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About Grim110

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  1. Hi i live in barry and i'm looking for people who play spartan games stuff such as dystoipian wars or firstorm armada and planetfall :) 

  2. A model would need to be mounted onto something that would get "the clamps" Some base or cork, attached with tac or some such easily removeable adhesive. The clip arms are usually quite adjustable and can spin and rotate the model easily. Although the magnifying glass without the clamps also works by just holding the model in one hand and painting with the other, although the clamps allow a hand free to lean on your table, drink a beverage, etc. Either way both would take a little practice and would likely seem annoying until you get the hang of it, but can be well worth it. At the moment I can only go about 15-20 minutes with the naked eye before things go a little fuzzy.
  3. The first link can take some getting used to but can work well to free up your hands while providing stability and magnification. For the most part I try and stick to using washes/inks to help pick out some details
  4. Thought I'd try something a bit darker than most.
  5. My Cleos usually move up a flank, they're able to soak a lot of firepower while lurking. While not putting out an extraordinary amount of AD they very often end up holding up most things deployed against them, if they get close they can even initiate a boarding action with some success. I don't think I've ever been disappointed by their performance yet.
  6. If you're hitting a model with modifiers (such as difficult) and end up requiring a 6+, Could firing indirect with enough spotters bring that to a 4+?
  7. They're all great on their own ways but based purely on aesthetics I'd have to go with a joint favourite, the Coeus and the Windsor.
  8. Model A launches a node and models X, Y and Z are caught in the area of effect. Model X has a nullification generator. What happens? 1) X may not nullify the effect as it is a node, and not a generator that is attacking the model. 2) X may not nullify the effect as it not targeted at X, It is simply caught in the area of effect. 3) X may attemp to nullify the effect on itself as per usual (models Y and Z will still be effected), but will not be able to cause the offending generator to go offline. 4) X may attemp to nullify the node, cancelling the effects on Y and Z also, but will not be able to cause the offending generator to go offline. 5) X may attemp to nullify the effect on itself as per usual (models Y and Z will still be effected), and will be able to cause the offending generator to go offline. 6) X may attemp to nullify the node, cancelling the effects on Y and Z also, and will be able to cause the offending generator to go offline.
  9. Yea I've read that entry, we'll likely try it for some games but also looking for some ideas on a 1v1v1 type game
  10. I haven't played any armoured core games yet but am intending to do so soon. Having looked over the CoA land based options I'm not too impressed and was seeking any and all advice from anyone willing to give it! Mostly I'm debating if I should add a few aerial units and what I should use as a carrier (armoured, aerial or fortification)
  11. Thanks for the replies guys. We played one 3 player game a few days before I posted. We made certain each player was equidistant from each other, I believe it was 32" apart from each main deployment area, player A took a short edge and players B + C took about half of each long edge. For cards we were using them as we would in a normal game but as I said almost every card was cancelled by one of the other 2 players, a few got through but overall we may as well not have used them. For missions player B and C both drew mediums and sunk each other's mediums along with player A's mediums, while player A drew the commodore card and almost got both (players B+C's commodore vessels on 1 and 3 hp's) so we had two players complete their objective at the same time. As for gameplay it was actually rather fast, a ship could sail up and broadside both enemies quite easily, we kinda met in the middle with our large/massives and pummelled each other, anything smaller than that that went anywhere near the middle got sunk very fast.
  12. As the title says, how does everyone else handle a 3 player game? - how do you handle deployment? - how do you handle Tac cards being cancelled? (My first 3 player game almost every card from each player was cancelled by one of the others) - how do you handle objective cards? Sink 70% of the Enemy for instance, 70% of each? 70% of the total combined enemy? Also Is your objective achieved if you have to eliminate all mediums and each enemy sinks each other's mediums? Just want a few ideas to smooth things out!
  13. My last two games the drones were appalling. Bombers gets picked off by SAS even with a fighter screen due to higher SAS Mv. Most of the dogfights happened late turn 2/early turn 3 and with average-ish feedback rolls no drones were able to launch until turn 3, the game ended at the end of turn 3. So no useful drones were relaunched, the benefit of being reusable isn't much of a benefit if none of the relaunched drones get to do anything. It seems for the most part drones are going to be used to cheese activations and hold off SAS in a defensive role.
  14. Living in Barry here. Anyone in South Wales, Feel free to send me a message (can play both FA and DW)
  15. As a sub I'd expect they dive a little to pass under the enemy ship, chewing up the hull as it passes underneath. Once the pointy bits have done their work they could just dive a few more metres to get the rear end of the sub clear and pop out the other side.
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