Nazduruk_Bugzappa 1,813 Report post Posted February 25, 2017 This thread is so that @Spartan Mike has a list of models that spend their time as "doorstops" for some reason or other. Please be specific in the reasons why, and also provide a suitable solution, without going overboard. Please use the following format, for ease of reference- Nation: Model: Problem: Suggestions: 3 Bazlord, S.Mike and Hubcap reacted to this Quote Share this post Link to post Share on other sites
Nazduruk_Bugzappa 1,813 Report post Posted February 25, 2017 Nation: FSA Model: Washington Problems: *internal competition with Philadelphia *turrets cannot link Suggestions: *remove "bombard" designation from turrets, and replace it with Sustained Fire (2) to match the physical model *replace both bombard turrets on the Washington with a single, 360°, bombard battery Quote Share this post Link to post Share on other sites
Nazduruk_Bugzappa 1,813 Report post Posted February 25, 2017 Nation: Prussia Model: Stoltz Problem: soon to be obsolete, with the new destroyer being released Suggestion: change fixed fore gun to a tesla bombard 1 CDR_G reacted to this Quote Share this post Link to post Share on other sites
Sebenko 978 Report post Posted February 25, 2017 I'll keep these as one post to avoid clogging up the thread... Nation: Polish-Lithuanian Commonwealth Model: Rarog Landship & Grunwald Dreadnought Problem: Overcosted and ill-fitting for the PLC orbat Suggestions: Reduce points cost by 10 & 15 points, respectively. Give models a role as either fire support or some way to keep pace with PLC mediums Nation: Covenant of Antarctica Model: Drones Problem: Drone feedback rule is unreliable and unsatisfying Suggestions: Have a non-dice roll based solution, such as X in every Y drones is removed, add radius of reduced feedback effect to CoA carriers Nation: Covenant of Antarctica Model: Diophantus Assault Carrier Problem: Expensive brick, dreadnought classification unnecessary Suggestions: Reduce cost to ~220 , reduce DR to 11, remove Dreadnought from designation, remove Drone Launcher (9) upgrade option to simplify and emphasis Pericles as the CoA 'fleet carrier', reduce SV significantly Nation: Covenant of Antarctica Model: Aristotle Battleship (Main Turret version only) Problem: Too vulnerable to boarding for the price, E-turret version does not suffer due to not generally getting up close and personal Suggestions: Add Specialised Defences (2) to Main Turret Aristotle Nation: Covenant of Antarctica Model: Pericles Fleet Carrier Problem: Too squishy for a massive model Suggestions: Increase DR/CR by 1 Nation: Covenant of Antarctica Model: Euclid Problem: Massively overcosted, needlessly complicated upgrades section Suggestions: Balance: Reduce cost to 240/250, make Drone Launcher (9) the default, reduce SV (to 75, maybe?). Reduce cost of generator and Combat Coordinator options by 5-10 pts each. Streamlining: Remove 'one of' and 'if this then' from non generator options (No-one is going to take CC(Robots) without the discount Colossus squadron anyway, and if someone wants to load up a Euclid with all the marginal upgrades they can, let them- diminishing returns and a comical prize value will balance that out). Reclassify as a Command Flyer, it's not damaging or tough enough to be a dreadnought. Nation: Covenant of Antarctica Model: Epicurus Sky Fortress Problem: Drone turret does nothing, Slightly overcosted Suggestions: One of: Allow Drone Turret to be used as a rocket launcher with 2x current Drone Launcher points. Allow Epicurus to launch drones without an activation marker. Add a Launch Turret weapon akin to the 1.1 version. Re-add 8" launch range. In addition: Depending on the previous option added, reduce cost by 10 points. Nation: Covenant of Antarctica Model: Daedalus-Beta Large Flyer Problem: Overcosted and undergunned, no distinct role over Epicurus. Currently only slightly better shooting than a Hippasus, with none of the cool options or generators. Suggestions: Reduce cost to 120 points, add Mine Controller generator upgrade option Nation: Covenant of Antarctica Model: Icarus Medium Flyer Problem: Indistinct from Cleomedes, non-core in naval games makes it the inferior choice Suggestions: Drop price to 70/75 points, provide some differentiation from Cleo (faster movement?) Nation: Covenant of Antarctica Model: Capek Problem: Slightly overcosted Suggestions: Drop price back to 65 Nation: Covenant of Antarctica Model: Arronax Assault Robot Problem: Useless in naval games without diving Suggestions: Add diving to designation Nation: Covenant of Antarctica Model: Skorpios Bombard Problem: Overcosted Suggestions: Reduce cost by 10-15 points 2 Bazlord and Wolfchild reacted to this Quote Share this post Link to post Share on other sites
Nazduruk_Bugzappa 1,813 Report post Posted February 25, 2017 My own suggestion for that hood ornament on the Epicurus is to make it a disruption generator with a node launcher. 1 Wolfchild reacted to this Quote Share this post Link to post Share on other sites
Green 40 Report post Posted February 25, 2017 Nation: KoB Model: Monarch Problem: Always by a very far margin the worst alltime heavy battleship. Now internal balance issues with Magnate. Same Role as Magnate, but miles worse and much more expensive. Suggestion: Finding a new role for the ship. Heavy Turret with a 10/8/6/4 split with devastating. Giving it similar issues as the new mk2 magnate, whether to link all weapons and lose devastating or risk something for linking only heavy turrets but get boni. With the upcoming terrifying mars a combat coordinator die hard 8" is also a viable option. To bring it more in line with other heavy battleships, increase the CR to 11. To be honest, with the current mars and gens, it is really hard to make this work. 1 sleeping_squirrel reacted to this Quote Share this post Link to post Share on other sites
Green 40 Report post Posted February 25, 2017 Nation: KoB Model: Vengeance Problem: poor shooting, suffers from similar problems as the Ika. Ramming is too easy to deny. Suggestion: Combat coordinator 8" torpedos RBI (It is a very nice addition to make the ship unique and enable different list designs with a RBI shooting; the fixed arc still makes it difficult to function like a rocket battery so....). Vengeance commanders are reckless and are known for very dangerous maneuvres. Besides its movement cannot be blocked by small ships. The smalls make way in panic when a giant chainsaw comes close. Swift Maneuvre +1. Another alternative would be hunter surface. Quote Share this post Link to post Share on other sites
Grand-Stone 153 Report post Posted February 25, 2017 Nation: EoBS Model: IKA Problem: It does limited amount of damage in the first rounds and nothing if you want to exploit it being a submarine. Then it is slightly to little scary once it pops up. If you wait for 3 turns for something to come into action, it should be worth it. The probability of it doing a critical damage on a boarding action on a large model is slightly to low. Also, I would love for the IKA to be able to better exploit the fact that it is a submarine. Suggestion: increase the AP slightly. If necessary beef up it's cost. Also, it would be fun to give it aquatic assault, and or a special making it capable of diving after a boarding action. Nation: EoBS Models: most larges: broadsides weapons. Problem: There is nothing wrong with the power of EoBS's large units. However a weapon system which adds so little to the units are problematic. The problem is the combination of very difficult to pull of and limited power. If something is difficult to pull of, it should at least be worth it. Solution: Make it a RB1 and RB2 weapon and drop RB3 and RB4. Then we will not be ass frustrated to see stats for guns that never get used. Also, beef up the firepower for it. The new BB for EoBS is a step in the right direction. 2 Hubcap and Lord Nobody reacted to this Quote Share this post Link to post Share on other sites
Lifegiver 84 Report post Posted February 26, 2017 Nation: EoBS Ika Problems: late and low damage output, vulnerable against sub hunters, vulnerable against all when surfaced, Zariganis are far better and make the Ika redundant Solution: make it cheaper, increase AP a little bit, maybe give it back CR 10 Kiyohime Problems: bad as a carrier (Tenkei is way better and less vulnerable), assault carrier only in name, gives away many VPs very easily Solution: make it a fleet carrier (carrier 9) or a real assault unit (for example 10 AP aggressive crew), decrease SV to 25 Nakatsu Problems: gets shot down before it arrives at the enemy, too slow to hunt smalls that are faster, difficult and contradictive weapon arcs, too slow to adjust its FC broadsides, useless FC torpedoes that are not worth positioning the model to fire them Solution: +1 speed, Torpedoes stronger or 90° fire arc Mizuchi Problem: too slow Solution: +1 speed Yurei Problem: too expensive for very low damage output, the price increase was not justified Solution: Give it back its old price (i.d. 150 points) Arashi Problems: unflexible and hard to position because of mediocre FC fore rockets Solution: make rockets 90° fire arc Raijin Problems: too vulnerable, cannot use node projector when obscured, command unit only in name, gives many VPs for no reason, too expensive for what it does (1 Raijin is more expensive than 2 Honshu Mk3 that do the same) Solution: +1 HP, can use node projector when obscured, MAR die hard (EoBS models in 8"), delete SV Yurgi Problems: too vulerable and low firepower for expensive 40 points Solution: DR4 and stronger fore guns OR decrease points cost to 35 DFA-170 Problems: hard to maneuver, crappy fire arc for fore rockets (not worth changing position to use them), heavy bomber is way better Solution: sharp turn, fore rockets 90° fire arc Onryo Problem: slightly overpriced Solution: give it a small boost (increase bombs by +1 or decrease points cost by 5) Yokei: see http://community.spartangames.co.uk/index.php?/topic/19939-yokai-class-battleship/&page=4 EoBS aircraft: Give sharp turn to ALL their air units. It is really confusing that some have it, wile others do not. EoBS fortifications: Problem: too weak in comparison to mobile units, simply not worth taking Solution: maybe make them cheaper Quote Share this post Link to post Share on other sites
Bratr 175 Report post Posted February 26, 2017 Nation: RC Model: Myshkin bomber Problem/s: Fragile one trick pony, and the trick is quite weak. Usualy can´t bomb / board anything till turn 3 and the bombing is quite weak, compared to two turns of waiting. Also it´s very fragile Solution/s: Eighter boost its bombing role - increase speed to 12", remove limited amunition MAR and add area bombardment MAR or terryfing MAR or boost its boarding role - change crew to reckless, or add it a new support role - add telescopic zoom AA 12-16" or pack tactics AA +1 (giving it a new role as SAS hunter), Nation: RC Model: Saransk Airship Problem/s: Low damage output (with same boarding threat and toughness) compared to other of its class airships (Pflicht, Hawk, Furieux) Solution/s: Increase damage output - remove mines and add bombs (6-7AD), or add toughness - make the main gun redouptable, or increase ablative to +2 or add support generator like mortar or Primary gunery target painter 16" (or chage generator so it could be used after movement and then range 8") Nation: RC Model: Pesets Submarine Problem/s: Low damage output, need to surface to shoot changing it basicaly to weak cruiser, short range of mandatory generator (I never get close enough to use it) Solution/s: Increase damage output f the guns to 8/8/5/5, or remove need to surface giving it torps instead (as in 1.1.) with the same spread and surface hunter, or increase range of target painter generator to 16" (or chage generator so it could be used after movement) Nation: RC Model: Nikel Heavy frigate Problem/s: Can´t do its supposed main role (submarine hunter) properly Solution/s: Give the mortars sub-killer MAR and/or give it telescopig zoom AA 16" MAR Nation: RC Model: Belgorod Landship Problem/s: Where to start. Slow, can´t link its weapons, short range, low damage output, easy to board / bomb, mimic generator don´t have anything to mimic Solution/s: Change the fore guns to primary, increase speed to 7" and reduce turn limit to 1", change mimic generator to target painter generator 16" primary or mortar gunnery (or chage generator so it could be used after movement and then range 8") Quote Share this post Link to post Share on other sites
Bratr 175 Report post Posted February 26, 2017 Nation: Covenant of Antarctica Model: Aristotle Battleship (Main Turret version only) Problem: Too vulnerable to boarding for the price, Low damage output for its price. Suggestions: Add Specialised Defences (2) or change the turret spread to 10/8/5/3 Nation: Covenant of Antarctica Model: Pericles Fleet Carrier Problem: Too squishy for a massive model, To expensive compared to other fleet carriers Suggestions: Increase DR/CR by 1 or give it a new support role with combat coordinator rule or new not so often used generator Nation: Covenant of Antarctica Model: Euclid Problem: Low damage output compared to other dreads, slow and very short ranged support MARs Suggestions: Reduce cost of generator and Combat Coordinator options by 5-10 pts each or increase their range. Add third rocket battery and add Hunter aerial +1, Change the particle spread to 12/12/6 as on Diophantus Nation: Covenant of Antarctica Model: Epicurus Sky Fortress Problem: Drone turret does nothing, Suggestions: Allow Epicurus to launch drones without an activation marker or change it to teleporter generator (Small and/or tiny aerial models) or node projector generator - Disruption or time flow generator Nation: Covenant of Antarctica Model: Daedalus-Beta Large Flyer Problem: Overcosted and undergunned, Too slow, Gunnery turrets are much worse than energy. Currently only slightly better shooting than a Hippasus, with none of the cool options or generators. Suggestions: Increase speed to 8" (as Tunguska which is basically the same hull), change spread on gunnery turrets to 10/8/5/3 add Mine Controller generator upgrade option Nation: Covenant of Antarctica Model: Capek Problem: Rockets are unable to pose threat to squadron of medium or large flyers Suggestions: Change squadron size to 2-4, and or make specialised squadron of Hyperbios and 1 or 2 Capek Quote Share this post Link to post Share on other sites
Bratr 175 Report post Posted February 26, 2017 Nation: FSA Model: Liberty heavy battleship Problem: Rocket option is not worth taking. Suggestions: Specialised squadron with Guilford destroyer (or attachment Guilford 1) Nation: FSA Model: Independence Problem: Missisipy MK I does basicaly the same thing and better for the same points, No distintive role. Suggestions: Specialised squadron with revere corvete (French have simillar squadron) to enhance its boarding role, increase speed to 7" Nation: FSA Model: Lexington Problem: Low damage output compared to other light cruisers (Marseille or Plato), slow Suggestions: Team it with Independence or increase speed to 9" or increase the spread of voley guns to 5/4/-/- Nation: FSA Model: A 17 Bomber Problem: Too slow to actualy bomb anything, Suggestions: Increase speed to 10" or hunter Surface and Diving +1 to the Torps as well as bombs Nation: FSA Model: Avion strike bomber Problem: Too slow to actualy bomb anything - they are the slowest small bombers in game. Suggestions: Increase its speed to 14" or increse its bombs to 4AD, or add pack tactic +1 bombs, AA Nation: FSA Model: Freedom MK 2 robot Problem: useless unless it´s attachment and even then it´s too undergunned for its points Suggestions: Telescopic zoom 16" AA perhaps (to boost its attachment role), or change squadron size 2-5 and make them AP 2 (to make it a boarding threat), or change their gunery spread to 5/4/-/- Nation: FSA Model: Washington Landship Problem: Overpriced, undergunned, overshadowed by Annapolis and Philadelphia Suggestions: Give it a distinct role - Air hunter - Remove bombard from turrets, give air hunter +1 MAR, change turret spread to 12/10/8/6 , Support Landship - node projector with disruption generator, sonic generator or target painter generator rockets/volley guns, or Boarding Landship - remove turn limit, increse movement to 8", change broadsides to volley gun broadsides and add attachment pioneer 1-2 Quote Share this post Link to post Share on other sites
Lifegiver 84 Report post Posted February 26, 2017 RoF Frelon Problems: pillow fisted, nearly useless Solution: 20 points or better bombs (for example corrosive) Alma Problems: massively overpriced Solution: 25 points, +1 speed Lyon Problems: brawler that never reaches the enemy, FC torpedos that are not worth using Solution: DR4, make torpedoes stronger Bayonne Problems: useless, massively overpriced Solution: decrease points cost Chevalier Problems: pillow fisted for many points, easy to board Solution: stoic crew, add a short ranged secondary weapon system (for example torpedos) Marseille Problems: too expensive for being vaporized so fast Solution: 5 points cheaper, maybe +1 speed Ecuyer Problems: much worse than Dieppe that ist only 5 points more Solution: 5 points cheaper Voltaire Problems: pillow fisted, easy to destroy Solution: make it cheaper Gascony Mk1 +MK2 Problems: see http://community.spartangames.co.uk/index.php?/topic/20322-expansion-box-and-modular-battleship/ RoF fortifications Problem: too weak in comparison to mobile units, simply not worth taking Solution: maybe make them cheaper Quote Share this post Link to post Share on other sites
Lifegiver 84 Report post Posted February 26, 2017 KoB Bastion Problems: simply not worth taking, KoB has crappy CC Solution: give it back CC3! Orion Problem: too expensive Solution: 5 points cheaper Doncaster Problems: not worth taking, the heavy bomber is much better Solution: stronger weapons or cheaper Eagle Problems: expensive, pillow fisted, no real task in the army Solution: improve the guardian generator to give 2 shield dice instead of 1, making it the same as the dreadnought (i.e. 2, 12", protective =2). Illustrious Problem: too expensive Solution: 15 points cheaper Monarch Problem: a brawler that cannot brawl (slow, little firepower, easy to board) Solution: advanced engines (+1), heavy turrets 11 8 6 0; 10 AP stoic crew Avenger Problems: expensive, gives away many VPs Solution: 10 points cheaper, decrease SV to 50 Vengeance Problems: vulnerable, gets critcal damage when ramming, very easy to board, gives away many VPs to Prussians fast and easy Solution: CR9, 8 AP, evasive maneuvers +1, remove silly SV (Prussians) KoB fortifications: Problem: too weak in comparison to mobile units, simply not worth taking Solution: maybe make them cheaper 1 Thamoz reacted to this Quote Share this post Link to post Share on other sites
ethicalengineer 29 Report post Posted February 27, 2017 As for my factions: Nation: EoBS Model: Nakatsu Problem: Week light cruiser Suggestions: Make squadron size 2-4 again Nation: EoBS Model: Ika Problem: Low speed, low damage output at last turns Suggestions: Make it aquatic assault, to allow boarding from submerged level or increase move to 10" Nation: EoBS Model: Arashi Problem: Overpriced Suggestions: Discount of 5-10 points will help Nation: EoBS Model: Kiyohime Problem: Not an "assault" carrier. Low survivability, low damage output, low carrier value Suggestions: 2 ways to fix it: make it 6/10 and Rugged (2) and 8" movement, or Carrier (9) and change its type from assault carrier to fleet carrier Nation: EoBS Model: Sui, Yurgi Problem: Useless Suggestions: Limited amout of weapons and low damage output. No special mars. Make them Pack tactics (2) maybe? Nation: EoBS Model: Raigin Problem: Low survivability. Useless squadron support. Suggestions: Make it Combat deployment (EoBS, Zarigani 5) for 80 points, give him Rugged (1), give him Combat Coordinator (Zarigani, Terror tactics (1), increase points to 180 Nation: EoBS Model: Tsukuyomi Problem: Useless generators Suggestions: Increase cost to 155 give him option to take Generator with Node launcher for sonic or for disruption at +5/+10 pts cost. Nation: EoBS Model: Onryo Problem: Overpriced, Useless Suggestions: Generator is too weak. Overpriced for one turrent and 5 bomb (increase it to 7 for example will solve problem) Nation: EoBS Model: DFA-170 Problem: Overpriced Suggestions: Discount of 5-10 points will help Nation: FSA Model: Restitution Dreadnought Robot Problem: Imbalanced. Gun variant is too powerfull, Hammer variant is too weak. Suggestions: Decrease 2AD from Colt Cannons at all levels. Increase range of Assault for Hammer variant to +4 inches. Increase movement of Hammer variant. Nation: FSA Model: Lexington Problem: Overpriced, give him Sharpshooters back Suggestions: All such light cruisers must be 2-4 squadrons. Nation: FSA Model: Washington Problem: Turrets cannot link Suggestions: Make their arcs 270" instead of 180 Nation: FSA Model: Reno Problem: Overpriced, useless tank Suggestions: Give him back ability to attach one to Trentons, give him back Devastating ordnance. It was normal in the past, but now it is broken to sh*t. Nation: FSA Model: Avion Problem: Low survivability Suggestions: Increase their speed, make them difficult target, increase pack tactics (one of this solutions) Quote Share this post Link to post Share on other sites
Benchpresser 268 Report post Posted February 27, 2017 My main fleet is Blazing Sun so I'll comment on those- Naval- Arashi- LOVE the model but slightly over-priced for it's numbers- drop it 5-10 points to balance out it's near uselessness in RB 1 (especially since it can be attached to Mediums which will be up close and personal) OR alternatively.. give it a Rocket attack in RB 1- maybe 2-3 strength? Nakatsu- Definitely needs to be bumped to 2-4. Sui- This needs a complete rethink. This is supposed to be our Heavy Destroyer, yet it has less teeth than the Yurgi. The torpedoes just aren't a threat. They need to either extend to RB 3 OR have their numbers bumped to 8/7. The boarding threat also isn't that great as well, since they will get shot up going in and even 1 HP damage reduces their effective attack considerable. I'd suggest giving it "Attachment Medium/Large 1 or 2" to get the most out of the CC3. Aerial- Raijin- Again, great model just not worth bringing right now. The Node Projector is it's only purpose. Plus the Zarigani attachment only makes sense in a Combined force- pure aerial it's utterly useless. Give the Gyro Squadron Support (EotBS SAW Fighters 3) for aerial battles and Combat Coordinator (SAS, 8", Heavy Ack-Ack or Vertical Dive). It's called a Command Gyro- give it a reason to be called that. Onryo- Same issue, not worth bringing apart from variety. I'm willing to withhold judgement until I see if the Sonic Gen is changed like it's been hinted at. However if it's not- give them the option for Fury Gens... that would fit perfect with EotBS's firebug tendencies. Fiery death diving out of the sun works better that "annoying headache maybe diving out of the sun". Armored- Surprisingly I can't find that much wrong with our land forces, except maybe make the Kagoshima Carrier (9)? 2 ethicalengineer and Lord Nobody reacted to this Quote Share this post Link to post Share on other sites
Lifegiver 84 Report post Posted February 28, 2017 12 hours ago, ethicalengineer said: Nation: EoBS Model: Nakatsu Problem: Week light cruiser Suggestions: Make squadron size 2-4 again What does a bigger squadron change? Do you really want to waste 220 points on 4 sub par models you cannot hide from enemy shooting? These points are better spent elsewhere. Quote Share this post Link to post Share on other sites
Benchpresser 268 Report post Posted February 28, 2017 3 hours ago, Lifegiver said: What does a bigger squadron change? Do you really want to waste 220 points on 4 sub par models you cannot hide from enemy shooting? These points are better spent elsewhere. Depends on how you define sub par. If you look at the 4 Light Cruisers, it comes in 2nd only to the Riever. They are more maneuverable, and you can hide them, or at least partially. Run them behind a Honshu squadron or behind a tough Large like a Sokotsu or a Kaiju. Even if they take a couple hits you still should get within boarding range with the majority of the squadron intact. With 3 in a squadron you'll average around 11-2 AP on the low end. Adding a 4th and you'll likely be adding a full 5 to that low end. Even if your opponent concentrates on taking out the squadron, it's still effective. Right now taking out 3 light cruisers- or damaging them to the point of ineffective boarding- is fairly cost-equal. A squadron of Cruisers, a BB, or even a pack of Destroyers can do it and still come out on points. Adding a 4th target and they now need to commit more than the Nakatsus' 220 points to take them out, meaning that much isn't shooting at your important ships.. Ignore them and they are a serious boarding threat. Treat them as a medium sized Detroyer or Frigate Pack... You want to be more frustrating.. attach a Arashi to take hits on the way in... Quote Share this post Link to post Share on other sites
Lifegiver 84 Report post Posted February 28, 2017 Well, I rather take 3 Honshus with aggressive crew than 4 Nakatsus for the same prize. Honshu does the work it is supposed to do, while Nakatsu does not. Quote Share this post Link to post Share on other sites
Grand-Stone 153 Report post Posted February 28, 2017 I have analysed the EoBS units in the EoBS thread. And a few comments. The SUI isn't all bad. I'm not saying it necessarily is the best unit, but it's not totaly bad either. It has 3HP is significantly stronger than 2HP, and you have 12+4 AP for boarding. The down-side of the SUI is that it is expensive & slightly slow for a small. Embracing it's submarine hunting skills kun be fun though. The Nakatsu: Remember, it is perfect at one role, that is hunting smalls, both at RB4 and at RB1. Improving the power of smalls (which I'm in favor of) automaticly improves the Nakatsu in addition. Sending a Nakatsu inbetween two smalls at point blank range and kill them both is so much fun. Maybe an increase in broadside firepower would be good. I'm not saying that these does not deserve some attention. Maybe they do, but they don't need a total remake. The Onryo is directly linked to the power of the sonic & disruption generators. Thus, improving the offensive generators & especially the sonic generator will improve this unit. For the disruption, why I think I would perfer a node launcher anyway. But for the sonic, the Onryo might be fun as is, with only making that generator worth while. But as is, I do agree that the sonic generator is not worth using. 2 Bratr and edenny reacted to this Quote Share this post Link to post Share on other sites
Bratr 175 Report post Posted February 28, 2017 I must say that Nakatsu with terror tactic 2 is quite brutal light cruiser. So are Sui that have better boarding potential of squadron of corvets plus have good torpedoes and damage exept for AP loss does nothing to them. In our meta Suis are seen quite often. Onoryo and Inari need minor buff (like spees increase or some MAR, and change in generators) Ika is quite powerfull not because it actualy deal great damage but until it surface its almost unkillabe cheap large ship that has great tactial value in deployment (cheap large ship that you can spam and force opponent to deploy his large battleships before you deploy your Kaiju) and in denying opponet fullfiling his mission goal (kill all large? when you do not surface and do not go forward?) Arashi squadron is brutal, ignoring all damage but one crit effect and definetly not overpriced. With 21 AD in RB 4 they statisticaly inflict double crit on cruiser or crit on battleship. Even through AA and defensive MARs. And it´s not so difficult to stay in RB 4 or 3. Kiohime fits well in its category and is very simillar to Saratoga or Regent assault carriers both in damage output, point cost and carrier points and defensive MARs. Also as opponents of EoBS I found any complatint about capabilities of Raijin loughable for its points it´s exelent airship especialy due its node projector. Nation: EoBS Model: Ika Problem: Low damage output in boarding Suggestions: Increase the hull breaker to +2 or + 1D3 Nation: EoBS Model: Tsukuyomi Problem: Short-ranged generators, Area bombardment has low damage output Suggestions: Improve generators, Increase AD on bombs. Nation: EoBS Model: Onryo Problem: Short-ranged generators, low damage output Suggestions: Improve generators, give them range, give them Atachment MAR Nation: EoBS Model: DFA-170 Problem: Overpriced Suggestions: Discount of 5 points or Hunter MAR Bombs Surface + Diving +1 2 Thamoz and edenny reacted to this Quote Share this post Link to post Share on other sites
Nazduruk_Bugzappa 1,813 Report post Posted February 28, 2017 Note that the Nakatsu actually has two roles in this game: hunting smalls, and they are also an excellent boarding squadron. 3AP + TT2 Edit: Batr beat me to it. Quote Share this post Link to post Share on other sites
Abakus 32 Report post Posted February 28, 2017 Nation: Covenant of Antarctica Model: Epicurus Sky Fortress Problem: Drone turret does nothing, Slightly overcosted Suggestions: One of: Allow Drone Turret to be used as a rocket launcher with 2x current Drone Launcher points. Allow Epicurus to launch drones without an activation marker. Add a Launch Turret weapon akin to the 1.1 version. Re-add 8" launch range. [I think all of Seb's ideas are good ones, and I'd be happy to see any of them. I personally think keeping it as a Drone Launcher, as opposed to a Disruption Generator or something, is extremely important to the model. Otherwise, the magazines of drones on the underside just look out of place. This was the model that personally sold me on Spartan Games once I had it in my hands, with it's connection between rules and looks.] Quote Share this post Link to post Share on other sites
Merlin 549 Report post Posted February 28, 2017 Here are some units that haven't been mentioned yet. Name: All of the Dreadbots. Problem: Just way too powerful Solution: No idea, but they need rebalanced and their setting taken down from 11. @Spartan Mike it would be cool if you could give us some insight into how the team is going to tackle these guys if they are being worked on, on a robot by robot basis preferably. Quote Share this post Link to post Share on other sites
S.Mike 1,108 Report post Posted March 1, 2017 First off, thanks for taking the time to compile your thoughts and concerns for these models gang. Only way we can ensure that we put the best effort into making everything as satisfactory as possible is with well thought out and passionate feedback. Thanks! @Merlin While I don't think I can ever truely give you the insight you might want from my madness addled mind, I can try to elaborate a bit on my thoughts on the DreadBots... Some are WAY too powerful. Some are downright wet cardboard. I love the models personally. And I hate to think that any model might not be playable in a game due to how overpowered it might be. So the goal is to bring them all in line, so that in a friendly or tournament game, they would be thrilling to play with and against. Is that possible? I dunno yet! But that is the goal for sure. They are amazing modes and deserve to be used, and I suspect they will go through a heinous amount of changes to get to a place where they are well received across the board. As far as robot by robot basis? The American one is bonkers busted. Lady liberty for me is at the bottom of the heap. Everyone else sits in the middle band somewhere. When the time comes to get to work on them, I plan on making a sub section to dialogue with the community about them and illustrate the renovation project. Back to the list building! -Mike 6 varnos, Sebenko, BuckDharma and 3 others reacted to this Quote Share this post Link to post Share on other sites