Posts

Egyptian Overview

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Egyptians look to be a fairly standard naval force, with solid defensive stats, below average speed, and skimming to spice things up. While most ships are focused on the front arc at Closing Range, there’s quite a bit of range variety to add to the challenge, and some side arc focus with the destroyers. Abydos Battlefleet by Warcradle Studios General Overview Elite Subfaction Tough, well armed Cruisers Fast Glass Cannon Destroyers Specialized Flagships Differences in weapon ranges and arcs could be a challenge for some options. What’s interesting is that Egyptians seem to be a fairly complete force. Subfactions are often missing some essential components to making a balanced list, but I’m not really seeing that here. Their weakest aspect is probably point blank brawling, but even that has viable options. I hope they’ll get even further fleshed out with a support sprue and another flagship or two at some point, but what we got is already very good.   Flags...

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...

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...

Starting Out: Enlightened

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 So you’ve decided to join up in the pursuit of science, progress, and turning whales into research assistants. Below I’ll be doing a quick overview of the strengths and weaknesses of the faction, followed by going through the various options available for starting with the Enlightened. I’m going to be suggesting what I think is a strong 1000 point list with the contents of the box. I don’t believe in dumbing down anything for new players, but I’ll list how complex I think it is, from a new player’s perspective and ease of understanding. Enlightened to tend to be on the complicated end overall though. I’ll try to keep things simple, but no promises. This was written for the 3.03 Orbat, and updated for 3.04. Lists have not been updated, though point costs have stayed relatively close, so there shouldn’t be any huge issues. Overview Shooting: Enlightened have some of the strongest ranged weapons in the game. The Particle Beamer has you covered for pretty much everything, and o...

Enlightened Overview

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  Below are my thoughts to the current 3.03 Enlightened Orbat. I’m not going to go deep into the options each unit brings to the table, you have the pdf yourself. Rather, this is aimed at exploring what you can build with the options in front of you, and what choices I think are the way to go. Also vibes. Overall, I’d say Enlightened are an elite generalist faction. Your ships tend to have a lot of firepower in multiple range bands, are tough unless your opponent has the right tools to ignore your defensive tricks, but tend to be expensive.  This was edited a bit for Errata 3.05, which had some changes for the heavy weapons.   Cruiser Armor Just to cover this up front: Armor 5 vs Armor 6 is not a huge deal, due to our low citadel value. Against a single volley, A5 gets crippled at 20 hits and dies at 30, but A6 gets crippled at 22 with the catastrophic explosion, and dies at 36. To reliably cripple, your opponent will in most cases need to invest the same amount of...

Commonwealth Sprues

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