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Guest Delboy

Dystopian Wars Playtester Thread

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Squadron Size

Unsurprisingly the Vengeance comes in squads of 1. As a Large vessel of course it might have escorts added however, depending on the KoB player's preferred playstyle.

 

 

Squadron Size

Taken in squadrons of 2-5, the Valiant can pose a threat to many vessels, especially those with low AA. Costing only 30pts each, they are well worth the points!

 

Cheers, and thanks for reading!

Delboy.

 

Great write up, thanks. A couple of questions though.

 

1. You've mentioned escorts at least once but I thought Escorts could only be attached to Non-Diving models or have I imagined that/carried it over from Ver1.0? Shows how rare Vanguards have been in my experience.

 

2. I think that this has been raised already but I'm checking it doesn't reflect a change in the rules - don't you use CC rather than AA to defend against boarding from Diving models?

 

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Great write up, thanks. A couple of questions though.

 

1. You've mentioned escorts at least once but I thought Escorts could only be attached to Non-Diving models or have I imagined that/carried it over from Ver1.0? Shows how rare Vanguards have been in my experience.

 

2. I think that this has been raised already but I'm checking it doesn't reflect a change in the rules - don't you use CC rather than AA to defend against boarding from Diving models?

 

Escorts can attach to divers.

 

Yes, cc is used against divers.

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Hi Delboy

Would it be fair to assume - given the boost to the Vanguard's boarding potential, plus the introduction of very boarding capable divers such as the Crocodile, Valiant etc that it is very unlikely that Spartan are considering a change to the current boarding rules?

Cheers

Andy

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Hi Delboy

Would it be fair to assume - given the boost to the Vanguard's boarding potential, plus the introduction of very boarding capable divers such as the Crocodile, Valiant etc that it is very unlikely that Spartan are considering a change to the current boarding rules?

Cheers

Andy

Got to say I was thinking the same thing!!  Seems it would upset the points applecart...

 

regards

 

DC

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Guest Delboy

Hi Delboy

Would it be fair to assume - given the boost to the Vanguard's boarding potential, plus the introduction of very boarding capable divers such as the Crocodile, Valiant etc that it is very unlikely that Spartan are considering a change to the current boarding rules?

Cheers

Andy

No, there are no plans to change boarding in a sweeping way.

The thread running on the General Forum does not follow the present thinking of the design team.

We ARE however looking at Victory Point Scoring and the time when it is calculated, along with possible knock on effects to Fleet Orders.

 

I mentioned on the thread in question my preferences on the subject, but it seems to have been largely forgotten in favour of a cluster of mechanics driven [iMO] by players who do not play WITH boarding fleets. Of course this isn't meant as a personal attack or anything, its just these players tend not to have the broader view of boarding that is needed to change such an important gaming mechanic...... as they tend to be on the receiving end only of a executed Boarding Attack.

 

Our thinking regarding boarding is more subtle I think, looking at the flow of the game rather that at new raw-feeling mechanics that clearly punish some and benefit others. The areas under discussion are.....With no changes to 'core' Boarding rules [...ie. Allocation at all steps, MARs affecting AP->AD after Defensive AA, etc]

1 - Victory Points being calculated in their own 'step' in the End Phase. No games will finish 'mid-turn'!

2 - Boarding that ends in a 0-0 AP-draw do NOT lead to Dereliction.

3 - Prizing remaining as 2xVP***

4 - Dereliction remaining as 1xVP**/***

5 - Salvaging becoming 1/2VP*/***

*Vessels in the fleet may attempt to re-capture vessels that have been Prized by the enemy, and if successful,  the attackers may allocate surviving AP to the Vessel as a form of Salvage Crew......The Salvaged vessel is 'Lost' but not Derelict giving out only 1/2VPs to the player who initially Prized it.

 

If as part of a boarding action against a Prize or Salvage Vessel, neither player leaves AP on-board,  the vessel becomes a Derelict.

Essentially this is leading to a Lost Vessel falling into 3 distinct camps - Prized [2xVP], Salvaged [1/2VP] and Derelict [VP]

 

*Salvage Vessels still give the enemy 1/2VPs and the defeated Prizing player still has the chance to re-prize the vessel later!

 

**A Derelict vessel may NOT become either a Prize or a Salvage vessel unless a MAR states otherwise - once a vessel becomes a Derelict it stays that way....mostly.

 

***All Derelict/Prized/Salvaged vessels automatically lose 1HP during the Repairs Segment of the End Phase in addition to any persistent effects that may be on the model.

 

Salvage and Prise Crews may attempt repairs on the captured vessel.

 

If a Prized or Salvaged vessel sinks before the end of the game, the AP on board is lost and the VPs are counted as if the vessel were a Derelict.

 

 

The knock on effects in our games were considerable.

1- Knockout blows of boarding rushes are greatly diminished as the defender has time to salvage their vessel back, indeed if successful, the Salvage Crew greatly affects the VP potential of the Prizing Player's rush.

2 - To achieve a Knockout, the boarding player must marshal their resources to attack closer to the end of the Game Turn, giving the defender more time to react with aggressive AD/boarding of their own, designed to reduce the AP volume incoming

3 - Games don't end mid-turn [This is a personal bug-bear of mine. I'm not keen on a game 'ending' as the first activation of a new turn, it just doesn't flow well for me.]

4 - Boarding players need to keep a reaction force handy to protect prizes [beyond the AA protection that a nearby squadron provides]....... getting a Prize isn't the same as keeping it!

5 - Once a player achieves their Fleet Objective 'mid-turn', the other player has the chance to throw the 'sheets to the wind' and gamble on reclaiming a Draw. If both players keep a VP-total [which everyone really should do anyway], this builds a degree of drama into some of the flatter Fleet Orders like Capture the Fleet Commodore.

6 - Vessels that have been the focus of an intense firefight between enemy marines are damaged internally [grenade effects, bullet hitting vital systems, etc] so taking a Prize/Salvage is a race against time.

 

We've played a lot of test games using an expanded version of this mechanic with very good results.

Boarding does not get nerfed to pointlessness, but instead becomes a swing mechanic that builds drama and encourages strong gameplay. Casual boarding becomes more dangerous, as leaving a prize crew to win cheeky-Vps can be taken from you in a simple frigate board, with the transition of VPs from 2x to 1/2 scarcely justifying the dangerous exposure the boarding vessels put themselves under.

 

A good example of this was a game recently where an FSA cruiser group with two models remaining boarded my Emperor Battleship, and after a hard fight managed to leave 3AP on board.

 

Ordinarily the +340pt VP score allocated immediately would have been enough to push the FSA player over his required 70% [...his fleet order...], but with VPs allocated at the End Phase, I still had time to counterattack, sending in my Saxony Corvettes to shoot down one Cruiser with a critical hit!, board another with two Corvettes AND counter board my own battleship with the remaining 3.

 

End result of the FSA boarding action moving in too early and failing to protect their prize with another aggressive boarding activation to mount a counter attack of their own was [from a Prussian perspective.....]

 

Prior to Counter Boarding

-340pts Prized Battleship

= -340pts after the FSA Cruiser boarding action

 

After Counter Boarding

+60 Dead Cruiser through shooting

+120 Prized Cruiser through boarding

-85 Salvaged Battleship through boarding [170/2]

= +95pts

 

This lead to a points transition of 425pts in my favour.... The upshot was I won the game due to completing MY fleet order.... all because I got another activation into the mix and the FSA player couldn't counter.

 

 

I will post my thought in a fuller version for our playtest rules soon for folks to have a go with, but in the mean time I suggest folks simply play the game as written, BUT calculate the Victory Points/Game End during the End Phase [just before Drawing New Game Cards]

 

I'm more than happy to discuss folks gaming experiences on this thread.

 

d.

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that sounds good and the easiest way of fixing most of the problems I personal have with boarding ..... (still leaves the foal foul taste in my mouth when some one prizes an undamaged KoB DN though :P)

 

edit - all right, all right I cant spell :P

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Delboy, that my good sir is a most elegant way of improving boarding!  :D 

I know you suggest sticking to rules as is, but I may mention this change to my group, and see if they feel like giving it a whirl. We don't have any issues with boarding amongst us as is, but the way the 'new' version can swing a game like that really appeals to me.  ^_^

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I think that this is a well thought out idea.  I do love the drama of games having objectives finish mid turn and both sides fight for a draw.

 

Actually until recently I believed that this was how the game was actually played and personally will continue to play with a winner being determined by the end phase rather than "Whenever it happens."

 

BTW, SHOW US THE STURMBRINGER!

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Mr. Delboy,

It is the weekend; Yes Friday's count.

Where is the Prussian sneak peaks now?

You said that they would be here at the latest by the weekend, and unfortunately my good sir, I must inform you that it is the weekend already.

*starts to shake*

Come on man, just little bit I...I only really need the sub man, ya just the sub...and the Planes...and and...maybe some support cruisers...

 

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1 - Victory Points being calculated in their own 'step' in the End Phase. No games will finish 'mid-turn'!

Wait! Is this actual rules? :o

We always played with victory triggered end of turn!

 

Otherwise, I trust you when you say it's better. ;)

Salvage crew sounds great.

 

And please don't forget to differenciate "Boarding Assault" as the whole process and "Boarding Assault" as the phase after defensive-AA/CC :P

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Guest Delboy

Wait! Is this actual rules? :o

We always played with victory triggered end of turn!

 

Otherwise, I trust you when you say it's better. ;)

Salvage crew sounds great.

 

And please don't forget to differenciate "Boarding Assault" as the whole process and "Boarding Assault" as the phase after defensive-AA/CC :P

The rules do indeed say the game ends immediately when the Victory Conditions are achieved.....so capture the Commodore and the game is over at the point of capture [....assuming you rolled 6 on the Fleet Orders Table of course....] and your opponent gets no say in the matter.

 

In my suggestion, I mention removing this stipulation in favour of a mechanic whereby the allocation of Victory Points is left to a specific segment in the End Phase.

[Players should still keep a blow by blow VP-record however, as this only serves to help with the book keeping.] Hence, players get a chance to swing back, counter attacking with a plan of their own, to either force a draw, or even steal a win by Prize/Salvage manipulation.

 

I must confess I've no idea what you are talking about when you refer to......

 

 

 

And please don't forget to differenciate "Boarding Assault" as the whole process and "Boarding Assault" as the phase after defensive-AA/CC :P

 

Lost in translation perhaps? ;)

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In our games we have been experimenting with prize VPs being an end of turn arrangement, giving someone the chance to wrest one of their own ships back, if only to deny the opponent it's VPs a second time! It works very well and means that boarding assaults are less immediately decisive, you have the chance to counter attack and turn the tide back, though a canny player can out-activate you and get that late turn victory. Definitely an improvement to the game.

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The rules do indeed say the game ends immediately when the Victory Conditions are achieved.....so capture the Commodore and the game is over at the point of capture [....assuming you rolled 6 on the Fleet Orders Table of course....] and your opponent gets no say in the matter.

 

In my suggestion, I mention removing this stipulation in favour of a mechanic whereby the allocation of Victory Points is left to a specific segment in the End Phase.

[Players should still keep a blow by blow VP-record however, as this only serves to help with the book keeping.] Hence, players get a chance to swing back, counter attacking with a plan of their own, to either force a draw, or even steal a win by Prize/Salvage manipulation.

It was that obvious the game would work like that, that we never noticed it was instant victory ! :unsure: I'm glad you change it for end of turn calculation.

(When I say I trust you, I mean on new boarding rules)

 

Lost in translation perhaps? ;)

Hum... I don't think.

 

In rules, the whole process of boarding (targeting models, defensive actions, fight between marines and conclusion) is called Boarding Assault.

But the "fight" phase, when AP is turned to AD, is also called Boarding Assault.

 

A lot of players get confused because the same term is used to designate 2 separate things (even on forums with lot of questions regarding to boarding assaults and MARs). The "fight" phase, or the whole process, should have a different name.

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Guest Delboy

 

In rules, the whole process of boarding (targeting models, defensive actions, fight between marines and conclusion) is called Boarding Assault.

But the "fight" phase, when AP is turned to AD, is also called Boarding Assault.

 

A lot of players get confused because the same term is used to designate 2 separate things (even on forums with lot of questions regarding to boarding assaults and MARs). The "fight" phase, or the whole process, should have a different name.

 I agree with this.

In my trial rules I've called it the Close-Quarters-Battle Segment [CQB]

By separating the segments and naming them it becomes easier to clarify where MARs come into effect, such as Dash+Elan and Gas Alert. :)

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Guest Delboy

Prussian Empire Support Box

http://shop.spartangames.co.uk/ProductDetails.asp?ProductCode=DWPE48

 

So, lets start with the theme of this box.....

If one were to ask,

“What’s the Prussian's signature Weapons System?”......the answer would be obvious – Teslas!

 

Be it Coils, Speerschleuders, Generators, Broadsides, or ….... Bombards and Speerschleuder Bombs!!!......the PE fleet has loads of 'em! From the lowliest Frigate to the awesome Dreadnought and Fleet Carrier – Teslas of one type or another make an appearance.

Teslas have a number of benefits in the game.

 

1- They have the Redoubtable MAR as standard so they do not regress with damage as quickly as other weapon types, making them a solid dependable level of firepower.

2- They are able to fire at RB1 vs. targets that would normally be immune.

3- They tended to have the Lethal Strike MAR, which goes hand in glove with the Prussian penchant for boarding [....less AP on-board target vessel=less work prizing target vessel...].

4- The imagery is cool!

5- The imagery is very cool! :P

 

But this weapon system is not without its drawbacks.

1- It tends towards low AD-Spreads, ensuring that unless linked in large squadron numbers, they tend to be underwhelming.

2- The Fire Arcs are very restrictive – The Prussians are a rapid-closing fleet, where P/S Fixed Channel Fire Arcs are almost prohibitive, rarely seeing the light of day. The Fore and Aft Fire Arcs also tend towards a form of linear gameplay, basically if your pointing at something you can shoot it......

 

 


Prussian Empire Fleet Rules:

The military of the Prussian Empire has embarked upon a wide-scale effort to improve the effectiveness of its trademark Tesla Weaponry. As a result, war machines across the fleets and armies of this nation are being upgraded with enhanced Tesla coil batteries and conduction-harpoon projectors.

 

All Tesla Coil Weaponry (identified by having either the word Tesla or Speerschleuder in the weapon title) have the following rules:

Tesla Coil Weaponry is considered to have the Redoubtable and Lethal Strike MAR for NO additional cost.

Important Note: Any model that includes an entry for purchasing the above MARs should be ignored as they are no longer applicable.

 

All Speerschleuder Weaponry (identified by having the word Speerschleuder in the weapon title) now has the Lightning Rod MAR.

 

All Fixed Fore or Aft Tesla Coils now have 90 degree Arcs of Fire. All Tesla Coil P/S Broadsides now have Broadside Arcs of Fire

 

Amended Model Assigned Rules (MAR): Lightning Rod (weapon)

If the number of hits from an Attack equals or exceeds the Damage Rating (DR) of the target model, and ANY weapon in the Attack has the Lightning Rod MAR, the target model gains a Lightning Rod Token. models may attempt to remove Lightning Rod Tokens as if they were Critical Effects.

 

Subsequent Attacks that include any Tesla Coil Weaponry against a target model with a Lightning Rod Token, will gain the Devastating Ordnance MAR for NO points difference. While an affected model may have multiple Lightning Rod Tokens, multiple instances of a Lightning Rod Token do NOT have a cumulative effect.

 

In addition, should a model with a Lightning Rod Token be the target of a Tesla Generator, the Tesla Generator is effective on a roll of 3+, not 5+ as it would normally be.

 

 

So taking these changes from the top.....

 

Lethal Strike – I've always struggled to understand the reason why this MAR wasn’t just a permanent thing right from the start. If a Tesla Attack gets enough hits to do a point of damage, what difference should it make WHO did it? The potency of the electrical attack wouldn’t be any different if it were a Frigate or a Dreadnought that rolled that amount of hits......

Redoubtable – Well, we made sure this was included too, mostly to avoid the clutter on the Stat Card/Fleet Entry.

Lightning Rod – Same reason this is included too, the weapon system always gets the MAR so including it here means we don’t have to continually re-state it in each card.

Fire Arcs – On the surface of it these changes don’t look that earth shattering and they aren’t intended to be. They WILL increase the availability of Tesla Attacks in the game, simply by making them more likely to be able to fire! [some vessels do VERY well out of this change, but I'll leave it to folks to figure out which ones!]

Lightening Rod – There are only a few things of note here, a clarification that the Lightning Rod token can be repaired [the previous wording was woolly]. And a considerable improvement for Tesla Generators when targeting a vessel with a Lightning Rod marker. In our testing this proved to be a VERY powerful addition, as it essentially allowed a Prussian player with good fire strategy to rip through targets at RB1 with either Gunnery, Boarding or a combination of the two.

 

The Contents

The box contains a Sturmbringer Class Submarine […..we dubbed The Blitz....for obvious reasons!], 3 Support Cruisers, and 5 Small Class Bombers.

 

Also, by way of a bonus, and to bring it more into line with our thinking of Prussian Speerschleuder Tactics, we looked again at the rules for the Metzger Assault Robot– one of the PE Iconic Vessels, which never really managed to inspire/encourage use from the Playtesters [and indeed the Forum at large] in its Sea incarnation. This new variant [the AUSF-B] is designed to compliment the planned engagement strategies of the new PE assets on both land and sea. It provides another means by which the Prussian Land commander can deploy Speerschleuders.......and besides...... I have 4 sea Metzgers and wanna use 'em! :unsure:

 

The box centres around the nefarious Dietrich Von Kratz, the commander responsible for the sneak attack on the Britannian Houses of Parliament and the draping of the Prussian Flag from the clock face of Big Ben […... the man has class!.....nothing says 'sod off' like obscuring a national landmark....]

 

Von Kratz comes with come special rules that replace the Fleet Commodore or National Fleet Commodore options. [….Note however his abilities are not 'optional'....so if you're opponent want to use them and you don't......tough!]

 


Heroic Fleet Commodore: Dietrich von Kratz

This Commodore replaces both the National Fleet Commodore and Fleet Commodore abilities available to the Fleet. Each Turn, the controlling player may have the Heroic Commodore perform ONE of the following Command Abilities:

• Fix it Lads - Re-roll ONE Damage Repair Test for one model within 8” of the Fleet Commodore.

• Safe Passage - Re-roll ONE Treacherous Terrain Test for one model within 8” of the Fleet Commodore.

• Gewittersturm – This ability may only be used if the Sturmbringer is on the Surface Height Level. ONE Critical Hit Table roll from ANY squadron in Von Kratz’s fleet may roll TWICE on the Critical Hit Table, applying the preferred result, provided that the roll was caused by a Tesla Coil Weapon or Tesla Generator.

 

In addition any Prussian fleet with Dietrich von Kratz as the Fleet Commodore has the following rule:

Iron Discipline - Every non-robot vessel in the fleet may purchase the Die Hard Crew MAR for a cost of +5pts per vessel. If this option is taken, all models in a squadron must buy the upgrade.

 

 

Von Kratz has a more conventional' Commodore feel to the 'bonkers' Sir Rodney.......except for the horrifying Gewittersturm ability...... The ability of Von Kratz to deliver a choice of Crits is a real game winner,and can be done every single turn if desired!

 

This of the possibilities.......Magazine Explosion chance x2......Fusion Leak chance x2.......Generator Offline chance x2........

 

The ability even extends to the Tesla Generators in the fleet!....... Shredded Defences chance x2?...... Hard Pounding chance x2......

  B) <steeples fingers in a brooding genius manner> B)  

“....Excellent....”

 

But to get to use this ability I need to get a Crit, and Prussian Vessels dont get enough AD.....!?

Well, taking into account the number of Fire Arc Changes [allowing for more Teslas in the fleet/squadron to fire....] and of course the contents of this box having Speerschleuders literally bristling from every weapon system [allowing the fleet more access to Devastating Ordinance – the AD-multiplier MAR.......] I think you'd be surprised how often crits come up!

 

Suddenly the Prussians actually have access to a gunnery option that whilst still relying on good synergy of gameplay and smart firing strategy, can really make a dent in most vessels.....and those the Prussians DONT shoot to bits.....they board! Its important that the Prussian NEVER become a 'point+click' fleet - they are a high risk/high reward fleet that relies on vessels doing their job to achieve a goal.

 

The Sturmbringer Bombard Submarine

PEBombardSub1.png

PEBombardSub7.png

The Look

How long have I waited for a U-boat?!?...... too long! :wub:

And Chris really delivered with a sleek vessel capable of providing the fire support the Prussians have always wanted. There is even a little Arablete-style catapult to allow the Prussian player access to a Recon Plane without breaking into their Local Air Support or Carrier Compliments.

 

 

Why is it Needed?

The interesting thing about submarines, is that in truth they tend to spend large portions of the game doing very little. Most are close engagement vessels that push forwards at speed to deliver their powerful weapon systems.

 

Be it Ika, or Arronax, or even the Black Wolf, the closer you are the better!

But thats not the case with the Sturmbringer Class Submarine. Unlike its contemporaries the vessel is best sitting outside the main attack, pelting targets with Lightning Rods and pounding vessels with its Tesla Bombard.

 

The vessel stands up well when supported by the other members of the PE box. This synergy allows the group of vessels to interact well harpooning targets for each other, while the majority of the Prussian Fleet prepares to engage.

 

 

Gunnery, MARs and Generators

The large submarine has 3 Weapon Systems – Fore and Aft Speerschleuders and a Tesla Bombard.

The AD-Spread for the Speerschleuders from their 270-degree arc turrets is 9/8/7/-. This allows the vessel to link its Speerschleuders for a reasonable 13/12/10/-.

 

This ensures that all bar the most robust targets get that elusive Lightning Rod......ready for the next attack..... The 270-degree Tesla Bombard...... With an AD-Spread of -/11/9/7...hopefully with Devastating Ordinance.

 

But once a target has already been given a Lightning Rod, the firepower gets VERY interesting.

Linking with ALL its weapons [they are all Tesla Weaponry afterall!]...... you get 13/19/15/7!!!!

Putting its Hit range across the range bands into something horrifying!.....and with Devastating Ordinance, Dreadnoughts should beware!

 

The MARs are especially geared towards the vessel's intended use.

Bombard [Tesla Bombard] – To allow the vessel to use its main Ordinance in an Indirect Firing capacity.

Electrical Defences – Because its a massive battery with turrets! This also allowed us to give it a low AP score. The vessel is a support element NOT a line breaker – the Prussians have more than enough of them!

Limited Availability [1250] – This is consistent with all the Large/Massive vessels in the upcoming boxes. These prototypes are supposed to be rare!

Panic Dive – A late addition to the MAR count, but not as powerful as it seems.....sure the Sturmbringer can pop up, Tesla the living daylights out of a target and potentially sink beneath the waves to lurk with impunity..... but don’t bet on it! I wouldn’t bet on a 1 in 3 to pull of this kinda sneaky manoeuvre...... but Prussian player are gamblers at heart, so I would forgive you for running your attacks with the total certainty that you WILL roll that 5 or 6 with no worries! :rolleyes:

Rugged Construction – I'm looking at many vessels in the Prussian Fleet to gain this MAR. Not all of them of course, the Chinese have that MAR all sown up, but a few of the vessels would beifit from the added protection, so expect to see it rolled out across a number of squadrons – Not to labour the stereotype of German Engineering too much, but I envision the Prussians make their ships and tanks with the same perfection to detail that they make their cars!

Tiny Flyer Allocation [1] – This MAR allows for the addition of a Recon Plane that not only adds a little activation push to the fleet with the Sturmbringers, but also allows the Carrier Compliments and Local Air Support in the fleet to engage elsewhere. [Prussian Fighters work well in groups of 3 due to Well Trained for CAPs and Acrobatic Pilots when attacking other TFTs]

 

In terms of generators, Yup...... you guessed it!...... the vessel has an internal Tesla Generator! I'd have given it a Tesla Toilet Flush if I could have thought of a MAR for it!......although I imagine the Prussian High Command would have pooh-poohed its installation on Health and Safety grounds...... :blink:

 

The addition of the Tesla will mostly find itself being used to add movement, but you never know, should the vessel be closed upon by a Cruiser Group, having the option to use the Gen in an Offensive way might come in handy!

 

 

Movement and Manoeuvre

The critical thing about the Sturmbringer is that it gets the best out of its weapon systems by firing in Broadsides........something that Prussian players don’t get to do often! Which is nice.

 

Moving at 6” per turn with access to the Tesla Generator too, the ability to close a range band per activation means that the vessel can get into position to begin the Tesla Bombardment quickly. Of course the vessel will be target no#1 for the enemy, so its probably best to stay under the waves until you're ready to strike.

 

The vessel uses the 45-Degree Turning Template.

 

 

Squadron Size

Unsurprisingly the Sturmbringer comes in squads of 1. As a Large vessel of course it might have escorts added however, depending on the PE player's preferred playstyle. The added firepower from Wachters does come in handy, and their presence might deter opportunistic boarding rushes too.

 

The Submarine is a solid 150pts, with the addition of Von Kratz costing an additional +15pts! Would you pay 150+15pts for the pleasure of firing Teslas that are Crit-Worthy at RB3?

Yes.....I would too!

 

 

Conclusion

A great looking model, with some solid firepower.

 

I must confess I felt a little dirty when I originally wrote up the concept worried that giving the Prussians a fire-base vessel would over-balance them. In truth the Sturmbringer is powerful, but as with any wargame that includes points, the substitution effect [as well as the Limited Availability MAR preventing spamming] makes this powerful unit stand out, without stepping out of line.

 

 

The Donnerfaust Class Support Cruiser

PESupportCruiser1-Copy.png

PESupportCruiser6.png

The Look

Essentially a blocky version of the Reiver, with a hint of the Hussar thrown in.

I'm biased of course, being a Prussian Fan Boy, but its exactly what I was hoping for when I wrote the rules for the vessel.

 

 

Why is it Needed?

Looking to the synergy of the PE fleet, this support vessel is designed to be used both as a squadron and as an Attachment, so bolster the power and accuracy of the Tesla Weaponry, especially the Speerschleuders.

 

 

Gunnery, MARs and Generators

Fitted with a pair of Speerschleuder turrets of 7/6/5/-, the Donnerfaust works best turned side-on.

The Tesla Coil Broadsides of 6/5/-/- give a solid added AD addition to the vessel's firepower.

Linked without damage across a 3-strong Squadron the Donnerfausts hand out 13+6+6=25AD at RB1!!!

 

With the Redoubtable MAR and the +1HP push that comes with all Support Cruisers, the Donnerfaust hands out a great linked AD-spread – On its last point of HP, the vessel has 5+2+2=9AD, linking across a squadron of 3 [all of which might only have 1HP left = 9+4+4=17AD.

 

Basically, the enemy HAS to eliminate these vessels fully or they will just keep selling out damage!

 

The MARs continue to build the theme well, with Electrical Defences, Rugged Construction, and Limited Availability [750].....propagating the idea that these ships are precious to the fleet.

 

In addition, the Donnerfaust also has Attachment [1, PE Naval] allowing a single vessel to attach any there across the fleet, bolstering the Tesla Strength of other vessels.

 

The Generator.....<drum roll please>..... is a Tesla Generator! :rolleyes:

…...no really!?! Increasing the volume of Tesla Generators across the fleet moves the saturation effect into a scar realm where the Prussians will have numerous chances to affect the vessels in the enemy fleet chosen to be the target of boarding attacks that turn, or.... just to set them up for blasting with gunnery and tesla fire!

 

 

Movement and Manoeuvre

Not the fastest vessel in the Prussian fleet, moving 2” less than the other Mediums, the Donnerfaust moves at 8” per turn. This is offset a little by the inclusion of the Tesla Generator of course [which averages +2” when used to boost movement]

 

The vessel uses the Medium Turning Template.

 

 

Squadron Size

Taken in squadrons of 2-3, and as Attachments, the Donnerfaust stacks up well. Costing 85pts, its not cheap, but still manages to build value for all that.

 

 

Conclusion

As a support cruiser it gets the usual HP+1 push, and the ability to link all its Redoubtable Weaponry means the vessel is firing effectivley right up to the last point of HP.

 

 

The Zerstorer Strike Bomber

[apologies to my German speaking chums, I cant find the umlaut function on my Office-Prog]

PEStrikeBomber2.jpg

PEStrikeBomber1.jpg

The Look

This model is one of my favourites. Its interesting to look at the evolution in Spartan's design skill and production capabilities looking at the metal flyers that have come out over the years.....although my old and tired eyes might struggle to paint the Prussian Cross on the wings!

 

 

Why is it Needed?

Put simply, I wanted a Stirke bomber. A Stuka in effect, but with a Dystopian Prussian slant.

So there! :P

Seriously though, there was no room for another Blimp/Airship in the Small Class, and the Prussian Fleet needed an alternative to the Speerwurf when it came to Speerschleuder delivery.

 

 

Gunnery, MARs and Generators

Just one weapon system on the Zerstorer – Speerschleuder Cluster Bombs!

Not the any infantry weapons that you'd expect of course, the Dystopian universe doesn’t do anything by half! These bombs are massive, designed to embed themselves into the hulls of their targets to mark them for the Tesla Weaponry that is inevitably incoming!

 

With a VERY nasty 4AD in bombs, the full squadron links to a handsome 4+3+3+3+3=16AD!....and Shields are not proof against such an attack!

[….or the gambler amongst us might try the 4+3+3=10AD first....then 4+3=7AD after.....assuming the first Attack managed to cause a point of damage – with the AP-loss and Lightning Rod for the Devastating Ordinance...]

 

In terms of MARs, the Zerstorer has Limited Availability [500] - to denote its prototype nature, Limited Resources – because its NOT a boarding weapon of any note [….almost felt weak saying that....a Prussian vessel the ISNT a boarding torpedo!?...],

Momentum – most air planes in the game get this MAR to stop them hovering......,

Pack Hunter – I like the idea of these going in on coordinated bombing runs, to Pack Hunter fitted that idea nicely.

Small Target – well....it is a little thing!

 

Unsurprisingly, the Strike Bomber doesn’t get any generators.

 

 

Movement and Manoeuvre

The vessel moves at a good speed of 12”, which should see it operate in the vanguard of most Prussian attacks.

 

The vessel uses the 45-Degree Turning Template.

 

 

Squadron Size

Taken in squadrons of 2-5, the Zerstoter can pose a threat to many vessels, especially those with low AA. Costing only 20pts each, they are the perfect first strike weapon, especially when pitted against the heavily shielded fleets.

 

 

Conclusion

Small and very annoying, the Strike Bomber puts out reasonable firepower when on its bombing runs, and with the large squadron size, dropping on multiple targets is viable, if a little risky!

The Zerstorer is a real threat against the unescorted/partly damaged/AA-impaired fleets, capable of dropping the precursory Lightning Rod marker before the rest of the Prussian fleet fires with consummate ease.

 

 

The Metzger AUSF-B Class Robot

The Look

Nothing has changed. If you own the Metzger, you can use these rules! Although folks might want to re-paint the new Speerschleuder Weapon that replaces the older Arm Cannon.

 

 

Why is it Needed?

I'm sure there are many folks who would ask “Why do the Metzger when so many other vessels in the Prussian fleet need help?”

 

The answer to this question came up when we were discussing the single vessel to fix in the Prussian Fleet. Someone asked me “Which model to you never use?”

 

It was a good question, because I tend to build my fleets in as eclectic a fashion as possible, trying out vessel in odd combinations to try and get the best out of them.

 

But one model did stand out....or in this particular case 'sit down'....the Sea Metzger. Of course the Metzger isn’t a Sea vessl per-se. Its a flexible vessel able to work on Land and Sea. But sadly the intention didnt it the practice, and the Amphibious Rule as-written meant that I simply couldnt justify the inclusion of the Sea Variant in any of my lists. On the Land however, the Metzger is fantastic, leading the way into the teeth of the enemy forces, drawing fire and crushing enemy Landships with ease!

 

So the idea formed to bring the 2 theatre-effectiveness together better, making the Sea version more appealing while at the same time not nerfing the Land one. Also, we looked to take this opportunity to change a weapon fit on the vessel to give the Land Game better access to the new Speerschleuder weapon, and as a by-product improve the Tesla Weaponry on the Land too!

 

 

Gunnery, MARs and Generators

We decided to strip out the standard Arm Cannon on the vessel, preferring instead to imagine the arm was a more rugged version of the Speerschleuder – besides the imagery of the robot smashing its fist into a target vessel/building when discharging its electrical payload to the hapless inhabitants......was crazy cool!!!!

 

So the Metzger-B got a Left Arm Speerschleuder with 9/8/7/- with a Port 270-degree Fire Arc.

The Right Arm kept its Tesla Coil with an imporved 8/7/-/- with a Starboard 270-degree Fire Arc.

This means that the robot can link when firing Forwards....or Backwards?! ….for a reasonable 9+4=13AD at RB1, 8+3=11AD at RB2 and 7AD at RB3. Not exactly world ending, but still reasonable given the MARs.

 

The Ferocious and Fearless MARs were added to bring the vessel into line with the other Prussian/Scandinavian robots.

Hulking [Land only] was added to endure that the vessel only gained the benefit when on the Land, and not when wading/paddling through the sea.

Rugged Construction was added too...why?....cos its a big bloomin' mega robot, build to deal death to the Emperor's foes!.....that’s why! Seriously though, the MAR seemed fitting and when given to a larger model like the Metzger, it sets a good survivability ability from light sniping.

Next came the most important MAR – Multi Purpose.


Multi Purpose

This model can move on Land and Water without any penalty to its movement, and is designated as a Naval model when on Water and as an Armoured model when on Land for all intents and purposes.

 

If a model with the Multi Purpose MAR finishes its movement simultaneously occupying BOTH Land and Water, then its designation remains unchanged until it is moved onto a single Terrain Type as outlined above. For the purposes of selecting the MFV Core Force, this model may be purchased as either an Armoured or Naval model.

 

Obviously, this means the vessel moves THE SAME ON LAND AS ON SEA!!! [….Huzzah!....]

In terms of generators, you'll never guess...... The Metzger-B gets a Tesla Generator!....seems only fair given the fact it has every weapon system given over to Tesla Tech!

 

 

Movement and Manoeuvre

Moving at a solid 6” per turn, the Metzger can use its Tesla Generator to close the gap that it loses on land using the average 2” to bring its speed up to 8” per turn., [which is what it had before!] However its on the sea that the Metzger gets a real boost. The Multi Purpose MAR allows the vessel to move at the same speed! [before this the vessel moved at just 4” and might have got a +2” movement boost if it was lucky each turn. This means that the Swimming Metzger is actually viable once more!

 

The vessel uses the 45-Degree Turning Template.

 

 

Squadron Size

The squadron kept the 1-2 and removed the Independent MAR! This meant that the Metzger-Bs if taken in pairs were forced to work in pairs – like a massive metal behemoth Tag-Team! This loss of Independent wasn’t an issue in testing, and really we didn’t miss it.

 

Costing 125pts, the Metzger-B IS more expensive, but with the weapons systems changing, the MARs building up its combat capability and the flexible nature of the theatres it can operate in, its a steal!

 

 

Conclusion

As many of you who read this thread know......Delboy likes Robots!

 

And so getting to tinker with the Metzger-B was great fun! In the end we have a robot that whilst more expensive, does more on the tabletop, will see more gameplay in multiple theatres, and gives the Prussians an iconic model they can be proud of!

 

 

OVERALL PE Box Conclusion

I'm very happy with the way the PE box has turned out. The design brief has been fulfilled, the fleet as a whole has been broadened, and even re-energised a little too!

 

The addition of a gunnery threat for the PE and the fact that the other Tesla Weaponry in the fleet are improved as a result makes for a degree of synergy that will 'tweak the beak' of both experienced and new Prussian players alike.

 

 

Next up.....its the FSA!...and their Heroic Commodore Charles Redstone – the Old Schoolmaster

Feel free to ask questions and comment.

If you want to read any other write-ups, look the first post in the thread to find them!

http://community.spartangames.co.uk/index.php?/topic/3730-dystopian-wars-playtester-thread/page-1#entry55211

 

Cheers, and thanks for reading!

Delboy.

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The new ones are really interesting! I'm sure PE will love 'em all.

 

 

 I agree with this.

In my trial rules I've called it the Close-Quarters-Battle Segment [CQB]

By separating the segments and naming them it becomes easier to clarify where MARs come into effect, such as Dash+Elan and Gas Alert. :)

Exactly, and CQB would make sense.

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