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Posted: 2006-07-17 02:59pm
by NecronLord
I quite like it. Though as I say to everyone else, I'd take more escorts. Can't have enough escorts. No siree!
Posted: 2006-07-17 03:42pm
by InnocentBystander
NecronLord wrote:I quite like it. Though as I say to everyone else, I'd take more escorts. Can't have enough escorts. No siree!
Escorts, which have a 50% chance of being 1-shoted by anything with 3 or more batteries? A whole squadron could be wiped out by a single chaos cruiser with a little luck.
Posted: 2006-07-17 04:07pm
by NecronLord
I ever tell you guys about the time I saw a dark eldar player try to run an asteroid field with a fleet made predominantly of escorts?
"The shadowfields, they do noooothinggg!"
Posted: 2006-07-17 04:16pm
by InnocentBystander
You just want to see my ships explode!

Posted: 2006-07-17 04:16pm
by Rawtooth
Pirate Orks:
Warlord Rawtooth, 40 points
Imperial Designation -
Omega-13, Ork Name -
The WAAGH! Hammer
Spacehulk, 600 points
Escorts:
Onslaught x12 - Onslaught Attack Ship, 540 points
Savage x8 - Savage Gunship, 320 points
Warlord is on the Spacehulk
Total: 1500
That enough escorts for you NecronLord

And does this work as a viable Ork Raider list?
Posted: 2006-07-17 04:19pm
by NecronLord
I'd have to check the hulk rules, but yeah, it might. You could start out at 2000 points instead, if you want a proper waaagh though.

Posted: 2006-07-17 04:32pm
by Imperial Overlord
NecronLord wrote: Oh, aye, mind if I pilfer the name of your Inquisitorial Black Shit (Hey, it's probably at least hundreds of years old...) over on LA for campaign-related shenanigins?
Its not a standard Blackship, but go ahead.
Posted: 2006-07-17 04:34pm
by Rawtooth
What I meant, is the list Okay, Crappy, or Good? As for being a propa Orky Waagh...
Rawtooth wrote:Is it easier for a newbie to start off with being a raider or an actual power at the start of the game?
Posted: 2006-07-17 04:59pm
by Imperial Overlord
InnocentBystander wrote:NecronLord wrote:I quite like it. Though as I say to everyone else, I'd take more escorts. Can't have enough escorts. No siree!
Escorts, which have a 50% chance of being 1-shoted by anything with 3 or more batteries? A whole squadron could be wiped out by a single chaos cruiser with a little luck.
Do you know how many dice a big battery is worth against escorts? Check the chart. The short version is "not many". And then there are brace for impact rolls. Escorts aren't as frail in play as they appear on paper.
Posted: 2006-07-17 05:09pm
by Acidburns
Not enough Brute Ramships, but thats just me. Seriously, I'd suggest a terrorship, especialy if your playing as a raider. You'll need fighter cover, especially against assualt boats. You can't commit your hulk to every battle either, you've got little control over it's movement, so if you decide to disengage your bust.
Posted: 2006-07-17 06:39pm
by InnocentBystander
Question; didn't see the answer in the FAQ/Errata - How does re-rolling work for eldar pulsar lances.
I can think of 4 possibilities:
1: You can re-roll that first shot if it misses, not on sucessive hits
2: You can re-roll once on a sucessive shot
3: You get a re-roll for every roll you're allowed (miss, Re-roll a hit, miss, re-roll another hit, miss, re-roll one last time)
4: The re-roll counts for the entire burst; so you shoot, and get 0, 1 or 2 hits in a row before missing. You then re-roll an entire burst; getting 0, 1, 2 or 3 hits (max 5) (heh, kinda doubt this one)
Posted: 2006-07-17 07:24pm
by Imperial Overlord
Lock On explicitly states it only allows you to reroll each weapon once so it can't give you multiple rerolls to a pulsar lance. I've played it as only giving rerolls on the first shot, but I haven't seen any explicit statement confirming that.
Posted: 2006-07-17 07:29pm
by Dark Hellion
So, anyone up for a game some time. I really want to try playing a few times before we do this campaign thing.
Posted: 2006-07-17 07:58pm
by The Yosemite Bear
grr
sto;; can't get the pdfs to download (and I can't afford to buy the rules untl friday)
1. can I purchase a haven spire (edar corsair starbase)
2. I'solde The Doomed (Eldar Privateer, fated that her soul will be tormented for all enternity by the great enemy, thusshe makes it her mission to disrupt and harry the forces of chaos as much as posible)
Posted: 2006-07-17 08:58pm
by StarshipTitanic
How does one withdraw from battle? Do they have to move to the edge of the board? And can we capture enemy ships and use them in our fleet?
Posted: 2006-07-17 09:28pm
by Arujei
Dark Hellion wrote:So, anyone up for a game some time. I really want to try playing a few times before we do this campaign thing.
I'm up for a game sometime this week, Hellion. What time zone are you in?
Posted: 2006-07-17 09:39pm
by Dark Hellion
Central Standard Time. But I have odd hours because of work and insomnia. Just tel me what times work for you, and I'll say when I can, although I have no clue what system to use to play the game.
Posted: 2006-07-17 10:34pm
by Hotfoot
I've not been reading all the fleet lists, but has anyone been picking up planetary defenses at all?
Posted: 2006-07-17 10:46pm
by LapsedPacifist
What faction would be the best for a novice player?
LP
Posted: 2006-07-17 11:03pm
by StarshipTitanic
Hotfoot wrote:I've not been reading all the fleet lists, but has anyone been picking up planetary defenses at all?
No one has. I didn't because I didn't think it was allowed, but if it is I wouldn't because defences won't make much of an effect this early. I foresee lots of expansion first with so much room.
Posted: 2006-07-17 11:06pm
by Hotfoot
Thing is, as far as I know, you get reinforcements of ships, not defenses. I suppose it's possible to build them, but I haven't seen where the rules state it explicitly.
Consider, however, that worlds are a precious commodity. Losing one outright would be devestating, and space stations are rather powerful compared to most ships.
Posted: 2006-07-17 11:21pm
by StarshipTitanic
Hotfoot wrote:Thing is, as far as I know, you get reinforcements of ships, not defenses. I suppose it's possible to build them, but I haven't seen where the rules state it explicitly.
Consider, however, that worlds are a precious commodity. Losing one outright would be devestating, and space stations are rather powerful compared to most ships.
True, except they can't move. It'd be a delight to shell it at extreme distance with some nova cannons.
Posted: 2006-07-17 11:24pm
by The Yosemite Bear
BTW if I buy the haven, the other Eldar corsairs can use the facilities right?
Posted: 2006-07-18 03:02am
by GeneralTacticus
Rawtooth: you don't need to pay for your fleet commander. He comes free, if rather green, and improves as time goes on.
Posted: 2006-07-18 03:15am
by The Yosemite Bear
BTW I really like the idea of having a haven spire for the corsairs, but have no idea of the cost (since my webserver crashes everytime I try to download)
http://www.forgeworld.co.uk/spire.htm