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Erloas

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  1. Like
    Erloas reacted to Josh in 2.5 Orbats Notes   
    Still here, still kicking!
    Lots just round the corner on the ORBAT front. We have the STO, DOC and League of Crimson going up very shortly. The Core 7 updates are in the terminal phase of testing and will also be appearing soon (but after those other ones).
    Josh
  2. Like
    Erloas got a reaction from Wolfchild in 2.5 height bands?   
    I see how it would be an easy mistake to make, but the numbers are the same if their in the same height band or different.
    2a: Determine the Basic ‘To Hit’ Value
    The Basic ‘To Hit’ value depends on the Height Level
    the Target or Firer is occupying. If they are not at the
    same Height Level, use whichever ‘To Hit’ value is
    most beneficial for the Target.
    BASIC ‘TO HIT’ VALUES
    Stratospheric RED (6)
    Obscured 5 or RED (6)
    Surface or Flying 4, 5 or RED (6)
    Submerged 5 or RED (6)
    Deep Diving RED (6)
    The two parts have to be applied in the specific order they are listed.
    Say the Target is at surface and the Firer is at Stratospheric, you take the two "Basic 'To Hit' Values" of "4, 5, RED (6)" and "RED (6)".  Clearly they aren't the same, so you have to pick which one to use, sentence two, so you pick the one that is most beneficial to the target, "RED (6)". 
    If they are both at Obscured you take the two "Basic 'To Hit' Values", "5 or RED (6)" and "5 or RED (6)," there is no difference so there is no choice to be made, it is "5 or RED (6)."
    Because if you are at Stratospheric the "BASIC ‘TO HIT’ VALUE" is "RED (6)," it is not a negative modifier based on difference, it is the basic value for being at that level. 
  3. Like
    Erloas got a reaction from khakiduck in Fuel Reserves in 2.5   
    I would say for each "success" put a raging fire token.  If they didn't want it that way they would have just used a black 6, which is commonly used in other places.
    The fact that the exploding dice mechanic is very well covered and thoroughly used throughout the book means they don't have to define it in every MAR and other places they use it.
    If they wanted to be explicit they would say: "If this Model suffers a Critical Hit roll 1D6. On a 5 or (RED) 6 place a Raging Fire Marker on the Model for each success as determined by the Exploding Dice mechanic." But that is being redundant because they've already clearly defined that (RED) 6 means that you use the exploding dice mechanic, which leads to more than a single possible success.
  4. Like
    Erloas got a reaction from Wolfchild in Carriers in 2.5   
    You can only replenish to the starting size of the SAS tray,  but once its hit the scrapyard it looses that "memory" and you can build a new one at whatever size the carrier puts out.
    The Replenish rules specifically state that (pg 188):
    Casualties amongst SAWs are inevitable and are often
    numerous! All Carriers have the ability to execute
    a Replenish Carrier Action, which will see Carrier
    Model spend a variable amount of Carrier Points
    Replenishing a Squadron. This costs 1 Point from the
    Carrier Value per SAW replaced and may not take the
    SAS above its Initial Deployed Strength.
    The rebuild rules on page 189 have no such restrictions and no mention of the initial size of the SAS:
    The Carrier Model may then immediately launch
    the new SAS equal to the permitted Squadron size
    stated in the Carrier’s MAR. This new SAS can only
    be Re-Built from SAW casualties taken from a player’s
    Scrapyard. The newly created SAS must be deployed
    within 4” of the Carrier Model which created it.
     
    And the part about the dice on page 183 only mentions Replenishment Actions:
    Each SAS is deployed with a die in its Tray that
    denotes its starting Squadron Size, which is referred
    to as its Deployed Strength. This does not change
    in-game and is important for determining how
    large the Squadron can be when benefiting from a
    Replenishment Action.
    It is also true, as you've stated, that the dice is to indicate the type of SAS, but we know that it is possible to change the type of SAS with a carrier action or when the SAS is being rebuilt.  So the SAS dice is a very handy way of keeping track of information but it is far from a "fixed and never changing" record.
  5. Like
    Erloas got a reaction from Wolfchild in HP loss and Crititical Hit question........   
    You're talking about the example on page 154, correct?
    On step 2 they do normal ranged attacks, which is 1hp from a normal hit.
    Steps 3-5 is defensive counter attack and the example rolls for close combat.
    Step 6 is the damage run-down from the boarding.  The total of 4hps comes from 3hp loss from Hard Pounding, because they did enough hits to get a critical, but robots don't roll on the critical hit table they automatically just get the Hard Pounding result, and the last 1HP comes from the Damaging Critical Hit which is 1hp extra on top of whatever the critical hit result was.
     
    *I should also note that their example is wrong in one way, it says they get a damaging critical hit with 12 hits, but the Brunel has 6DR/9CR, so a damaging critical should have been 15-17 rather than 12.  They never state the stats for Brunel in the example, so the error is not obvious unless you know the stats for the Brunel.
  6. Like
    Erloas got a reaction from Gonmoa in Local Air Support   
    Page 86 has it:
    GAME MFV LOCAL AIR SUPPORT
    0-750          1x Fighter Wing
    751-1250    2x Fighter Wings
    1251-1500   3x Fighter Wings
    1501+          4x Fighter Wings
  7. Like
    Erloas got a reaction from Wolfchild in 2.5 height bands?   
    The to-hit numbers are the highest that either model is at. So stratospheric firing at surface would need 6s too. As would stratospheric firing at another stratospheric.
    And any flyer that is medium or larger can go stratospheric.
    Boarding can only go one height level by default (a very few models can go father) so flying could board surface or obscured but stratospheric can only board obscured.
    Short version is that stratospheric is mostly a defensive move. You will be hard to kill there but you won't be doing all that much either. Using it to close to RB1 then going down is a common tactic. Usually though while you can get RB1 of your primary target there will be plenty of enemies in RB2 to shoot back.
  8. Like
    Erloas got a reaction from Wolfchild in Local Air Support   
    Page 73.
    Stratospheric Height Level – This Height Level is as
    close to the edge of the Earth’s upper atmosphere as
    it is possible to get! Models may never deploy at this
    Height Level unless otherwise stated in their Profile.
    In addition, no Small Aircraft Squadrons (SAS), Small
    Models or Tiny Models may ever occupy this Height
    Level as it requires specially adapted propulsion
    systems to operate this high up.
    and page 74:
    Deep Diving – This Height Level is as deep in the
    ocean as it is possible to get! Models may never
    deploy at this Height Level unless otherwise stated
    in their Profile. In addition, no Small or Tiny Models
    may ever occupy this Height Level as they would
    be crushed under the extreme pressures that such
    depths create!
    That is now the only restriction to entering those height bands.  So any medium or larger ship can go Stratospheric or Deep Diving  if they can fly or dive respectively. 
  9. Like
    Erloas got a reaction from McKinstry in Fuel Reserves in 2.5   
    The "only one raging fire marker" would only make sense if raging fire was a binary yes/no, but it is clear from the many other effects that give ranging fire markers that they are intended to be stacked.  Fury Generator = multiple raging fire markers, Raging Fire critical hit = multiple raging fire markers, flamethrower weapons = multiple raging fire markers (explicitly states on the 3rd bullet point, page 134).  The only place where multiple isn't stated is Incendiary Munitions, which says place one Raging Fire Marker on the target if you beat the DR. 
    So to go back and say that it doesn't make sense for the Fuel Reserves MAR to apply multiple Raging Fire Markers is ignoring the exploding dice mechanic and every other instance of Raging Fire.
  10. Like
    Erloas got a reaction from draco84oz in Allied carriers   
    @Jsiegel1983 having just checked, not knowing the Forbes specifically, it actually does not have the strategic value MAR.  First time I've seen that too.  Although it doesn't actually have any carrier points unless you buy the upgrade.
    Page 188 says:
    A Carrier (or Drone Launcher) may only perform
    Carrier Actions with SAS from their own Nation
    unless a specific MAR or scenario condition
    applies.
    And there is nothing in the allies section even kind of implying that an ally would be treated as the base nation. 
    I also don't see the "Mercenary Combined Forces" option any more, nor anything about close allies, so they would be treated like all other allies.  So by default the stipulation on page 188 has to be enforced, that would be the only reason for it anyway, as by default there is no other way than allies to have models from different nations (the multi-player games section has been removed as well).
  11. Like
    Erloas got a reaction from Hubcap in Why no QRS in 2.5 rulebook   
    I believe they said they were at the page count limit before there would have been a big change in the book production.  So they took out a few things like that.
    I'm sure there will be reference sheets made soon enough, and the internet is a better place for them than the book anyway.  But as is clear, there are a lot of things that need to be done and a limited number of people that can do them, so not everything can be a top priority.  And I'm find with a reference sheet being one of those things because even if they made one the fans would be making their own.  I think there are a few reference sheets around the forums already, I know there is at least change-logs between the previous rules and the new ones.
  12. Like
    Erloas got a reaction from Hubcap in Local Air Support   
    Page 73.
    Stratospheric Height Level – This Height Level is as
    close to the edge of the Earth’s upper atmosphere as
    it is possible to get! Models may never deploy at this
    Height Level unless otherwise stated in their Profile.
    In addition, no Small Aircraft Squadrons (SAS), Small
    Models or Tiny Models may ever occupy this Height
    Level as it requires specially adapted propulsion
    systems to operate this high up.
    and page 74:
    Deep Diving – This Height Level is as deep in the
    ocean as it is possible to get! Models may never
    deploy at this Height Level unless otherwise stated
    in their Profile. In addition, no Small or Tiny Models
    may ever occupy this Height Level as they would
    be crushed under the extreme pressures that such
    depths create!
    That is now the only restriction to entering those height bands.  So any medium or larger ship can go Stratospheric or Deep Diving  if they can fly or dive respectively. 
  13. Like
    Erloas got a reaction from Pushpop in Local Air Support   
    Page 73.
    Stratospheric Height Level – This Height Level is as
    close to the edge of the Earth’s upper atmosphere as
    it is possible to get! Models may never deploy at this
    Height Level unless otherwise stated in their Profile.
    In addition, no Small Aircraft Squadrons (SAS), Small
    Models or Tiny Models may ever occupy this Height
    Level as it requires specially adapted propulsion
    systems to operate this high up.
    and page 74:
    Deep Diving – This Height Level is as deep in the
    ocean as it is possible to get! Models may never
    deploy at this Height Level unless otherwise stated
    in their Profile. In addition, no Small or Tiny Models
    may ever occupy this Height Level as they would
    be crushed under the extreme pressures that such
    depths create!
    That is now the only restriction to entering those height bands.  So any medium or larger ship can go Stratospheric or Deep Diving  if they can fly or dive respectively. 
  14. Like
    Erloas got a reaction from FSAHoops in Victory Points   
    Prizing does, clearing a prized ship from the enemy just takes the VP away from them, rather than giving you any.
    I think some people missed what you were asking though, the "add all the points up" part is pretty straight forward, it is the other things like strategic value and prizing that are mixed throughout the rules.  Of course scenario specific VP has to be in the scenario itself rather than any overall table.
  15. Like
    Erloas got a reaction from Nazduruk_Bugzappa in Area Bombardment   
    I actually think the intention was to allow submerged to submerged boarding, but they didn't really write it that way.  They seem to expand their statement, and increase restrictiveness, in areas where it isn't intended and leave vague places where more is needed.
    Assuming all other Boarding conditions are met, this
    Model MAY initiate an Aggressive Boarding Action
    against a Model occupying the Submerged Height
    Level. Equally a Model with this MAR occupying the
    Submerged Height Level may initiate an Aggressive
    Boarding Action...
    At this point we have two choices:
    Either end it right there, which would allow a submerged model to board another submerged or a surface model, based on both parts being taken together. They couldn't board a flying model even at normal flying height because that would be 2 range bands and not meet the base boarding conditions.
    Or finish is the way they did: "against a Model occupying the Surface Height Band." in which case they limit boarding from submerged to just be against surface models because it gives one explicit example of what can be boarded when being submerged.  Of course if that were the intention Equally should be replaced with some like Or.
     
    These are all cases of "proofreaders being too close to the source."  They read what they think it says rather than what it actually says because they've read it so many times they've internalized it rather than looking at it fresh.
  16. Like
    Erloas got a reaction from CDR_G in Area Bombardment   
    I actually think the intention was to allow submerged to submerged boarding, but they didn't really write it that way.  They seem to expand their statement, and increase restrictiveness, in areas where it isn't intended and leave vague places where more is needed.
    Assuming all other Boarding conditions are met, this
    Model MAY initiate an Aggressive Boarding Action
    against a Model occupying the Submerged Height
    Level. Equally a Model with this MAR occupying the
    Submerged Height Level may initiate an Aggressive
    Boarding Action...
    At this point we have two choices:
    Either end it right there, which would allow a submerged model to board another submerged or a surface model, based on both parts being taken together. They couldn't board a flying model even at normal flying height because that would be 2 range bands and not meet the base boarding conditions.
    Or finish is the way they did: "against a Model occupying the Surface Height Band." in which case they limit boarding from submerged to just be against surface models because it gives one explicit example of what can be boarded when being submerged.  Of course if that were the intention Equally should be replaced with some like Or.
     
    These are all cases of "proofreaders being too close to the source."  They read what they think it says rather than what it actually says because they've read it so many times they've internalized it rather than looking at it fresh.
  17. Like
    Erloas reacted to jupjupy in Official Thread: Chinese Federation   
    I do agree it is a pretty hard nerf, but end stats wise I believe it is completely justified.
    Let us take the ship closest to the ZMD in stats as a comparison: The FSA Enterprise.
    At 280 points, the Enterprise is a full 40 points cheaper than the Zhan, so for this we shall upgrade it with the Shield (3) Generator, putting the points cost at 310 versus 320.
    Both are rolling at 8/13, with 6'' of movement. The ZMD has three more health than the Enterprise, as well as being able to move 360-degrees, is skimming, and has no minimum move. 
    Defense-wise, it will take an average of 14 dice to crit the ZMD, while the Enterprise takes a substantially more 20! Without calculating for movement use, the ZMD is at a significant disadvantage because it is much easier to get 14 dice on a single roll than it is to get 20.
    In terms of AP, AA, CC, and IR, the Enterprise is rolling at 10/8/5/8, while the ZMD is rolling at 10/6/6/6. While the ZMD is only minutely tougher to torpedoes, it is weaker to rockets.
    The ZMD, however, does have Security Posts (3), which allows it some safety from boarding threats.
     
    In terms of firepower, the Enterprise has three gun turrets at 12/10/8/6, producing a linked firepower of 27/23/19/15 inclusive of Sustained Fire (3), as well as two rocket batteries at 7/8/9/0 for a linked fire of 11/12/14/0. It also has a broadside putting out a piddly 9/7/5/0. 
    The ZMD has two concussive gun turrets at 15/13/11/9, producing a linked firepower of 23/20/17/14, as well as three rocket batteries at 0/6/7/8 for a linked fire of 0/12/14/16. It also has four heavy flamethrowers in the four cardinal directions throwing out 12/6/0/0. 
    But wait, there's more! The ZMD has full Redoubtable, meaning it will shrug off any damage far more than the Enterprise ever will, its two gun turrets, Ack-Ack, and CC batteries firing long after a less hardy ship would have gone down. In addition, it also has Isolated Systems (4+), letting it bounce those pesky critical hits, half of the time anyway. The ZMD is also Massive +1, due to surface skimmer, and can therefore see over Large models without obstruction. As such, I'm sure we can agree that the overall firepower of the ZMD in every range band surpasses that of the Enterprise, not inclusive of that nonsense deadeye gunnery commodore trait.
     
    Of course, the ZMD is also a fortification, meaning two major things: It is deployed advanced, and as such, it cannot have a commodore on it. Being placed in Advanced Deployment means that a player not only will likely move it slightly further up compared to the rest of their force (and as such it will get shot more), but it will also get shot more compared to the Enterprise. But with it's 360-degree movement, it can actually retreat at full speed as well.
     
    Now, let's talk about the utility bits.
    The ZMD has a Rampart Generator for... you know, great wall stuff. That's really what it was built for, anyway. With it not affecting friendlies anymore, it can do what it was built to do with little fear.
    The un-upgraded ZMD is a Carrier 4, with one wing of 4 planes. Useful, but not that useful.
    Upgraded to 385 points (of course, no longer within the points range of the Enterprise), the ZMD gets Carrier 9, with a host of three wings of 4 planes each.
     
    In conclusion, the ZMD at 320 points is an incredibly versatile ship that is very resistant to battle damages, but overall a little less tanky than its naval counterparts. Its ability to field planes cannot be understated, as even the single wing of 4 gives you DOUBLE the activations that its contemporaries would provide. It's firepower is still above average for its price, and redoubtable/tertiary weapon systems and auxiliaries means its putting out the same amount of hurt turn after turn. Being a universal model, it has no problems sitting on terrain, and can quickly move behind islands to hide should it need to. Still a solid choice, but no longer blatantly undercosted as before.
  18. Like
    Erloas reacted to draco84oz in Kick Starter Update   
    False alarm...
  19. Like
    Erloas got a reaction from Elessar in New CAP rules...   
    With the most common games seeming to be in the 1000-1250 range that is only two local air support units, which is at most two units with CAP.
  20. Like
    Erloas got a reaction from Gonmoa in Area Bombardment   
    But what magazine would explode?  None of them even have weapons... (I know that doesn't actually matter)
  21. Like
    Erloas got a reaction from Grand-Stone in Area Bombardment   
    Specifically for the EotBS I had forgot about the fact that they did give mines to Ika and Chita, so that is an easy way to handle them now.  If they would just give them aquatic assault then we could do that too... At very least give the Zarigani aquatic assault, wouldn't be much of a threat to anything big, but would be a good way to take out those pesky little ships.
  22. Like
    Erloas got a reaction from Elessar in New CAP rules...   
    I think that assessment is a bit premature.  How many games have you actually played where all of your primary targets are protected by CAP?
    How many fleet builds are going to want to give up all of their local air support for CAP instead of using it for offensive roles?
    Also while it is true most of our units have rockets, it is also true that almost all of them also have turrets and/or torpedoes as well.  Rockets might be the most powerful weapon at RB4 for most of our fleet but its pretty even at RB3 and rockets are on the lower end at RB2, and the majority of combat happens at less than RB4.  When you consider that CAP can only be on large/massive models and most of those aren't going to be primary targets at RB4, as the rockets AD isn't going to be enough even before AA, I see it as a much larger theoretical change than an actual practical change.
  23. Like
    Erloas got a reaction from Gen. Eric in Best way to remove superglue from a model.   
    I think you'll always have issues with superglue and resin or plastic.  The compounds are similar enough that I don't think there is anything that will dissolve the superglue but not the resign.
    Also because of that superglue tends to bond both really well, so usually your only real choice is to cut them apart.  Depending on the model in question, most turrets should be reasonably easy to cut off.
  24. Like
    Erloas got a reaction from Gonmoa in Area Bombardment   
    Indiscriminate attacks would be affected, though I don't think you could use something like a target painter or cloud generator.  But it would be affected by height bands for sure.
    But Area Bombardment has its own set of to-hit numbers and those wouldn't change. 
    All Area Bombardment attacks are indiscriminate but not all indiscriminate attacks are Area Bombardment, so it is easily possible for different sets of rules to apply.
  25. Like
    Erloas got a reaction from Marden in Official Thread: Republic Of Egypt   
    Well the blog post is up for the RoE's ORBAT
    Still reading over the ORBAT so not much to add yet.  From page 1 though:
    • All Republic of Egypt Broadsides have the Devastating Munitions Type.
    • All Republic of Egypt Energy Weapons have the Incendiary Munitions Type.
    • Unless otherwise noted ALL Republic of Egypt Capital Models have the Rugged Construction (1) MAR.
    Wrath of the Gods Eye!
    Once per Game – This ability may be activated during the Command Segment of a non-Disordered Squadron’s Activation
    provided a member of the Squadron is within the Command Radius of the Commodore’s Model. All Energy Weapons
    within this Squadron double the number of Raging Fire Tokens they inflict on their targets as a result of their attack. (This
    Includes any Critical Table or Fuel Reserves Result! Such is the Wrath of the Sun God!).
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