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About Bill1138

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    Lokhagos (Captain)
  1. The MFV is the total number of points you have available, so the cost of Fleet Commanders and Heroic Characters comes out of that value. The expense makes it a balancing act between leader abilities and the raw power of the fleet.
  2. Nothing I've seen suggests that the Phoenix-class ships get free ODSTs. Maybe Spartan Games is transitioning into Green dice?
  3. A Wing remains in play until it is wiped out or reduced to one Flight that is unable to combine with another Wing on its following turn. There is no rule at the present time that allows Wings to be exchanged for different Wings. However, if I were playing against you, I'd have no problem house-ruling it to allow you to trade-out Wings if the ones in play returned to their Carriers first. On a slightly related note, I was informed of the strategy of never putting more than 2 Interceptors in a Wing, as this drastically improves your ability to catch Bombers, even if your opponent is using his own Interceptors to try to free his bombers from yours. ex: UNSC takes 4 wings of 2 Interceptors, and the Covenant has one wing of 3 Bombers and 1 Wing of 2 Interceptors. After the Bomber is moved up within range, a UNSC Wing locks it in combat, followed by the Covenant's Interceptor Wing locking the UNSC Interceptor Wing, freeing the Bombers in the process. The UNSC can then use its 3 other Wings however they like, whether this is attacking the Bombers with all three wings, or if they split them up attacking the Covenant's Interceptors and Bombers with 2 Wings Each.
  4. The rule specifies "Formation", so it only applies to the Autumns, not their Battlegroups or Fleets. You're absolutely free to house rule it though.
  5. Cool! Let us know how it goes. And if you care to take pictures or film it, we could always use more battle-reports.
  6. Alternatively, if your fleet composition and table size are set, then the question becomes tactics. I've personally had good success with the "Keyes' Loop" When the Covenant is going one way around a planet you circle around the other side with a faster Battlegroup (like the Harpy Specialist Battlegroup) and come in behind them to wreak havoc on their rear facing.
  7. Nope. Short-range typically falls pretty close to half of long range, but it doesn't have to be exact. Most Lances in the Covenant have an 18" short-range.
  8. Halfway down the page (linked above), under the Phoenix description, there is a link "Phoenix-class stats - July 2017"
  9. As per the standing rules, it is just a BR5 Specialist Battlegroup. However in friendly games feel free to rule it however you and your opponent agree to do so.
  10. MACs are reduced to FP2, which statistically means to have a statistically even chance to penetrate the first layer of the Escorted Blockade Runner's armor, there should be at least 20 dice in the opponent's MAC dice pool, for which the UNSC has a limited number of options to accomplish, which would make this an awesome Flagship. (My UNSC fleet usually beats my Covenant fleet, so this will be a welcome addition to my Covenant Fleet)
  11. I'm definitely putting Cortana on the Guardian Spirit Formation and naming it my flagship. I'm excited.
  12. You're using less than the recommended table size for the size game you're having, so if you can access a larger table, that should help immensely. I wouldn't increase the amount of terrain though. Have you considered taking Cortana? She's definitely worth her points, being as she's able to completely shut down an enemy's long-range firepower (her -2 on top of the Plasma -1 means most Covenant attacks would be reduced to Firepower 1, not allowed to shoot). Lord Hood is also great, allowing you to pool two dice pools to improve your odds of one-shotting a particularly dangerous foe (like an ORS). And since Cortana can lend any or all of her dice to the Fleet Commander, so you have pretty good odds of being able to use this ability. Packing more MAC dice into each Battlegroup might be the solution to your problem? The "High Value Target" special rule on Valiants allow them to be taken with a BR2 Marathon or Autumn in the same Battlegroup, giving you a lot more MAC dice to take down the Covenant ships in fewer shooting actions. The Harpy Specialist Battlegroup (150pts: 3s Paris Arrowhead Formations, 3x Paris Trident Formations) is really good against the enemy's Elusive elements, or for when they're at close range when Covenant Plasma gets really deadly. If you're using the rules for Wings, then I highly recommend the Orthrus Specialist Battlegroup for their special rule "Prototype Wings". If you aren't using Wings, then you can leave this one out. Clarification: Note that the standard Valiant counts as BR2 for the purposes of building a battlegroup, even though it counts as BR3 for the purpose of awarding points for its destruction. So what about a list something like this: Fleet Commander: Lord Hood (120pts) Hero: Cortana (80pts) Battlegroup 1: (235pts) Valiant, Marathon, Paris Trident Formation (17 MAC dice at 32", 17 Missile dice at 24"+3 MAC dice at 20".) Battlegroup 2: (235pts) Valiant, Marathon, Paris Trident Formation (17 MAC dice at 32", 17 Missile dice at 24"+3 MAC dice at 20".) Battlegroup 3: (235pts) Valiant, Marathon, Paris Trident Formation (17 MAC dice at 32", 17 Missile dice at 24"+3 MAC dice at 20".) Battlegroup 4: (220pts) Cerberus Specialist Battlegroup: Paired Marathons (16 MAC dice at 30", 12 Missile dice at 24") Battlegroup 5: (125pts) Autumn-class Heavy Cruiser, Paris Arrowhead Formation (7 MAC dice at 32", 7 Missile dice at 24", + 4 MAC dice at 20")
  13. The rule says "Formation", not "Battlegroup" so the rule only applies to the Autumns themselves unless you house-rule it.
  14. I wasn't responding because I live in the American Midwest, and I don't think there's any plausible means of one of us getting to the other for a game. I actually had a very similar origin story for getting into this game. GW gave the middle finger to players one too many times, and I stopped playing, which happened to correspond to when I found out about Halo Fleet Battles, so I sold all of my 40k stuff and bought a couple fleets for Halo Fleet Battles. The already established games are on self-reinforcing loops, where new people play them because they have an established player-base, and they continue to have an established player base because new players keep joining. What I've done for Halo Fleet Battles is to buy both the UNSC and Covenant fleets, and go to the game store with both fleets built and a summary of the rules printed out so that I can find someone who isn't occupied and entice them to play a game of Halo Fleet Battles, allowing them to learn the game, see for themselves that the mechanics are good, and do so without investing money up front. The goal is that eventually they'll buy their own fleets and I won't be stuck trying to make both fleets as balanced as possible (to remove bias in fleet-building I've been letting the other player pick which fleet he wants to play) I would very much like if we saw more out of Spartan Games (Battle Reports, FAQs, etc), but I don't know what all they do behind the scenes. I've had only a couple direct interactions with them, and both times they addressed my concerns as quickly and efficiently as if they'd been Dr. Halsey's very own Spartan IIs.
  15. You don't double the attack dice at all. It gives you two dice to try to make the target Vulnerable before it rolls its defense dice. You're at MAC 4, so you roll 2 dice (for this rule), and if either die is a skull or a two, your target is Vulnerable and takes the penalty on his defense (rule on pg 108-109).
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