Jump to content

patton4014

Member
  • Content Count

    163
  • Joined

  • Last visited


Reputation Activity

  1. Like
    patton4014 got a reaction from Shigematsu in EotBS Ship Names   
    They misspelled it.  It should be Yugiri.  Name of a WW2 Japanese DD of the Fubuki class.
     
    From WP:
     
    Yūgiri (夕霧, "Evening Mist"?) [1] was the fourteenth
    of twenty-four Fubuki-class destroyer destroyers, built for the Imperial
    Japanese Navy following World War I. When introduced into service, these
    ships were the most powerful destroyers in the world.[2] They served as
    first-line destroyers through the 1930s, and remained formidable weapons systems
    well into the Pacific War.
     
    If you type in Japanese Warship naming conventions, you can find a couple of nice sites that talk about this subject.
  2. Like
    patton4014 got a reaction from Shigematsu in EotBS Ship Names   
    Truely!!!
  3. Like
    patton4014 reacted to Lord Nobody in Armoured Clash   
    I like your thinking BasicBob. Now if we can only make it Amphibous for sea trials !
  4. Like
    patton4014 got a reaction from MythicKhan in Blazing Sun Tactica?   
    Empire of the Blazing Sun
    Here is my take.
    Overall:
    Ranged weapons - use your rockets and concentrate your fire early on. Try and take out the smaller ships as you will have a better chance to destroy them early
    “And the sea shall give up its dead” – your robot is pretty good at taking out the big stuff, Dreads and BBs. If you are going to use them, buy the pair and place them close to where the other guy’s capital ships will be.
    “We may be small but…” – Use your small ships and tiny flyers to your advantage. Your frigates are pretty well balance and your corvettes are lightning quick and can put out a ton of shots. Your torpedo bombers are a scary proposition in any case but if you use them to “plow the road” for your smaller ships, you can get in quick and close and cause some real damage.
    Air War – I think you have the best air fleet in the game. Good ships all around, even after the nerfing of the Inari Scout and the Sky Fortress. Stay at range and use your rockets from the clouds and then drop down and let them have it with guns and bombs.
    Full squadrons – Maximize your fire power (especially rockets) and take full squadrons when at all possible.
    Sharp Turn - Never forget that you can do this!! Just like Oddball in Kelly's Hero's "You see, man, we like to feel we can get out of trouble, quicker than we got into it."

    Unit by Unit:
    Sea Units:
    Hachiman DN – Good all around DN that does not excel in any one area but can be a real ball buster when used right. Enhance it’s stature with 3 escorts and you can make it very survivable and let it get in close enough to do some real damage. You have 3 turrets that can hit at range 4, along with the best rockets you have on a ship that can also hit at range 4. She does not do well in a toe to toe fight with other DN unless you have some repair or bonus gun/rocket/torpedo cards to enhance her power. You can also ram for good effect, but be careful to stick to small or medium class ships if you do. Good enough AP to be dangerous to anyone who comes knocking at the door. Don’t be afraid to go looking for trouble in this ship in the darker parts of town.
    Sokotsu BB – Again a solid all around ship. Follow the rules for the Hachiman but use your P/S guns to good effect against the other guy’s small and medium class ships.
    Kiyohime Carrier – A nice add to the fleet, I have only used this once and I really got attached to her. I got another one just so I could bring 2. Good guns all around and she gets you 6 TFs to help you sling torpedoes at the other guy. Tougher in some ways than your Sky Fortress, she is also a bit cheaper. Again, give her some escorts and she is a real pain to deal with.
    Ika – A true star performer. Take a full Squadron of 2 if you can at all times. They are worth it. Everyone else kind of fears them and once you take out a BB or a DN they will avoid them at all cost. Keep them together and support them with another squadron. Inari do well here as do corvettes. People will not want to get close to these so be prepared to have them run to the other side of the board. Right into the firing ranges of the rest of your fleet. J
    Nakatsu Cruiser – Just keep saying “Avoid this ship. Avoid this ship. Avoid this ship.” Does nothing well and is just weak enough in each area to kill you at a crucial point in the battle. Fixed channel does not help this ship and you have to pay extra to make the rockets worth while. Use this only if you have to.
    Tanuki Gunship - Just the reverse of the Nakatsu. “Use this ship, Use this ship!!” Great all around performer. No fixed channel and a 270 arc of fire. Rockets and Torpedoes to boot. More HP, AP, AA, CC and a better CR than the Nakatsu. Not much wrong with this ship.
    Fujin Corvettes – A great little ship. Fast as a thief and a 270 arc of fire. Get in close and deliver a nice 12 die welcome home at range one with this baby. Sharp Turn is really a nice add to this ship.
    Yurgi Destroyer – Rockets red glare is an overstatement with this little ship. Rocket batteries all around make for a nice attack. Fixed channel all around make it a pain to combine fire. Still if you get them all pointed in the right direction, they can deliver a heck of a punch. Use these at long range against the other guy’s small ships. They make a nice ship to put out front and start the killing. Don’t get too attached to them as they tend to die quickly with little fanfare.
    Uwatsu Frigate – Another little ship that punches above its weight. 5 more points gets you a ship that is a little slower than the Fujin, but has better guns, a tougher hull and can board. However, with only 4 ships in this squadron, you get one less ship than the Fujin and it is 3” slower. Keep these guys back to ward off the enemy small ships and then run them in for the kill. Good support for the Ika or the Tanuki.

    Air Units:
    Inari Scout Gyro – Still a good ship after the “nerfing” but you need to take a bit more care with these beauties. Good guns, rockets and bombs, these are a ship that you keep in the clouds and when they get close, drop them down and “bring the rain”. They are also tough enough in most cases to work out front as the scout they are supposed to be and inflict some serious damage on the other guy’s small and medium class ships. Don’t be afraid to put them at all stop and maneuver them to hit targets. They will garner a lot of attention by the other side. Don’t get married to keeping them alive, but they are a nice first date!!
    Tenkei Sky Fortress: A nice ship that I like to bring to a battle. Good guns, rockets and bombs. Able to hit nicely at any range, keep him back to inflict pain on the small and medium class ships that wonder into its clutches. Use your tiny flyers as torpedo bombers and they make a nice combination to plow the road for your heavy hitters.
    Tsukuyomi War Gyro - I just love these ships. A true battleship of the sky! Good guns, excellent rockets and a good ship to board with. Nice CR but a bit slow for my taste. I wish they were a 9 instead of a 7. But I will take what I can get. Keep one of these behind your small and medium ships to blast away with the rockets and turrets and then when things get close, swing in and drop you bombs on the other guy’s decks. Did I say that I love these ships??
    DFA – 170 Bomber – An OK add in my book. I like the Inari better as it is a little more flexible and had a slight advantage in HP and AP. For 15 pts more you get 2 rocket shots and guns and no fixed channel. If you need the bombers, take 3 and max out your shots.
    Tiny Flyers – This is your game changer. Take 2 squadrons of these and you can blast your way to victory. Re-rolling the successes is a great moral sap for the commander who just thought that he/she stopped your attack with 15 dice. Have never used the Dive Bombers, why would you?? Fighters are pretty good and can cause havoc with the other guy’s scouts and bombers.

    Again this is my take. I know that others have different opinions than mine but this has been my experience. The core fleet rules may change this some but not so much.


  5. Like
    patton4014 got a reaction from illuminus23 in Toughest Faction To Fight Against (Navy) And Tips?   
    Without an Ika, the FSA and KoB dreads are just brutal to deal with even with a dread of your own. "Concentrate all your fire on that super star destroyer!!"
    Playing at range band 3 and 4 is your meat and po tat os. I like to make minimal move and let the enemy come to me. Hurt them as much as you can and then go in for the kill.
  6. Like
    patton4014 reacted to akinra in Advice For Game Vs. Feds. Help Please! :)   
    1) I would burn his squads of smalls as fast as possible, if using STAR, go for squad kills. If not using cards, kill enough to make them harmless, then ignore them.
    2) He will try to stay in RB 2-3 if using rockets, so you will not have him meeting you half way with his BB/DN and your Ika.
    3) His DN is killer. Keep something between the Ika and his big guns to block LOS.
    4) Use your Gunships in RB 4 for as long as possible to clear smalls, then use gunships/BBs to get Raging fire up on his capital classes for boarding.
    5) Catching the DN on fire for AP reduction will be an issue. You will need to use guns to lower the AA in order to have a better chance.
    6) Good terrain will be a winner for you, and not so much for him especially if he uses kinetic generators. Go for as much as they will let you place.
    7) OPTIONAL: Snaking is frowned upon by many, but in a tourney situation, it adds about 3-4 inches of move to the Ika.
  7. Like
    patton4014 reacted to akinra in Tactics That Work Against Prussians?   
    You need to focus using your guns to lower AA so your rockets can connect. War Gyro is good against PE for
    (1) great gunnery AD (13 RB1, 8 RB2) on 2 primary turrets, decent rockets, and higher CR, but it is still squishy compared to a traditional BB, after all it is an airship.
    (2) Security Posts.
    If the player is not familiar with the Gas Alert MAR, put in 1 or 2 Ika and 5 Tetsubo, then teach him how the MAR works. It will be a surprise win for you the first time, and will force him to split his attention in future matches.
    As mentioned above, against their DN you will lose the range game, and they outmatch us in AP if they attack. If we attack with Gas Charge, we dominate them.
    Short version of how Gas Charge works:
    Move to within 4 inches with squadron of 5 Tetsubo. Declare boarding action. PE fires AA at marines (Your AP). All marines die (worst case scenario). Roll 10 AP anyhow because of gas charge (Hitting on 4+).
    I have taken to saying this in every EotBS v.??? reply, so I will put it here too.
    We have fleet wide maneuverability. Use it. Place as much terrain as allowable. You can not outrun the PE, but you can out maneuver them. Also, because of the snaking debacle, I believe we are the fastest if you use the snaking technique because we don't need to waste the initial 2 inches moving straight forward. I find snaking to be a little sketchy, so I will not explain it to you save that it is "legal" and increases your overall movement.
  8. Like
    patton4014 reacted to Rerednaw in Tactics That Work Against Prussians?   
    LOL I tried snaking and critted my own ika. Will do it again though, you cover amazing distances that way.
    Will have try out Tetsubos, they really seem be a viable option.
    Was already eyeing the gyros with their security posts. I think even though they cannot hide, their anti-boarding may be worth the squishyness (compared to a BB). Plus they are faster and more maneverable.
    Will let you know how it goes.
    Thanks!
  9. Like
    patton4014 reacted to iamgraef in Opinion: Feel Anything Is Up/op And Why?   
    If every faction has bad units, doesn't that mean that there is a balance? If there are "so many" units that are sub-standard, wouldn't that mean that maybe your standards for average stat lines are too high? Seems to me that if both players are fielding much-maligned cruisers (i.e. a unit that is "not worth playing") for example, that means that both players are using up their points on equally "sub-standard" units, which has the end result of....... an equal game.
    Sure, if you are regularly playing overly competitive min/max type opponents, then these units will not make your lists. Fine... no reason to complain about them though. They are what they are, everyone has them.
    Agree 100%. Balance in this game is from the big picture within the faction. Air, land, and sea combined. Comparing two like units in a vacuum is to ignore how those units fit into the overall faction strength and weaknesses. Thus, straight up OP/UP comparisons are, in the end, rather pointless.
  10. Like
    patton4014 reacted to Paul Sutton in What Made You Choose Eobs   
    The Sky Fortress model.
    I just love the look of the thing.
    Plus everyone else I game with was playing either KoB, PE or CoA.
  11. Like
    patton4014 reacted to Marquis in Steam Punk Media - Tv - Film - Book - Anything!   
    I'm quite surprised that no-one has mentioned K. W. Jeter's Morlock Nights and Infernal Devices so far, given that he coined the term 'Steampunk' (and Angry Robot have a rather nice set of reprints out at the moment).
    Morlock Nights itself was published in 1979, whereas Gibson and Sterling's The Difference Engine doesn't appear until 1990. It'd also be remiss to mention Jeter, without drawing attention to (James) Blaylock's Narbondo series and (Tim) Powers's Victorian-era fantasy novels (such as The Anubis Gate), as Jeter, Blaylock and Powers are essentially the founding fathers of the Steampunk genre as we understand it in modern times, and well worth a read...
    For my own tuppence worth, I'll happily add to the clamour of voices championing Steamboy, Last Exile and Laputa: Castle in the Sky as fine examples of Steampunk Anime (I'm especially fond of Last Exile, which is superb). I've also got a growing fondness for George Mann's Newbury and Hobbes series, which (whilst arguably formulaic in parts), make for a damn fine read on a Sunday afternoon with a cup of Earl Grey: Usually whilst listening to Professor Elemental's, rather marvellous Indifference Engine.
    Whilst it's edging into Dieselpunk more than Steampunk, I'm wondering if anyone else has delved into Rod Rees's Demimonde series, currently standing at Winter and Spring. There are some rip-roaringly enjoyable elements with a steampowered bent too! As an added bonus, the gilded and embossed covers on the hardback editions are absolutely stunning, and a selling point in-and-of their own right.
    Similarly, I take it people have been keeping an eye on Heavy Metal's long-delayed, but oft-feted anime film War of the Worlds: Goliath? Again, a heady mix of Steampunk and Dieselpunk, it looks amazing, assuming of course, they ever manage to bring the project to fruition... (EDIT: Apologies Commodore Panda, I've just realised you've already posted links to this!)

    I'm also surprised that there doesn't seem to be a link to the Gentleman's Emporium; possibly the finest online retailers of 'period' and Steampunk clothing and accoutrements in existence (hell, they even have a designated 'Steampunk' section): Well worth a look, assuming that your wallet can take the strain of both resin-addiction, and high fashion...
    I'd also feel remiss, if I didn't mention Dieselpunks.org - Possibly one of the best community hubs for Steampunks and Dieselpunks, since updates to Brassgoggles's blog became rather sporadic (seriously, check out Dieselpunks.org's articles section as it is a treasure trove of antiquated technologies, fashions and other curiosities from the various 'Golden Ages' of our near-past).
    ...and that should probably be more than enough to be getting on with!
  12. Like
    patton4014 reacted to illuminus23 in Steam Punk Media - Tv - Film - Book - Anything!   
    Another book series that develops into some very steampunk warmachines is the Lost Regiment Series by William R. Forstchen.
    http://www.amazon.com/Lost-Regiment-William-R-Forstchen/lm/1QT4SUYRAJTEB
    They are set during the American Civil War following a Union Regiment that gets pulled into a parallel universe where humans are used like cattle for the native inhabitants. Union Colonel Keane and his men bring Democracy, firearms, steam technology, and all the things that America in the 1860s has to offer. Over the course of the series they develop steam powered tanks, ironclads, and airships and battle both humans and their alien warrior overlords in an arms races for their very survival.
    Loved the series and they are wonderfuly written, you guys should definitly check them out.
  13. Like
    patton4014 reacted to MadDrB in What Is Your Favorite Unit In The Eotbs Naval Fleet?   
    Tsukuyomi War Gyro
    Mine attracts plenty of attention from the enemy in every game I have played, and I lose it in a spectacular manner every time; but it's a big model with formidable weapons for only 150 points, and all the fire my opponent directs toward it usually allows my Tanuki gunships or a squadron of frigates to move around and strike a decisive blow.

    The EBS ship Unfortunate Dragon just moments before a critical hit caused a magazine explosion and sent the grand airship down in flames to crash into the assault carrier below.
  14. Like
    patton4014 reacted to Mr Evil in What New Ships Do You Want?   
    A mini squid that is land capable
  15. Like
    patton4014 reacted to Mr Evil in Any Advice From Veteran Players?   
    yup we dont have any other small flyers
    its pretty good really as they can sit in obscured befor they make thier death run... worse that happens is after the attack they have no AP wich always happens ... there small targets anyway and once they have done the run they have modest rockets to use as non assault craft. the squid is good but to make contact it often takes at best 3 turns, to hit a worthy target and often 4 !!! these can do it on your second turn over land or anything !!! as first turn its a 13" move so even if enemy sit back trying to stay away from your squid next activation enemy should be within 17" ie 30" from your deployment zone. if 10 ap thats unaffected by AA doesn't do some thing then you got a second go as the enemy next activation will probably be to shoot at the small flyers that just shocked them... 20 AP like this will on average dice eliminate 7 AP from 4,5s and 6 from the 6s and a possible an extra one AP from the exploding 6's making around 14 lost AP from enemy ship !!! (my maths on this sort of thing is not great but on average i eliminate around 8 ap from one strike let alone 2 !!! )
    problem with small flyer i find i feel cruel using it as my opponents face seeing his dread, battle ship or carrier derelict with no damage on turn 2 feels a little cruel... but maybe thats how the EOTBS play... dirty....
  16. Like
    patton4014 got a reaction from Veraswaldi in Frost And Fire (Blog Entry)   
    They would be great for a GM role in a campaign as well.
  17. Like
    patton4014 reacted to Mr Evil in The Eotbs Cruiser   
    here is the thing
    4 nakatsu v 3 tanuki
    linked gunnery 20 v 12 obviously for nak to achieve this is only going to happen once maybe in a game if at all while tan has turrets.
    linked rockets max 11 v 12
    torp max 10 v 12
    ap combined 20 v 18
    hp combined 16 v 18
    points with incendary 255 v 225
    the tanuki is a no brainer really !! for 30 points less you get easier to link gunnery your actually get to use, but at less damage capacity, a little more rockets, a little more torpedos, a little less AP (but more AA) and a few more hit points (higher CR)
    also the Tanuki excels at rb2 as it gets to use everything head on.. the Nakatsu is only really efective in RB1 providing it has not had any damage, its torps excel at rb 1 but do not share same fire arc as any other rb1 weapon.
    also of note the dice numbers seem high but dont forget most the weapons we rely on ie our rockets that look good on paper are reduced by enemy AA and of late all the other fleets have betetr rockets than we do and yet its our signature weapon in many ways, the french rockets make a mockery of ours and they have better AA than we do so will beat us hands down in a rocket fight !!!
    now im not sure if its the type of person i am, but i prefer offensive game sets to defensive game sets, im happy to see things sink on both sides of the table but i hate to see systems that make it near impossible to sink or blow up a unit with a heavy weight of fire power thats oover the top... i feel in some ways this game is to defensive and thats why people complain so much as it just feels from both sides often your rolling dice on dice and doing very little... and that causes frustration in players...
    so over all i feel the EOTBS across the board need a review of their rocket power (increase by 50% across the board maybe) after seeing the huge changes the KOB got the poor old EOTBS got left behind and forgoten, while the prussians got lots of bumps and perfected moaning.
    the Nak needs a total review, maybe bump its rockets up so its a rocket ship... or add some mars to its rockets ? but most def a points reduction by 10 points and thats being realistic id probably say more but then people would be up in arms.
  18. Like
    patton4014 reacted to Mr Evil in The Eotbs Cruiser   
    I think cruisers have been surpassed by gunships in many ways (never took much) and as said before making all cruisers non capital would make them become small target hunters. and suport gunships ... Broadsides would make their use faster (working out fixed zones can be a pain if opponent is a rules lawyer) and more akin to hunting smalls, but over all it would helpe not just EOTBS cruisers but all cruisers across the board... i had a play it didn't change things much but did make them more a danger to smalls as the rockets had a target !!!
    as much as i like the idea of the gas alert option i cant see it happeneing but would like to be proven wrong.
    Streamlined hull would help chase down frigates so yes a nice idea and would fit with looks and use.
    Rockets incendiary needs to be free or just removed as an option for a small points reduction.. simpla as... i never take it as there not worth investing point in ... gun ship has more efective rockets and it has incendary for free any way.
    Im really looking for non wow answers, ie not adding gens or making them killer beasts, just maybe worth including in a list !!!
    When ever any one fields a EOTBS cruiser every just looks and says why !!! and the reply is always .. its the only medium i have but im getting some gun ships....
    overall i have to thank most of you for being so posative in this thread and avoiding negative comments, keep it up please.
    next question is how do we get spartan to look at these thoughts and take them into consideration.
  19. Like
    patton4014 reacted to YouLookLikeANail in The Eotbs Cruiser   
    As far as in game considerations go, definitely interesting ideas, but I'm not sure how well the movement/firing change would work. Reducing the abstraction of the turn sequence has costs and I'm not sure that DW is best served by moving in that direction. Just making the arcs BS gives you about the same value for much less cost in terms of rules complexity.
  20. Like
    patton4014 reacted to BasicBob in Just Got A Starter, What Else Should I Get?   
    The simple answer is everything else!
    Seriously everything! I started with the Empire when the game first came out. And I have not stopped getting them. First the look just appeals to me and you find that the fleet is pretty competitive in any situation. Even some units that don't seem to work at first well over time even the Nakatsu can get positive results. We do have our star players ( Ika, Inari and Uwatsu { IMO} ), but there are also some solid workhorses such as the Sokotsu BB.
    Since you do have the starter box I would put the Ika at the top of your shopping list for the EotBS. It's a unique model and it's definitely not your average unit in the game. Lot'a fun playing with the Ika.
  21. Like
    patton4014 reacted to angelshard in Allies In Your Game ?   
    CoA and EotBS = Teleporting Ikas *Drool*
    I'd say that using allies from other core nations could very well be a great hassle, suddenly every unit has to be balanced against it's own faction, the equivalent in other factions and the ability to synergize with other factions. The first two are already hard enough to get right, adding a third demand is just a nightmare.
    Also units like the CoA Time-Delation Orb would be way too strong to take as an ally, same goes for Ikas and John Henry's
  22. Like
    patton4014 reacted to angelshard in The Eotbs Cruiser   
    Advantage: Sharp turn, CR 7, minimum of 8 AD in all rangebands
    Change: broadside instead of fixed, alternatley stronger torps
  23. Like
    patton4014 got a reaction from MiddleMeadow in Blazing Sun Tactica?   
    Empire of the Blazing Sun
    Here is my take.
    Overall:
    Ranged weapons - use your rockets and concentrate your fire early on. Try and take out the smaller ships as you will have a better chance to destroy them early
    “And the sea shall give up its dead” – your robot is pretty good at taking out the big stuff, Dreads and BBs. If you are going to use them, buy the pair and place them close to where the other guy’s capital ships will be.
    “We may be small but…” – Use your small ships and tiny flyers to your advantage. Your frigates are pretty well balance and your corvettes are lightning quick and can put out a ton of shots. Your torpedo bombers are a scary proposition in any case but if you use them to “plow the road” for your smaller ships, you can get in quick and close and cause some real damage.
    Air War – I think you have the best air fleet in the game. Good ships all around, even after the nerfing of the Inari Scout and the Sky Fortress. Stay at range and use your rockets from the clouds and then drop down and let them have it with guns and bombs.
    Full squadrons – Maximize your fire power (especially rockets) and take full squadrons when at all possible.
    Sharp Turn - Never forget that you can do this!! Just like Oddball in Kelly's Hero's "You see, man, we like to feel we can get out of trouble, quicker than we got into it."

    Unit by Unit:
    Sea Units:
    Hachiman DN – Good all around DN that does not excel in any one area but can be a real ball buster when used right. Enhance it’s stature with 3 escorts and you can make it very survivable and let it get in close enough to do some real damage. You have 3 turrets that can hit at range 4, along with the best rockets you have on a ship that can also hit at range 4. She does not do well in a toe to toe fight with other DN unless you have some repair or bonus gun/rocket/torpedo cards to enhance her power. You can also ram for good effect, but be careful to stick to small or medium class ships if you do. Good enough AP to be dangerous to anyone who comes knocking at the door. Don’t be afraid to go looking for trouble in this ship in the darker parts of town.
    Sokotsu BB – Again a solid all around ship. Follow the rules for the Hachiman but use your P/S guns to good effect against the other guy’s small and medium class ships.
    Kiyohime Carrier – A nice add to the fleet, I have only used this once and I really got attached to her. I got another one just so I could bring 2. Good guns all around and she gets you 6 TFs to help you sling torpedoes at the other guy. Tougher in some ways than your Sky Fortress, she is also a bit cheaper. Again, give her some escorts and she is a real pain to deal with.
    Ika – A true star performer. Take a full Squadron of 2 if you can at all times. They are worth it. Everyone else kind of fears them and once you take out a BB or a DN they will avoid them at all cost. Keep them together and support them with another squadron. Inari do well here as do corvettes. People will not want to get close to these so be prepared to have them run to the other side of the board. Right into the firing ranges of the rest of your fleet. J
    Nakatsu Cruiser – Just keep saying “Avoid this ship. Avoid this ship. Avoid this ship.” Does nothing well and is just weak enough in each area to kill you at a crucial point in the battle. Fixed channel does not help this ship and you have to pay extra to make the rockets worth while. Use this only if you have to.
    Tanuki Gunship - Just the reverse of the Nakatsu. “Use this ship, Use this ship!!” Great all around performer. No fixed channel and a 270 arc of fire. Rockets and Torpedoes to boot. More HP, AP, AA, CC and a better CR than the Nakatsu. Not much wrong with this ship.
    Fujin Corvettes – A great little ship. Fast as a thief and a 270 arc of fire. Get in close and deliver a nice 12 die welcome home at range one with this baby. Sharp Turn is really a nice add to this ship.
    Yurgi Destroyer – Rockets red glare is an overstatement with this little ship. Rocket batteries all around make for a nice attack. Fixed channel all around make it a pain to combine fire. Still if you get them all pointed in the right direction, they can deliver a heck of a punch. Use these at long range against the other guy’s small ships. They make a nice ship to put out front and start the killing. Don’t get too attached to them as they tend to die quickly with little fanfare.
    Uwatsu Frigate – Another little ship that punches above its weight. 5 more points gets you a ship that is a little slower than the Fujin, but has better guns, a tougher hull and can board. However, with only 4 ships in this squadron, you get one less ship than the Fujin and it is 3” slower. Keep these guys back to ward off the enemy small ships and then run them in for the kill. Good support for the Ika or the Tanuki.

    Air Units:
    Inari Scout Gyro – Still a good ship after the “nerfing” but you need to take a bit more care with these beauties. Good guns, rockets and bombs, these are a ship that you keep in the clouds and when they get close, drop them down and “bring the rain”. They are also tough enough in most cases to work out front as the scout they are supposed to be and inflict some serious damage on the other guy’s small and medium class ships. Don’t be afraid to put them at all stop and maneuver them to hit targets. They will garner a lot of attention by the other side. Don’t get married to keeping them alive, but they are a nice first date!!
    Tenkei Sky Fortress: A nice ship that I like to bring to a battle. Good guns, rockets and bombs. Able to hit nicely at any range, keep him back to inflict pain on the small and medium class ships that wonder into its clutches. Use your tiny flyers as torpedo bombers and they make a nice combination to plow the road for your heavy hitters.
    Tsukuyomi War Gyro - I just love these ships. A true battleship of the sky! Good guns, excellent rockets and a good ship to board with. Nice CR but a bit slow for my taste. I wish they were a 9 instead of a 7. But I will take what I can get. Keep one of these behind your small and medium ships to blast away with the rockets and turrets and then when things get close, swing in and drop you bombs on the other guy’s decks. Did I say that I love these ships??
    DFA – 170 Bomber – An OK add in my book. I like the Inari better as it is a little more flexible and had a slight advantage in HP and AP. For 15 pts more you get 2 rocket shots and guns and no fixed channel. If you need the bombers, take 3 and max out your shots.
    Tiny Flyers – This is your game changer. Take 2 squadrons of these and you can blast your way to victory. Re-rolling the successes is a great moral sap for the commander who just thought that he/she stopped your attack with 15 dice. Have never used the Dive Bombers, why would you?? Fighters are pretty good and can cause havoc with the other guy’s scouts and bombers.

    Again this is my take. I know that others have different opinions than mine but this has been my experience. The core fleet rules may change this some but not so much.


  24. Like
    patton4014 reacted to Regnus in Boarding Vs. Shooting   
    I tend to make boarding a priority. As a Prussian, this should come as little surprise.
    My two main opponents run CoA and KoB, and between their obnoxious amounts of shield generators, boarding has been the most reliable way to successfully "get" a ship, for me. I do my best to get my fleet as close as I can unmolested, and then I just go nuts with the glory that is Prussia in RB1--much of which is Boarding Actions. Unfortunately, actually getting to RB1 undamaged against either of those factions is WAAAAAAAAY easier said, than done.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.