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Messages - Amiral X

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16
Dystopian Wars / Re: community rules changes - ideas/direction
« on: September 15, 2017, 02:39:50 am »
It's not only the 2x4 SAS from the Savannah that did all the dommage, the 2x5 SAS from local air support also did lost of dommage when turn into bomber by retask action...
With an additionnal SAS from the B72, I had 5SAS to cycle around my Savannah. In a 800 pt game its very efficient...


17
Dystopian Wars / Re: community rules changes - ideas/direction
« on: September 14, 2017, 05:24:52 pm »
I don't agree : as an active member of the V2.0 beta test process, I assure that lots of game have been made at this level of point !

In addition, for balance purpose, such size of game are really relevent because it allow to point out the balance issue more easily and quickly. And a problem that appears in 800 pts because of a unbalanced model will also happen in a 1500 pts game where a player field 2 of this model !

18
Dystopian Wars / Re: community rules changes - ideas/direction
« on: September 14, 2017, 01:40:49 pm »
I already posted a AAR for these 2 games in french on the french forum... don't have much courage to write them again in English :(

The fact is that players are of equivalent skills in both games, and 800-1000pt games are perfect for play testing purpose.

For the two games, the savannah was clearly the central unit of FSA victory. In the 2 games it goes straospheric as the first activation of FSA player in turn 1 and remains their until last activation in turn 3 at which point it fly down in obscured in the middle of enemy fleet (meaning in RB1 of any potential threat). In addition, in the two games the FSA had a clear SAS superiority but without tha ability to recycle SAS directly on the front line, this superiority wouldn't have been so deadly for enemy fleet.
I don't think the result would have been the same with Saragota or San Francisco, because they can cycle SAS directly in attacking range without exposing themselves to enemy fire, which mean they will be quickly killed by enemy fire, while the Savannah in obscured is completly safe...

But as I said, I think more play testing should be made arround this issu, including battle opposing skyfortress fleet against fleet carrier escorted one.

19
Dystopian Wars / Re: DW 2.5 : Rules questions and FAQ
« on: September 13, 2017, 11:41:50 am »
Ok, no problem ! I prefer the second to !!!!
We will clarified this in our V2.51...

20
Dystopian Wars / Re: community rules changes - ideas/direction
« on: September 13, 2017, 11:40:53 am »
Last week I played 2 test game with a Savannah on one side and no skyfortress on the other side.
First game, 800pts RoF fleet cleared out of the table in 3 turn,
second game 1000pts Chinese fleet cleared out of table in 4 turn.
Games were played with restricted rules (SAS rebuild only if tray avalaible in scrapeyard, and number of SAS rebuild in a single turn limited by carrier rule (meaning 2x4 SAS a turn foir a SAvannah)

In both game FSA fleet damage very low and most of damage down to ennemy large have been made by SAS Bombers from Savannah.

This just pointed out that the actual rules a really unbalanced...

We are looking for balancing modifications, probably :
- no carrier action if carrier is Stratospheric
- rebuild SAS enter whith an "activated" marker.

More test will be made with these modifications.

21
Roll Call / Re: Yet another SG migrant
« on: September 11, 2017, 03:17:56 pm »
Hi guy ! Welcome here !

22
Dystopian Wars / Re: DW Rules and Stats UPDATED 8/29/17
« on: September 08, 2017, 05:52:31 am »
I got all the fills broadcast to beta testers for NorthStar extension box, with the stats of all models included in the forecasted box.

Can you give me an email adress to send you the files ?

23
Dystopian Wars / DW 2.5 : Rules questions and FAQ
« on: September 05, 2017, 01:56:19 pm »
Hi guys,

I start here a rule question topic as I have somes. May be other people will also find it convenient  :D

So first question : P134 from rule book "Particle Accelerators can only affect Models on the same Height Level"

Does this means that :
- all target of the particules accelerator have to be on the same level of the choosen target on wich the template is centered,
- or : all targets must be on the same level as the firing models ?

I would say it's the first statement, but some of my french mates don't agree... who's right ? 

24
Dystopian Wars / Re: community rules changes - ideas/direction
« on: September 02, 2017, 10:39:01 am »
Keeping tracks of which SAS has been destroyed in the current turn and if it were already activeated or not sounds complicated and heavy to do. But why not... différents options have to been tested, event keeping the actual rules if you think that there is no problem with it... The only thing I was pointed out is that the rules are at least unclear and probably (IMHO) unbalanced. 

25
Dystopian Wars / Re: community rules changes - ideas/direction
« on: September 02, 2017, 06:56:35 am »
It's not said in the rules ! they only say you need to have enough SAW ! And Trays are optional game help, lots of players play without trays...
This doesn't solve the issue...

Here is the rule text :
"The Carrier Model may then immediately launch the new SAS equal to the permitted Squadron size stated in the Carrier’s MAR. This new SAS can only be Re-Built from SAW casualties taken from a player’s Scrapyard. The newly created SAS must be deployed within 4” of the Carrier Model which created it."

So, it is not a mandatory to have loose a full SAS before, and SAW can come from the local air support looses. And nothing is mentionned about trays.
We all agree with the fact that there is an issu with that rule. we just need to find the proper way to solve it...

26
Dystopian Wars / Re: community rules changes - ideas/direction
« on: September 01, 2017, 08:35:15 pm »
A game is several turn, not only one...
For exemple, on turn 1, you send ahead your fighters to dogfight enemy fighters and fast air models. This begin to send some SAW in your scrapyard, as well as inflicting some damage to enemy. Your skyfortress will climb to stratos and move forward.
On turn 2 you continue to sacrifice your fighters to clear enemy fighters and attack flying models. Mid turn 2 you easily should have more than 8 SAW in your scrapyard. late turn 2 you activate your skyfortres to recreate 2 SAS (fighter or bomber/torpedoes if any models is within 16 or 20'' from the skyfortress) this 2 new SAS will be able to activate immediatly and will be able attack the target for which they have been put in air.
And so one... on turn 3 all your initial fighters should have been killed already one time, meaning more than 15 to 20 SAW has been back to scrapyard, offering enough spare to rebuild the turn 3 wave of SAS... At this point the skyfortress is in the middle of the enemy fleet, and can directly rearm and replenish SAS (which therefore don't loose a round to come back to the carrier du be rearmed) instead of relaunching from the scrapyard is there is not enough SAW there...
And carrier points ??? try to compute the nomber or AD you have to send at a Savannah in stratospheric in order to prevent her from relaunching the 2 SAS ? 4 times 18+AD attack to remove 4HP (without using RB1 fire from surface)... It's just enormous !

You should try if you are not convinced that it is awfully powerfull...





27
Roll Call / Re: Good morning!
« on: September 01, 2017, 07:57:52 pm »
Hi Thamoz ! welcome here ! It's good to see known faces !  :)
You were also in the beta test group, no ?

28
Dystopian Wars / Re: community rules changes - ideas/direction
« on: September 01, 2017, 07:20:41 am »
It will not accure this way in turn 1, but begginning with turn 2, there are usually enough SAW in scrapyard to rebuilt SAS.

secondly, carrier are rather fragile, but Sky fortress in stratospheric HB are nearly indestructible. With new rules, my Savannah makes it to enemy fleet with enough carrier action point to relaunch 2 SAS bomber or torpedoes... And additionnaly, since the V2.5 release, I never loose a skyfortress...

29
Dystopian Wars / Re: community rules changes - ideas/direction
« on: September 01, 2017, 04:40:36 am »
Unfortunatly, the closure of SG forum was such a bad surprise that I don't know any extract from the V2.5 rules question and answers section...

About required correction, we are working on them, but one of the most about carrier relaunch action. the re-created SAS come in play without an activation marker, this means that a single carrier with carrier (9,2x4 wing) give you 5 activations, with 2 bombing/torp attack that are mearly impossible to prevent : you activate the 2 wings and send them to death, then activate the carrier to re-create 2 SAS, and then activate the 2 new SAS with potential full strenght bombing/topr run on enemy model that are less than 16'' from the carrier. That is clearly completly broken !


30
Dystopian Wars / Re: community rules changes - ideas/direction
« on: August 31, 2017, 05:10:00 pm »
we discussed a lot abot the better process to come to a stable version that can support your DW games for several years.
There are things that go wrong in the rule, and also there are a lot of errors and issues in the orbats. But all of this is linked because changing rules modify balance of the game and therefore implies to modify the orbats... So we decided to work on rules first and then, when we will have stabilized a version of the rule, we will work on orbats (not only typo and obvious errors, but also ill-models issues that should have been adressed for long by spartan (Indendance, washington, and so on).  ::)

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