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Topics - CDR-G

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1
Dystopian Wars / DW SAS in 2.5 and beyond
« on: January 31, 2018, 08:02:39 am »
So SAS need some work, both in 2.5 and hopefully in 3.0.
CAP- seems messed up and a bit contradictory/not well defined in 2.5.
 It is now an attached unit. you can piece together its limits and uses from different rules sections. It is limited to being taken from Local air with common exceptions for Medium Bombers and other notable ones like the Tunguska. SAS can roam within command distance and can attack and link as other escorts- or be attacked independent of the Parent. It can also be out of ACK ACK Counterair range when its parent is attacked!
It cannot become an attachment after the game starts since it functions like other attachments/escorts and they can't attach or re-attach during a game-even if a parent is lost (or CAN they?).
Like other attachments it can not be detached- except that Disorder detaches it by rule-- then what? No more CAP and an extra activation and an independent SAS unit appears? The Disorder rule is probably an unintended leftover from 2.0 since it confuses the attachment aspect-- are SAS the same as other attached units, (as the rules state) or not?
It can be affected by carrier actions by default, since nothing says it can't. So a nearby carrier can replenish CAP? The rules don't address other carrier actions, like rebuild, or re-task. One infers that since CAP must be fighters re-task is not allowed. Presumably a SAS CAP unit can be rebuilt if lost and then be an independent SAS unit.
Many aspects affect CAP which result from a lack of rules describing it and inferences and generalization from stated rules.
There are more than enough inferential applications of the rules to cause misinterpretation to be common and to deserve a paragraph consolidating them.
I usually ask to not have local air in my games. It cleans things up, lowers the activation count and makes SAS less dominant. Since I play mostly scenarios it is written in. If an airbase is involved we just use the LF unit. Some scenarios have one side with local air.

Re-build needs to be limited-I would make it a commodore ability and limit it to once per game. Units rebuilt would start with an activation marker.

Thoughts?

2
Dystopian Wars / PE model comparisons
« on: January 04, 2018, 09:10:30 pm »
3x Donnerfaust vs. 4x Lahns?
255 vs. 160
3x 6/5/4 Speerschluders, broadsides, 9 AP, attachment, Spec Defenses (2) vs 4x 6/5/4 (secondary) Speerschluders, 8 AP, plus Pack Tactics and Aerial hunters, (Wow!).
Aside from attaching one to really bump up a Squadron Lahn all the way!

3
DWVA / Historicon DW games
« on: May 04, 2017, 10:59:50 pm »
Is there interest in playing DW games at Historicon this July? There are two already scheduled, but I am looking at setting up one or two evening games to feature the new rules and models. One game will be an intro/beginner game of 7 activation, no aerial or subs, 725 points 4-6 (5-6 would be two games) The other game will be a game using all the new rules and model range. Agin 4-8 splitting into two games as needed. Hopefully, some from the first game or the other games being played. The points will range from 800-1250 depending on the number playing (fewer players more points), or one force with an experienced player matched with a newer one.
Simple scenarios, one based on boarding, the other an ambush of a Massive with escorts. Or just basic field orders.

4
NOVA Open FSA / Spartan Events at Nova
« on: March 28, 2017, 11:28:16 pm »
Ruckdog, do you have contact info for the opponent I played in the tournament?
I want to contact him about a DW tournament at the NoVa Open at the end of August.

5
DWVA / Huzzah Hobbies Game series
« on: October 10, 2016, 02:51:29 am »
Played a Convoy scenario with Dreamshift from the DW forums. The super convoy  scenario with shared AA/CC splittable across all attacks in an activation. He took FSA vs French escorting the convoy. Unfortunately he designed his force to be heavy on rockets and, ok on boarding, plus he set up his slower units abreast the tale of the convoy. So despite having amazing luck he was out of contention by the end of turn two.We added larges to the scenario. His attack carrier and Liberty were blocked and jammed up. His Valley was really threatening to take out a hurting La rochelle when i got a Sturginian flare Crit and it ended up alive--barely, (but with rockets, bombs and a full crew) and facing the wrong way- That ended it.

Some highlights
He attacked the La Rochelle with most of his fleet, over two turns. Eventually putting 6 HPs on it, 1 at a time. It was saved by the attack described above by my Cherbourg, scoring only a single HP with 17 AD but I used the Pin Point MAR to change an 11 to a 12 crit effect (recent consensus on forums is that you can do that). The massive attack by three Ecyuer cruisers and a Q-ship at RB1/2 did only 2 HP. Hmph!

On the first FSA attack he sank one merchant with his Guilford Destroyers-not his intent. He gets 1/2 VP for sinking and double for prizing.
Later his damn San Francisco took a RB3 shot at Rouseau and doubles cirted it 4 HP/ 2 Ap lost with Half AD Crit, just before it was going to clobber his wounded Valley.
My squad of three Dieppe's ran into the teeth of his fleet, damaged the Liberty, sank a Lexington and left derelict a wounded merc Minerva- his five AP took out 9 of the fifteen attackers- lots of sixes.
Two Lyons Frigate saved the Dieppes for a turn by driving between and using every weapons on his squad of Scutims killing three , which then broke-
So frustrating game for me as my attacks often under-performed with some timely unsexy successes, and his often went nuts- many, many, many 6s. But I did just enough and his Focussing on the La Rochelle, his positioning (he placed an island that split his forces and gave me cover from his HBB and attack Carrier, meant he could catch the convoy to capture it.

Next game on the 29th- The Black Fire scenario- Oil Rigs and Merchants- updated for Version 2.0 from the old Operational Assets Orbat.

6
DWVA / DWFA games
« on: September 18, 2016, 08:16:56 pm »
So, I just got the DWFA rules. So I will be looking to try them out. If anyone is interested, let me know.

7
DWVA / Joint Spartan purchase - save the shipping!
« on: February 11, 2016, 12:21:46 am »
I am intending to buy some individual models for Dystopian Wars and get the Pre-order on the Fire Storm Armada Reinforcement box for the Dindrenzi. If we go over £100 we get free shipping- that adds up. Great opportunity to get those odds and ends that aren't worth it to ship but you still want!

8
Find a Game! / New FSA player looking for a Game
« on: February 04, 2016, 08:20:51 pm »
Established DW player finally taking the Firestorm plunge, I have a Dindrenzi and RSN patrol fleet and a Dindrenzi Carrier on the way.
Haven't painted them yet but will have something ready very soon.
I am down in Fredericksburg, VA but will travel to Arlington or Richmond.

9
The Swap Shop / LOOKING FOR DW ROF SEQUINS
« on: February 04, 2016, 08:15:07 pm »
I need about 4 or 5 but would settle for 2.
Have lots to trade or will buy

10
Operation Galvanic: The Pacific Boils Over / My email for comms
« on: November 23, 2015, 07:39:31 am »

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Operation Galvanic: The Pacific Boils Over / CDR G's Theater Campaign Fleet
« on: November 23, 2015, 07:35:24 am »
FSA Expeditionary Fleet: Manifest Destiny
215       Liberty x 2
125       Saratoga
150       San Francisco w/shld
145       Boston w/ 6 Turtles
125       Annapolis w/ shld
95         Princeton w/shld x2
75         Georgetown w/Shld
70         Georgetown x 3
40         Guilford x 4 (with energy turrets)
25         Augusta x4
20         Revere x 5
20         Revere x 5
20         Springfield x 3
160       Valley
120       B-72 x 2 (4 x2 SAS)
60         A-17 x 3
45         PYB-2 x2
Black Wolfe Mercenary Battle group: Tsar's Bane
150       Death Bringer
110       Manticore
25         Fury x 6
Recovered loot from Convoy
0           Vulcan
0           Apollo


Note for all: Any model with an option that cost points may take a free option instead, if available, when composing a Battle Group for a game. Free only, not options of equal, lower or higher cost.  Purchased crew improvements can not change.

12
More on the campaign and what we have so far.
There should be battles that play more to certain powers' strength more than others and the opportunity to use different capabilities to achieve the win.
So with the Convoy and the Island scenarios you have very similar evident approaches - Rush and Board, but players attacked screening ships in one and were slowed by the defenders threats in the other.
For the Convoy, boarding is now paramount and aerial is limited, but a power that is limited in boarding can definitely find a reasonable path to win. The Italians as attacker would be an interesting challenge. However having them be defender would likely be a distinct advantage with their speed and Hit and Run. They are sea raiders
Twice I have seen Convoy played and in BOTH cases the defenders held the convoy back to keep it screened. With the Chinese as attackers this was bad because they had time to close with their PAINFULLY slow fleet. With the KoB their superior staying power shone through. The Rugged construction and REALLY good isolated systems it was hard to hurt the Chinese big in an individual attack.

With the Mysterious island rockets were not a strength, but speed would be. Boarding again was key, but you didn't need a lot  We learned to take a high DR/CR ship (A Dread or heavy BB with shields and good CC) and drive through any minefields, or sacrifice a small squadron, but don't let them slow you down.With Minefields I learned that concentrating the mines and linking them was the only real way to be effective.
Speed should have been key- the Chinese got stymied by the advanced Glacier Generator  and the Dilation generator node projector with two nodes making a wall of 1/2 AD was close to breaking the game. the resident yet not overly powerful Island weapons need to be swarmed.
Very much a situation for "Damn the Torpedoes, Full speed ahead."
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13
The Swap Shop / DW odd lot extra models to fill out that squadron
« on: March 13, 2015, 08:47:22 am »
I have been accumulating a number of extra models mainly as a product of the squadron sizes vs. # models in bolster or box set. And mistakes in ordering
Two RC Rostov Destroyers
One Suyetka  small Flyer
One Borodino
Three Suvorov  Cuisers
One Mishkin
Four Novgorods
Five RC SAW

One RoF Frelon Small Flyer
One Voltaire medium flyer
One Chevalier DD
One to Two Furieux Medium Flyer
5 Rof SAW +

One FSA Guilford DD
One FSA Lee Medium Flyer
Five Reveres (Yes 5!)
Eight Agusta FFs
Five FSA Saw +
One FSA A17 Medium Bomber (Painted)

A Bunch of Italian Scutums
Five Italian Saws +

For Trade or sale

Want
PLC Small Flyers!
Possibly PLC Small Ships
FSA Annapolis
One RC Peset set
Boston FSA Sub and Support Squadron
KoB Air units (To support AUSF)

RoF Fortifications


Let me know.


 

14
DWVA / Historicon DW Tournament
« on: February 09, 2015, 11:46:21 pm »
Is anyone interested in a Dystopian Wars Tournament at Historicon this year?
Who might compete?
What about  setting up some games, instead or in addition?
July 15-19


15
DWVA / DW Version 2.o rules questions
« on: October 01, 2014, 10:49:25 pm »
Creonr had a question about the Ottoman Weather Generator
Does it stay on? Even if it just the cloud part.
 The answer is on page 102/156 of the rules (admiral/Commodore)
The effect of the Generator (be it Cloud Effects or Storm Effects) lasts until the Compulsory Action Segment of the End Phase of the current Turn, at which time Storm Templates are removed and the Cloud Effects dissipate.

That should answer it.

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