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I'll take a closer look before I recommend them - but they're by "Medonoop" on steam if you want to take a look.
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# ? Jul 18, 2020 10:14 |
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# ? May 27, 2024 02:41 |
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How are the new ships? I've not really played since well before the retail Battle cruisers and the ground combat was a bit of a slog, but I like the aesthetic of the game and love me some spaceships.
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# ? Jul 24, 2020 13:40 |
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Destroyers are generally viewed as good and seeing use. Monitors the consensus seems to be that they are situational and a bit scenario dependant. Low speed limits them to backline duty. Dreadnoughts, I've played against a Washington and it was terrifying. People seem to like them. Lighters look good but literally just came out.
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# ? Jul 24, 2020 16:06 |
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I was playing around with the list builder and slapping things that looked neat and this is what I came up with: Name: New UCM Fleet Faction: UCM Points: 1496 of 1500 Launch Value 14 of 15 Vanguard Battlegroup 1 Strategy Rating: 12 1 X Avalon Admiral: UCM Commodore AV: 3 2 X Lima Pathfinder Battlegroup 1 Strategy Rating: 11 2 X Vienna 2 X Kiev 5 X Taipei Line Group 1 Strategy Rating: 11 1 X Seattle 2 X Lysander 2 X Vancouver Line Group 2 Strategy Rating: 11 1 X Seattle 2 X Lysander 2 X Vancouver Pathfinder Battlegroup 2 Strategy Rating: 7 3 X Santiago 2 X New Orleans 2 X New Orleans I'll have to price up the nisdongName: New UCM Fleet Faction: UCM Points: 1496 of 1500 Launch Value 14 of 15 Vanguard Battlegroup 1 Strategy Rating: 12 1 X Avalon Admiral: UCM Commodore AV: 3 2 X Lima Pathfinder Battlegroup 1 Strategy Rating: 11 2 X Vienna 2 X Kiev 5 X Taipei Line Group 1 Strategy Rating: 11 1 X Seattle 2 X Lysander 2 X Vancouver Line Group 2 Strategy Rating: 11 1 X Seattle 2 X Lysander 2 X Vancouver Pathfinder Battlegroup 2 Strategy Rating: 7 3 X Santiago 2 X New Orleans 2 X New Orleans I'll have to price up the missing pieces and play some in the meantime.
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# ? Jul 24, 2020 17:35 |
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I've got a question about drop fleet commander... When you're allocating attack dice from one activated group of ships, and lets say for example you're pooling 3 close action weapons into one target, will the target's point defence only get one chance to roll against the hits in this pool of attacks? Or will it respond against the three different close action weapons at full value. E: I can't really provide list advice flipswitch but I made this list on a whim after reading through the rules again and deciding I wanted to do all lights. Shaltari Light Runners 1500 pt ARMADA (1487 Tru* Value) Line Group ... 320 Eternity Lance, Granite Cruiser ... 100 ~ Star Shaman ~ ... 20 Mirror World, Emerald Cruiser ... 100 Refraction, Emerald Cruiser ... 100 Pathfinder Group ... 321 Jade 1-4 ... 180 Amethyst 1-2 ... 96 Voidgates 1-3 ... 45 Pathfinder Group ... 321 Jade 1-4 ... 180 Amethyst 1-2 ... 96 Voidgates 1-3 ... 45 Pathfinder Group ... 525 Mercury 1-3 ... 180 Mercury 1-3 ... 180 Silicon 1-3 ... 165 Personally, I love the jades, that for a whopping 180 points can pump out up to 4 damage with their particle lances. The two Granite for 200 points can potentially double it, and even without a fire order still produce 4 damage too. Of course I don't really know how important signature and speed are, but at a glance they seem horrible which is why they're in the list. Toalpaz fucked around with this message at 04:05 on Jul 25, 2020 |
# ? Jul 25, 2020 03:08 |
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That does look sweet, but I have no idea on the rules because I found out I sold my rulebook a long time ago, lmao. I think musing on it, I do remember the ground-game being very important so I might be tempted to bin the Viennas for a Madrid in the Pathfinder Group 2. It's a 1pt change so it's easy to experiment with. The Vienna's seem a little weird, very slow AEGIS ships and with BTLs.
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# ? Jul 25, 2020 14:54 |
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Toalpaz posted:I've got a question about drop fleet commander... Yes.
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# ? Jul 25, 2020 16:58 |
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Flipswitch posted:I think musing on it, I do remember the ground-game being very important so I might be tempted to bin the Viennas for a Madrid in the Pathfinder Group 2. It's a 1pt change so it's easy to experiment with. The Vienna's seem a little weird, very slow AEGIS ships and with BTLs. FWIW the Aegis ship needing to be within 4", along side the 4" thrust, coupled with the fact that when you're defending using point defence you're in close action range, leads me to believe the Madrid is probably a better all rounder choice. In a king of the hill type situation where you're going to be parking your ships over a big city cluster, you may want the Monitor Aegis for it's staying power and dps. If you're splitting up into 2-3 groups to capture a bunch of places? It seems like a poor choice. Actually I think Dropfleet list building probably would pair well with infinity style tournament list building. I don't know how tourney play works with the game though so, if they're doing something similar already that's cool.
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# ? Jul 25, 2020 17:13 |
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Yeah I've tweaked my list to add the Madrid, I had to move some New Orleans around but its looking okay! I'll have to proxy them and give it a go.
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# ? Jul 25, 2020 19:25 |
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Vienna's are intended to match speed with a battleship or dreadnought I believe. So they are the UCM equivalent of the PHR Calypso or Shaltari shield booster frigate.
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# ? Jul 26, 2020 07:25 |
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Hey, can someone point me in the direction of the fusillade rule? I kickstarted this and played a few games back then, but a bunch of the newer ships have fusillade and I can't remember what that does, and don't think it was in the launch rulebook.
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# ? Jul 26, 2020 18:30 |
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Arcturas posted:Hey, can someone point me in the direction of the fusillade rule? I kickstarted this and played a few games back then, but a bunch of the newer ships have fusillade and I can't remember what that does, and don't think it was in the launch rulebook. It's in the core rules too. If you do weapons free or whatever the shoot order is you get extra dice on the weapon equal to the fusillade number.
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# ? Jul 26, 2020 18:59 |
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Toalpaz posted:It's in the core rules too. If you do weapons free or whatever the shoot order is you get extra dice on the weapon equal to the fusillade number. Thanks. I'll dig out the rulebook again, but that's a helpful reminder.
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# ? Jul 26, 2020 21:13 |
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It gives PHR good reason to go weapons free.
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# ? Jul 27, 2020 17:32 |
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Hey hey hey.... reading the main rules and it says launch assets phase works by launching the fleet's assets all at once one by one until it's time to resolve the effects. If you dog pile one ship with like 3-4 carriers worth of bombers, does its point defence just roll once against your fleet's worth of bomber tokens? If so bombers seem pretty sweet... in comparison you need much bigger numbers on close action weapons to do similar effects. E: Wow, all of the particle lances getting fusillade 1 is a pretty big deal too. Pretty neat balance work but I wonder what the though process was considering it's very nearly a 33-40% damage buff to some ships. I knew it always felt a little low at 1 shot 2 damage for the Opals though. Toalpaz fucked around with this message at 22:20 on Jul 28, 2020 |
# ? Jul 28, 2020 21:10 |
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Had a 1500 point table top simulator game because, covid. We were really just re-learning the rules and such. Was fun. My friend commented that PHR was much better with fusillade, and I have to say that it felt like an even fight myself. It was power grab, only made it until the end of turn four before we had to wind down for the night... You can see here my bold strategy of putting all my ships down the centre line, to contest the centre cluster worth 1 point. Fighting is hectic... the ignoble amethyst and phr frigates bomb the centre cluster... All of my frigates swarm the frontline as the wretched enemy pick off my valuable emeralda motherships and basalt carriers. The Chromiums and Cobalt peel off, maintaining a low profile while trying to neutralize the strike carriers on the northern cluster. Game feels a lot better! I have to say I also realized the particle lances are a lot less broken than I thought they'd be, as the weapons fire order combined with the narrow arc make a fusillade unlikely. Also, I forgot how necessary it was to delete atmospheric landing frigates, they're not ideal for that either.
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# ? Jul 29, 2020 06:21 |
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Toalpaz posted:Hey hey hey.... reading the main rules and it says launch assets phase works by launching the fleet's assets all at once one by one until it's time to resolve the effects. Yeah you each launch the bombers one battlegroup at a time, then launch fighters in the same way. Once done you total up the PD of the ship plus any fighters and roll it once against all of the bombers. The goal is to overwhelm the PD with volleys of concentrated fire! Particle Lance's got buffed a bit to offset bad rolling. Even 3+ lock still means your 1 or 2 dice attack fluffs annoyingly frequently and you are reliant on those front narrow arcs as well. Ugleb fucked around with this message at 13:30 on Jul 29, 2020 |
# ? Jul 29, 2020 13:25 |
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Actually! Looking at the most recent 2020 errata.... there isn't a particle lance buff mentioned at all! Some army builders include point alterations and particle lance fusillades, and some don't. They all have the chromium destroyers, so up to the recent book. Did the recent errata walk back points changes/fusillade on Shaltari? Which army builders are correct? Do I need to find older erratas and use those in conjunction with the Jan 2020 one? Also help, my friend really hates the PHR lighters despite being incredibly points efficient and epic. Sure they're shot down easily, but two for 60 points and you can turn off cruisers for a turn? If they're on normal orders until they enter combat they're usually safe because they're only 2" sig. Ships only have 3 turns of good shooting... turning off a battleship for 1-2 of those turns is almost OP. Toalpaz fucked around with this message at 20:51 on Jul 29, 2020 |
# ? Jul 29, 2020 20:48 |
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The dropfleetcommander builder is the source of the current ship stats.
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# ? Jul 29, 2020 22:56 |
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Incy posted:The dropfleetcommander builder is the source of the current ship stats. Ah I see... a shame it looks so ugly and is hard to use, but this clarifies things a lot.
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# ? Jul 29, 2020 23:09 |
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Yeah it's a bit ugly and I usually make a mistake and end up deleting my list rather than going back a screen, that's more on me being a dumbass though. I do appreciate all the stats being on there though, it does make things helpful. I wish it had the tools of the Infinity Army Builder but that is more of an anomaly in the gaming scene with how good that is.
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# ? Jul 29, 2020 23:42 |
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The Dropzone builder is being rebuilt to not make your eyes bleed and be more user friendly, they are then going to overhaul the Dropfleet builder in a similar treatment. So it will be improved, just dunno when. Shaltari did get something changed but honestly I don't remember what and when at this point. The Diamond had Fuisilade (1) put on its particle triad and the shots dropped to 2 for balancing, pretty sure other stuff happened along with that.
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# ? Jul 30, 2020 17:24 |
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Aren't Glass Cloudfliers a little broken? They move like 16" a turn, and have 5 shots apiece that hit on 4+ in atmosphere for 18 pts... That means they can move 32" and dive into atmosphere, then next turn enter low orbit, adjust, move 12" and dive into atmo again and unleashing 30 4+ close action weapon shots against atmospheric enemies... For 200 pts you get 12 and shut down all of the assault carrier frigates. E: I guess the counterplay is staying in low orbit... because their effectiveness drops way off and they have no survivability. Also cruiser+ lander carriers. Toalpaz fucked around with this message at 20:05 on Jul 30, 2020 |
# ? Jul 30, 2020 20:00 |
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No you can only change orbital layers once. 200 points of corvettes should shut down frigate sized strike carriers in one area. That's a lot of points.
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# ? Jul 30, 2020 21:18 |
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Large groups of Corvettes can be strong, but as they take a turn to go up OR down an orbital once per turn they have to commit to one area. Their speed is more about getting to enemy strike carriers before they can drop troops. The more interesting question is how effective the Shaltari lighters will be given that they can literally teleport across the board.
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# ? Jul 31, 2020 08:15 |
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Any idea why they nerfed torpedoes to not come back if you roll a 1 and miss? The ships that have them trade pretty large weapon systems for the privilege of flat 6 hit or crit usually, seems strange to nerf them when they're so capped by limited fire too.
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# ? Jul 31, 2020 17:47 |
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Here are my Platinum and Opals. The lighting is bad and I'm not really capturing a lot of the browns with my bad camera but they're mostly neat and done.I tried to give the jewel things a nmm coppery look. The corn cockpit things are supposed to have a weird milky brown look, but the shading isn't apparent at all in the photo. I really need to be more strong about how I shade my minis, but as I'm painting them I'm always gunshy and I don't end up putting enough dramatic depth.
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# ? Aug 8, 2020 23:23 |
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Painted is progress! Maybe try an extra layer of wash into some recesses to get some more depth as a simple next step?
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# ? Aug 9, 2020 19:04 |
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Ugleb posted:Painted is progress! Maybe try an extra layer of wash into some recesses to get some more depth as a simple next step? I will probably wash them again, that's the simplest solution. Had another 6 hour game with my dear friend. Scourge vs Shaltari on power grab. Here you can see us contesting the northern cluster. You can catch the Scourge corvettes approaching my lonesome red gates. This is just a few turns before those corvettes wipe out my gates, basically collapsing my southern landing forces. My own corvettes dash through the north east. They meet the scourge caw frigates and assault landers, which due to sabotage, manage to catch the cloudfliers before they dip into atmosphere wiping them out. My platinum manages to put serious hurt on the scourge 'akuma'. The combine launch 15 manages to make quick work of all the cruiser sized ships, but the atmospheric frigates fair much better. The scourge admiral, manages to ram a basalt at full hull, killing it in an instant. By the end of the battle however, the corvettes wiping out my void gates in the south, and concentrated fire on my motherships resulted in me being unable to hold the ground clusters. I lost at power grab. The platinum supercarrier did almost nothing all game, which was disappointing. The bombers being unable to do anything about various atmospheric ships made the game mostly a struggle to roll sixes against atmospheric frigates. The scourge monitor isn't game breakingly broken, but it's incredibly strong. Being slow is mitigated by bonuses to active scanning. They each have potential of 4 damage, on one weapon system, that criticals on 5+, with a full front arc that they can fire while active scanning for 40~ pts. On other ships that is mitigated by splitting up the weapon into two pieces, like the granite who has to go weapons free to make use of it's two (four I guess) shots. It's really hard to line up the narrow arc though. Usually it's flying around with a single two damage weapon online. The atmospheric layer is so hard to deal with to be honest. I am going to take a fleet less skewed to dealing with cruiser and higher tonnage next time thought, so it should be less frustrating.
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# ? Aug 10, 2020 02:28 |
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Toalpaz posted:The atmospheric layer is so hard to deal with to be honest. I am going to take a fleet less skewed to dealing with cruiser and higher tonnage next time thought, so it should be less frustrating. I haven't gotten a game in recently, for obvious reasons, but I played a lot of scenarios with more emphasis on critical locations.
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# ? Aug 10, 2020 03:40 |
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The Selenium heavy voidgate might be worth using if you aren't already, and maybe Glass corvettes? The Helium Voidflyer lighters may be a good option for interception, but I don't think they will be great in atmosphere. They can go into atmo but don't have air to air on their 1 shot weapon.
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# ? Aug 10, 2020 10:50 |
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Toalpaz posted:Aren't Glass Cloudfliers a little broken? Glasses are lock 5+ and therefore can't crit. They can't kill equal points at all, you get 1.66 hits per glass and then they get PD + armour and you fail to bring down a single lander with 6 of them. They look like they should be good but that 5+ renders them absolutely trash.
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# ? Aug 10, 2020 11:19 |
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Ugleb posted:The Selenium heavy voidgate might be worth using if you aren't already, and maybe Glass corvettes? Cloudflier == glass Voidflier is something else I didn't take. Moonwolf posted:Glasses are lock 5+ and therefore can't crit. They can't kill equal points at all, you get 1.66 hits per glass and then they get PD + armour and you fail to bring down a single lander with 6 of them. They look like they should be good but that 5+ renders them absolutely trash. Air to Air gets -1 to hit son. Glasses are hitting things in the soup on 4+. E: This is literally the funniest FAQ. My personal opinion that while the Selerium can throw a decent amount of dice for the points, it's roles are so muddled that it isn't worth taking. Monitor alongside escape velocity and voidgate is such a nonbo. Toalpaz fucked around with this message at 17:24 on Aug 10, 2020 |
# ? Aug 10, 2020 15:51 |
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I think one more wash or a glaze would really get those models to pop, but photographs always murder paintjobs, so I wouldn't worry too much.
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# ? Aug 10, 2020 21:06 |
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Do you guys use the multiple orbital levels much? Me and a friend played some games tonight and found it to be the one rule we didn't use much. We're going to simplify the ground combat rules to make it faster as it's a drag otherwise.
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# ? Aug 26, 2020 20:58 |
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Flipswitch posted:Do you guys use the multiple orbital levels much? Me and a friend played some games tonight and found it to be the one rule we didn't use much. Atmosphere is pretty important, especially for scourge as a faction I imagine given all of their frigates are atmospheric. Orbit vs Low Orbit is a little more iffy, but I do like it and use it personally. Its nice that troop carriers will tend to be in low orbit, and navy carriers will be in high orbit and get a little cover bonus against most ships fighting in low orbit while launching bombers.
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# ? Aug 26, 2020 21:09 |
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Yeah sorry, specifically I meant the orbital layers, we were wondering if the game would benefit from being cut to Orbit/Atmo and that was it. We're currently editing the ground combat rules and removing the dice element from it, we just found it too tedious.
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# ? Aug 26, 2020 22:41 |
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I've found it's the kind of thing that matters: 1) In the first few turns 2) Especially if a player forgets to change levels 3) And when there are planetary rings I've found that once things enter Low Orbit they very rarely return to High, but I'm not the most experienced with the game.
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# ? Aug 27, 2020 00:53 |
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Yeah, I think the multiple layers are useful, especially with the hit malus. Mostly for the ships that want to be using silent running or whichever special order fires all guns. I don't think the ground combat is too bad now that they've changed it to work like PD, but it's also been a while since I've played - I've not gotten around to trying for a TTS game.
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# ? Aug 27, 2020 02:18 |
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# ? May 27, 2024 02:41 |
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Wait, I thought they went back to original ground combat when the community errata became official? I remember something like that. Haven't played any in months due to the roni.
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# ? Aug 27, 2020 03:29 |