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Mathhammer

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About Mathhammer

  • Rank
    Mimreg

Profile Information

  • Gender
    Male
  • Location
    New Orleans, Louisiana
  • Interests
    FSA,WH40k

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  1. Mathhammer

    Model availability

    Hoping there is a US retailer, so i can throw money at them (hint RSN would sell really well)
  2. Mathhammer

    Point Defense from allied SRS

    I think in a matter of balance it would depend on how your playing the game. If it 2 players verses 2 players and each player has their own activation set, I would say no. If its 2 player verses 2 players and a side shares their activation then I would go with yes. Have 2 6 stack interceptors hanging out between 2 dreadnoughts would be pretty game altering. Also there is more than enough real world examples of where communication codes are not shared between allies (gulf war / syria etc)
  3. Mathhammer

    Looking for 1000 pt list

    @Commodore Jones That should be a good list to hammer me with, I almost feel bad for myself....
  4. Mathhammer

    Looking for 1000 pt list

    I will try that, I need to find some more harpoons, my friend only has 1 and he refuses to proxy them
  5. Mathhammer

    STL - Syndicate 1000pts

    so Saturday tried shunting in all my gunships, it was ...interesting... I will get a full post up in a few days.
  6. Mathhammer

    Looking for 1000 pt list

    All there is Terran so no allies but do allow for Xelocian Escorts for that extra firepower.
  7. Mathhammer

    STL - Syndicate 1000pts

    Interesting @Ryjak @Bessemer A lot of our games do turn into the PD mountain, so usually torpedoes only really work early game before the interceptors deploy. I'm not sure about this shunt bomb attack? So I place something in reserve and on turn 2 I can start trying to break it in. I see it as wash, I would love to get my gunships into a great position but there is a small chance I can't use, better chance they don't come into late game. And during the first turn I made it so my opponent has fewer targeting choices. Against a shorter range opponent I can sorta of see it. Would love to see a battle report, will try it this weekend.
  8. Mathhammer

    STL - Syndicate 1000pts

    There is no reserving in the local meta (we have 6 active players) Every time I think about reserving all I can think about is that's 2 turns they could have been shooting. I would probably be more interested in reserving my Tier 3 than my Tier 2. Tell me why I'm wrong, and why I should reserve them.
  9. Mathhammer

    STL - Syndicate 1000pts

    Tier 1 Battleship - Phantom 2x Shadow Frigates Battleship - Phantom +2WC 6x Bombers 2x Shadow Frigates Tier2 Gunship 2xWraith Gunship 2xWraith Tier 3 Frigate 3xShadow Frigate 3xShadow I was trying to avoid battle cruisers, also annoyed I can't take them in pairs. The Battleships can reach 21 dice in the 10" to 16" band. I figure power up the center and let the bombers take out Tier 2 and let the gunships work up the side. Thoughts?
  10. Mathhammer

    Looking for 1000 pt list

    Given full access to all Terran models, what is the meanest , kill Dindrenzi list you can thin of/or have used?
  11. Mathhammer

    Is the 3.0 in the pipeline scrapped

    Hello @Warcradle Richard, I was doing the math hammering at the end on 3.0 rules, fire me a private message if you want me to do math hammering or simulation style work on 3.0. I was working through some comparisons of the TL changes that I have yet to post also. mathhammer
  12. Mathhammer

    Reprint of older ships?

    Err makes no sense i just ordered a second Dindrenzi Praetorian 4 weeks ago. They should reprint the space terrain conversion blister. I would take 6 more.
  13. Mathhammer

    Cloaks in 3.0

    I agree with you 100%, I just wanted to show the probability field so people could argue about things and have the numbers to support or undermine their arguments.
  14. Mathhammer

    Cloaks in 3.0

    hmm this chart may be useful for discussion, red/blue/black dice with no mod, rerolling ones , rerolling hits map against to hit numbers: So the old cloak was around 40% Shows a probability map (ordered off of +4 to hit) Anyone got any other to hit modifier i should toss in the chart? +2 +3 +4 +5 +6 Red - Reroll Ones 140% 117% 93% 70% 47% Red - None 120% 100% 80% 60% 40% Blue - Reroll Ones 117% 97% 78% 58% 39% Blue - None 100% 83% 67% 50% 33% Black - Reroll Ones 97% 78% 58% 39% 19% Black - None 83% 67% 50% 33% 17% Red - Reroll Hits 100% 67% 40% 20% 7% Blue - Reroll Hits 83% 56% 33% 17% 6% Black - Reroll Hits 69% 44% 25% 11% 3%
  15. Mathhammer

    Cloaks in 3.0

    Been thinking about cloaks on a along drive. @Spartan_FA_Mike Spartan clearly wants the following to happen. Simplified play system or at least less math Introduce new concepts (black/blue) dice Expand the underlying rule set to allow for new ships. (was issue in V2) On this side we have cloaks, Im fairly sure the design element for cloaks is similar to a space based TV show. Make it harder to hit the shop The ship uses all it's energy for cloaking The ship's fire while cloaked is weak So the question is how to get there from here Halve dice pool - Spartan says no Split dice pool into various colors - Adds to much complexity Subtract from to hit - Limits in conjunction with terrain. Suggestions left for dice? Has to be simple. Limit incoming fire and outgoing fire. Fishing for 6s seems to be a mechanic people want. On the subject of blue and black dice I would suggest moving them from cloak systems to anew shield called a "Damping Shield" Maybe a new race could pick that up, if a "Damping Shield(blue) " is engaged all dice fired or incoming fire are (blue)" so a simply solution to this issue could be something like "all successful Hit rolls made with through a cloak shall be rerolled. The second result must be accepted." Yes this is a reapplication of torpedo spook, which I would argue Torepedo Spook should use the blue/black dice mechanic. So simple quick and close to the original number and lets people go fish for long chains of 6's. My 2 cents. Cloak Comparsion Red Dice Blue Dice Black Dice Reroll all hits Version 2.0 Version 3.0 Version 3.0 proposed Version 3.0 proposed Attack Final Hits |Final Hits Final Hits |Final Hits | Dice Dice 80% 40% .81 |Dice 80% 40% .667 Dice 80% 40% .50 |Dice 80% 40% .40 | 21 10 5 9 8 | 21 11 15 14 | 21 11 9 10 | 21 5 9 8 | 20 10 5 9 8 | 20 11 14 13 | 20 11 8 10 | 20 5 8 7 | 19 9 4 8 7 | 19 10 14 13 | 19 10 8 9 | 19 4 8 7 | 18 9 4 8 7 | 18 9 13 12 | 18 10 7 9 | 18 4 7 7 | 17 8 4 7 6 | 17 8 12 11 | 17 9 7 8 | 17 4 7 6 | 16 8 4 7 6 | 16 8 11 11 | 16 9 6 8 | 16 3 6 6 | 15 7 3 6 6 | 15 8 11 10 | 15 8 6 7 | 15 3 6 5 | 14 7 3 6 6 | 14 7 10 9 | 14 8 5 7 | 14 3 6 5 | 13 6 3 5 5 | 13 6 9 9 | 13 7 5 6 | 13 3 5 5 | 12 6 3 5 5 | 12 6 9 8 | 12 6 5 6 | 12 2 5 4 | 11 5 2 4 4 | 11 5 8 7 | 11 6 4 5 | 11 2 4 4 | 10 5 2 4 4 | 10 5 7 7 | 10 5 4 5 | 10 2 4 3 | 9 4 1 3 3 | 9 4 7 6 | 9 5 3 4 | 9 1 3 3 | 8 4 1 3 3 | 8 4 6 5 | 8 4 3 4 | 8 1 3 3 | 7 3 1 3 2 | 7 3 5 5 | 7 4 2 3 | 7 1 3 2 | 6 3 1 3 2 | 6 2 4 4 | 6 3 2 3 | 6 1 2 2 | 5 2 0 2 2 | 5 2 4 3 | 5 3 2 2 | 5 0 2 1 | 4 2 0 2 2 | 4 1 3 3 | 4 2 1 2 | 4 0 2 1 | 3 1 0 1 1 | 3 1 2 2 | 3 2 1 1 | 3 0 1 1 | 2 1 0 1 1 | 2 0 2 1 | 2 1 0 1 | 2 0 1 0 | 1 1 0 1 1 | 1 0 1 1 | 1 1 0 0 | 1 0 0 0 |
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