Stone

  1. Agree 100% That the rules are written for and support our old classic models is a must for me too.
  2. I don't mind that my old models is no longer in production. However what I do mind is that there are rules for them!
  3. Looking at the general rules, I'm guessing our terror ship will get the following: Heavy Flame Cannon 11 (0) : Torrent, Hazardous, Sustained HAZARDOUS:Should the Initial Target suffer one or more points of damage in an Attack with this quality it gains a Disorder Condition. TORRENT:Use the tear shaped Torrent template with this weapon. The narrow end is placed touching any point of the front of the model with the Lead Weapon and the centreline touching any part of the Initial Target. All models touched by the template are automatically hit. Roll Action Dice Pool and apply the result to every model touched by the template. This does not include the firing model but may include friendly models! Models that have their Line of Sight to the Attacker completely blocked can still be damagedby the torrent. You cannot Support with Torrent weapons. SUSTAINED:An Attack made with this Quality can re-roll any of its Action Dice Pool (except fordice generated by Exploding Hits as normal). The second roll must be accepted. --- All in all, not a bad weapon. Hazardous keeps some of the old havoc of elements...
  4. Looking forward to my beloved Empire of the Blazing Sun. Or Celestials
  5. Well, I want classical model support from version 3.0
  6. 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.
  7. 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?
  8. 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?
  9. I'm mostly looking forward to see stats for empire of the blasing suns classical models. Any news?
  10. Any info on stats of the classical models?
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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...
  16. In sort, to many of the old abilties are gone and makes it hard to describe the units with the current rules.
  17. 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.
  18. This is a weak shadow of the game I love. Yes I get it, you want to reduce calculations, but this is simply far to much...
  19. It depends also on how you handle these actions. If landing increases your capacity instantly, you could use those points to launch a new wing the same turn. And if you could active the wing the same turn you launch them, it makes sense to land TFT round 3. I fear that it will be to easy to simply launch, activate a wing and conclude it's missions. Then there are limited ways to make drain enemy capacity.
  20. I think that a TFT should need to be within 4'' of a carrier to land. Just because it makes it easier to counter dive-bombers with fighters that way. And the thing I want to reintroduce though, is that KILLED TFT do NOT return to the carrier, and thus cannot be used for missions later.
  21. Note, that in 1.1 they landed one turn, and launched the next. There is nothing stopping you from launching them the same turn they land. I think the rules scetched make tons of sense, makes things very easy and flexible. Now you only need two rules, *land* and *launch*. Launch: launch one wing per launch point use, and it cost 1 capacity point per wing launched. Then there are several options on how they are launched, especially how they are activated launch and how far from the carrier they are. This depends on the carrier. Landing simply increase capacity points you have, up to the maxium of starting capacity. There are also several options on how landing can be done... 1) By activating a wing, OR by activating a carrier within n'' of a wing. 2) How many capacity points do a carrier recover when a wing lands. Several options... Could depend on which type of carrier... -Recover capacity points up to the original size of the wing -Revoer capactiy points up to the number of surviving TST in a wing -Recover capacity points up to the number of surviving TST plus half of the number of lost. (1 surving out of 5 would then lead to increase in capacity by 3) Lets take an example. 6 launch points, 9 capacity points, and this carrier has a Mar which allows any wing launched to be activated in the same action as the carrier. 1 turn. You decide to launch two sets of 3. (instead of 1x5). You then have spent 6 capacity points and have 3 left. You decide to wait to launch your last 3 before the right opportunity... Later turn: one TST of one wing you send out manage to land on the carrier, which increases (going with 3 landing option) increases capacity by 2, increasing it from 3 to 5. Then, same turn, you launch a wing of 5, activate it and cursh your enemy with amazing dive bombers.
  22. Seems like you have taken inspirations from the discussion in this thread. Which I like a lot. By the way, having a wing of TFT land increase capacity, is an elegant way of handling things. Then they can use that extra points to launch whatever they want. No need to have 'rearm, retask' actions any more.
  23. Interesting idea, but probably too radical. Smalls first then?
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