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Everything posted by Maccabeus

  1. Hi Neil, Thanks for posting this, it looks stunning - Dystopian Fort Boyard. Any chance you could let us know the dimensions or add a ship for scale?
  2. For my Prussians, I don't like to include them at anything under 1500 - 2000 points but that's purely for background/fluff reasons. This may change for my Russians though as I see them as having a much more heavy bias in their structure. Dreadnoughts are meant to be Kingships, around which a battlegroup or fleet is assembled. It's a symbol of the nations power and dominance over the seas and would not be deployed frivolously or used for patrols. The monetary expense, to the nation, of building a dreadnought is vast and the psychological impact of losing one, even more so. They are meant to be few and far between (this is reinforced in the Flashpoint Campaign system). I see the fleet deployed with a dreadnought as its' escorting battlegroup - in modern terms, this is the "American-esque" carrier battlegroups that are deployed around the world. These ships don't go anywhere without an escort capable of keeping the "centrepiece" alive. From a gaming standpoint, I only play casual games rather than tournaments, if you're bringing a dreadnought in a smaller game (sub 1250 points), I see it as common courtesy to pre-warn your opponent so they can account for the disparity (same goes for carrier-heavy lists).
  3. Todays game was against yet another different nation. This time, the second outing for my Russians Vs the first outing for a friends Ottomans. 1250 points, King of the Hill. Once again, the scenery was rolled and placed before the scenario was rolled. Lists were: Russians: Borodino with the Commodore Pakhtusov Mk 1 Dudinka with a Fighter Ace Magadan Squadron (Tunguska with Squadron Support and 2 Saransk) Azov (Advanced Deploy) 5x Kazimov 4x Novgorod Ottomans: Sadrazam with the Commodore and 2x Mizrak Hisar (represented by KoB Avenger) 3x Fettah (1x represented by a French Cruiser) 3x Fettah (1x represented by a French Cruiser) 4x Avci (represented by KoB Orions) 4x Mizrak 4x Zuhaf (1x represented by a KoB Merlin) We managed to get three turns in. Most of the game was very one sided, dominated by Russian brutality, while my opponent struggled to get to grips with the Ottoman play style (very, very different from the KoB he's used to). It was looking like a solid, decisive, Russian victory until the final shot of the game. The last 2 Fettahs moved to finish off my Dudinka which was down to 1HP. A Magazine Explosion later, my undamaged Borodino plus Commodore was Sturginium Flared onto rocks, scrapping it instantly. The resultant disorder tests saw the final Kazimov being lost to a mutiny while one of the Saransk succumbed to its' 3 corrosion markers. Final result was the Russians scraping a win by only 60 VP due to holding the objective! All in all, a really good game. Ottomans look like they can really hold their own with some surprisingly large dice pools. My opponent needs to get in some more games to get comfortable with the Storm Generators and skimmers in general. Apologies, as Photobucket wants £400 per year to allow 3rd Party Hosting, the photos for my reports are on Facebook for the time being: https://www.facebook.com/groups/dystopian.wars.and.legions/permalink/1403757293044452/
  4. It's missing from the 2.5 book. We stepped back to the v2.0 rule - one die, black 4+ to pass.
  5. Hi @Spartan Mike, I'd be interested to hear your current vision for the Danish fleet following the new Orbat release. In a fleet with such good boarding pedigree, what was the reason for the switch to the generic entropy generators? Or are you saving the unveiling of "proper" calcification generators for the Prussian revision, which will then be retroactively applied to the Danes?
  6. Merlins are certainly up there with the top contenders - my zeppelins and heavy bombers have been on the receiving end of those damnded things far too often.
  7. Depends on which superglue you used. If it was Loctite, try soaking it in warm water for a while.
  8. So how would the interaction of combined and linked stack up? Assuming: CAP linking with parent acting as lead would be combined within the CAP (i.e. 10 dice) then half the combined pool in order to link? CAP acting as lead AA with parent linking would combine for 10 dice plus half the parent AA?
  9. Yes, deployed as trays of 5. Your 20 (4 wings) is at 1501+
  10. The Dawn of Souls is stunning.
  11. If you're not happy with the Corinthian deal then simply don't renew it. Personally, I only signed up for the discount, the freebies are a bonus. Between myself and club orders, it's saved hundreds of pounds.
  12. Todays game was back to Naval for the first outing of my Russians, Vs Chinese, at 1250 points, playing The Long War. I know the red on the Russians isn't everyone's cup of tea however, I love it and it's exactly how I asked for them to be painted. So, to coin a phrase from a Facebook comment, the Royal Mail, under Admiral Pat, goes to war! The scenery was setup before we rolled the mission and proved to be quite challenging. Lists were: Russians: Borodino with the Commodore Pakhtusov Mk 1 Dudinka with a Fighter Ace Magadan Squadron (Tunguska with Squadron Support and 2 Saransk) Azov (Advanced Deploy) 5x Kazimov 4x Novgorod Commodore abilities gave me 1 extra LAS Chinese: Jian with Rockets Zahnmadao (no upgrades) Tian Long Dragon 3 Gunships 3 Chui Light Carriers 4 Nu Frigates This was a semi-teaching game, introducing one of our resident Chinese players to some units she had never used (the Zhanmadao and Tian Long Dragon). We only managed to play 2 turns in the time available so neither fleet was really at optimum range. The game ended with a minor Chinese victory - they killed a Saransk and Novgorod for the loss of 3 Nu frigates. By the end of the second turn, the Tunguska was looking very much the worse for wear having drawn almost all of the Chinese long range firepower during both turns, although the mimic'd Jammer certainly extended its' life (the old sonar marker was being used to identify the mimic'd jammers). The Jian and Chui Carriers had taken the brunt of the Russian fire and were also starting to suffer. Unfortunately we didn't manage to get the Dragon into boarding range so we never got to see its' full capability although I suspect if we'd played another turn the Tunguska would've been munched by it. Stand-out unit was the Zhanmadao simply because nothing else really got into effective range. If we'd had time for turn 3, a lot of ships would have died as both fleets would've hit RB1 & 2. All-in-all a fun game, although the Chinese traffic jam was, I suspect, quite frustrating for my opponent. I'm really looking forward to the next outing for my Russians. Edit - Photos have moved: https://www.facebook.com/groups/dystopian.wars.and.legions/permalink/1390059374414244/
  13. Thank you @Spartan Mike for getting the message across to make the Schloss available separately. My wallet is now crying again from the addition of the Schloss and an additional 2 Sibrand Metzgers to get the Metzger Bunker.
  14. Variation on a theme this week. This time our first ever Armoured Core game - restricted to ONLY Armoured models, we wanted to get a feel for the Armoured power level before opening up aerial options. The game was 1k - my Prussians Vs FSA playing King of the Hill - the large tower in the centre is the objective. Apologies for the lack of paint, the models were literally straight out of the box! As we had nothing really appropriate we had to use some of the FoW and KoW scenery. Forces were the original Battlegroup boxes plus the mobile airfield as all the corresponding units on each side are exactly the same points, totalling 995 each: Prussians: Seydlitz Sturmpanzer 3x Bombards 2x 3 A6-V 2x 5 Walze FSA: Alamo with Rockets Washington 3x Bombards 2x 3 Trenchards 2x 5 Pioneers The game swung back and forth, with me losing my Sturmpanzer and commodore early in turn 2 to the FSA bombards, and was very close until a squadron of Walze managed to prize the Alamo, and the Seydilitz managed to finish-off the Washington. At that point I'd hit my 70% with no option for the FSA to recover. The Armoured game is very close ranged and brutal with boarding playing a very large part in our game. Terrain also played a very different role to the Naval version, especially with features like the forests classing as Small size. The physical miniature sizes are all over the place, large to massive being the most distinctive, although the mediums are really really small. Relative DR/CR compared, particularly to the Naval side, is really low and getting used to 3HP mediums is nerve-racking! To offset, the dice pools are lower in most cases due to awkward arcs, although the linked capability of the A6-V's was surprising. It was also very easy to overlook how nasty the smalls are since, for the most part, they're tokens - the Walze nearly hit as hard as a squadron of Saxonies, and are as good at boarding. Unit of the game: the Bombards on both sides. These things are a must take as the range and attack dice pools are massive compared to most other units. All-in-all I really enjoyed the game, which felt like it could swing any way, at any point. We also managed to play 4/5 turns for the scenario before I met my 70% victory conditions - the FSA were a couple of hundred VPs behind. Photos are now here: https://www.facebook.com/groups/dystopian.wars.and.legions/permalink/1382881778465337/
  15. 2nd game of 2.5. Once again, apologies for the photo size. 1k Prussians Vs Blazing Sun in Maelstrom of Battle. Again, the scenery is randomly rolled. We had 3 DW games running hence some of the islands are somewhat unusual. Prussian List remained the same as last week: Kaiser Karl with Commodore, Elite Crew and a Watcher Gustav (Represented by a Rhine) 2x Havel with a single Fighter Ace Blitz Squadron (1x Pflicht, 3x Jäger) Adler (Flanking turn 2- would have been Advanced but scenario required flank) 4x Stolz (Advanced Deploy) The Blazing Sun list was (From memory again): Kaiju with the commodore (it's worth noting that the commodore rolls stuffed the Blazing Sun. the 1 on the Command table was switched for national but the 1's on aggressive and defensive had to remain!) Tenkei 2x Chita (represented by 2 Ikas) Mizuchi 4x Fujin (Flanking turn 2) 4x Interceptors 5x Zarigani The rolls for pre-game scenario damage/disorder were brutal with the Gustav getting the worst of it, losing 3HP. First turn was bloodless with the Prussians being out of range (including the Gustav) and the Blazing Sun struggling to hit due to a problematic commodore at RB4. The game ended due to time after turn 3, with a minor Prussian victory (by less than 100 VPs). The Gustav got one good shot at the start of turn 2, double critting the Mizuchi at RB3. This drew the ire of the Kaiju which sank it with a double crit at RB3. The Stolz had another good game, although struggled for range in the first few turns due to the very defensive Blazing Sun deployment and cautious advance. When they finally got in range, they sank the Mizuchi with a triple crit and finished off a Chita using CC. One did die to fire from the Fujin squadron while the remainder fluked surviving a boarding action by the Zarigani (my opponent fluffed the dice rolls badly) at a point where I was expecting to lose them. The Chita and Zarigani didn't really get much of a look in as they were played too cautiously. My opponent intends to be far more aggressive with them next time. SAS fighters were responsible for removing the Blazing Sun Interceptors, the Blitz Squadron Jaegers and causing some minor damage to the Tenkei. Beyond this there was no real involvement. There were nil carrier actions during the entirety of the game. All-in-all a very fun game as I haven't played against Blazing Suns in ages. The scenario starts brutally but makes for an interesting change. The scenario initial damage rolls were brutal, especially for the Gustav. The Kaiser Karl spread the damage to the watcher, while the Havel were each damaged. Every squadron took damage except the Stolz and Adler who were both disordered. The Blazing Sun faired better with the scenario rolls, with the Kaiju disordered and the Mizuchi, Chitas and Zarigani picking up minor damage. Photos have moved here: https://www.facebook.com/groups/dystopian.wars.and.legions/permalink/1375578715862310/
  16. Ok, I may have overemphasised it a little. I was quite surprised they made it to their target - a Providence with the commodore - they felt tough, but further games will likely even that out. I'm expecting them to get prioritised next game, which is no bad thing as it will hopefully draw fire away from other squadrons.
  17. So the Stolz are bad because a larger squadron of smalls managed to shoot and kill (assumed) 2 of them and then board the other 2? I've been using Arminius and Saxonies to do that to enemy smalls for years. It's one of the quickest ways (excluding area bombardment) to remove an entire squadron in one coordinated strike. What do you actually expect from a regular destroyer? From your statement, it sounds like you're after an invincible "point and click" squadron that can one shot anything.
  18. Interesting, I found the opposite. I advanced deployed mine behind an island and managed to get all 3 turns shooting and they shrugged off all incoming fire (mainly from an Annapolis and Picket Squadron). I was really happy with their performance. I'm running them again this Sunday so will be interesting to see how they perform against a different opponent (it'll be either KoB, EotBS or Chinese).
  19. In its' generic incarnation, it just doesn't fit the Prussian style. If @Spartan Mike accidentally leaves his Prussian version notes lying around, I'd be willing to give that a try, especially if it's comparable to the old calcification generator.
  20. The base looks awesome. Really hope it'll be available independently.
  21. Looking into cost (hotels/B&B). If it's viable there will likely be 4 of us heading over from Somerset.
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