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Gasological

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Everything posted by Gasological

  1. I was particularly mean to a castled up relthoza player once as the defender on an ambush game and shunted the battlecruisers right behind him. The mines on those things are so godawful powerful that the battlecruisers alone won the game. None of the rest of my fleet even particularly influenced the result.
  2. Those look great! Carrier + gunships is an awful mean combo with the lizards, solid choice there, but I gotta say, I've never had a game with the destroyers where they made me happy. I'd be tempted to drop the assault cruisers and the destroyers, buff the T3 choices and pick up a cruiser squad instead. Or grab yet more gunships...
  3. I like that you can see design elements of a couple generations of Relth in there. Feels test print-y though, there's some big flat empty spaces on that model, which isn't Spartan's style lately.
  4. Highlighting, especially on highly geometric designs like the Sorylians, makes a world of difference. Worth the time investment. Great work!
  5. One of the major Relthoza advantages is never getting hurt from 20in away or more. Take that away from them. Use lots and lots of terrain to cover your movement, and shunt as many frigate and cruiser squads as possible into the flanks of your enemy (watch those mines!). Battleship plus light frigates shunt bombed into enemy fleet as your T1. Throw away your TAC cards, you won't get them, don't let your strategy revolve around it. Cruisers wind up grossly overcosted at 70pts for +1 shield, use those points for more frigates. Bombards make nice openers with torpedo strikes, and a good clean up/counterpunch crew, but if your opponent is clever with SRS and stealth, they won't get much in early, but a nuke could be a game changer. They can also absorb some hefty turn 1-2 firepower sent their way.
  6. Yeah, I had high hopes earlier in the year with projected announcement in October, but after the very well received Indomitable Battle Carrier render and then no release followup at all - I'm not expecting any sort of two player box until there's a kick starter to raise capital for it.
  7. We've actually got a bit of a renaissance going at G&S, we had two old timer's back last week, and I think we had four tables going at one point.
  8. It's just when the game gets slow. Nearly every faction gets slow in a furball (optimize three arcs and a mine drop as Aquans, it's slow as molasses), but Dinz and Xelocians are slow a turn earlier, so they stand out and people think they need "fixed". Its been said over, and over, and over again; this game is won and lost (and therefore IS) the movement system. A friendly and fair system to move squadrons (outside representative model, farthest mover) is probably the best solution. Trying to fix the movement system by eliminating fixed fore is like designing a car where you have to disassemble the engine to replace the oil - extremely complicated and fraught with unnecessary risk.
  9. Oh dear. That could set back well over a month's work the way I paint.
  10. You'll wind up getting the TF reinforcement set, and they're built to accept 2mm magnets, so start there. You'll probably end up using ~2 2mm magnets per side on engines, and at least two on the fuselage section of the Kopis/Falcata. Get a cheap pin vise, but spend a couple extra on the drills. On any bladed tool ever, pay for a good edge, it's worth every penny. Get a 2mm and a 3mm bit. Any job a 2mm magnet isn't good enough for, a 3mm will do great (Relth light cruiser wings). 3mm is also the standard flight peg size, so drill out your mounting hole and file the flight peg square for a really good friction fit to keep your models from listing or spinning around.
  11. Agreed, the end result is very close to the current mechanic and retains the squad size/firepower resilience attributes, but feels like a lot less mental lifting. How do you roll in impairment on this mechanic without replicating the existing mechanics?
  12. Not a bad idea, and close to the SWA turn tool I think, but the turn tool can't be too expensive to my mind. One of the things I really like about this game and desperately don't want to change is that you can play the game with a patrol fleet box only. You aren't locked into buying a starter box that has models you may or may not want for a rule book and assorted other first time purchase only tools and gear. That means any upgraded turn tool needs to be low enough cost to package into a patrol fleet without impacting cost very much. I'm thinking something like the Litko turn template made from acrylic, though it retails for a couple dollars on its own. I presume something articulated is going to be significantly more expensive.
  13. I'm putting a preposterous amount of wishful thinking into this: " Look out for more In Focus blogs from me. Next will be my look at the Sorylian Collective, inspired by the images from Francois, as I discuss why the ground forces look the way they do, and we’ll discuss the future of this race’s space navy. "
  14. Ok, I'm saying better than 50/50 odds on Sory/Relth dual box announcement in a two weeks or less based on the latest Firestorm post on Spartan's facebook page. Anyone else agree?
  15. Flight peg hole should probably be the thing you're least concerned about. A pin vise with 3mm drill bit is one of the better tools to get for this hobby, I've found it completely invalidates any need for Hawk widgets or any other mounting device. Just drill a bit deeper, file the peg square, and you've got a near perfect friction fit every time.
  16. Man, that's somewhat impressive. It really does look like somebody drove over the thing.
  17. I think accessibility is an important factor for the adoption of any game in your local market. Stoobert was willing to gather the feedback of a critical group: people that liked the game, but got turned off by this that or the other and never found themselves loving it. If you want to grow the game, that's the people you need to reach. It may be confirmation bias, but I see a lot of video game properties lately involving space ships. The zeitgeist may be primed, so let's put this game in a position to get some new players. The way I see it, there are two fiddly core mechanics at the heart of the game - movement and linked fire. Movement has been argued plenty in a lot of places, and I fall on the side of those who say the game is won and lost in the movement phase. I think a few more cents spent on a good acrylic template that comes in your patrol box and a partner willing to let you place the other five frigates in the squad in an agreeable position is the solution here - not a mechanical overhaul. Linked fire has got an interesting damage mitigating property owing to its process, but unfortunately interesting is overshadowed by complexity. Terrans for example are annoyingly complex to calculate when overlaying a damaged ship, varying weapon systems, arc fire, turret fire, through a debris field, with a mixed ship squadron. I think the arcs supplemented by turrets are an interesting design feature of those ships and a significant part of the detail flavor of the race. None of that matters when you help a new player through the calculation of their die pool for an attack and can literally watch them lose interest in the game. I think even just having damage and impedance effects applied after a simple addition of linked pool would be a big improvement. As for the lesser stuff: SRS needs some rework and has been talked to death - there's some good ideas in there, so go playtest a few of them and report back. Targeted strikes are a waste of time - eliminate the targeted strike table. Let cyber or boarding actions roll on the crit table and add/subtract a modifier for success level, i.e. +/-1 for hit, +/-3 for crit. Test and adjust for fun. No reactor breaches allowed here. I'm on the fence about reactor breaches period. They feel very cinematic and may be worth including on that merit alone, but a random mechanic that can win or lose the game without player control feels wrong for competitive strategy. I'm not a fan of crew damage, but I don't know what to do about it. @alextroy I like your idea of crew attribute working differently regarding cyber-warfare, the existing mechanics have never seemed quite right to me. If moving one representative ship in the squad works for movement, one ship being the representative minelayer is enough as well. Minelaying at end of movement feels a little off and is a pretty big negative for a fast maneuverable race like Aquans.
  18. I'm guessing that if the Sorylian/Relthoza two player box is still in the cards for the September/October time frame that has been hinted at for a while now that any new T1s would be there. Question then becomes when the other big three get releases. If Spartan run into any delays or production hurdles I'd think probably in the new year.
  19. The base looks like it's at an odd angle to the model based on perspective, unless it's supposed to be listing into the background a couple degrees. It's just enough to look intentional. I'd suspect you couldn't push it out of vertical symmetry much due to center of gravity challenges, that thing looks top-heavy as all get out.
  20. I often find myself playing Sorylian fleets in a way that seems it would better fit Ba'Kesh... Jamming a shotgun down my opponent's throat.
  21. I'll vote for the Din frigate as top T3, but I wouldn't put Sorylian Reapers too far behind. 14AD in three arcs with a 10AD board has saved my bacon a few times.
  22. Dr_Vector your known scenario sides and roles comment I think speaks to the renewed campaign focus in the facebook article. I think it's a good idea, one of the things I've noticed in my player pool is that the local vanguards/tournament organizers (thanks Bull99 and Ryjak!) have been great about trying out different point levels and house rule sets in upcoming events to keep the local meta in flux and prevent it from getting stale. Doing that for the global player base and driving similar conversations by prompting certain matchups/objective sets using campaign scenarios is a brilliant idea to shape the community and test new rule/play concepts. I find that shared experiences born of the same template can sometimes go to more interesting and insightful places than two journeys that start without any maps or plans in common at all. I think it's a fantastic way to keep things fresh without using an aggressive new product release schedule or rule modifications. The stability and balance of FA is one of the strongest selling points in my local community.
  23. I've seen a couple kicking around eBay recently. Generally I'm all for your FLGS first and foremost, but when it comes to out of print and hard to find stuff...
  24. Bakesh are a tough faction to judge against for snapper effectiveness, between mines and scatter weapons they've got enough tools to shut down the advantage of elusive target that it would be worth running your configuration again in a more favorable environment.
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