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Everything posted by Bessemer

  1. Not sure if you've got the answer to this since, but the Dominance can take up to 2 Ascendancy Escort Carriers. Rules were rolled into the latest versions of the Fleet manuals, attached for convenience! Directorate_Updated_Guide_April_2016.pdf
  2. So far, yes, starting speed is 5 (3 if arriving from Reserve). There is NO maximum speed. As long as you keep adding, you keep going faster.
  3. Both. Also, rr 1's before rolling for exploding 6's
  4. The new Veydreth remind a bit of the Asari ships from Mass Effect, only with the holes side-on. The Sorylian look a little closer to the V1 ships than the later ones.
  5. IIRC, it's based on Light, Heavy and Exploding dice, also know as Red, Blue and Black Light/Black succeed on 4+ Heavy/Blue on 4&5, 6's count as 2 successes Exploding/Red as is in Firestorm currently. It was used in Planetfall & Taskforce, and was used in tandem with degradation affecting successes rolled rather than the dice pool. Whilst I don't mind the dice types, the whole successes being reduced fights against the whole exploding die mechanic.
  6. Hulaka! [/url] [/url] [/url] Been meaning to post this foe a while, just forgot. May as well post it here seeing as my gallery decided to loose all the damn photots:(
  7. Thanks for the heads up, and welcome!
  8. As always, wait and see! Still, there's movement.
  9. SG may have made the molds, but quality could be up and down, especially the last 12 months of SG's life. At least from my experience, YMMV of course. Anyone else bought from the Classics range? What was your impression?
  10. just got my hands on a squad of Sular frigates. Aside from the resin gate at the front, very clean cast. Virtually no mold line. Hope this is a sign of things to come!
  11. Speaking of Metal, would the Missionary and Endeavor Frigates be metal, or are they now resin?
  12. yeah, prices well mixed up! Almost get 4 shautrai for one RSN frigate!
  13. Hope he was quick, they're already gone!
  14. I was given a "bare bones" (in his own words) tutorial of full thrust's VM by a GW staffer in the BFG days. Whilst an interesting change to BFG's movement, I can't say I'd want to use it all the time an certainly not for more than a handful of ships. Firestorm could certainly trim the fat. That being said we maybe getting a multi-level battlefield and I think a "wet-navy" move system may the simplest way to do this.
  15. was never too fussed about Spec-ops until I saw these! Awesome stuff!
  16. As I hear it it's something to do with the stands and getting enough made. Anyone else with more info please post!
  17. Warcradle have all of SG digital assets,so they have this in render, if not in physical form.
  18. Great stuff. Nice to see you back!
  19. The resin mountain beckons....really got to get my **** together and reduce mine!
  20. Can second what Hive says. It's a decent addition to the game, but not something you'll be breaking out every time.
  21. A lot of good ideas here, but I want to add a suggestion of my own. FA is primarily a game of ship combat, and detailed rules regarding fighters and the like take away from this, bogging things down in a game that could stand to trim the fat. To this end, the rules from the current iteration of Taskforce may be the way forward...Put the gallows away! Here me out! For those unfamiliar, here's the rundown: 1.There are only 2 types of SRS; Interceptors and Bombers. Dice are not used to track numbers, ships have a number of tokens given on their profile along with AD/PD of those tokens. Example: Directorate Dominance Carrier has 2 Bomber tokens (AD 7) and 2 Interceptor Tokens (PD5) 2.Bombers are a weapon type able to targets ships up to 24". You declare Bomber attacks along with your other attacks, placing as many tokens as you want on as many targets as you want until you spend all tokens for that unit. When you declare to resolve Bomber attacks, roll the appropriate AD, opponent rolls PD. Once resolved, remove the tokens and place them to one side (the "Graveyard") 3.Interceptors are placed in reaction to Bomber attacks and Boarding attacks. When a friendly ship is chosen as a target of either within 24" of a vessel carrying Interceptors, you may place ONE Interceptor token on the chosen vessels base. When the attack in question is being resolved, add the interceptors PD the the targets. Once the roll is made, place the token to one side as with bombers. 4.in the End Phase, all spent tokens are returned to the appropriate ships. (On the side, I must mention that in TF, penalties come off the number of success rolled, not the dice pools, and damage penalties from ships will also apply to SRS tokens they launch. Also, all pools are combined, no linking!) This approach works... 1.Removes the extra fiddling around with small dice and the extra time moving tokens conventionally, speeding up play. 2.Mitigates the problems with dealing with SRS without your own. 3.Stops a lucky roll making a SRS token useless below a certain strength. 4.It lowers the PD mountain, although you would have to add the option to make Interceptors help against Torpedoes for FA, further making when to play your tokens a real choice. Where it fails... 1. You can't make PD attacks, making Bigger Batteries useless in their current rules-The above suggestion of allowing Escorts/Bigger Batteries ad PD friendlies within Command Distance would be an effective solution, making Escorts more effective, seeing as you have to be picky with Interceptors in this system. 2. Makes current Hardpoint/Upgrade slots regarding SRS useless and in need of an effective replacement...I haven't even begun to look at that..sorry! 3. No Dogfight rules needed, again saving time. 4.Oversimplified? Assault Boats/fighter/support would have to be written back in, again adding to complexity. Suggested solutions (will replace bombers, one-for-one): Fighters- 36" AD pools lower AD than bombers;Assault Boats- AP instead of AD; Support-roll ONE extra repair Dice per Token. TESTING REQUIRED! Sorry for another wall of text, but food for thought if nothing else,
  22. I've been ranking on how they've performed for me on the table top, I can only assume other have done the same. I know Toxic Rat has a magic formula for the presented rankings, but I don't think it will produce a list that won't be questioned by many who read it.
  23. Out of the Cruisers I own, in order... Hantari- Not cheap but the the combo of ET, Corrosive, Shields and large squad size is a beast. Resolute- Double degradation is a B!tch, even with WS, but still a solid ship. Abraxas- A relatively cheap, fast moving gun and boarding platform. If the Subjagator wasn't such a good choice I'd take these more often. Hokita- Apart from the AP 2, a decent ship. Champion- The CP2 bites me in the arse damn near every time. Coupled with the AP2 its a trophy waiting to happen. Would have been higher otherwise.
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