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Post by warchariot on Feb 12, 2011 11:31:03 GMT -5
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Post by warchariot on Feb 12, 2011 11:30:00 GMT -5
Yes, those are much different. I also purchased the Star 1 minis from Raven (due in next week) and think these need reworked stats. Still, I would pick a ship to be your main line Colonial ship and use the stats you like best. This will at least get you playing.
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Post by warchariot on Feb 12, 2011 11:05:28 GMT -5
I also ordered these ships and will do some stats I'd be willing to share/post here. I see these new ships as between wars, but could also see a new design or different factions type ships.
For now, I would use what you think would be close in the MvM supplement.
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Post by warchariot on Feb 12, 2011 11:00:48 GMT -5
Hey, I found some infor on this at: en.battlestarwiki.org/wiki/33It was the first show after the mini series and is called 33, after the jump time. The fleet has been jumpimg for over 130 hours and this is the last set of jumps. Hope this helps. Oh, here is a great quote from Tigh: "Yes, we're tired. Yes, there is no relief. Yes, the Cylons keep coming after us time after time after time. And yes, we are still expected to do our jobs!" -- Col. Tigh
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Post by warchariot on Feb 12, 2011 10:47:55 GMT -5
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Post by warchariot on Feb 12, 2011 10:39:57 GMT -5
Those turned out great, but how come the ship names aren't in Russian and Japanese?
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Post by warchariot on Feb 12, 2011 0:11:21 GMT -5
...and Midway!
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Post by warchariot on Feb 12, 2011 0:10:11 GMT -5
Bumber!
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Post by warchariot on Feb 12, 2011 0:08:37 GMT -5
Okay, let's see... 1) What are the victory conditions, do the civilians have to survive so many attacks? do they have to make it across the board being allowed to keep a certain portion of the distance they've made each time so they jump in further from the start edge each time? Kill a certain number of raiders, or a basestar? I would say you gain so many victory points for each ship that jumps out in each mini game. So maybe six civs worth 25 points a jump. Use the regular jump rules. The Battlecarrier must jump last, but can jump the turn after all civs and all fighters are recovered-no spin-up. Each new mini game place the Colonials and then scatter in the Cylons. You could allow them to place ships where they want, but must be so far from any Colonial ships. You could close the range in hexes for each ship they eliminate in earlier mini games.2) How much recovery is the Galactica allowed, a portion of the fighters that are lost can be presumed to make it back damaged but repairable but how many. Give Galactica two sets of repair rolls or allow them to fix some damage automatically, say Life support, Bridge, Engines. Fighters lost could be a roll to recover. Roll 1d6 for each sqaudron, recover that number. Or start the game with so many extra fighters, which can only be used to fill in.3) How many points worth of Cylons is a fair match to give both sides a chance of winning, this depends a lot on the victory conditions and also on the answer to Q2. I would use three regular basestars with regular repairs and no fighter recover. Or you could allow fighter recover by rolling wounded squadrons.You would play three mini games with each one ending once all Colonial ships jump. Add the points up at the end, higher total wins. If BSG is destroyed, then auto win for Cylons. Each mini game would run about 3-5 turns so Cylons have to decide what to go after, civs or battlecarrier. Let us know how it goes.
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Post by warchariot on Feb 11, 2011 23:42:32 GMT -5
Friends and I visited the USS Olympia on our last Historicon/Philly trip a few years back. it was fun, but didn't get to go in the turrets.
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Post by warchariot on Feb 10, 2011 23:11:42 GMT -5
Feels more like a push...after all he as been in his new place for what...48 hours!
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Post by warchariot on Feb 10, 2011 18:52:29 GMT -5
Yes, nice stuff, can't wait to see pictures!
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Post by warchariot on Feb 10, 2011 18:49:56 GMT -5
Yes, but its important to remember that consolidation of understregth squadrons actually confers significant tactical advantages and doesn't just declutter the table. Having squadrons return to their carrier to consolidate is a nice little bit of flavor too and provides reasons to land as well as launch squadrons. Yes like wingman bonus, Cyber attacks, and nukes to name a few.
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Post by warchariot on Feb 10, 2011 18:48:06 GMT -5
Home is were the heart is, or temperment...
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Post by warchariot on Feb 9, 2011 21:09:34 GMT -5
Thanks Ken!
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Post by warchariot on Feb 9, 2011 21:08:40 GMT -5
Aaron, In MY Pre-Dreadnought navies, we do not coddle our sailors with projections . . . instead we send projectiles at enemy fleets. Nice opening salvo...hehehe
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Post by warchariot on Feb 9, 2011 21:04:48 GMT -5
I just watched Sink the Bismarck last night, but they had to send it to me.
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Post by warchariot on Feb 9, 2011 19:58:03 GMT -5
I've used golf Ts also.
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Post by warchariot on Feb 9, 2011 19:56:54 GMT -5
Very impressive, Aaron. Nicely done . . . it DOES make them look better. -- Jeff Yes it does! ;D
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Post by warchariot on Feb 9, 2011 19:55:29 GMT -5
Welcome to the forum! Always glad to have new members. Nice looking fleet too! Are you using Drew's fighters also? Thanks Warchariot, I'm just using Drew's Raptora at the moment. I'm painting up some GZG models that I'm using as "old style" Vipers and Raiders, I think they're a good fit! As you can see these are pretty tiny, so I'm mounting 3 per stand using fighter stands from Brigade. I'll post some pics as soon as I get them finished, and I'll most likely use Drew's new Vipers and Raiders when I get around to it. Are the fleetscale fighters close in size to the GZG ones? They do fit in well enough. I have many of Drew's, Fox's and GZG fighters and they work well with what is out in ships. Mount three to a base looks right with gunships being one to a base. I also use a dice holder at the bottom to keep track of fighters. Can't wait to see these painted.
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