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reddwarf

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About reddwarf

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    Tacoma, WA
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    FSA

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  1. Spartan, you owe CorroPredo a plaque on your production floor: "This molding machine brought to you by CorroPredo"
  2. Illosians are are a Kickstarter bonus level if enough is made.
  3. I really did enjoy the universe timeline provided--very good read. I will (sorta) miss Saurians being a Sorylian offshoot, but overall a much appreciated and very cool expansion of background. https://www.kickstarter.com/projects/921886974/firestorm-galaxy-expansion/posts/1965830
  4. At least two (and probably more) light destroyers that can get Focused Fire without spending command points. I...don't want to get banned.
  5. Why would any Admiral issue a random command
  6. You've been a much needed breath of fresh air @Spartan_FA_Mike Good job.
  7. Yeah, those stats are why I'm a little leery of Saurians using Overseer tech. The Overseers are/were a scenario McGuffin, not a playable race. Presumably the Saurians will be WAY toned down from that, but at that point are they really using Overseer tech?
  8. What is the game design purpose of Command Orders? They add a new game mechanism that has to be balanced, added to fleet builds, and then tracked during game. What do they add to the game experience to compensate for that? Here's what I see: 1) A balancing mechanism to compensate for FTB differences. 2) TAC replacement 3) Compared to v2 they mostly RESTRICT choices, since so many previously unlimited options around movement and boarding are now restricted. I think the *goal* might have been to add tactical flexibility, but it's actually doing the exact opposite. 4) That in turn has caused the creation of whole new Specialist MARs, whose apparent goal is to do nothing but reduce the command cost so certain types of ships don't become useless. Having to introduce mechanic B to counteract mechanic A should have been a red-flag. 5) Balancing just seems impossible to me. From working against FTB (and scaling when FTB is set but command points have no limit), to Disorder markers adding a flat +1 to the cost (which means that it increases costs by anywhere from 100% for a 1 point order, to 25% for a 3 point order), to stopping game-breaking combos and auto-includes when there are so many options and you can use so many orders every turn....I spent a lot of time on the v2 beta and FFG--I just don't think this is ever going to balance out very well. It's 3-5 that bug me, obviously. Even more so with the preview of faction specific orders. It's probably too late, but how about something like this: Faction FTB Free Command Points Dindrenzi/RSN/Aquan/Terquai 3 (just noticed that on Aquans, interesting) 1 Relthoza/Bakash/Terran/Hawker 2 2 Sorylian/Veydreth/Directorate/WR 1 3 Additional command points cost 15 MFV per point, regardless of faction. Ops Centre can add a command point, and Dirty Secrets remove a CP (at the start of game, getting rid of the infuriating "ha-ha no you don't" aspect of the current MAR). No more than 1 command order can be used each turn, per player, and only if the Admiral is on the board . This makes balancing way easier since one per turn means spamming broken combos simply won't be possible; it also makes it easier to balance the FTB/Free command point mix, as opposed to different costs by FTB which has scaling issues..ie FTB is FTB regardless of game size, but it's easier to fit, say 100 MFV of command points into a 2000 pt list than it is 1000 pt, and some factions would get 10 command points out of that investment and others 5. Each order issued uses 1 Command Point (fix learned from TAC's to again help balance things). Disorder markers do not change this. You do not have to pre-choose orders like you did TAC's, or buy them back (was unnecessarily limiting and we want to add tactical choices to the game). They are all available at the start of each turn (but again, can only choose one per turn to play). General Orders Note Focused Fire Per current v3 Targeted Strike Per current v3 Emergency Vectoring Per current v3, or roll ship from v2, except no damage/disorder done Solid Repair Removes all ongoing effect markers on a single ship, or 1 marker from all ships in a squadron Drives To Max +5" move--Much greater move bonus than TAC, to balance with things like Focused Fire Intel Gathered +4 to initiative check --again, better than TAC for balance purposes Perfect Timing Squadron of your choice automatically passes Reserve check--again, better than TAC for balance purposes Regroup Per v2 (I expect this would see more use if you don't have to pre-choose it before a game, at which point it can be quite good) Generally speaking these orders replace TAC's or add something new (Focused Fire, and effectively Targeted Strike since it was never used). By not having move options as orders (except Emergency Maneuvering, which has a new component and Roll Ship now has a cost so isn't a free way to avoid weapon disabled) it goes to a system that ADDS things, instead of feeling like a change that limits the games' tactical options because movement and boarding are so much more restricted. Faction orders can then be designed so each faction has 3 or so, and with the same cost 1 balancing factor. I don't know why it was decided that each faction needs 6 orders--seems completely arbitrary and just makes things harder to balance (especially when there are duplicates across factions).
  9. The ship is the Overseers frigate from the boxed set. I'm not aware of a way to get the gate and ship seperately from the box.
  10. It's weird. In my opinion the "big things" like movement, fire mechanics, and wings (basic game mechanics) are moving in the right direction (notable exception--Command Orders). But so many "little" things strike me as wrong, and/or hugely faction altering for no real gain that it's hard. Kinetic, Pinpoint, Cloaking, Boarding, Ambush, Shunting, Primary/Secondary/Tertiary...they keep adding up. Don't worry Spartan, I'll still try 3.0. Just feeling pessimistic I guess.
  11. Not even sure where to start commenting on these, other than I hope it's a VERY early draft and will be significantly changed. I've genuinely been trying not to go hugely negative in these v3 threads but this one flipped me over the line. First point: Get rid of all the "rest of the game" effects. They aren't "orders" in any sense of the term, they are enhancements that belong in the hard point/upgrade section of ships/squadrons. Second point: These are a balancing nightmare. For example, the various repair effects: Dindrenzi and Aquan spend 40 (fleet) points to remove 2-7 markers from one squadron, the Relthoza 15 points to remove 1-3 markers from one squadron, and Sorylians 30 points to remove an unlimited # of markers from all squadrons. Terrans and Directorate don't get an order to do that, but do get Regen on large models that works 1/3rd of the time for 30 points, or +2 shields on a squadron for 45 points (Terrans can also spend 45 points for a squadron to never take Disorder markers, which seem like they will be the most common ongoing effect). Third point: Some of these are ridiculously good. Aquans are the only faction who will be making extensive use of movement orders, thanks to Impossible Maneuver making them really cheap. Directorate Blanket Fire is a ridiculously cheap F-you to critical defenses for entire classes of ships (and really screws some opponents, ala the Biohazard/Weapon Shielding problem) Fourth point: Some can be an way too random: the Sorylians can spend 30 points for Blessings of the Loremasters, and get points back equivalent to a final value from -10 (if they roll snake eyes) to +90. Fifth point: Or possibly a sub-point, who knows. Making these balanced and flavorful is hugely difficult for the 6 core factions (8 if you count Saurians and Pathogen). You're going to have to repeat this for all the Marauder factions as well, meaning you'll end up with another huge set of charts and difficult to balance effects. I'd go on, but my doctor has warned me to watch my blood pressure. Honestly the more I see of the entire command point mechanism, the more I dislike it. I'm sure it's too late to eliminate the entire mechanism so I can grit my teeth on the standard orders, but these faction orders...no way. Silly point: The Tau called, they want their marker lights back.
  12. I'd be leery of anything that mixes dice types (such as heavy and exploding) in a single roll. Means you have to differentiate the dice before rolling. Easy for those of us who buy multiple cubes of d6's, less so for normal humans.
  13. My guess is they'll get a lot of the Regeneration previewed in the Pathogen thread rather than DR/CR. Which is probably fine. That said, not really sure why Cloak needed such a nerf-it was a good mechanic as is, and such a radical change forces a lot of otherwise unnecessary stat changes.
  14. Underused: Trident, Falchion Overused:...? Maybe the Buckler, but that could just be my general irritation about the Dindrenzi getting a simple cheap escort that is not only WAY better than any other factions, but negates their main weakness to boot. Whole faction will be a lot nastier with F instead of FF kinetics. They could possibly stand to lose a point of AD on some of those big guns because of that.
  15. One simple faction balancing change would be to take the bonus point of DR on most Aquan ships (they are usually +1 DR above "average" by class) and give it to the Sorylians instead. That said, I'm in the definite minority in that I never seem to have problems as a Sorylian player. I've come to the conclusion they somehow just fit my instincts perfectly, and I'm weird. I even offered to trade my Directorate fleet to the guy in my area who usually plays Sorylians because he's so frustrated with them but he would rather not play at all than switch fleets, so far. And like the Dindrenzi, they'll get a noticeable boost (obviously not as big a one, but noticeable nonetheless) in v3 simply by everything going to F instead of FF. One note on the Veydreth, I've always thought they are just way too similar to the Sorylians themselves to be a useful ally. Beams instead of Scatter but other than that the same basic designs: S/P broadsides with supporting torps, above average but not awesome boarding, etc...
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