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  Stream Lining Rules
Posted by: Smurf - 10-05-2021, 06:06 PM - Forum: The Wardroom - Replies (1)

Somewhere it was noted that instead of the 10 phases of shooting or pilot skill there could be Rookie, Trained, Experienced, Veteran, and Ace. (using D4,D6,D8,D10, and D12)

Also a Rookie pilot/crew reduces the cost of a ship by 10% per skill set ie for pilot gunners who have two stats can get 20% off their ship.  No ship can be bought for free, suggest limit is 90%

Trained crew level is free.

Experienced add +10%

Veterans add +20% to cost of their ship.

Aces add + 25% to cost of their ship.

Rounding all costs down.

This could mean you can have a total rookie crew for a Betafort at a very cheap cost.  But it will not be very good.

Crew class and firing missiles:

Rookie lock on 6 or less but can only fire 5 missiles per salvo
Trained lock on 7 or less
Experienced lock on 8 or less
Veterans lock on 9 or less
Aces lock on 9 or less but can launch an entire ML ie 15, 20 or even 30 missiles.

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  Yes, We're Still Alive!
Posted by: Karelian Suomi - 05-12-2021, 11:55 PM - Forum: MX News and Discussion - Replies (6)

We're just all dealing with life during a pandemic and other world-changing events, but we're still here, still alive, and still very much in the fight.  Big Grin

At present there will be a Kickstarter for the Fletcher 3 to 1 scale model. Most realistically we're shooting for next month at the latest (and we have to stay realistic). Meanwhile, there's some new Silent Death fighter and gunboat minis in the works, so do stay tuned to this, your regular TBD Imperial News Network frequency for coming announcements!

Cheers, all! Cool

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Photo I'm Just Going to Leave These Riiiight Here...
Posted by: Karelian Suomi - 03-09-2021, 08:46 PM - Forum: MX News and Discussion - Replies (5)

    Mwahahahaahaaa!!!!

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  Problem with replies
Posted by: Smurf - 02-28-2021, 07:12 PM - Forum: The Shipyard - Replies (1)

I keep getting 'a fatal error'

Fatal error: Uncaught Error: [] operator not supported for strings in /hermes/walnacweb03/walnacweb03al/b2067/moo.bladestormmx/silent-death/forum/newreply.php:826 Stack trace: #0 {main} thrown in /hermes/walnacweb03/walnacweb03al/b2067/moo.bladestormmx/silent-death/forum/newreply.php on line 826

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  Homebrew review
Posted by: Smurf - 01-06-2021, 10:09 PM - Forum: The Shipyard - No Replies

Quote:I.    Crew qualityAce, Veteran, Experienced, Rookie skill ranks sans values.
                  
       A.  Pilots 
              
            1. Pilot Points Cost: Rookie- 0; Experienced- 0; Veteran- 10; Ace- 20
                  Legendary Ace- NFS (but worth 200 TPV in morale damage if killed)

             2. Pilot ADB & Advanced Maneuvers -effects not cumulative (except Ace):
             
               ⦁  Rookie-             1d4 ADB;       Tight turn die as one craft class heavier*
               ⦁  Experienced-    1d6 ADB;      Tight turns as per craft tonnage chart
               ⦁  Veteran-            1d8 ADB;      Tight turn die as one craft class lighter
               ⦁  Ace-                  1d10 ADB;      Tight turn as Veteran + Tight turn die x2,
                                                                                                           drop highest
 This is a fantastic workable simplification.

              
            
Quote:     a. If the Randomized Activation initiative (below) isn't used, use
                     the best pilot's ADB as the sides iniative die (which is in line with the                                  Alternative Initiative Determination method in 7226 MTV).
                  b. *Optional: Rookie Pilots assigned to ultra-light attack craft may make
                        Set Cost Turns per Optional Rules in 7201 SD: TNM pp.69.             
                        This replaces their Advanced Maneuvers rule listed above for these
                        nimble spacecraft.

There's a certain WW2 game that does this.  But I would not make it random ships, just random turns (x counters in a bag pulled out at random).
       
       
Quote:     3. Tonnage based tight turn chart:
               ⦁    >150               d4       +3        Ultra-light attack craft
               ⦁    150-500          d6       +3        Most light fighters
               ⦁    501-999          d8       +3        Most medium & heavy fighters
               ⦁    1000+             d10     +4        Extra-heavy fighters, Gunboats

        B. Gunners
             
             1. Gunner Points Cost: Rookie- 0; Experienced- 0; Veteran- 4; Ace- 10

             2. Gunner ADB:
               ⦁  Rookie-              1d4 ADB
               ⦁  Experienced-     1d6 ADB
               ⦁  Veteran-             1d8 ADB
               ⦁  Ace-                    1d10 ADB
This is a fantastic workable simplification.
                 
            
Quote:3. Optional: Buy (BPV) Veterans & Aces Experience (to purchase skills)

                a. Veterans 3d12 drop lowest ( 15.98 / 4.44 ) mean/deviation
                b. Aces- 5d12 drop lowest ( 29.96 / 6.76 ) mean/deviation
                c. Makes skilled crew stand out at the cost of more BPV investment

Over complicated, 'Legends' use a d12!

  .
     
   


Quote:III.    ADB Missile Lock-on2d6 + ADB: The target number for a lock is 10.
    
             A. The statistical breakdown of this method:
               ⦁ Green/Rookie-   50%
               ⦁ Experienced-      62.5%
               ⦁ Veteran-              71.53%
               ⦁ Ace-                      77.22% 

Too Complicated:

Rookie: Lock on 60% chance (but can only fire a max of 5 missiles)
Experienced:70%
Veteran: 80%
Ace: 90%
Legend: Can launch the entire ML on 90%


Quote:IV.    Overthrusting drives into the RED- Ships engines don't give out on a fixed schedule, but pushing a damaged drive has risks.

       A. The drive rating printed below the ship being the absolute maximum thrust               potential, and the last unmarked drive box on the display is its current                          safe operational threshold. The drive maximum only lowers under these                 conditions:

             1. A critical that either damage the engines (not maneuver thrusters),
               causes them to sputter, or similar will lower the maximum by 1/3 of its
               max value (round down) after the negative effects of the engine critical
               are resolved (usually reduced drive for a turn & lowered DV).
             
                 a. If a crit destroys the engines follow that result obviously

            2.  Specific damage from over thrusting. (explained below)

       B. Engine Overthrust procedure:

             1. Before the movement of a ship, nominate the number of drive points you
               wish to push the engine "into the red" by (up to the current maximum
               drive of the ship) that is over and above the safe operational threshold
               drive box showing on the damage track.

             2. Roll your Pilot's Crew Quality Die x2. If the total roll is:

                a. Over the amount of overthrust = no ill effects.
                  ⦁ Move as declared.
              
                b. Equal the amount overthrust by = lower maximum drive by 1.
                  ⦁ Move as declared -1.
               
                c. Under the amount overthrust by =  take damage equal to the difference
                   ignoring DR. If the damage taken is at least double the safe operational
                   threshold now showing: take an additional critical  -ignoring any crew
                   killed results. Lower drive maximum by 1.
                     ⦁ If your ship is still on the map it may now move the 
                       safe operational threshold listed on the damage track.

Far too complicated:

150T - can increase speed by 4 
151T-500T can increase speed by 3
501T-999T can increase speed by 2
1000T+ can increase speed by 1

modified by Rookie -1, Experience nil, Veteran +1, Ace +2

risks:
  • Rookie's D4 has to get 2+ with modifiers from movement crits and x engine hits.  Failure means the difference = n more Drive hits only.
  • Experience's D6 has to get 2+ with modifiers from movement crits and x engine hits.  Failure means the difference = n more Drive hits only.
  • Veteran's D8 has to get 2+ with modifiers from movement crits and x engine hits.  Failure means the difference = n more Drive hits only.
  • Ace's D10 has to get 2+ with modifiers from movement crits and x engine hits.  Failure means the difference = n more Drive hits only.



A Legend can add +3, and has D12 to test.

    

Quote:________________________________________________________________

Future rules exploration areas: Hexless movement & range sticks, Torpedos.

Ideas for improving on these rules welcome. These will be used in our matches this month for trial. Updated as needed.

Hexes means that range sticks are not needed.  It can be an alternative way to play if doing it without hexes.

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  I'm back
Posted by: Smurf - 01-06-2021, 09:28 PM - Forum: The Shipyard - No Replies

Hi Crew, went to shore for some RAR but I am back.

Well Covid has knocked a lot of games on the head which is a big boo.

Maybe something can happen in 6 months. Undecided

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  At last! Totenkopf Mini AVAILABLE NOW!!
Posted by: Karelian Suomi - 12-21-2020, 09:17 PM - Forum: MX News and Discussion - No Replies

Yup. It's fer reals:

https://silent-death.mx/2020/12/21/not-n...lable-now/

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  No. I wasn't joking. We weren't joking.
Posted by: Karelian Suomi - 12-08-2020, 02:31 AM - Forum: MX News and Discussion - Replies (2)

So go look at the front page, as WordPress won't let me post the photo because the file is too big to handle...

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  2020-2021 Season: Homebrew Rules
Posted by: Karpav1 - 08-22-2020, 09:57 AM - Forum: The Shipyard - No Replies

I came here to deliver a box labeled "Acme: House Rules" to the dusty barracks of the Interstellar Flying Circus and chew bubblegum, but I have difficulty remembering movie quotes, so if someone could please sign for this package...


Before continuing, please, take a moment to consider how you can take part to help your fellow-human in this time of crisis. Today, more than ever before, inhabitants of this planet are shedding off their mortal coils without ever having played a tabletop space-miniatures game. As sad as it is, it only gets worse when you consider that it's an avoidable outcome for millions if only we focus on simple, prevention awareness measures. Do your part to help spread awareness of this unfortunate reality: Wear a space helmet.


No one else has to go to the final space station without having known the joys of an opponent rolling boxcars on their critical chart.


[Image: ?u=http%3A%2F%2Fclipartmag.com%2Fimage%2...f=1&nofb=1]




HOUSE RULES

     These house rules started with a reconceptualization of two areas I'd been itching to tinker with: the initiative procedure, and how engine damage on the damage track translates to mobility.

     The initiative changes fostered further tinkering with the point-buy system for crews, which in turn required an additional tweak to missile lock-on. So, by the end of the brainstorming session, I had a total of 4 new rules to test. All had to be ship display neutral -so I don't have to change anything on the sheets.

     My purpose: a mixed bag of tweaks for personal preferences. The rules are about as simple as what we have now with a few exceptions, mainly different, so in the thoroughness of the explanation process in striving to write clear rules for presentation, they take a small bit of space to satisfactorily describe. Please poke holes in points I may have missed. Note: I haven't covered every House-specific corner case (like ASP Datalinks for example) that these changes may interact with.
[Image: C8alwh8.png]

I.    Crew quality- Ace, Veteran, Experienced, Rookie skill ranks sans values.
                  
       A.  Pilots 
              
            1. Pilot Points Cost: Rookie- 0; Experienced- 0; Veteran- 10; Ace- 20
                  Legendary Ace- NFS (but worth 200 TPV in morale damage if killed)

             2. Pilot ADB & Advanced Maneuvers -effects not cumulative (except Ace):
             
               ⦁  Rookie-             1d4 ADB;       Tight turn die as one craft class heavier*
               ⦁  Experienced-    1d6 ADB;      Tight turns as per craft tonnage chart
               ⦁  Veteran-            1d8 ADB;      Tight turn die as one craft class lighter
               ⦁  Ace-                  1d10 ADB;      Tight turn as Veteran + Tight turn die x2,
                                                                                                           drop highest
              
                  a. If the Randomized Activation initiative (below) isn't used, use
                     the best pilot's ADB as the sides iniative die (which is in line with the                                  Alternative Initiative Determination method in 7226 MTV).
                  b. *Optional: Rookie Pilots assigned to ultra-light attack craft may make
                        Set Cost Turns per Optional Rules in 7201 SD: TNM pp.69.             
                        This replaces their Advanced Maneuvers rule listed above for these
                        nimble spacecraft.
       
             3. Tonnage based tight turn chart:
               ⦁    >150               d4       +3        Ultra-light attack craft
               ⦁    150-500          d6       +3        Most light fighters
               ⦁    501-999          d8       +3        Most medium & heavy fighters
               ⦁    1000+             d10     +4        Extra-heavy fighters, Gunboats

        B. Gunners
             
             1. Gunner Points Cost: Rookie- 0; Experienced- 0; Veteran- 4; Ace- 10

             2. Gunner ADB:
               ⦁  Rookie-              1d4 ADB
               ⦁  Experienced-     1d6 ADB
               ⦁  Veteran-             1d8 ADB
               ⦁  Ace-                    1d10 ADB
                 
             3. Optional: Buy (BPV) Veterans & Aces Experience (to purchase skills)

                a. Veterans 3d12 drop lowest ( 15.98 / 4.44 ) mean/deviation
                b. Aces- 5d12 drop lowest ( 29.96 / 6.76 ) mean/deviation
                c. Makes skilled crew stand out at the cost of more BPV investment


     Notes: This rule adaptation does away with a stratified pecking order and quantizes crew into practical competency ranks. It's a shortcut to picking out a force list for a scenario. It also overhauls the focal point of tight turns onto the tonnage of the craft being piloted rather than just straight-up pilot skill. A ship's BPV is assumed outfitted with an Experienced crew as the baseline. No need to buy a crewman unless you are upgrading a crew -just pick out ships and play. The main tradeoff is a loss of differentiation of a pilot's gunnery & piloting skill. I'm okay with that. I don't even mix up differing crew skill levels on the same ship anymore. Simplicity = speed. ⬣ Rookie/Green crew don't offer any discount even though they are below the baseline- that's what makes them a liability. Use them if the flavor of a scenario calls for it or in order to balance it. ⬣ Legendary Aces should probably be something you level up within MTV and is not purchasable or detailed here, but set whatever price you see fit. ⬣ This rule isn't intended for Campaign Roster building and additional tweaking may be necessary. ⬣ Specific scores can be tracked in the background for campaigns where you are using experience to improve in rank. The method to do so is self-explanatory. ⬣ Recap: In one-shot game instances, individual score purchases can be done away with. This streamlines force building since we are only after which ADB die their skill level grants because when they shoot is now more up to chance as detailed in the next rule...

II.    Randomized activation- Using playing cards, marked chits, or
        a box of bingo tokens if you have that. Assign to ship ID.

             A. When a ship's card/token comes up, it activates and moves.

             B. Ships that declare a tail (Bulldog) move after it's mark as if it was a torp.
     
     Notes: This replaces the initiative roll/phase. The goal is to mix up the standard "I-go/U-go" initiative rules. This method adds unpredictability and imbalance to the mix by creating uneven & imperfect movement sequences.  Watch my Serenity music mashup to get a feel for what I'm going for here: combat is chaotic. A pilot will have to pull out all the stops because combat isn't a synchronized chess match -it's a mosh pit. Statistically dominating movement order shouldn't be as trivial as having a better pilot that costs a mere 5 more points over the opposing sides pilot in a 500 point match. Shuffling the wounded duck out first in a bid to hold your best units for last is a staple of play that I'd like to replace with something less predictable.Movement order where one side has twice as many starcrafts as the other should work itself out with the numerically over-represented side's odds of moving being baked into the draw mechanics. It will not be evenly dispersed within a match though. I expect clumpy draws that favor one side over the other from turn to turn, and that may be where this rule falls down: It will feel bad. Still undecided whether the cannon fire phase will follow this order or default to crew quality tiers with all same tier shooting and damage being simultaneous. Leaning latter.

III.    ADB Missile Lock-on- 2d6 + ADB: The target number for a lock is 10.
    
             A. The statistical breakdown of this method:
               ⦁ Green/Rookie-   50%
               ⦁ Experienced-      62.5%
               ⦁ Veteran-              71.53%
               ⦁ Ace-                      77.22% 

     Notes: This one is 100% the result of the crew quality rule -I needed a target number for missile lock-on now that precise Gnr numbers were tossed. This system tightens the lock-on odds between novice and highly competent gunnery ability by topping out slightly sooner than the flat skill method did. Rookies got pushed the most -they are pretty poor missile operators in the current iteration.

IV.    Overthrusting drives into the RED- Ships engines don't give out on a fixed schedule, but pushing a damaged drive has risks.

       A. The drive rating printed below the ship being the absolute maximum thrust               potential, and the last unmarked drive box on the display is its current                          safe operational threshold. The drive maximum only lowers under these                 conditions:

             1. A critical that either damage the engines (not maneuver thrusters),
               causes them to sputter, or similar will lower the maximum by 1/3 of its
               max value (round down) after the negative effects of the engine critical
               are resolved (usually reduced drive for a turn & lowered DV).
             
                 a. If a crit destroys the engines follow that result obviously

            2.  Specific damage from over thrusting. (explained below)

       B. Engine Overthrust procedure:

             1. Before the movement of a ship, nominate the number of drive points you
               wish to push the engine "into the red" by (up to the current maximum
               drive of the ship) that is over and above the safe operational threshold
               drive box showing on the damage track.

             2. Roll your Pilot's Crew Quality Die x2. If the total roll is:

                a. Over the amount of overthrust = no ill effects.
                  Move as declared.
              
                b. Equal the amount overthrust by = lower maximum drive by 1.
                  Move as declared -1.
               
                c. Under the amount overthrust by =  take damage equal to the difference
                   ignoring DR. If the damage taken is at least double the safe operational
                   threshold now showing: take an additional critical  -ignoring any crew
                   killed results. Lower drive maximum by 1.
                     If your ship is still on the map it may now move the 
                       safe operational threshold listed on the damage track.

     Notes: The predictable manner in which drives break down and slow ships to a crawl like an off-brand battery-powered toy in Energizer Bunny commercials fostered this house rule.  While pilots are wise to heed instrumentation levels, sometimes desperate times call for desperate measures.  This house rule is to movement what easing target speed restrictions are to shooting- keeping player options on the table to push their waning reactors & their luck. Was tricky to decide a balance for how punishing failure would be for the risk. Blow drives out too soon and you've just pulled forward the dead ship in space outcome. As the most complex of the rules, it was also the most important to me. I kept it as simple as I could while still resolving the core issue that I wanted to experiment with: engines that feel more like crumbling masts in an age of sail game.
________________________________________________________________

Future rules exploration areas: Hexless movement & range sticks, Torpedos.

Ideas for improving on these rules welcome. These will be used in our matches this month for trial. Updated as needed.
[Image: fwQX9OD.png]

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  Battle Royale Reprise: Next of Kin
Posted by: Karpav1 - 08-17-2020, 03:31 AM - Forum: Battle Reports - Replies (3)

This is a follow-up to events that unfolded on the Sigurd-Colosian border some two years after- "Scenario 3: Gunboat Battle Royale" took place in the House Colos  sourcebook. It straddles the line between battle report & Wardroom tactics discussion, but since it centers around games with pictures & background vignettes, I'm posting it here.


Background:
I wanted to play a simple battle showcasing the Dracula's I'd just finished painting, so I skimmed the book for any scenario that might feature it. This one looked great with one minor hitch: I forgot to purchase a Predator gunboat up until now, so rather than sub a Star Raven to stand-in, I opted to just leave out the gunships. I was also curious to see how the Dracula and Storm pair-up against each other with nigh-identical BPV and without the interference of the beefy gunboats. Today wasn't a trial of new military hardware -this time- it was personal...

(& oh-so cliché) Wink






[Image: ?u=https%3A%2F%2Ffarm3.staticflickr.com%...f=1&nofb=1]
Story:
The border clash that unfolded that day sent the crew of an Iceberg and its Storm escorts to be whisked away to Valhalla by the Valkyries, but rumors soon circulated that in addition to the narrow escape of two Predators, a sole Dracula pilot was rescued shortly after from a life pod to cheat death -albeit with a compliment of gnarly burns over half of the pilot's face (impressively intimidating by Colosian standards!). Whispers of the deeds of Kunigunde von Maldor soon spread amongst those stationed near the ever-contested, asteroid strewn, demilitarized-in-name-only zone between the Greater Houses. Her decisive actions ensured both Predator gunships returned intact from their first test against Sigurd armaments. The peculiar, yet undeniably Colosian name eventually reached the ears of Brýja Åkerman -sister of Björn Åkerman, one of the felled Sigudians defending the good name of Günter Gutmann on that fateful day. Some say he was a gunner of an escorting Storm, others say he was the pilot of the Iceberg. None dare to ask Brýja directly. Her request for reassignment was immediate. Whether by the will of Odin, or some other fate, she didn't have to wait as long as was typical for the war machine of the Archdiocese to grant her request...
[Image: hrRfD2k.png]

Two years to the day of her brother's death, Brýja's shrill voice, filled with a palpable zealous rage, intonations percolated in strong drink, reverberated through the skulls of the unlucky Colosian communications officers stationed on-duty that evening. Though much of the transmission was garbled and distorted, repeated threats to the notorious Kunigunde could be made out amongst the amplified stammering & wet sounding growls. Accompanied by her wingman Atríðr, the crews of Brýja's wing sat idling motionlessly against a ferrous backdrop of monolithic silhouettes -punctuating a slowly drifting field of smaller, jagged detritus. The glinting ablative plates of their Storm's hulls reflected rays of dim, amber light from a nearby star bleeding through a haze of dust. The waves of her vile transmission piercing through the silent theatre to manifest violently in nearby outposts. Although it wasn't Kunigunde von Maldor that answered the call that day, a pair of Dracula interceptors scrambled to quell the vengeful Sigurdian's belligerent challenges in short order -seeing to it that the surrounding asteroids are painted in the flickering crimson battle-light of blazing Maxim lasers yet again.



The first game was a trial-run. A few mistakes were made (an Epee shot was mistakenly granted +2 damage per each pt. over DV instead of for every two pts. over. That goof resulted in something like 34 damage (medium die was double 7's) instead of 20 after DR or thereabouts -oops! -a little extra damage there) we caught the mistakes almost immediately, but since we set the stage for this being just a practice run, we just played through the fouls this game. The main goal was to see how each ship's guns, DR, arcs, etc. play off of each other. It was a close and fun match. The Storm crews had an easier time of it due to mercilessly holding initiative all game. Here is our preliminary findings...
[Image: vfDgBcq.jpg]
start of the match (the few asteroids I have are out of frame) will get them more involved next match hopefully)



Sigurd Archdiocce- Storm x2             w/Regular Crews (D6 ADB)
House Colos- Dracula x2                    w/Veteran Crew (D8 ADB)

These crew stats are across the board for all crew in each faction (i.e. all Colos D8's, all Sigurs D6's). Neither ship design carries torps. There is likely an old treaty in place restricting torp ordinance in the zone that while not followed to the letter, is tentatively observed more for financial reasons than anything -with as many hostilities as the two sides engage in, it gets costly. What torps that do get delivered being substandard bulk overdue for phaseout.

The Storm was able to position after the first Dracula had moved in every turn. This allowed the Storm's to set up overlapping arcs in later turns in what flight doctrine has coined "Freki's Den" --an overlapping area where both Storm crews can get off a pair of Impulsegun attacks, dual Blatgun attempts, and the Missile Launchers of both Storm on the following turn at the Dracula caught in the overlapping field of fire. The other vessel was usually in the front-firing arc of a pilot's Gungnir & Missile Launcher. It should be noted since it isn't clear from the descriptions, the primary driver of this back to back overlap was that one of the Storm had been whacked at this point (the botched Epee hit most of it)- it's W result fried the Gungnir mount, it was down to a drive of 8, and it was easier to make this happen from a movement standpoint -plus the gunner's missile launcher was fresh-full having not had an opportunity to make a successful lock-on at the time.

[Image: BNtFxu9.png]
The Storm's needed a 5 or less for lock-on and ended up performing statistically inferiorly having spent their karma during the initiative phase with 10's generally, but over a couple turns trapping a ship in this manner, the missile salvos that did manage to eventually connect after point defense whittling a few away wore the Colos ships down in speed, and in Defense Value via a shields hit critical. As soon as his wingman was in jeopardy of falling prey to the Storm's wrath, the remaining Dracula pilot broke off and retreated, the Storm pilots content fanatically devoted to chasing down the wounded Colosian craft, thus ending the confrontation.

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The Dracula's, to their credit, fought back fang and claw -killing a Sigurd Gunner on a critical and delivering raking Maxim laser hits with consistent 3d8 Epee blasts. The Quad Stilettos saw much of their energy absorbed by the heavier armor of the Storm hulls (they must score doubles with the low die to see much effect while the Storm's armor is intact), but the Dracula's higher speed and defensive values kept the less skilled frenzied gunners of the Archdiocese in fits of frustration.

Due to the relative weakness of the stilettos against dedicated armor plating coupled with the overlapping missile launcher threat posed by their adversaries, the CJu-91c's preferred positional attack solution is, therefore, a wide Eppee crossfire pattern Colos pilots refer to as "The Coffin". It plays to the range advantage the Epee has over its Gungnir counterpart while avoiding both Dracula getting caught simultaneously in overlapping firing arcs by a team of Sigurd ships working in tandem. Had the Colosian interceptors gotten the upper hand a few times where initiative is involved, the engagement likely could have broke in their favor.

[Image: lm9zVsL.png]
(the overlap can be at any angle of course, but how cool is making it look like a coffin for a ship called a Dracula?? Answer: Very.)

The next match will take the knowledge gained into account, get some more asteroids on the board, and try and add a few more rules like Quirks into the mix.

I left the story of Kunigunde von Maldor open for later games involving these two Houses. I'll be sticking to painting these factions until both are finished and having a game featuring each craft as soon as it's completed. If Brýja survives, she'll be promoted to a Storm II. What vessel should Kunigunde show up in when she makes her eventual entrance? Keep her in a Dracula, or promote her to the helm of a Colosia-Wulf CfW-202 “Phalanx”?

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