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 Forum: Battlefleet Gothic   Topic: The Joakero

 Post subject: The Joakero
Posted: Fri May 05, 2006 5:03 am 

Replies: 10
Views: 2949


I'll be interested to see how yours turn out.  I'm gonna do a couple eventually, but I've gotta wade through a half dozen unpainted tau cruisers and 5000 points of unbuilt tyranids(damned if I'm not good at getting in over my head).

 Forum: Battlefleet Gothic   Topic: Nerroth's Q'orl Swarmhood fleet list, v5.0.3

Posted: Fri Apr 07, 2006 6:23 pm 

Replies: 79
Views: 27714


The new artwork is great.

Well done.

 Forum: Battlefleet Gothic   Topic: The Joakero

 Post subject: The Joakero
Posted: Tue Apr 04, 2006 5:05 am 

Replies: 10
Views: 2949


I don't think they are hired, rather they simply comprehend that fighting alongside the other race serves mutual self interest. (Hence they don't get fleet commander re-rolls.)



 Forum: Battlefleet Gothic   Topic: The Joakero

 Post subject: The Joakero
Posted: Thu Mar 23, 2006 3:23 pm 

Replies: 10
Views: 2949


I've been planning to include these guys as part of my "Non-aligned aliens fleet" but only allow 1 per fleet.  Or as a 1 per fleet mercenary type also.

 Forum: Battlefleet Gothic   Topic: The Joakero

 Post subject: The Joakero
Posted: Thu Mar 23, 2006 6:06 am 

Replies: 10
Views: 2949


I'm glad ya'll like the rules (and that someone finally posted comments)

Fore construction, I was thinking some arrangement of bars and grids in geometric formations.  Very abstract looking.

 Forum: Battlefleet Gothic   Topic: The Sharn

 Post subject: The Sharn
Posted: Fri Mar 17, 2006 3:09 pm 

Replies: 2
Views: 1563


You're right, the "lense effect" is a good description of the weapons.  That said, I'm going to make the shooting bonus a column shift rather than a to-hit bonus. What I wanted was to make the Sharn player choose what type of  advantage he wanted, by orienting himself properly.  He ca...

 Forum: Battlefleet Gothic   Topic: Nerroth's Q'orl Swarmhood fleet list, v5.0.3

Posted: Fri Mar 10, 2006 6:32 pm 

Replies: 79
Views: 27714


looks fine, nothing has changed too drastically. New points costs help alot, but I still don't think there needs to be a limit on how many of a specific module can be taken, that's just my opinion though. The list looks good, and I'd love to see concept art for the two larger ships too. btw, why has...

 Forum: Battlefleet Gothic   Topic: Nerroth's Q'orl Swarmhood fleet list, v5.0.3

Posted: Thu Mar 09, 2006 9:15 pm 

Replies: 79
Views: 27714


Try the updated link on the first post of the thread, that one didn't give any problems for me, though the one here at the end did.

 Forum: Battlefleet Gothic   Topic: Nerroth's Q'orl Swarmhood fleet list, v5.0.3

Posted: Thu Mar 02, 2006 2:36 pm 

Replies: 79
Views: 27714


I think 40 pts for the 2 lance module works, and 45 for the 2 launchbay.  See how it is without the restrictions first.

Example: Launchbay Homeworld
12 Bays
3 Shields
3 Turrets
370 pts

That's not too bad, since it has minimal support weapons too.

 Forum: Battlefleet Gothic   Topic: Nerroth's Q'orl Swarmhood fleet list, v5.0.3

Posted: Wed Mar 01, 2006 11:11 pm 

Replies: 79
Views: 27714


Limitations would be fine, but also consider that for those 12 lances on the BB, you'd be paying 210 pts (they should be 35 pts each, at least), plus 100 for the core module, it would only move 15 cm, have 2 shields, and can only fire forward. If they are 40 pts each, its 350 total, and nowhere near...

 Forum: Battlefleet Gothic   Topic: Nerroth's Q'orl Swarmhood fleet list, v5.0.3

Posted: Wed Mar 01, 2006 5:56 am 

Replies: 79
Views: 27714


Quote If you roll that D6 the first time, the chance of a 4+ is 50%. Yes, the chance of doing 1 or more points of damage is 50%. The chance of doing exactly one point of damage is 25%. This is, however, beside the point of the discussion.  Two regular lances is only slightly better than a Pulsa...

 Forum: Battlefleet Gothic   Topic: Nerroth's Q'orl Swarmhood fleet list, v5.0.3

Posted: Tue Feb 28, 2006 3:12 pm 

Replies: 79
Views: 27714


That probability is incorrect. It should be: Pulsar lance: Average 0.875 Damage 0 hit = 50% 1 hit = 25% 2 hit = 12.5% 3 hit = 12.5% Phantom lance: Average 0.83 Damage 0 hit = 50% 1 hit = 16.6% 2 hit = 33.3% 2 Lances: Average 1 damage 0 hit = 25% 1 hit = 50% 2 hit = 25% Two lances score the first hit...

 Forum: Battlefleet Gothic   Topic: The Sharn

 Post subject: The Sharn
Posted: Tue Feb 28, 2006 6:07 am 

Replies: 2
Views: 1563


[This is the refluffed rules of my previous Joakero fleet. ?My goal was to create a species other than the Eldar that cared about where the sun was. ?Please also visit my new Joakero Latticeship rules Here ] Sharn ? ? ? ? ?The Sharn are an ancient race from the galactic rim near the border between S...

 Forum: Battlefleet Gothic   Topic: Nerroth's Q'orl Swarmhood fleet list, v5.0.3

Posted: Tue Feb 28, 2006 5:59 am 

Replies: 79
Views: 27714


I don't see the big deal with a 2 lance escort, that's essentailly what a Hemlock or a DE Corsair w/ Phantom Lance is. As long as the points cost is balanced, its okay.  In this case, only front firing and one turret less than a firestorm, 35 pts works. Random allocation of hits gives an advant...

 Forum: Battlefleet Gothic   Topic: Nerroth's Q'orl Swarmhood fleet list, v5.0.3

Posted: Mon Feb 27, 2006 4:21 am 

Replies: 79
Views: 27714


I suggest the 2 lances because the power level is right compared to the Weapons battery pod.  Especailly when they are the same points cost, the lance option simply is not strong enough. The battery pod is costed right, its only slightly less effective than a Sword, and 5 points cheaper.  ...
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