jupjupy Posted November 28, 2015 Report Share Posted November 28, 2015 The Vengeance has to come up to the surface use its most powerful weapon, its chainsaw. Sure, it can swift maneuver, but most of the time itll be on the surface for at least a turn. It's not particularly hardy either. Link to comment Share on other sites More sharing options...
Bunnahabhain Posted November 28, 2015 Report Share Posted November 28, 2015 The Vengeance has to come up to the surface use its most powerful weapon, its chainsaw. Sure, it can swift maneuver, but most of the time itll be on the surface for at least a turn. It's not particularly hardy either. You can use it whilst submerged, and I have managed so against Ika and The black wolf- not against Bostons or Sturmbringers that tend to sit further back. More often, I have used Vanguards to either Ram or drive to the surface Zagranis, crocodiles, and other small/tiny subs. james Link to comment Share on other sites More sharing options...
Veldrain Posted November 28, 2015 Report Share Posted November 28, 2015 Looking at the stats for this sub is why I consider most home brew models to be less than thought out. First, name a single model that has two forward torpedo sets. 15 AD at RB4 from a model this cheap and defensible is absurd and you still added not one but two MARs to that. Granted one is meaningless but I assume you are going to replace that with either Piercing or Pinpoint. Further, subs rely on being subs for their defense. When you choose to surface for the main attack you pick your timing and do it right, all or nothing. Even the shield faction of Britannia does not put a shield on their sub. But of course this one has Shield(2) plus inventive scientist. Throwing in a second generator just because it's Covenant makes sense I guess. For actual constructive criticism: Drop the DR/CR to 6/8. Add Reinforced Bulkheads - makes sense for any large sub. One set of torpedoes at 10 across the board. If you add any MAR beyond Faster drop this to 8. One particle accelerator at not overpowered stats. Drop the mines as just not needed. Generators: Option 1. Keep the Kinetic Generator and switch the Shield for a target painter. This gives you decent weapons and a painter that is rather hard to knock out. Option 2. Keep the Kinetic Generator and switch the PA and Shield for a Teleport (Medium) generator. A quick flanker that keeps pace with corvettes and can open up a teleport shot for them whenever-wherever needed. Better yet it can do all of it's work from submerged. Sky Captain 1 Link to comment Share on other sites More sharing options...
Sebenko Posted January 28, 2016 Author Report Share Posted January 28, 2016 I was playing an armoured game the other day, and noticed that the CoA was lacking a medium carrier option, or any cheap carrier option in Armoured play- the cheapest being the (currently over-costed, IMHO) Epicurus, at 180 points. This idea is sort of a "quick fix" using an existing model instead of introducing a new one. Orpheus beta-Class Drone Controller Tank Medium Armoured Model 35 Points Squadron Size: 2-4 DR 3 CR 5 MV 8" HP 3 AP 1 AA 2 CC 1 IR 1 RB 1 2 3 4 P/S Broadsides (S) 4 3 2 - Minimum Move 0" Turning Template 360-degree Turn Limit 0" Model Assigned Rules: Drone Launcher(1), Fuel Reserves Options: This Model may replace the Drone Launcher(1) MAR with Drone Launcher(2) for +10 points. Any model that does also gains the Strategic Value (10) MAR. Weapon Arcs: The P/S Broadsides (S) have a Broadside arc of fire Sky Captain and Farcages 2 Link to comment Share on other sites More sharing options...
Texas_Archer Posted January 29, 2016 Report Share Posted January 29, 2016 I have come up with a decent gunnery only heavy battleship for the COA. With tweaks, it is actually really good in playtesting. Think of it as the in your face hammer of the fleet... Democritus Class Heavy Battleship Points: 210 Crew: Stoic DR:7 CR:10 MV:7 HP:9 AP:9 AA:6 CC:6 IR:6 Main Turrets (P) 10 8 7 5 Broadsides (S) 9 7 5 3 Particle Accelerator 10 10 6 MAR: Inventive Scientists, Advanced Engines 1", Redoubtable (Main Turrets) This unit has an internal Shield (3) Generator Thus unit has an internal Nullification Generator This unit may upgrade to Aggressive Crew for 10 points Two Turrets have a 270 Fore Fre Arc One Turret has a 270 Aft Fire Arc The Particle Accelerator has a Fixed Forward Firing Arc Hubcap and Farcages 2 Link to comment Share on other sites More sharing options...
Farcages Posted January 29, 2016 Report Share Posted January 29, 2016 I really like the Orpheus Beta. It's pretty squishy, but flexible in how much Drone Launcher it brings to the table, allowing you to tweak the points value of the squad to match what you've got to spend in your army list. The Democritus looks pretty good on paper. It's one of the faster battleships and very tanky, with pretty good firepower. At first glance the crew type seems a bit off, though I like the option to swap from 4+/3+ to 3+/4+ crew. Just not entirely convinced it's very Covenant-like. Maybe reduce AP to 8, make it Elite crew type and add Specialised Defence (1)? Sebenko 1 Link to comment Share on other sites More sharing options...
Sebenko Posted January 29, 2016 Author Report Share Posted January 29, 2016 My issue with a lot of these heavy BB ideas is that they're just bigger guns. I think the Covenant can do far better than that. I think there are smart solutions to any problem- generally generators and synergy. When I have a spare moment I'll see if I can come up with a detailed idea. Link to comment Share on other sites More sharing options...
Hubcap Posted January 29, 2016 Report Share Posted January 29, 2016 I thought the problem was that the CoA doesn't have a reliable large to be durable and take on other Larges? The CoA already have a lot of "synergy" units Link to comment Share on other sites More sharing options...
Hubcap Posted January 29, 2016 Report Share Posted January 29, 2016 But on the idea of CoA heavy larges, maybe some ship based around a huuuuuuuuge particle accelerator?!?!? One that can take on larges? OH A TRI BARRELL PARTICLE ACCELERATOR SYSTEM MUAHAHAHAHA!!!!! Link to comment Share on other sites More sharing options...
Sebenko Posted January 29, 2016 Author Report Share Posted January 29, 2016 Yes, it's fine to have a tougher large, but I just don't think the way to do their weapons is big dice numbers. Sure, we could make a heavy battleship by slapping three DN turrets on an Aristotle, but doesn't that seem a little... dull? I mean, this is the faction that has five carriers and felt that a common launch mechanism was too gauche, and seems to have only grudgingly settled on "some kind of vertical launch rack, I suppose". Dali-Class Experimental Battleship Large Naval Capital Wave Lurker Model 225 Points Squadron Size: 1 DR 6 CR 10 MV 7" HP 9 AP 8 AA 8 CC 6 IR 6 Crew Type: Elite RB 1 2 3 4 Raised Phase-Wave Turret (P) 7 6 7 6 Lower Phase-Wave Turret (P) 7 6 7 6 P/S Broadsides (S) 10 8 6 4 Minimum Move 2" Turning Template Large Turn Limit 0" Model Assigned Rules: Inventive Scientists, Evasive Manoeuvre (+2), Advanced Engines (+2"), Strategic Value (100), Hull Breaker (4x Linked Phase-Wave Turret, 1) Options: This Model is fitted with an Internal Shield (2) Generator for no additional cost This Model is fitted with an External Target Painter (Phase-Wave, 24") Generator for no additional cost Weapon Arcs: ONE Raised Phase-Wave Turret (P) has a 270-degree Fore Fire Arc ONE Lower Phase-Wave Turret (P) has a 270-degree Fore Fire Arc ONE Raised Phase-Wave Turret (P) has a 270-degree Aft Fire Arc ONE Lower Phase-Wave Turret (P) has a 270-degree Aft Fire Arc The P/S Broadsides (S) have a Broadside arc of fire So, uh... whoops. I might have got a bit enthusiastic about doing something interesting and created a new weapon type. The idea being that it relies on precision targeting instead of big guns. Also the Phase-Wave Turret would fire a beam that looks like a kickass sine wave, which is why the AD goes up and down. Well, as a wise man once said, "Science isn't about 'why?', it's about 'why not?'" Thamoz, Hubcap and projectmanhatten5 3 Link to comment Share on other sites More sharing options...
Texas_Archer Posted January 29, 2016 Report Share Posted January 29, 2016 Nice idea, and I like it. I think both of our ideas have merit. Yours for more synergy, and mine for that damage soaker we have all been waiting for, but have never recieved. Link to comment Share on other sites More sharing options...
Nazduruk_Bugzappa Posted January 29, 2016 Report Share Posted January 29, 2016 Well, as a wise man once said, "Science isn't about 'why?', it's about 'why not?'" Would this be the same wise man who had to temporarily suspend injecting Mantis DNA into test subjects? Thamoz and projectmanhatten5 2 Link to comment Share on other sites More sharing options...
Sebenko Posted January 30, 2016 Author Report Share Posted January 30, 2016 It may well be. Whatever his identity, I'm sure that wise man would have thought sine wave shaped lasers were the best thing since bread sliced with lasers. Link to comment Share on other sites More sharing options...
Thamoz Posted January 30, 2016 Report Share Posted January 30, 2016 Synergy is a good word for us, but I also like the word precision. We have highly specialised tools to do specific tasks. So the task we have before us is putting serious hurt on enemy large/massives, whilst not impinging too much on other roles. I think the way to do it is similar to sebenko's. A weapon system. My idea is similar to the long lance, but... Bigger To be mounted on an Aristotle type hull with heavy battleship stats: Heavy energy lance 11/11/8/8 MARs for the weapon: Hunter surface +1. Crushing impact. Hull breaker 1. The dice spread is not impressive. But it does not have to be. Hunter surface gives it the kick it needs to hit the dr of most large/massives. Crushing impact makes that dr hit into a crit. Hull breaker adds that little extra damage. This all leads to a one shot weapon that can cause significant harm to any surface target. You could use it on a medium or small target but that would be wasting its potential in a fleet that already has a multitude of tools for killing small and medium vessels. You could shoot a flier, but the raw ad is not really high enough to worry a big one. You could shoot a submarine but the ad pool would be pitiful. Its really purpose is cracking open large ships and it would do it well. Of course, certain defences would be stronger against it (rugged construction and ablative armour) but oh well, they tend to be on vessels we have other tools to deal with. It is called an energy weapon so it is redoubtable, but damage will still hurt its low ad pool. projectmanhatten5, Sebenko, Hubcap and 1 other 4 Link to comment Share on other sites More sharing options...
thyphs Posted January 30, 2016 Report Share Posted January 30, 2016 Hows about making it a single target Indiscriminate attack?? Ignores armour MARS and Shields, then the pools dont need to be high, but also not certain to get a crit either. Im in agreement that throwing more dice isnt always the best way forward. Hubcap 1 Link to comment Share on other sites More sharing options...
thyphs Posted January 30, 2016 Report Share Posted January 30, 2016 infact...call it a Gauss cannon for simplicity Gauss always sounds cool Link to comment Share on other sites More sharing options...
jupjupy Posted January 30, 2016 Report Share Posted January 30, 2016 I thought the Long Lance was already a railgun. I mean, it does look like it... Link to comment Share on other sites More sharing options...
thyphs Posted January 30, 2016 Report Share Posted January 30, 2016 long lance sounds crappy Link to comment Share on other sites More sharing options...
Sebenko Posted February 3, 2016 Author Report Share Posted February 3, 2016 An interesting idea that came to me while thinking about CoA carriers- Not quite a new unit, but a new idea nonetheless. What if all CoA carriers had a Rocket Launcher with AD equal to their starting Drone Launcher value? Admittedly it would require some balancing, but most of our carriers could get it and still need a buff at this point. Or just give it to the Epicurus. I miss the launch turret. Link to comment Share on other sites More sharing options...
Nazduruk_Bugzappa Posted February 3, 2016 Report Share Posted February 3, 2016 To be honest, I am surprised that the mega turret on the Epicurus is still a hood ornament. If I was going to make it something, it would be an external disruption generator+node launcher combo. Sky Captain, projectmanhatten5, Hubcap and 3 others 6 Link to comment Share on other sites More sharing options...
mjorr Posted April 2, 2016 Report Share Posted April 2, 2016 Old idea and first "mod" to ships I made is the addition of port/starboard "BEAN TURRETS" added to Aristotle - 180 deg fire. eg. Ports side attack 5 turrets into a target at rb1 Link to comment Share on other sites More sharing options...
mjorr Posted April 4, 2016 Report Share Posted April 4, 2016 What about using our poor Daedalus and pair it up with a second one so that we have up to 4 (4) mines delivered per turn, that would be fun also the other combined stats - 2 sharks of the air hunting down that "prey". Link to comment Share on other sites More sharing options...
Nazduruk_Bugzappa Posted April 4, 2016 Report Share Posted April 4, 2016 The best you're going to get with the Daedalus in the current rules, when it comes to mine laying, is attaching Alea escorts Link to comment Share on other sites More sharing options...
mjorr Posted April 5, 2016 Report Share Posted April 5, 2016 Just wanted the boys to come out and play. Link to comment Share on other sites More sharing options...
Apolloxer Posted April 5, 2016 Report Share Posted April 5, 2016 Excellent paintjob! Link to comment Share on other sites More sharing options...