Man Battlestations Forum
Warcradle Naval Games => Dystopian Wars => Topic started by: Stephan on July 08, 2014, 10:00:20 am
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I thought I 'd open this discussion to let people compare notes on V2.0. When 1.5 came out I found that there were lots of little aspects of the rules that individually folks had looked over and it wasn't until we'd compared notes that the full set of changes became apparent.
I'll kick it off by noting that Linked Fire now works a lot like Firestorm Armada, but with the distinction that halves round UP. So, now Linking is:
<focus weapon's AD> + <ROUNDUP(sum of all supporting weapons' AD / 2)>
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Should be easier math for me.
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Great idea Stephan. I'll be able to contribute once I have the new rules. :)
But in the meantime...yeah, that new rounding up is nice. Going to take a little while to get used to that.
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What the what. Ok now I'm a bit jealous, why dont I get to round up in FA! Lol
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What the what. Ok now I'm a bit jealous, why dont I get to round up in FA! Lol
Ha! Take it up with Spartan, man. :)
One other difference that I like in 2.0 is model placement. Large/massive models get placed first, so now there's no more of that little dance when placing to see what's going where.
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I didn't see that bit about placement, good to know.
Did you note the LoS is changed and is now 2-way? Used to be that a big firing model could see over intervening models if the firing model was two sizes larger than the intervening model. Now, that is still true AND a small firing model can see over intervening models so long as the target is 2 sizes larger than the intervening.
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I didn't see that bit about placement, good to know.
Did you note the LoS is changed and is now 2-way? Used to be that a big firing model could see over intervening models if the firing model was two sizes larger than the intervening model. Now, that is still true AND a small firing model can see over intervening models so long as the target is 2 sizes larger than the intervening.
I *think* that placement is correct! based on the few games of 2.0 I've played thus far with Josh.
Yes, the line-of-sight thing is nice. Now frigates don't block each other when shooting at battleships. :)
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In the new rules, the fleet composition rules first call for all players to first agree on Core Force Type (Air, Land, Sea), the Max Points, and Theater of Engagement (primarily Land or Water terrain).
Minimum force requirements still apply. At least one Large or Massive, one Medium, and one Small squadron from the Core Force Type. Attachments don't count towards this minimum.
Percentages have been added. You must have at least 60% of your points allocated towards the Core Force Type. In addition, there are Max percentages for each size category. No more than 60% towards Large and Massive, no more than 60% towards Mediums, and no more than 40% towards Smalls.
Allies are allowed with player agreement, but cannot be more than 40% of the total fleet points. Page 190 of the rule book lists ally options.
You still get 10 free wings of Support Aircraft (Tiny Flyers).
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Disorder just got UGLY! Check out the Restore Order section on pg 139. If your squadron is Disordered in the End Phase, you have to roll a D3 and then subtract that number from AP or HP (in any combination) from across your squadron. Order is then restored and you can remove the Disorder marker.
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Some key things to note for the different fleets. At the end of each fleet's section in the rulebook, they have a Universal Rules section. These rules apply to all of the factions Models unless stated otherwise.
Prussians: All have Rugged Construction (1).
Brits: All have Engineers (Experienced) and all have Redoubtable (Primary Weapons).
FSA: All have Sharpshooters.
Blazing Sun: All with Rocket Ordinance have Incendiary (Rockets) Munitions and all have Incendiary (Primary Weapons) Munitions Type.
Covenant: All have Sturginium (Primary Weapons) Munition Type, all with Torpedoes have Faster Torpedoes, all Surface Mines have the High Payload (Mine) Munition Type.
Republic of France: All have the Redoubtable (Ack Ack) MAR.
Russians: All have the Concussive (Primary Weapons) Munition Type. All Russian Heavy Mortars have the Area Bombardment MAR. All models, including Support Aircraft, have the heavy Ack-Ack MAR.
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Some key things to note for the different fleets. At the end of each fleet's section in the rulebook, they have a Universal Rules section. These rules apply to all of the factions Models unless stated otherwise.
Prussians: All have Rugged Construction (1).
Brits: All have Engineers (Experienced) and all have Redoubtable (Primary Weapons).
FSA: All have Sharpshooters.
Blazing Sun: All with Rocket Ordinance have Incendiary (Rockets) Munitions and all have Incendiary (Primary Weapons) Munitions Type.
Covenant: All have Sturginium (Primary Weapons) Munition Type, all with Torpedoes have Faster Torpedoes, all Surface Mines have the High Payload (Mine) Munition Type.
Republic of France: All have the Redoubtable (Ack Ack) MAR.
Russians: All have the Concussive (Primary Weapons) Munition Type. All Russian Heavy Mortars have the Area Bombardment MAR. All models, including Support Aircraft, have the heavy Ack-Ack MAR.
Also, remember that the faction rulesets are available as free PDF downloads from Spartan's resource page. The rules in the PDF files for each nation have, as I understand, already changed from what is in the Commodore's edition of the rulebook. I imagine stuff like the Universal rules for the faction won't change, but they'll likely make tweaks here and there to other things.
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Disorder just got UGLY! Check out the Restore Order section on pg 139. If your squadron is Disordered in the End Phase, you have to roll a D3 and then subtract that number from AP or HP (in any combination) from across your squadron. Order is then restored and you can remove the Disorder marker.
Yeah. It's nice that you know you can get the squadrons re-ordered, but you do have to pay the price.
At least they didn't do it like Dystopian Legions: if a unit becomes shaken (disordered), it takes a morale check on three red dice (6's count for two successes and explode), needing two successes; if it fails, then the next time it tries to activate it takes a second morale check, this time on three blue dice (6's count for two successes but do not explode), needing two successes; if it fails, it takes a final morale check on it's next activation, on three black dice (6's count as one hit), again needing two successes. If it fails the third check, the unit retreats off the board.
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OMG... Just shoot the traitor!
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OMG... Just shoot the traitor!
Ha! Yeah, exactly. Does make for some strange events, though...like when my infantry attacked a Prussian tankette in melee and it became disorders, then retreated off the board...and none of them have anti-tank weapons!
So to continue the 2.0 discussion...I can't say how happy I am that bombs are now 360-degree arc. My strike bombers have 12" of movement and a 0" turn limit, which means they can hit a target and swing around in a hurry for another pass. Doesn't hurt that they are great looking little models and I love getting them out on the table anyway!
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Ok, I've got a some questions about bringing allies in 2.0. This is on page 134-135 in the Admiral's edition rulebook. I'll use my Chinese Federation (CF).
The CF is a Minor Power in the Imperial Bond; the Major Power Imperial Bond nations include Empire of the Blazing Sun (EotBS), Republiqu
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I think it just fills up that bucket. It's considered non-core even if it's naval. For example, in a 1000 point list, you can spend up to 400 in the "non-core" category. This would be all of your aerial and land and allied models (of any type). So if you have a 170 point aerial squadron, you could only have 230 points of Allied Naval, Air, and/or land forces.
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So if my CF core force was naval, I could run up to 40% of my MFV as allied naval models? This makes more sense, but seems to go contrary to the rule, which says non-core. I get the numbers and percentages--it's the model types that I'm a little confused about.
I do like, though, that they've changed the requirement to at least one capital and one non-capital squadron. In 1.1, I think it was one Large and one Small squadron. So now, I could run light and heavy cruisers if I wanted to.
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I read it that it is classified non-core no matter what type of ship it is. So yes, I read it as you could take light and heavy cruisers with a main naval fleet.
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I often like to mix my fleets as well, so gave this rule a look. Yeah, it's out of the 40% allocated for "extra" units. Least that's my interpretation of what it says in the rules.
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Ok...thanks! I'll take a look at how I can plus-up my Chinese fleet.
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With us getting back into DW for the monthly sessions, I thought I'd bring this thread back up to the top.
I was looking through the Counter-Attack rules and it is now 4", not 8"! That's huge for flyers who want to get into RB1 without getting chewed up by AckAck before making their attack run.
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Got a question for you Prussian players regarding your Tesla weaponry. I was playing against a Prussian fleet tonight and scored a Weapons Damage crit on my opponent's dreadnought.
All Tesla weaponry has the Redoubtable MAR, according to the main rule book. I understand this.
But how does the Weapons Damage critical effect relate to Tesla weapons? Weapons Damage cuts all primary and secondary weapons' attack dice in half. So all of his main guns were affected, as well as his Tesla broadsides, since those are all primary and secondary weapons. Since the "damage" to the guns didn't come from HP loss (he only lost one HP; the crit effect was scored by my French cruisers using Piercing Munitions), we decided that the Redoubtable MAR wouldn't come into effect, and that the Tesla broadsides would in fact have their attack dice halved.
Did we do this correctly?
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That's how I would have played it. Redoubtable specifically applies to AD reduction due to damage, not critical effects.
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Yes, that's how it should be played. Just remember that some Prussian ships have Tesla weapons listed as Tertiary.
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Thanks for the confirmation!
Yeah, we took that into account. I think the only Tertiary Tesla weapon on the Prussian dreadnought is the forward-facing Tesla, and we didn't halve the attack dice for that weapon.