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About N2OJoe

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  1. Well Veydreth are going to need a ground-up rework with the neutering of Boarding and Mines, which were the whole focus of their fleet.
  2. It would be nice but it seems to be Spartan design that Terrans just don't have much access to Mines and I myself am against fleet homogenization. As tough as Aegis in particular, and Terrans in general are, I just don't think another non-degrading weapon type would be very balanced on top of so many ships having Torpedoes and Weapon Shielding.
  3. Another Mines idea tossed around with the locals: Allow a ship to go Full Stop and make a roll (based on CP or something) to reduce the strength of the mine by successes rolled to represent crew being sent out in pods to disarm the mines. Or even a direct fire attack within something like 8" or RB1, still requiring Full Stop outside of the Mines range.
  4. So that's per activation, meaning ALL activations and not just the squad being targeted's activation. Example 1: Your ships get targeted by enemy squad 1's torpedoes and SRS, your ships may use their PD to attempt fending off both attacks. Later in the same round, enemy squad 2 also targets your same ships with torpedoes and SRS. Your ships may again use their PD to fend off both attacks because squad 2 is happening during a different activation. Example 2: Your ships get targeted by enemy squad 1's torpedoes and 2 SRS tokens, your ships may use their PD to attempt fending off Torpedoes at full value, but must split PD against the SRS since they may only use it once per activation and both SRS tokens are coming in during the same activation. Later in the same round, enemy squad 2 also targets your same ships with torpedoes and SRS. Your ships may again use their PD to fend off both attacks because squad 2 is happening during a different activation.
  5. On Zombie ships, Boarding, CV's, and Mines: So Zombie ships. Entirely understandable IMO because in comparison to bluewater navies, a ship gets hit with a bomb or shell and it has a few ways of disabling a weapon. 1) Physically break the weapon itself, 2) Kill the men operating it, 3) Destroy internal access to the weapon (Ammunition feeding, manpower access, power supply cables, etc). Either way, it reduces the firepower of that ship. Boarding is quite unrealistic without a doubt. That being said, and echoing what has been said before, one of the big draws for me initially (and I continue to enjoy) is the sheer variety of options and style offered by FSA. This also applies to proposed CV changes and locking in Wing types. Half the fun, for me anyway, is building wacky lists and tweaking them. More options are always better IMO as long as they can be reasonably balanced. Mines are another hotbutton and drivebys are of course a problem. Single target mines kind of defeats the purpose. If that's the desire, why not just scrap Mines and give all ships rear arc guns? My solution: Any ship that begins it's turn in range of an enemy Mine(s) but does not also end it's turn in range of the same Mine(s), does not trigger and is exempt from the damage of said Mine(s). Bonus fluff reason - Time delay fuse to allow the minelaying ship to get out of the danger zone before the Mine arms.
  6. The good: Open arcs, great boarding ability, lots of mines, above avg speed - Well suited to hyper aggression. Fly right into enemy formations and board, mine, shoot, brawl like demons (or perhaps dragons). The bad: Mediocre defensive stats, sometimes with more Hull Points to compensate - This usually leads to a high HP ship losing lots of dice to damage degradation. Cautious, defensive play will probably get you picked apart before your ships can do anything useful. The ugly: No SRS whatsoever - Very vulnerable to enemy torpedoes and SRS, this compounds with the soft defensive stats. .
  7. Only SRS can cover other friendly ships outside of their own squad. No models can do that, which makes it a non-issue if this one squad has high PD because it is either sacrificing elsewhere or is priced appropriately. Even if Escorts had umbrella type coverage, they are at least triple the price and far less maneuverable or resilient than SRS which would go a long way towards nerfing the power of umbrella coverage.
  8. I tried magnets on both sides(top-bottom) for my Terran's but they still like to fall off. I think your way might be sturdier if the magnet holds the nail in horizontally while the nail stabilizes vertically.
  9. I don't get it. Did you glue the nail in one end and sink the magnet into the hole on the other? I'm not happy with the strength of the magnetization on my last job of Terran Cruisers and now I'm eyeing Veydreth Cruisers to magnetize but I haven't done anything yet because I need a stronger hold for moving things around in play. If you did what I think you did, that may be the ticket.
  10. Unfortunately no, you can't use Terran only, Alliance of Kurak, or Marauder TAC's with a mixed fleet like that. It's General only.
  11. Great article to get newbies into strategic thinking.
  12. Idea for the Heavy Cruiser: How about a Hardpoint to make them really want to start on the table? Free (+5 Mines, -2AD to all Beam Weapons). This would make them perfect for starting on the table and fit their lore as being designed to fly towards the enemy and be a distraction/absorb fire for the rest of the fleet to get into position. They would still have good AD on the short range Fore weapons (until they get shot up on the way in) and be focused on flying all the way up into short range to brawl with their Fore weapons, decent boarding, and strong short range Torpedoes, while covering the backfield on the way in.
  13. Yeah I generally shunt as much of my fleet as I can but Mine heavy opponents can pose a problem for that. I can see the Apollo being an effective minesweeper to plow a path for the rest of the reserves to follow.
  14. What turn do you guys try to bring in the Apollo? I might try it with Perfect Timing to get it to come in on turn 4 or 5 when the enemies weapons are degraded.
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