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Showing posts from April, 2023

Enlightened and Errata 3.05

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The March errata brought some minor tweaks, but two of them are quite relevant to the Enlightened, specifically our Heavy Weapon options. I’ll be going over some of the implications as well as the winners and losers of this change. Victory & Valour: Specific effect may only be attempted once per unit While this correction was probably only meant to clarify that you can’t try again after having your effect canceled by Fortunes of War, this does mean that Heavy Particle Cannons, Magneto Encapsulators, and Gravitronic Imperilators can only use their Valour Effect once per activation in a unit. In my Enlightened Overview, I talked about firing Heavy Particle Cannons separately to get multiple 15 dice pools via SRS tokens, which is now no longer possible. Gravitronic Imperilators were similar, in that the valour effect was a major source of damage. With these changes, the Heavy Particle Cannon has lost a small bit of flexibility, but it still basically does the same thing. This

Glossary

  A few terms that I may use in my posts. I will not be defining rule terms here. Light Turret: Gun Battery, Rocket Launcher, Aetheric Lance, ect. Turret: Heavy Gun Battery, Heavy Rocket Launcher, Particle Beamer, ect. Generators also use these slots if a ship can switch for them. Fleet Carrier: Heavy flagship carriers. Tend to start at 10 SRS Capacity, have significantly less Battle Ready hull than Crippled (7/9, ect.), and usually only have 2 main weapons or less in the front arc. There’s a bit of a cheesy strategy of parking one of these behind an island and then full reversing to have a fairly invincible 30 dice shot each turn, which is somewhat feel bad to play against if not prepared for. Battle Carrier: Lighter flagship carriers. Tend to cap at 6 srs capacity, the battle ready/crippled hull split is closer than fleet carriers or even (8/8), and may even have a full complement of turrets. Battleship: Tend to be the tougher combat flagships of a faction. Characterized by

Dystopian Wars: Basic Statistics

When comparing units, one of the first things we usually care about is their damage output. Of course, that doesn’t tell the whole story, but it’s always useful to know how much you can expect your units to do. I’m not particularly good at statistics, so I threw together a little program to validate these (plus I couldn’t figure out sustained with statistics alone). Result Multipliers Repairs: 0.33 Defense Dice: 0.5 Obscured (Dice don’t explode): 0.8333 Heavy Hits count as Hits: 0.8 No Modifiers: 1 Reroll Blanks: 1.16 Devastating: 1.2 Sustained: Between 1.27 and 1.2, depending on dice pool size. Reroll Blanks + Sustained: Between 1.405 and 1.366, depending on dice pool size. Fusilade: 1.33 Fusilade + Sustained: 1.5 These are multipliers on the expected successes per dice. You can multiply these with each other if more than one applies, except for sustained with other reroll effects. I think I covered the relevant ones there, but if you know of any others feel free to let me know