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Charistoph last won the day on September 9 2018

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  1. It REALLY depends on the system. Some can be quite predictable and easy to use, some are very clunky and can take time to organize the movement, and that applies to vector or cinematic. Speed and ranges scale the game. Most of Warmachine infantry moves as fast as 40K infantry, but the ranges on most 40K infantry are considerably longer than most ranged Warmachine Infantry (heck, average 40K pistol has better range than the average WMH rifle), and Warmachine actually cares about how far melee can hit where everyone has the same melee range in 40K. To say nothing of how they deal with special movement like Running and Charging.
  2. The Directorate was always one of the easiest ones to get out of it. I was setting my fleet up as a private security interest that was based out of the Directorate, and so procured Directorate tech to use wherever their contracts required them. So I could be using Directorate ships to defend a Terran Alliance world against the Dindrenzi or a Relthozan raid. Or I could be the one conducting a raid under contract against any of those three. It only depended on who I was playing at the time, it wouldn't be hard to draw up a reason for it. Of course, that may be because my first tabletop interest was Battletech, and they have some fun ways of getting unusual equipment around where it wasn't made.
  3. Very true. Firestorm had a similar mechanic, but it is easier to escape when you change which aspect of reality you are traveling through. Wet naval vessels usually don't have that option unless they have something like a Wave Motion Gun. For the purposes of the immediate game on the table, there is no difference between leaving vertically, interspacially, like a bat outta Hell, or explosively. Where a difference is made is the strategic factor for campaigns, or if such campaign potential is being considered for scoring at the end of the game. Sadly, in these types of games, its hard to set up a ship to be the Yorktown at the Battle of Midway. Double Blind rules are such a pain to work out.
  4. That won't work unless a concerted effort by the players is made to completely ignore tournaments who change organized play rules.
  5. Ryjack, have you tried out Privateer Press' Company of Iron? It's similar to Kill Team in that it is units made individual models and they get rid of Warcasters/Warlocks in the process. I haven't read the rules on it yet, much less played it, but I understand the death mechanics involve a bit more rolling as well.
  6. I can't completely disagree, but sometimes it is nice to bring a horde of baseline troops for story purposes. Hero versus Hero can be epic, but so can the hero versus 20. A lot depends on the engine's capacity to handle the balance between them. You technically can bring hordes in to Infinity, but the game can get bogged down rather quickly, and the game's mechanics trend to favor quality over quantity, partially due to the reaction mechanic.
  7. You do realize you stated that it was false, and then more or less confirmed what I said. While I didn't call them "torpedo boat destroyers", I did reference that their name came from their devastating torpedo attack. The full title of "torpedo boat destroyer" was relegated to the main noun. The advent of the torpedo blister vastly reduced this effectiveness, but they were still light ships that could move quickly, making them excellent pickets. When submarines became a threat, they were tasked and equipped to deal with them. They were already picket ships, and that's where you want your anti-sub vessels to be. They never were a big gun ship at all, and that was the main point. Naval nomenclature will change to fit the period and the preferences of the community. This was one of my points over all. In Babylon 5, the Terran destroyers were cruisers/battleships with a light fighter complement, but in FSA, it is a Cruiser hull with a different weapons setup, while in WW2, it was a picket ship. Then you get the very confusing designation in Star Wars of, "Star Destroyer", while "cruisers" can range from the size of a corvette (the ship that Qui-gon and Obi-Wan use is called a Republic Cruiser) to something closer the Venator Star Destroyer, aka "Jedi Cruiser". I can't disagree that having consistency across platforms would be nice. Cruisers should be beefy and offer a strong balance of firepower and durability. Destroyers should be glass cannons for their Tier. Gunship is another title I hate, as that should be relegated to Planetfall or SpecOps, and be retitled to something akin to bombardment cruiser or bombardment destroyer. Using "dreadnought" to mean "heavy battleship", I really don't have too much of a problem with, since that actually has seen consistent use across universes, and much like the "torpedo boat destroyer" dropping its descriptor, when all battleships are heavy, we can just drop the adjective. As an interesting side note, in the Honorverse, the latest "destroyers" of the protaganist's navy are thought to be light cruisers by the largest, but vastly out-moded, navy in the area (the Solarian League Navy). These destroyers still fulfill the same role as destroyers, and can keep up, or even out-run, the destroyers of the other navy, but they fire battlecruiser-weight missiles. The SLN long ago determined the standards and generally went by the mass of the ship, but the protagonist's navy gained tech to drop those designations on their hind end and generate new ones.
  8. I wonder how big the SpecOps game should be expected to get. Should it be like Infinity, or will we be looking more at the lower end of WarmaHordes.
  9. Could they even be looking at changing the bases for v3.0? Dropfleet's bases received a lot of accolades, and X-Wing's have proven to also be quite popular.
  10. Warmachine has an interesting setup for this. There are groups of models which carry the rules: Mercenary, Minion, and Partisan. Models with the Mercenary rule can be taken as semi-friendly models with the Warmachine factions that are listed with the rule. Models with the Minion rule can be taken as semi-friendly models with the Hordes factions that are listed with the rule. Models with the Partisan rule are usually restricted to being Mercenaries/Minions for one faction, but are friendly when taken in that army. The term "friendly" here is important as some of the buffs only work on "friendly" models. I made up the term "semi-friendly" to indicate that they weren't "friendly", but not considered "enemy" models, either. Admittedly this last part would only be useful for things like Shield Cruisers and Admiral abilities. What does that mean for Firestorm? The sub-factions can be specifically listed as who can ally with them. This can be in the specific sub-faction's document like WarmaHordes provides, or it can be on the main faction's document much like how Natural Alliances were. I do think that carrying on the basic Ally rules of the previous edition should be preserved, however. The base minimum of the fleet must come from the main faction of the fleet, while the allies can only take up 25%. The rough numbers can be massaged depending on how fleet management ends up being carried out. If you don't want to fiddle around with a points limit for allies, it may even be worth considering taking a page from GW (and I don't say that too often). In 6th Edition they went from just the single detachment from before to having the main detachment (which was setup as before), but you could take another detachment which was roughly a third in capacity. Setting up an "Allied Fleet" as just 1-2 Tier 2s, and 2-3 Tier 3s (as an example) may even be a consideration.
  11. And a lot of that goes in to basic mechanics as well. WarmaHordes is a game in which the organization can actually support the number of models one sees in Age of Sigmar or 40K, but the basic mechanics turns it from a 40K-length game to an Apocalypse-length game. WMH still has all interactions based on the model, even in the largest units, while AoS and 40K concentrate on the interactions between units as a whole, making numerous model interactions not as much of a chore. To put it in to fleet standards, if you had to model every broadside gun as a single interaction each of a battleship instead of modeling them all together, your game will go take longer the more battleships you have. As to ship damage, a lot will depend on the class and size of the ship. Corvettes, frigates, and destroyers are rather fragile in the line of battle, while cruisers, battlecruisers, carriers, and battleships are designed to absorb punishment. I wouldn't expect a destroyer to take a lot of hits from a 14 inch gun, but it should be able to handle 5 inch guns far more easily. Comparatively, a battlecruiser is designed to handle taking those 14 inch guns a bit longer (unless its unlucky like the HMS Hood). Those types of consideration will determine game size as well as game length.
  12. It is, partially because it is one of the few game universes in which timeline advances actually mattered on a political front. Don't forget, though, the Capellans of the St Ives Compact were buddies with the Federated Suns (till they were reabsorbed back in to the Confederation), and also the Draonians were buddies with the Federated Suns (for a very brief period, Clan invasion and what). 40K's timeline advance didn't really change their political landscape much, just changed what areas were dangerous, is all. Sure, a Primarch woke up from his millenia-long nap, and one single character was thought to be a traitor turned to out to be loyal (but he was rather enigmatic to begin with), but in terms of faction allegiances not much has really changed over all. Age of Sigmar did change the political landscape of two factions. Skaven officially became members of Team Chaos, and the Dark Elves joined Team Order. To be fair, a world was destroyed and then recreated in to 8 planes during that time, but I think that the Dark Elf changes still hits me asking for the flavor of whiskey that caused that tango foxtrot dance. WarmaHordes political landscape hasn't changed too much, over all. Some non-playable leaders changed, one playable Character died, and a Warcaster betrayed the faction he has 3 versions with to return to his roots. Not much more than 40K, really.
  13. I think HOW they approach any changes to justify them will be more important than WHAT they change. Ham-fisted changes that "just because we need to change them" will fall flat, while well structured political shenanigans can be a joy to read.
  14. Keep in mind, everyone, that all Warcradle has to do is advance the time line a little and it can make almost every single current relationship meaningless. Hawker Industries may become an outlaw corporation and escape to Directorate, while a Works Raptor infiltration and lobbying effort takes their place within the Terran Alliance, or even be hired to support Aquan operations. Of course, I may be a little used to such shenanigans from a table top game, I cut my teeth with the Battletech universe whose convolutions sometimes make the Game of Thrones seem small.
  15. Oh, I think we can safely assume that the beta will be LONG after the summer of 2009.
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