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mjorr

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Everything posted by mjorr

  1. mjorr

    Places to play in North Queensland (Australia)

    Unfortunately not many regular places for play here in vic / melb. Good to have Aust mentioned in locations.
  2. mjorr

    Harvester gun

    I know this is old post however just now reading 2014 orbat. I read the harvester gun stats and immediately think of an area effect template placed at target centre meaning larger models could loose some ap but a small sqdn could loose ap across 2-3 ships. Is this unreasonable or is the harvester just a pinpoint teleporter not an area teleporter (subject gathering field device). Invaders appear the secret rage tried to buy models which had sat in shop for ages only to have them put on hold and sold this last week (when i finally decided to have some) Im on an invader hunt now....
  3. mjorr

    Covenant Drone-Link Feedback Rule Issue

    If drone rule so iffy - not sure to get any back into the scrapyard, why not turn them into a physical bomb strength 1ad. Have your surviving (aa) bombers/ torpedoes just aim for target and add 1 ad each plane ie. Bomber - 3 ad (bomd) + 1ad (suicide drone mode) CoA bombers, all surviving the torrent of AA to suicide at 20AD- yeah yeah and indiscriminate attack as well....... Sink your stupid rowboat, sink.
  4. Apolloxer Thanks and its a shame there is no valid reason to include in fleet to show that the Covenant have teeth as well as style.
  5. Yeah I've never found a reason to play it but the look makes it feel like it shoud be used and i'd like to see a fast heavy strike unit with maybe a special teleport trick - like teleport the actual model itself to escape or appear in the midst of the enemy. Dream....Dream....Dream
  6. Just wanted the boys to come out and play.
  7. mjorr

    Specialist Group Squadrons

    Posted this in new units. How about using our poor Daedalus and pair it up with another - drop 4 mines per turn could be fun at controlling the seas.
  8. What about using our poor Daedalus and pair it up with a second one so that we have up to 4 (4) mines delivered per turn, that would be fun also the other combined stats - 2 sharks of the air hunting down that "prey".
  9. mjorr

    V2 RULES QUESTIONS

    I'll have to "theoretically" discuss with a TO when I attend a tourney next weekend unless I get a more concrete ruling saying expressly "no way are those southern magicians going to be allowed any magic - our world is scientific and logical - NO MAGIC ALLOWED"
  10. mjorr

    V2 RULES QUESTIONS

    I can see that that interpretation can be made, however as I can also make sense that the munitions of a model are "part of a model" and therefore when the book states when the model "makes contact with the portal MUST move between the two portals" implying that "any part of the model" also translates - and logically any attached to the model that is considered "not at the surface" is disconnected ie CAPs, etc. I can understand the "partially blocked" impairment due to the physical nature of the "portal" is logical in this context. I have yet to see any clarification of this type of shenanigans and wonder whether people have actually considered this aspect and that is why I have asked the question because "fluff" wise those Antarctician "magicians" can do real "Magic". Playing this type of shenanigans in a match would be "fun" and be a surprise ONLY ONCE.
  11. mjorr

    V2 RULES QUESTIONS

    ? On the Teleport Generator ? What is the "implied" distance between energy portals of the generator. I read it as an implied 0" because the table of D6 results indicates that the model "may continue its Movement Segment as normal" [page 98 Digital Edition]. ? What is the "direction" of any shot that "passes through an Energy Portal" [page 98] I ask these questions because (it came to me whilst driving) I read that if I shoot through a portal at a target that I have LOS on I can "extend" my effective range as the distance between portals is 0" so that if the portal exists I can fire any weapons that effects only surface targets and calculate the range as distance from attacker to portal centre + other portal centre to target. eg Hippasus generates Teleport energy portals and my Cleomedes fires through it (7") to a target "via" the other portal (25") making an effective distance of 7 + 24 + 25 = 56" max. (very situational).
  12. mjorr

    Anyone Wavelurk?

    Thamoz Thanks for to clarification and also for the quick response.
  13. Old idea and first "mod" to ships I made is the addition of port/starboard "BEAN TURRETS" added to Aristotle - 180 deg fire. eg. Ports side attack 5 turrets into a target at rb1
  14. mjorr

    Anyone Wavelurk?

    I know this is an old thread but I've never used wavelurking. I would appreciate some assistance as I plan to try it first time in a local tourney. ? Where does the "extra 2" comes from in the movement. ? If I start submerged - move - change level - shoot - can I change level again or do I require a "Swift Manoeuvre" check to do that. ?If I start on surface - move - shoot - can I change level then or is the Swift manoeuvre check required ?Is it a reasonable for the aristotle/kepler to be wavelurking, within rb1/rb2 to fire pa and torps instead of being on the surface
  15. Is there any concensus on the various tactical cards to be used with specific models and/or playing styles (have only played 4 tac cards games since I've had models, late 2014)
  16. mjorr

    Need help. 1000pt list

    So ditch the plutarchs for thales (? is thales better than diogenes as dio has torps) and increase number of small squadrons. Have aristotles with target paint gen for other aristotle, hisspasus and cleomedes with primary weapons - sturginium munitions (as energy is only secondary weapon).
  17. mjorr

    Need help. 1000pt list

    Like Purdius need assistance with 1000pt list. I haven't had many games in the last year and trying a local tourney - 1000pts no dreads so I have this list, any comments welcome. Aristotle/Kepler - energy Aristotle/Kepler - energy Hippasus - energy 2 Cleomedes - energy 2 Plutarchs All except Plutarchs wavelurk. Any suggestions tactics/plays or improvements - have basic amounts for all naval except no Fresnels.
  18. mjorr

    Minimum Movement Question

    OK maybe I didn't make my question clear, however situation is - a naval unit has 0" min mv and at movement phase moves 0" (so as not to hit layed mines) and then enters shooting phase. If I after my movement I target the model do I get a bonus due to the fact the model hasn,t moved effectively being stationary and if in next turn I move and attack that model that hasn't moved do I get any bonus as models last move was 0".
  19. mjorr

    Minimum Movement Question

    On the question of min mv -if a ship has )" min mv and moves 0" total is it considered to be STOPPED and/or in a LOW SPEED action gaining a LOW SPEED MARKER until it moves, gaining a +1 to be HIT from the enemy.
  20. Looking to see the creativeness of players in ship designs, however don't seem to be able to find the correct search parameters for the forum to locate them. Also have heard about them but never seen a copy of the original ship design rules in edition 1 - I have edition 1.1 but no rules, are these available as a supplement to download for the fun of local/home games (to ensure ships created are valid within the game context and do not destroy the fun of their initial outing in a game).
  21. mjorr

    Anyone seen the new orbats?

    New to actual playing 3 games last weekend and only 2 prior to that in previous month i looked at new orbats and found my escort was missing its attachment - since i only have minimal coa i see escorts as assisting my largeer ships. Main point in relation to subject - Is the missing mar accurate or a typo - does our only escort have the attachment mar or not. I played a 750 list Diophantus w/ increased drones and mine controller Aristole w/ disruption generator, energy turrets ( didnt take painter as no weapons system to use with) Hippasus w/ energy turrets and teleport ( just to raise points) Thales x 3 Galen x 5 as escorts for both larges SAS used as CAP Of 3 games - 1 full win and 2 draws (points close over 50%) and order not quiet achieved in time would like to know any tactics with above fleet - never lost any large in either games
  22. After listening to some old pod casts the " kitikama" style vessel springs to mind as a raider for scenarios ie A vessel hit and run tactics Moderate primary fire power - fore not necessarily aft Multiple torpedo "turrets " along its port and starboard Rear torp turret 270 angle Good AA Low broadsides values Trying to balance and price a series within the cruiser sizes light to heavy So just looking for guidelines to design so as not to overpower the vessel or scenario. Would also like to see custom designs from players because imagination can be very surprising.
  23. Ok thank you so there are no guidelines to stat and introduce custom ship designs - eg say a series of commerce raider vessels of varius sizes for scenarios as pirate hunting, catch a thief etc
  24. mjorr

    Declaring Attacks

    OK we indicate our attacks and sequence of action - what happens if I have 2 ships in direct and same LOS ie one behind the other and I leave my torpedoes to last - I have split my fire to both targets small / large-massive. I destroy the small using the primary and secondary weapons and so the way is open for torpedoes upon the large-massive. So do I need to declare the large-massive as the target of the torpedoes with them possibly impacting upon the obstruction(small) or the small as it is the obstruction (prior to destruction) or is it that the torpedoes are not fired or are they fired at the small target and run (within range) onto the large-massive to let the water in.
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