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Balteth

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  1. Like
    Balteth got a reaction from Mr.ponders in 3001 points - Directorate v Relthoza ...   
    It’s taken a lot longer to get around to writing it up, but here is my recent experience of a game (3001 points) using the new army lists and new rules (so far as we know them). Given the time it’s taken to get this written the game details are a little hazy. Additionally, as I have added to this report it has gotten quite lengthy, so the later turns are fairly brief just to keep the length of the post down. If you want extra information about the game, just ask and if I can remember I’ll be happy to provide it.
     
    My forces – Directorate
     
    Core Helix (Command Helix)
     
    1 Arbiter
    Deadlock cadre (1 unit of 6)
    Trojans (1 unit of 2)
     
    Heavy Armour Helix
     
    Castigtor + attached Stalker
    Purgation Tanks (1 unit of 3)
     
    Leviathan Helix
     
    Wraith
    Haunter
    Light Infantry (1 unit of 8 including an officer and 3 gun teams)
     
    Command Points x27
     
     
    My opponent’s forces - Relthoza
     
    Core Helix
    Vardiss
    Salamis
    Caramis
    Namsic (1 unit of 6)
     
    Leviathan Helix
     
    Varisei-Kei
     
    Heavy Armour Helix
     
    Visith (1 unit of 2)
    Talamis
     
    Command Points x23
     
     
    Setup
    We setup according to the current rules, although we put down the terrain we wanted/felt was right rather than using the guidelines in the rulebook. The play area was 4x6, although we really only ended up using a 4x4 space, despite one primary and one secondary objective being off to the left hand side of the board. In this photo one lot of primary and secondary objectives are visible – being the green flocked bunkers in the centre and centre top of the photo.
     
    Turn 1
    I won the initiative and immediately activated the Command Barge - three orbital strikes in one activation was too tempting to forgo. I moved forward and immediately proceeded to call in all three orbital strikes on top of the leviathan – all were reduced to a value of 2 using command points, with the respective designators finishing off the job each time to ensure all were completely zeroed in. Given the changes to defensive MARS and orbital strikes we played that the old -2 DR didn’t apply. At the end of the salvo the Leviathan had suffered one damage, the Namsics had been reduced to a unit of two and the Visith’s had suffered two damage and one disorder. After shooting from the Command Barge (with placed shots from its tertiary weapon) the Leviathan had suffered a corrosion marker as well as a cyber marker (the best I could do even with my boosted hack TAC order). After one activation it wasn’t looking too good for my opponent. Having said that, he had weathered the orbital strike spam quite well, but had I rolled one extra success in two of the attacks he would have lost a Visith completely and his Leviathan would be have had an additional damage marker.
     
    My opponent retaliated by moving his left flank forward and firing on my Castigator and Stalker with his Talamis. Using placed shots, my Stalker was obliterated. I moved my Castigator up and returned fire (again with placed shots) onto his Talamis – one damage and a corrosion marker being all I was able to inflict. His Salamis then activated doing two damage to the Castigator (again using placed shots) - the change to the kinetic MAR being immediately apparent with my inability to roll an additional dice for the one six that I rolled in defence. My Trojans then moved flat out in an attempt to get some cover before his Visiths activated and destroyed my Castigator. My Purgation tanks then moved flat out too after which his Namsics headed towards his Tertiary objective. Moving my Wraith forward, I managed to inflict some more damage to his Leviathan (again using placed shots). The remainder of our forces activated and shot (I can’t remember the order unfortunately) but most, if not all, managed to get off placed shots. My Light Infantry were able to disembark from the Haunter and embark into the objective thanks to the new command point system. By the end of turn one many of the Relthozan forces were smoking, whilst my Light Infantry grand company wasn’t so grand anymore and my Command Barge had had its paint scratched.
     
    At the end of turn 1 I was down to 10 command points, having spent 17 in the turn! My opponent was down to 15, having spent 8 (including the removal of two disorder markers at the end of the turn). My TV counter was down to 54 and my opponent’s was at 50.
     
    Turn 2
    The turn began with me playing Boosted Hack and my opponent playing Advanced Nano Repair and removing a damage marker from his Visiths. There was significant to and fro – I moved my Command Barge up but was unsuccessful in finishing off his Leviathan, although I did manage to do another point of damage – poor rolling again letting down my cyber attacks. By the end of the turn his Leviathan was destroyed, although both my Command Barge and Leviathan had suffered multiple wounds. Most shots again during the turn were placed shots (limited to the one weapon per unit constraint).
    At the end of turn 2 I was down to 7 command points and my opponent was down to 8. My TV had dropped to 33 and my opponent’s was 48.
     
    Turn 3
    My opponent began the turn using Advanced Nano Repair again, this time removing the two remaining damage markers off his Visiths. The ability of this TAC cannot be overstated – to be able to remove multiple damage tokens each turn is a huge benefit, especially for the likes of three wound models like the Visiths. To be able to use it each and every turn for the same cost just seems too powerful, especially if the opposing player manoeuvres his unit effectively – moving the damaged tank to the rear and putting the undamaged tank in the line of fire. Anyway, my Command Barge moved forward and unleashed its payload of Heavy Infantry, who in turn paid a command point to occupy my Primary objective. I attacked his Visiths with most of my forces, inflicting two damage markers to one tank and one damage marker to another (due to the target priority rules). I also finished off the unit of Caramis. I lost my Leviathan, Command Barge and my Purgation tanks in the return fire.
     
    At the end of the turn 3 we were both down to 3 command points. My TV counter was a 14 and my opponent’s was 23.
     
    Turn 4
    The beginning of the turn stated in much the same way for the Relthozan player – Advanced Nano-Repair with all three damage markers removed from the unit of Visiths. That was a whooping 21 successes wiped from the board (which against cloaked targets equates to well over 30 attack dice). With my infantry very limited in their range, almost all of the attacks were from the Relthozan player, costing me one Trojan and a couple of Heavy Infantry bases. I managed to do another damage to the Visiths, as well as add a couple of cyber markers, but other than that it was definitely the Relthozan player’s turn. I also moved the Punisher Drones to the other side of the table – well out of range of his remaining forces. Personally I think something has to be done to combat this though. Whilst we played that with the loss of the Command Barge a helix wide command test was necessary, to skip the drones to the other side of the board to deny TV just didn’t seem right.
     
    At the end of turn 4 I had one command point left and my opponent had none. My TV counter was a 2 and my opponent’s was at 23.
     
    Turn 5
    This proved a huge turning point for my opponent. With almost nothing to offer resistance to him it was just a question of whether or not I would get some TV from the objectives my infantry were in. A couple of activations into the turn answered that question – no! The fire from his units decimated both my light and heavy infantry, leaving me to hope for the initiative the next turn so that my lone Trojan could cower behind the cover offered by one of the secondary objectives and utilise its new ‘Take and Hold’ MAR.
     
    At the end of the turn my TV remained on 2 and my opponent’s was 7.
     
    Turn 6
    As luck would have it, I managed to win the initiative and scurried to the cover offered by the objective – safely out of sight of the approaching Relthozan forces. A victory snatched from the jaws of defeat and which would have gone the other way had my opponent won the initiative. I guess the end result points to how close the game as in the end, although with only one ‘Take and Hold’ unit, if my opponent had a slightly different army composition I think it might have been a very different result.
     
     
    Thoughts/comments:
    ·         The command point system is quite good, although there were some ridiculous situations as a result. The spamming of placed shots being perhaps the biggest of these situations. If almost every unit is performing a placed shot each turn it does tend to take something away from the ‘uniqueness’ of the ability. The other ridiculous situation was of course the zeroing in of Orbital Strikes. If I wanted to be ‘that guy’ I could’ve taken 3 Command Barges, with the potential of 9 zeroed in artillery strikes over three activations – not fun for me or my opponent. Having said that, the 12AD for every unit under the template seems to work well (assuming the -2DR is no longer in effect) – easily weathered by the bigger units whilst causing significant damage to the smaller ones.
    ·         The number of range bands isn’t as bad as it first appears. Going into the game I thought the new range band system, especially with placed shots applying to different bands for different weapon types, would overly complicate the game. Having played it, however, this really isn’t the case. It was fairly easy and quick to work out the range bands and whether or not placed shots were available. Having said that, I fail to see what the extra range bands add to the game, aside from homogenising the rules system with FSA.
    ·         There are many rules that need clarification – which will obviously occur once the new rules are released. For example, my opponent’s Leviathan satisfied the old ‘Forlorn Hope’ conditions, although with the ability to remove one disorder marker from a unit at the end of a turn we played that it hadn’t satisfied the ‘Forlorn Hope’ status, requiring an extra disorder above and beyond the usual to reach such status. The removal of ‘Flat Out’ markers also came up – now that they confer a defensive bonus, are they still removed at the start of the unit’s next activation, or are they removed at the end of the turn? There we plenty of these minor rules queries that we stumbled through – can’t wait for the full release of the rules to clarify many of them.
    ·         The increase in TV does make for a longer game, although we both agreed that many games will end like this one – with one opponent almost completely obliterated from the table. Our game took just over three hours – a fairly good time considering the number of turns and the fact that it was our first game in almost a year.
    ·         The Relthozans are back up on top again. Their high attack dice pools, coupled with their speed, the best defensive MAR in the game and perhaps the best offensive MAR, mean they are very powerful (perhaps a little too powerful? I’ll reserve judgement until I’ve played more games). My forces might have won, but a slightly different composition my opponent would have wiped the floor with me.
    ·         The changes to the line of sight rules work really well. They make the use of cover a feasible tactic now, given that the 2mm corner of the base that hangs out from a building is no longer a valid target. It makes the game a little more strategic, which is nothing but a good thing.
    Anyway, that’s it for now. We’ll hopefully play another game in the next week or two. When we do, I’ll be sure to write up another report.
  2. Like
    Balteth got a reaction from Mr.ponders in 3001 points - Directorate v Relthoza ...   
    I was just making an observation. Of the six armies they have no real weakness. The nerf they received previously brought them back in line with the other races. Now they have been given that range back and their main offensive MAR - kinetic - has been buffed. Their two deadliest TAC abilities have also been buffed - regenerate 1 to 3 wounds for a unit of medium or large tanks OR regenerate 1 to 6 bases of Light Infantry to EVERY unit in one helix - and with the changes to TACs they can be used every turn for the same cost. Having said that, I did only say they were 'very powerful', with the 'perhaps a little too powerful' comment being one I would like to quantify with some more games before saying so with certainty.
     
    Yeah - the targeted strike rules refer to 'a weapon' so that is what we limited it to. It's also mentioned in the description when talking about rolling different dice pools for multiple weapons with some having +1 and others not (such as when combining two weapons, one of which is placing the shot). It worked well, although as I mentioned above, the fact that most units fired placed shots with one of their weapons each turn detracted from the 'unique'/'limited' feel of the ability.
  3. Like
    Balteth got a reaction from Lord Bloodwings in 3001 points - Directorate v Relthoza ...   
    It’s taken a lot longer to get around to writing it up, but here is my recent experience of a game (3001 points) using the new army lists and new rules (so far as we know them). Given the time it’s taken to get this written the game details are a little hazy. Additionally, as I have added to this report it has gotten quite lengthy, so the later turns are fairly brief just to keep the length of the post down. If you want extra information about the game, just ask and if I can remember I’ll be happy to provide it.
     
    My forces – Directorate
     
    Core Helix (Command Helix)
     
    1 Arbiter
    Deadlock cadre (1 unit of 6)
    Trojans (1 unit of 2)
     
    Heavy Armour Helix
     
    Castigtor + attached Stalker
    Purgation Tanks (1 unit of 3)
     
    Leviathan Helix
     
    Wraith
    Haunter
    Light Infantry (1 unit of 8 including an officer and 3 gun teams)
     
    Command Points x27
     
     
    My opponent’s forces - Relthoza
     
    Core Helix
    Vardiss
    Salamis
    Caramis
    Namsic (1 unit of 6)
     
    Leviathan Helix
     
    Varisei-Kei
     
    Heavy Armour Helix
     
    Visith (1 unit of 2)
    Talamis
     
    Command Points x23
     
     
    Setup
    We setup according to the current rules, although we put down the terrain we wanted/felt was right rather than using the guidelines in the rulebook. The play area was 4x6, although we really only ended up using a 4x4 space, despite one primary and one secondary objective being off to the left hand side of the board. In this photo one lot of primary and secondary objectives are visible – being the green flocked bunkers in the centre and centre top of the photo.
     
    Turn 1
    I won the initiative and immediately activated the Command Barge - three orbital strikes in one activation was too tempting to forgo. I moved forward and immediately proceeded to call in all three orbital strikes on top of the leviathan – all were reduced to a value of 2 using command points, with the respective designators finishing off the job each time to ensure all were completely zeroed in. Given the changes to defensive MARS and orbital strikes we played that the old -2 DR didn’t apply. At the end of the salvo the Leviathan had suffered one damage, the Namsics had been reduced to a unit of two and the Visith’s had suffered two damage and one disorder. After shooting from the Command Barge (with placed shots from its tertiary weapon) the Leviathan had suffered a corrosion marker as well as a cyber marker (the best I could do even with my boosted hack TAC order). After one activation it wasn’t looking too good for my opponent. Having said that, he had weathered the orbital strike spam quite well, but had I rolled one extra success in two of the attacks he would have lost a Visith completely and his Leviathan would be have had an additional damage marker.
     
    My opponent retaliated by moving his left flank forward and firing on my Castigator and Stalker with his Talamis. Using placed shots, my Stalker was obliterated. I moved my Castigator up and returned fire (again with placed shots) onto his Talamis – one damage and a corrosion marker being all I was able to inflict. His Salamis then activated doing two damage to the Castigator (again using placed shots) - the change to the kinetic MAR being immediately apparent with my inability to roll an additional dice for the one six that I rolled in defence. My Trojans then moved flat out in an attempt to get some cover before his Visiths activated and destroyed my Castigator. My Purgation tanks then moved flat out too after which his Namsics headed towards his Tertiary objective. Moving my Wraith forward, I managed to inflict some more damage to his Leviathan (again using placed shots). The remainder of our forces activated and shot (I can’t remember the order unfortunately) but most, if not all, managed to get off placed shots. My Light Infantry were able to disembark from the Haunter and embark into the objective thanks to the new command point system. By the end of turn one many of the Relthozan forces were smoking, whilst my Light Infantry grand company wasn’t so grand anymore and my Command Barge had had its paint scratched.
     
    At the end of turn 1 I was down to 10 command points, having spent 17 in the turn! My opponent was down to 15, having spent 8 (including the removal of two disorder markers at the end of the turn). My TV counter was down to 54 and my opponent’s was at 50.
     
    Turn 2
    The turn began with me playing Boosted Hack and my opponent playing Advanced Nano Repair and removing a damage marker from his Visiths. There was significant to and fro – I moved my Command Barge up but was unsuccessful in finishing off his Leviathan, although I did manage to do another point of damage – poor rolling again letting down my cyber attacks. By the end of the turn his Leviathan was destroyed, although both my Command Barge and Leviathan had suffered multiple wounds. Most shots again during the turn were placed shots (limited to the one weapon per unit constraint).
    At the end of turn 2 I was down to 7 command points and my opponent was down to 8. My TV had dropped to 33 and my opponent’s was 48.
     
    Turn 3
    My opponent began the turn using Advanced Nano Repair again, this time removing the two remaining damage markers off his Visiths. The ability of this TAC cannot be overstated – to be able to remove multiple damage tokens each turn is a huge benefit, especially for the likes of three wound models like the Visiths. To be able to use it each and every turn for the same cost just seems too powerful, especially if the opposing player manoeuvres his unit effectively – moving the damaged tank to the rear and putting the undamaged tank in the line of fire. Anyway, my Command Barge moved forward and unleashed its payload of Heavy Infantry, who in turn paid a command point to occupy my Primary objective. I attacked his Visiths with most of my forces, inflicting two damage markers to one tank and one damage marker to another (due to the target priority rules). I also finished off the unit of Caramis. I lost my Leviathan, Command Barge and my Purgation tanks in the return fire.
     
    At the end of the turn 3 we were both down to 3 command points. My TV counter was a 14 and my opponent’s was 23.
     
    Turn 4
    The beginning of the turn stated in much the same way for the Relthozan player – Advanced Nano-Repair with all three damage markers removed from the unit of Visiths. That was a whooping 21 successes wiped from the board (which against cloaked targets equates to well over 30 attack dice). With my infantry very limited in their range, almost all of the attacks were from the Relthozan player, costing me one Trojan and a couple of Heavy Infantry bases. I managed to do another damage to the Visiths, as well as add a couple of cyber markers, but other than that it was definitely the Relthozan player’s turn. I also moved the Punisher Drones to the other side of the table – well out of range of his remaining forces. Personally I think something has to be done to combat this though. Whilst we played that with the loss of the Command Barge a helix wide command test was necessary, to skip the drones to the other side of the board to deny TV just didn’t seem right.
     
    At the end of turn 4 I had one command point left and my opponent had none. My TV counter was a 2 and my opponent’s was at 23.
     
    Turn 5
    This proved a huge turning point for my opponent. With almost nothing to offer resistance to him it was just a question of whether or not I would get some TV from the objectives my infantry were in. A couple of activations into the turn answered that question – no! The fire from his units decimated both my light and heavy infantry, leaving me to hope for the initiative the next turn so that my lone Trojan could cower behind the cover offered by one of the secondary objectives and utilise its new ‘Take and Hold’ MAR.
     
    At the end of the turn my TV remained on 2 and my opponent’s was 7.
     
    Turn 6
    As luck would have it, I managed to win the initiative and scurried to the cover offered by the objective – safely out of sight of the approaching Relthozan forces. A victory snatched from the jaws of defeat and which would have gone the other way had my opponent won the initiative. I guess the end result points to how close the game as in the end, although with only one ‘Take and Hold’ unit, if my opponent had a slightly different army composition I think it might have been a very different result.
     
     
    Thoughts/comments:
    ·         The command point system is quite good, although there were some ridiculous situations as a result. The spamming of placed shots being perhaps the biggest of these situations. If almost every unit is performing a placed shot each turn it does tend to take something away from the ‘uniqueness’ of the ability. The other ridiculous situation was of course the zeroing in of Orbital Strikes. If I wanted to be ‘that guy’ I could’ve taken 3 Command Barges, with the potential of 9 zeroed in artillery strikes over three activations – not fun for me or my opponent. Having said that, the 12AD for every unit under the template seems to work well (assuming the -2DR is no longer in effect) – easily weathered by the bigger units whilst causing significant damage to the smaller ones.
    ·         The number of range bands isn’t as bad as it first appears. Going into the game I thought the new range band system, especially with placed shots applying to different bands for different weapon types, would overly complicate the game. Having played it, however, this really isn’t the case. It was fairly easy and quick to work out the range bands and whether or not placed shots were available. Having said that, I fail to see what the extra range bands add to the game, aside from homogenising the rules system with FSA.
    ·         There are many rules that need clarification – which will obviously occur once the new rules are released. For example, my opponent’s Leviathan satisfied the old ‘Forlorn Hope’ conditions, although with the ability to remove one disorder marker from a unit at the end of a turn we played that it hadn’t satisfied the ‘Forlorn Hope’ status, requiring an extra disorder above and beyond the usual to reach such status. The removal of ‘Flat Out’ markers also came up – now that they confer a defensive bonus, are they still removed at the start of the unit’s next activation, or are they removed at the end of the turn? There we plenty of these minor rules queries that we stumbled through – can’t wait for the full release of the rules to clarify many of them.
    ·         The increase in TV does make for a longer game, although we both agreed that many games will end like this one – with one opponent almost completely obliterated from the table. Our game took just over three hours – a fairly good time considering the number of turns and the fact that it was our first game in almost a year.
    ·         The Relthozans are back up on top again. Their high attack dice pools, coupled with their speed, the best defensive MAR in the game and perhaps the best offensive MAR, mean they are very powerful (perhaps a little too powerful? I’ll reserve judgement until I’ve played more games). My forces might have won, but a slightly different composition my opponent would have wiped the floor with me.
    ·         The changes to the line of sight rules work really well. They make the use of cover a feasible tactic now, given that the 2mm corner of the base that hangs out from a building is no longer a valid target. It makes the game a little more strategic, which is nothing but a good thing.
    Anyway, that’s it for now. We’ll hopefully play another game in the next week or two. When we do, I’ll be sure to write up another report.
  4. Like
    Balteth got a reaction from chrisbburn in Firestorm Planetfall Designer Feedback Thread   
    Child9 - I posted up a Battle Report last night so I'm not sure I'd describe the forums as 'dead'. I know the focus is currently on FSA but I'm guessing it'll shift very soon to Planetfall to meet the August deadline. Spartan are currently living up to their new timeline and it seems people are slowly giving the new army lists and rules (as far as we know them) a try. All in all, it's movement in the right direction 
     
    Commodore Jones - With Command Points being able to help zero-in sky drop markers (I think - or maybe it is just orbital strikes?), as well as using other drop markers to do so (down to a maximum of 3), plus the traditional method of designators, it really is fairly easy to get the sky drop markers (and orbital strikes) zeroed in each time. In fact I'd argue that it is almost too easy now. with no uncertainty to their use if a Commander has the appropriate resources.
  5. Like
    Balteth got a reaction from Cannor in Firestorm Planetfall Designer Feedback Thread   
    Firstly, let me begin by saying a big 'thank you' to Derek for providing an insight into the game's direction and for the updated ORBAT list. It feels good to be part of a community that is kept in the loop and whose input and opinion is valued.
    As for the changes, I'd also like to echo some of the concerns regarding Command Points. Whilst I can't get a game or two in till next week, I thought I'd add my 2 cents worth (or 2 pence worth for those in the UK) on the subject. I sometimes play Directorate and I can see some major potential for Orbital Strike Bombardment spam/abuse. For a mere 25 points each, you can zero in each and every one of your Orbital Strike markers. In the past, artillery strikes really required two designators to be effective – one to zero in and one to call in. Now, however, there really isn’t a need for a designator to zero in, since you can just pay 25 points and it’s zeroed in, effectively doubling the number of relatively accurate strikes you can call in each turn – with a couple of Aerial helixes and a couple of Ground Command helixes that’s a lot of potential alpha strikes!
    That being the case, I’d like to ask whether or not there is a limit to the number of Command Points you can spend in total each turn or on a particular action per turn? And if there isn’t, would it be possible to put in place some sort of limits?
     
    My other issue regarding Command Points is in regards to the disparity in cost. There really is just too much of a difference in cost. For 15 points, a Directorate player can remove three disorder markers at the end of a turn, effectively preventing three points of damage over three units (assuming the one per turn limit is in regards to per unit, rather than per force). For the same cost an Aquan player can only prevent one. Likewise for placed shots – as a Directorate player I can have three times as many units have placed shots per turn than an Aquan or Dindrenzi player. How is this balanced? Sure the Aquan player has a better chance to have the first activation each turn, but other than that is there really any advantage to having a Tactical Bonus value of +3 beyond turn one?
    Having said that, could I offer a suggestion – make the Tactical Bonus value also add that many ‘free’ Command Points to the armies' pool each turn. Thus an Aquan army would have 3 free Command Points each turn, whilst a Directorate player would only have 1. If most armies are spending 4 Command Points per turn, the armies at both extremes would be points neutral (those in the middle would be spending an extra 5 points, but that could be considered the cost of the flexibility having those forces gives). If they spend more each turn, then Directorate and Sorylian will have an advantage. However, if the game goes on longer, armies like Aquan and Dindrenzi will likely have the advantage. Terran and Relthozan forces will be somewhere in between, which is where most games will probably end up anyway. This would also fit the fluff, given that the longer a battle is drawn out the more likely the Directorate ‘mercenaries’ will turn and flee/the battle drugs will have worn off or that the ‘slow’ Sorylian will be outmanoeuvred or that the ordered/stalwart Aquans/Dindrenzi will hold the line.
     
    Anyway, most of the changes look good (although the number of range bands does seem excessive … but that’s for another post after I play a few games), and we can all agree that the love and support the game is being given is definitely a move in the right direction. Can’t wait to play a couple of games next week.
  6. Like
    Balteth got a reaction from gr1mdan in First thoughts   
    I'm afraid I have to disagree - tier 3 ships are far more maneuverable and can easily run rings around the bigger ships. The ability to turn twice in a turn makes for very easy maneuverability, and allows the smaller ships to easily get out of certain arcs of the opponent's ships if need be.
     
    As for bidding to get rid of disorder, it isn't an instant win for your opponent because in all likelihood they will be bidding too. If they aren't, it's because you're piling damage tokens on his ships instead or just not penetrating his defences. As for the disorder markers themselves, they come into play against bombing runs and boarding actions too, so just because a unit doesn't have shields doesn't mean they aren't hurt by having disorder markers - in fact, they count towards the majority of attacks.
  7. Like
    Balteth got a reaction from Final re-roll in How to apply disorder markers effects when being boarded   
    It might be harsh, but I think that's the way it's intended. Plus, you can easily remove disorder tokens in this game. And then there are interceptors for some factions - those things rip apart boarding assaults. All in all, I don't think it's as harsh as you might think.
     
    How do you play attackers with multiple damage markers, say 4, and multiple weapons? Do you just discount the first four successes of their first weapon attack, or do you take four successes off their beam weapon attack and then four successes off their torpedo attack? If it's the later, I don't see why the reverse (i.e. disorder) shouldn't apply. If your opponent is able to stack four disorder markers on you, you really should be feeling the consequences of that shouldn't you?
     
    Just my opinion.
  8. Like
    Balteth got a reaction from Zeph in Consolidated ORBATS?   
    Mine keeps coming back Soon™. I'm just not sure whether I bought it from Blizzard or Spartan now   
  9. Like
    Balteth got a reaction from Hicks in New Assault Helixes are inbound!   
    Thanks for keeping us informed.
     
    Personally, if the ORBATS aren't going to be available till March now maybe you could get some screen grabs of the Relthozan army adjustments instead. The community and the game designers agree that Relthoza need to be re-balanced yet we've been made to wait months for some sort of update and now we have to wait even longer? It's just really frustrating knowing that there is an effective re-balance out there but we can't have it till this new helix is tweaked and released
  10. Like
    Balteth got a reaction from Alris in When do you reveal the contents of your army/helixes?   
    Sooo ... Another question related to sky dropped units. When do you reveal to your opponent the composition of your helixes/armies that contain sky dropped units?
     
    I only ask because my group seems divided on the matter. I've had a few games with Dindrenzi now and I reveal the contents of each helix during deployment - including those units that are deployed via sky drop. My Relthozan opponent doesn't believe he should do this - with the number of sky dropped units in his army not revealed until they actually hit the table, which makes his sky drops all the more powerful as you don't know whether he has none or bucket loads.
     
    Anyway, I just wanted to see what everyone else did and/or if the rule book dealt with the situation.
  11. Like
    Balteth got a reaction from MaxToreador in Sky dropped helixes ...   
    Yep - after further consideration I'm in your camp too c0rruptd.
     
    I understand how frustrating it might be Kraggi, but no more so than having crystals sky dropped into your flank and having your opponent get flank bonus shots from the other side of the table. All armies have frustrating aspects to them - it's what gives them their flavour.
     
    And just to add another perspective, a full Terquai recon helix can be deployed with a lone figure on the table, with the other 12 elements waiting for sky drop/portal and that would count as a deployment, but a full Dindrenzi recon helix, which has no figures deployed, with 9 elements waiting for sky drop, shouldn't count as a deployment? Really?
  12. Like
    Balteth got a reaction from Presidente in Consolidated ORBATS?   
    So does this mean we won't be getting consolidated/updated ORBAT lists this month? And if so, any ETA on when they might be released? The Assault Helixes aren't on the list of January releases, which means February for the figures - does that mean we'd be waiting till then for the new ORBATs?
     
    Sorry for all the questions, but I had been planning for the December ORBATs and had organised quite a few games for late December and early January. Anyway, any new info would be greatly appreciated.
     
    Cheers
  13. Like
    Balteth got a reaction from sithsquirrel in Are the Relth too OP at the moment ?   
    Yep, I've got to agree with most of the posters here - Relth are OP at the moment. I've played Terran, Aquan, Directorate (gotta love cyber), Dindrenzi and Sorylian. I've played against Aquan, Relthoza and Terran. Every game against the Relthozan forces just seems very one sided. Sure, it might be my ability, but I've got a pretty good win ratio against the other forces with a variety of forces.
     
    My biggest issue with them is their drop pod infantry. I know the increase in initial skydrop values was a step in reducing their effectiveness, but really, it didn't do that much. A good player will activate his Visith's first, take some long range placed shots then zero in one or two skydrop markers. From then on, the next four activations can be drop pods of drones that can easily take out two to four units of armour. And from then on, it's simply a mop up task for the Relthozan player. Even if they roll poorly with their direction and distance, the infantry themselves have a 7 inch cruising range (10 if they land on a road or you're fighting in a cityscape) which means they can easily move back to where they wanted to be, and with 4DR + 4DR + 4DR on the drop pods themselves, you're unlikely to do enough damage to destroy the pod even if it does deviate.
     
    Add to that, as many posters have pointed out, their effectiveness at long range, effective range and in CQB, their cloaks, their low unit cost, their fast movement speeds, and their ridiculously underpiced TAC cards (seriously - I focus all firepower on a leviathan and mange three points of damage, two of which are repaired for the cost of 1TV and the card can then be used again for the same effect the following turn for a mere 3TV). They really do need some form of adjustment.
     
    Don't get me wrong, the game is awesome and the other five factions are reasonably well balanced. But the reality is, in their current form, the Relthozan army is OP. Just my two cents worth.
  14. Like
    Balteth got a reaction from Somberlord in Infantry entering & storming buildings Storm after disembark   
    I don't mind the rules as they are now, although I would prefer to see infantry able to both disembark and embark on the same turn. As it stands now, infantry can't take objectives (other than those in their deployment zone) during turn 1. This reduces the effectiveness of infantry in a game which usually only lasts two or three turns. It also reduces the effectiveness of transports with recon, since it doesn't matter how close they get to an objective on turn 1 - their payload will not be able to enter a building on that turn anyway. It also makes light vehicles far superior as a result, since they can take and hold on turn 1.
     
    Personally I'd like to see infantry able to disembark and embark in the same turn, with drop pod infantry given a MAR like 'Rapid Deployment - Due to the demanding nature of their insertion onto the battlefield, units with Rapid Deployment are only able to perform a disembark action on the turn they are deployed'.
  15. Like
    Balteth got a reaction from Valander in Saturation Fire - What are 'initial' dice rolls ?   
    Hi Oppi,
     
    I can answer that one - only because I asked the same question the other week and got some helpful replies. Valander, in particular, pointed me in the right direction - page 28 of the rulebook:
     
    There are many effects in the game that determine the number of Dice that are to be rolled. Whenever the rules mention Initial Dice in this book, we are referring to your total number of Dice BEFORE adding any extra Dice from other sources or effects, such as the Exploding Dice mechanic, described later.
     
    Cheers
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