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| [BFG] Castles of Steel; Home of the Ammobunker Battlefleets! | |
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| Topic Started: 16 Oct 2010, 02:57 PM (28,122 Views) | |
| ☺highmarshaldave | 17 Oct 2010, 08:11 PM Post #21 |
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Urban Leg-End
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In addition Dave, I believe that Mars has longer range on the batteries and an extra turret. Don't quote me on that though. Solid choice of vessels though ![]() Dave out. |
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| Apex Predator | 17 Oct 2010, 08:12 PM Post #22 |
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Warrant Officer First Class
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More Gothic!!!!!!!! Happy to see another log start up especially from you two, i'm looking forward to many, many updates and shmexy paint jobs on both sides. I think this is going to tempt me to start my chaos fleet now as well.... |
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| ☺Dave38x | 17 Oct 2010, 08:48 PM Post #23 |
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Does have longer range batteries yes, but it doesnt have the extra turret. If it did i wouldnt have ruined one in one turn with 12 bombers ![]() It is a solid choice... funnily enough its three of the (was using an endurance instead of a dictator) four ship variants he was using when playing against me the other day. Bloody nova cannons and them being scattering but not ordinance any more ![]() Guess im going to have to really become an ordinance whore to take on this fleet
Edited by Dave38x, 17 Oct 2010, 08:49 PM.
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| ☺highmarshaldave | 17 Oct 2010, 09:18 PM Post #24 |
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Urban Leg-End
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Your torpedoes have variable speeds and can turn, what more do you want? Dave out? |
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| ☺Dave38x | 17 Oct 2010, 10:22 PM Post #25 |
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torpedos are crap compared to bombers. |
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| ☺highmarshaldave | 17 Oct 2010, 10:25 PM Post #26 |
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Urban Leg-End
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Not limited to how many you can have and they make for fantastic area denial. Dave out. |
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| ☺Dave38x | 17 Oct 2010, 10:29 PM Post #27 |
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just checked rules, using my current list i can kick out this much ordnance: Each Carrier drops 8 squadrons Each Cruiser drops 2 squadrons Giving a total of 26 squadrons a turn. Methinks our games are going to be won and lost in the ordnance phase ![]() And then there are torpedoes. Which, given they can turn will probably be very tasty area denial units for escorts. And what you mean you can have unlimited torps? you can have unlimited all ordnance... Edited by Dave38x, 17 Oct 2010, 10:29 PM.
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| ☺Grizz | 17 Oct 2010, 11:27 PM Post #28 |
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Gribbly Monster
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As far as I'm aware, torpedoes are unlimited until you fail for reloading, while you're only allowed as bombers/fighters to be launched as you have launch bays. Soon as they're expended, and reloaded, you can launch more. Been a while since I looked over the rules, but I can distinctly remember using such limitations when me and HMD have fought, albeit, some time ago now. |
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| ☺Dave38x | 17 Oct 2010, 11:35 PM Post #29 |
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torps are indeed unlimited, until reloading, there seem to be various house rules on fighters/bombers, the set i picked up from the forum i used to be on (ive forgotten it now) worked like this: You had twice as much ordnance as you could launch in one turn from your launch bays, and when it died it was recycled. |
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| ☺highmarshaldave | 18 Oct 2010, 07:45 AM Post #30 |
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Urban Leg-End
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The official ruling from Independent Games, as Grizz said, was that total number of attack craft could not exceed total launch bay strength in any given turn. If it did, due to casualties among carriers and what have you, then no more ordnance could be launched until the number of attack craft markers dropped below your current total launch bay strength. Of course, you could always recall markers to launch new ones. I believe the theory was that the launch strength represented not only how many markers could be launched in a turn but also how many markers could be reliably supported and coordinated by an given carrier capable vessel. And it helped prevent bomber wings the size of an asteroid field. Dave out. |
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| ☺Dave38x | 18 Oct 2010, 07:49 AM Post #31 |
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since when has that been in the rules then? |
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| ☺highmarshaldave | 18 Oct 2010, 09:52 AM Post #32 |
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Urban Leg-End
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I don't think it was written into the rulebook, since they only released a first edition of the rules, but it certainly featured in White Dwarf, Armada and The Specialist Games Magazine in the "official amendments" articles. Same article that they changed the nova cannon rules in, I think. Dave out. |
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| ☺Dave38x | 18 Oct 2010, 02:21 PM Post #33 |
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so it would be in the updated rules then? |
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| ☺highmarshaldave | 18 Oct 2010, 03:20 PM Post #34 |
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Urban Leg-End
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If such a thing exists. . . I checked the PDF rules I got from the SG site before they stopped doing all the rules for free and, admittedly, I can't find it in them. Dave out. |
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| ☺Dave38x | 18 Oct 2010, 03:23 PM Post #35 |
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they still do the rules for free... http://www.games-workshop.com/gws/content/article.jsp?catId=cat480005a&categoryId=1100007§ion=&aId=4300022 edit - and they have been updated with the new nova cannon rules, so i assume that they would have updated ordnance rules if they were to be updated. Edited by Dave38x, 18 Oct 2010, 03:35 PM.
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| ☺Grizz | 18 Oct 2010, 05:15 PM Post #36 |
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Gribbly Monster
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Indeed they have been updated. Page 27 of the BFG Basic Rules to be precise. To save anyone trekking over, I've just cut out the wording and put it below. Hope it helps! ![]() When launching ordnance, except where specifically annotated on a fleet list, no more attack craft can be in play than the fleet has available launch bays. This must take into account ships that reduce their number of bays from being lost in battle, crippled or suffer critical damage. In his case, the owning player may not launch additional attack craft until the number in play is less than the reduced number of available launch bays. Before starting the ordnance phase, attack craft on the table can be removed from play to increase the limit launched by the carrier. The maximum size of a given wave cannot be larger than the number of launch bays on the launching carrier (or number of carriers in base-to-base contact). Ships with random bays (such as Orks) may count maximum number of bays to determine number of attack craft that can be in play. |
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| # Marovian | 18 Oct 2010, 05:50 PM Post #37 |
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High Lord Admiral of the Imperial Fleet
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Yeah, I was going to add that, thanks Grizz. It's in a grey box so doesn't stand out. Perhaps stops ordance being all conquering, but still going to be devastating at close range you can easily reload regularly. I like the idea of having fighter screens for the big ships, the rules say a wave can hug a ships base and move with it. |
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| ☺Dave38x | 18 Oct 2010, 06:29 PM Post #38 |
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guess i know what i'll be using my guided torpedoes to soak up then
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| Mortare | 18 Oct 2010, 08:02 PM Post #39 |
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Lieutenant
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They had to change the rules for ordinance because the original rules meant that carrier fleets (those loaded out with attack craft carriers) would just launch wave after wave and then swarm an opponents defences. Great fun to play if your opponent wanted to sit back and snipe. The new rules are more sensible really but meant I had to rethink my Chaos tactics! |
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| ☺Dave38x | 18 Oct 2010, 08:40 PM Post #40 |
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yeah, i'll be using massed ordnance to hopefully divert some nova cannon fire from my capital ships, given how powerful tau ordnance is and how bloody ridiculous nova cannons are these days. |
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