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Ryjak

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Ryjak last won the day on March 31

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About Ryjak

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    NOVA GT Assistant

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    Ops-center.weebly.con

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    Male
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    DC Metro Area
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    Firestorm Armada
    Codex

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  1. Ryjak

    1200pts vs directorate

    Probably too late, but 1200 points is exactly when you should field your Dreadnought. With a nearby Shield Cruiser, it can be almost impossible to kill... unless your facing Directorate Gunships. They’re almost guaranteed to land one Critical hit, so destroying one Gunship will be a top priority. Unfortunatly, nothing in your list is particularly offensive.... a problem with most Terran Squadrons. A Carrier with Bombers and accompaniments is an interesting option to go with the Dreadnought, or just bring a Battleship.
  2. Ryjak

    Firestorm SpecOps designs

    I bet Warcradle could take all their game design experience and develop a really good skirmish game. I’m probably going to play a few games of 40k Killteam with a buddy this winter, but it’s a bad design. There is an awful amount of rolling just to get to one or two outcomes, and no thought into keeping both players involved during this process. Throw in designing to what already exists in standard 40k, and the end result is a whole lot of false choices in list design for what is supposed to be built for competitive play.
  3. Ryjak

    Tac cards, and delaying use?

    You are not required to play a TAC, so use is optional, thus: it says you may use tac cards during the tac phase  That RAW quote applies to TACs with ongoing effects, not to TACs with instant effects, such as Focused Repair.
  4. Ryjak

    Point Defense from allied SRS

    Not exactly... here is what the rules state on page 67, when describing the 2nd step in the procedure for Torpedo attacks:
  5. Ryjak

    Point Defense from allied SRS

    This is the wrong way to view what rules actual do for a game, which is grant permission. The rules tell you how to play the game; thus, if they do not state you can do something (such as use an ally’s Token for Point Defense) then you cannot do it per the rules as written. Nothing is stopping you from creating your own rules for this, since you are already making up rules for multi-player games.
  6. Ryjak

    SRS rebalnace

    This shows how SRS were never considered an integral part of the game, and were instead thrown in as an afterthought. That’s probably why SRS are so hard to counter without your own SRS. The easy solution is to remove SRS entirely from the game; has anyone tried playing that way? Why does the game need SRS Tokens? How do they make gameplay better? Or is it just a thematic thing that “feels cool”?
  7. Ryjak

    Cruiser Rankings

    The truth is adding one more ship to a Squadron adds far more game value than the points you pay for it, due to the game’s mechanics. If Cruiser Squadron size were unlimited, how many Cruisers would you take? While a 20-ship Cruiser Squadron sounds fun, you don’t really need to roll 80 Attack Dice, when you could instead roll 4x24 Attack Dice. Also, 20 Cruisers wouldn’t be able to mutually support each other with Point Defense due to size limitations. Depending on the Cruiser, I’m guessing people would eventually settle on 6-8 ships per Squadron. So the first re-design question should be... would it be bad if Squadron limits were removed? The game would end up being very different, and there would completely different balance issues. Interestingly, the current FSE rules would probably work pretty well in this game.
  8. Ryjak

    Cruiser Rankings

    Are people trying to rank Cruisers from best to worst based on stats, or based on point efficiency? For the latter, I’ll put the Aquan Cruisers at the top, but I don’t know if another Cruiser has better stats or game impact.
  9. Ryjak

    Cruiser Rankings

    Generally, any Cruiser you can take in Squadron of four will beat Cruisers you can only take as three or even pairs, due to how the game plays.
  10. Ryjak

    Spartan old rules!

    “Really competative players” want to win as efficiently as possible. Unfortunately, in most game systems it’s much easier to win by consentrating on list-building and combos before th game than it is to win via positioning and outplaying your opponent during the game. I felt X-wing, when it first came out, was all about outplaying your opponent during the game, but since the game machanics didn’t actually reward you for out-maneuvering your opponent (you still needed to roll dice for damage, and RNG is fickle), FFG started adding things the made maneuvering less important, like turrets, and they also figured out a subtle way to make the game pay-to-win, which is great for the bottom line, but generally not great for gameplay. FSA 2.0 is more about positioning and maneuver than most games, and you are almost always rewarded for out-positioning your opponent. For example, pretty much everyone that plays FSA 2.0 loses their first half-dozen games, because they’re learning the value of tactical positioning and strategic timing for the very first time. Once you get the hang of your fleet and how it fires and maneuvers, you start drawing (per Battlelog) and that first actual win is very sweet.
  11. Ryjak

    Spartan old rules!

    This is mostly because the weapons of the era weren’t all that leathal, because it was so hard to hit anything... that’s one reason why Carriers became dominate: planes with one bomb/torpedo were much more likely to land a hit than a battleship firing during the entire engagement. If your ship took a hit or two, you could easily run away, particularly since gun engagements generally happened at extreme ranges. In FSA, everything is lethal, and escaping is very difficult, so even if it’s a good tactical move to FSE, and you execute it properly, it’s still too late most of the time.
  12. Ryjak

    Critical hit table

    Fewer Tokens is always better, especially as you add more and more models to the table.
  13. Ryjak

    May 4th Q&A discussion

    Does that mean you enjoy moving two dice and various status markers along with each model, and have never seen these markers get cross-contaminated or your damage dice get bump-rolled? Dice don’t work fine, particularly for high model-count games (Grand Fleet), but they are better than using paper HP/CP markers. And why are you assuming a new base design would make measuring to/from a flight peg difficult, or that you would even need to make measurements with a flight peg?
  14. Ryjak

    Ship Stat Changes

    There’s a big difference between discussing the stats for one ship and the overall design theme for an entire faction.
  15. Ryjak

    Ship Stat Changes

    @Commodore JonesId really like to hear you elaborate on why the Battleship is ok, but the other Sorylian ship classes following the exact same stat theme are bad. This isn’t the thread for this discussion, and suggest starting a faction-specific post.
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