Friday, August 31, 2012

DW Fleet Analysis

Play this game!

This post will highlight and analyze the pros and cons of each faction of Dystopian Wars.  There's currently 7 core nations to the game so I'll go over them first.  Each faction has their own unique thing going for them, so I'll try to touch upon their aesthetics as well as their playstyle in this review.

Wednesday, August 29, 2012

BR: 1000pts EotBS vs. RoF

Om nom nom..

I'm not really sure how to do DW battle reports just yet, but I figure I'll do it in my classic bullet point format.  However, I'm changing one little thing.  Since I want to add my fleet/ship analysis to the game as well, I'm going to use my navy list and comment on the particular ships and how they contributed to the battle.  Alright, let's go!

My list:
Hachiman DN
Kiyohime BCV
3x Tanuki CA
2x 4x Uwatsu FF
2x Ika Squidies
2x 5x Torpedoes

His list:
Magenta MKII BB
2x Magenta Prototype BB
Couronne BCV
3x Marseille CA
2x 4x Chevalier DD
2x 5x Torpedoes

I'll start by going over my units:
  • The Hachiman is an interesting ship.  It wants to stay far away and shoot with its boss 9 rockets at RB4, but at the same time it wants to get close because the guns on it is pitiful from far away.  I used it in a manner which was most aggressive; shooting out rockets from RB4 all the way to RB2 where I could use my guns.  He drew an asston of fire from the opposing fleet, and eventually limped around with 6 damage on it and having its primary/secondary weapons rolling half dice from a crit (I failed to repair twice).  His main contribution to the battle was launching a few dudes over after the Ikas ate all the marines on his Magenta MKII BB.
  • The Kiyohime BCV was not very impressive.  I kept him moving fast in hopes of bringing some powerful weapons into the fray, but I couldn't damage anything with this ship.  His stats are overall pretty low, with the main saving grace being his main turret and his P/S guns.  Unfortunately, he took a lot of damage over the course of the game, with him limping towards the front lines with 6/7 points worth of damage.  His main contribution was sending over his marines and capturing the Couronne BCV after bloody melee.  My Kiyohime made it out of the game though, just barely limping forward with its guns neutered and hull teared to shreds.
  • My Tanuki Gunships were amazing in this game.  They poured out constant and immediate damage with their rockets, hitting all targets at RB4 on all sides with their 6 rockets a piece.  Over the course of the game, they downed several enemy destroyers, damaged several enemy BBs, put damage on his Cruisers, as well as prizing 2/3 Marseille CAs.  I believe I used this unit the best, as I kept them limping towards the enemy fleet in RB2 so I can get their Main Turrets, Fore Torpedoes and Rocket Batteries (shooting at RB3/4 targets) in constant action.  When the fight called for it, I was able to Sharp Turn towards promising targets and apply Secondary Main Turrets in RB1 while simultaneously launching 6 AP each for boarding actions.  The 4/8 statline with 6 HP also helped the ships far longer than they should.
  • I was relatively impressed with my Uwatsu FFs even though they took a severe beating from the enemy fleet.  Most the Chevaliers were tasked to destroying my Frigates, and once the CAs and BBs joined in, all my ships were either broken limping forward towards the enemy at half strength.  My opponent suggested that the damage (or dice rather) he was putting out from his dual flying Magentas were poor, but I looked at the damage inflicted on my FFs from everything else and I consider it a fair trade!  A single Uwatsu in close proximity to an enemy ship can pour out 7 dice linking fire with himself.  If I had more of these suckers in combat, I would be rolling a ton more dice.  Unfortunately, it seems like the Uwatsus are the Chevalier's favorite snack.
  • Last, I'll talk about my Ika Squids.  I think it goes without saying that EotBS players everywhere recommend taking 2x of these even more so than the DN.  Despite my rather shoddy deployment with these guys (deployed a bit too far), they were able to reach combat by Turn 4 and just take things over.  Two of them were able to derelict his slightly damaged Magneta MKII with losing only one tentacle, one of them single-handily stripped his Magenta Prototype, and both were able to sustain an enormous amount of firepower with their 5/10 Rugged Construction and 6 HP each.  I think from now on, I'm just going to put these guys in the middle and make a B-line for the closest fatty ship.  They're also horrifying to face once they emerge from the water because everything from his fleet went into them.

Monday, August 27, 2012

Why you should play Dystopian Wars

Is that a Giant Squid or are you happy to see me?

A quick blurp about why Dystopian Wars is awesome and why you should play it.

Movement is King

Dystopian Wars, in a nutshell, is a naval steampunk version of Chess.  Movement is absoutely crucial in this game and correct usage of your fleet's movement, postioning and deployment will win you the game.  At first, you might think that this is a game that will force you to roll up to your opponent and roll dice.  God knows the combat system is really smiple and the opportunity to roll huge amounts of dice (which can explode into more dice) is always the way to do it.  While for many people this seems to be the case, this is not.

Movement is different for almost every single ship in the game.  Their sizes dictate how much they can turn, they might have a special rule (MAR) that allows them to turn on the dime, or they might have greater movement values in general.  Knowing how each of your ships move around the seascape is what really matters.  The reason for this is because collision, ramming, blocked LoS, and blocking enemy LoS all matters in this game.  If you fail in how you deploy, your movement will not be fluid and thus, your combat potential and strategy will not be fluid.  If you get too itchy and make shoddy maneuvers with your fleet in hopes of bringing all your guns to bear, you might block the firing lanes for your other ships.  The list goes on and on, and it's one of the most realistic and unforgiving elements that makes this naval wargame great.

Activation is Important

Once you determine who is going first every round, the order at which you activate will be most important.  If you have more units than your opponent, you will have the opportunity to move the "less important" units first.  This can be used so you can move your "more crucial" pieces after all his activations are over.  You can also assume that some of these activations are bluffs, and clever admirals will not take the bait in moving the pieces you want him to.  Some players might move units just so your opponents will see a juicy target.  If he takes the bait, it can potentially set off a chain of events that'll lead to the destruction of his entire fleet.  In a system where it's you-go-I-go, the damage that can be inflicted either works like a ramp or a downward spiral.  This is why tempo and momentum is very important in any given battle.

The order of activations will determine how damage is being dealt most of the time.  If you wish to get the jump on his ships in terms of damage, you will probably activate your bigger ships first.  However, in doing so, might leave you exposed to counter-attacks from smaller ships who can close the distance quickly.  With this in mind, it becomes clear that all activations are equally important in the long run.  Your bigger pieces are capable of doing more damage from different directions, while the medium and smaller elements of your fleet can act more like a scalpel compared to your hammers.

Firing Arcs and Directional Combat

Last, but certainly not least, I'll cover firing arcs and directional combat briefly.  Here is where the game really gets interesting.  Once you factor in movement with the order of activations, the game gets pretty exciting.  Throw in different firing arcs, sweet spots and damage mitigation, and the game becomes excellent.  Just like movement, different ships have different weapons.  Some might have fixed arcs, some have turrets and others have broadsides.  To make things even more interesting, some ships have all three.  In order to maximize the amount of damage you can inflict on your opponent's ships, players must utilize every weapon in their disposal.  They do this by activating them in the correct order, moving them into the exact location where they'll do the most damage, and bring all their weapons to bear to inflict maximum damage.  This in turn, can mean their ships can be exposed to flanking manuevers, boarding, and most famous of all, getting their T-crossed by the enemy's heavy hitters.

Firing arcs is important also because of Line of Sight.  Firing lanes have to be opened to generate the most effecient attack and your opponent who's trying to reverse the momentum of the game knows this.  You can move your ships in front of other ships to block the amount of damage coming in, or to act as shields for enemy torpedos, or to deter enemies from boarding you.  Add in the fact that your Large and Massive ships can shoot over your smaller ships and all kinds of defensive damage scenarios can arise.  Ultimately, its up to the admiral in charge of his fleet to deal the maximum amount of damage, and maneuver in a way that he'll receive little to no damage in return.

Shallow yet Deep

If you look at the individual systems themselves, Dystopian Wars is a very easy to learn system.  You roll up,  you aim your guns, you roll dice, and hopefully something bad happens to the enemy ships.  However, once you combine the elements of movement, activation order, and firing arcs, the game gets incredibly complex.  Don't panic when I say complex, I mean it in the best of ways.  I really enjoy games that are easy to learn, but hard to master.  I've only played a few games of Dystopian Wars so far, and every single time I can look back in confidence knowing I could of played better.  The best thing about DW is that all of the above game mechanics are entwined.  Smart activation gives you more opportunities to maneuver, and this in turn leads to better damage from clear firing arcs.  It's been a long time since I've played a naval game this deep.

Friday, August 24, 2012

Wednesday, August 22, 2012

DW: Empire of the Blazing Sun

The Empire's fate depends on the result of this battle,
let every man do his utmost duty.
-Admiral Tōgō

This might look like a random post for a lot of people, but believe it or not, I'm a big fan of Dystopian Wars. At first, the whole steampunk element of the game didn't call to me, but it's not the genre of the game that matters, it's how the game plays.  I had the same problem with Warmachine, but I didn't care because the gameplay was solid and the rules were great.

Dystopian Wars is the best naval warfare game that I've ever played, yes, even more so than Uncharted Seas, Firestorm Armada or even the vaulted Battle Fleet Gothic.  A long time ago, in a galaxy far far away, I owned a Corsair Eldar fleet and played BFG.  Then I stumbled along Firestorm Armada few years ago and played that.  I found the game to be a little shallow compared to what I had played in BFG, so I wondered into Uncharted Seas.  Uncharted Seas was great, but the lack of players in my area really turned me off.  DW takes what was good in the first two games (Uncharted and Firestorm) and mixes it into one.  In some ways, it feels like it's an upgunned version of Uncharted Seas.

Here's what I like most about Dystopian Wars:
  • Maneuvering matters a lot; just like how real naval warfare should be.  Getting into good positions for your firing arcs while denying the enemy is king.
  • Line of Sight matters:  Having your units screen for other units, or activating your units in a way that your enemies return fire is weakened by intervening units is awesome.
  • Collision and spacial awareness matters:  Being able to maneuver well on the battlefield and planning several moves in advance is what's going to be the driving factors in winning later engagements.
The faction that I chose to play is the Empire of the Blazing Sun.

From what I hear on the forums, the faction has a pretty steep learning curve, is considered a little on the weak side, and some units are questionably bad.  You know what?  I heard the same thing about Dark Eldar when I first started and I'm not one to back down from a challenge.

Besides, they're Japanese and I always wanted to play the Japanese in some kind of wargame.

With that said, I wanted to show off my 1K point navy for the EotBS.  I already have most of these pieces and my reinforcements should be in by Friday.

1x Hachiman DN = 235
1x Kiyohime BCV (Torps) = 130
2x Ika Squids = 200
3x Tanuki CL = 225
4x Uwatsu FF = 100
4x Uwatsu FF = 100
2x 5x Torpedo Bombers = Free!

Let's just say that the first things to stand out is the choice of the Dreadnought and the Kiyohime Assault Carrier over the Tenkei Sky Fortress.  As crazy as it sounds, I don't like the look of the Tenkei Sky Fortress model.  Not only do people think I'm crazy for that, but they also think I'm crazy for not taking a model that's incredibly good for its cost.  I think the biggest factor that draws me into the Kiyohime is the fact that it's well-armed, can be screened by my Gunships, and has Sharp Turn.  After playing a game last night of the newest version of Dystopian Wars (played as the British vs. my friend's French), I forgot how incredibly awesome having Sharp Turn is on all your ships.

The Hachiman DN is in there for also aesthetic purposes.  I really like the look of the ship, even though I acknowledge that it's nowhere as good as the other Dreadnoughts.  However, one cannot simply look at the ship in a vacuum.  I acknowledge the fact that the Hachiman will probably lose in a DN vs. DN duel, but I can't look past the fact that it's basically an upgunned BB with better stats in almost every way.  The rockets from the ship also tears people a new one, shooting with 9 dice from RB4 and packs a ton of damage from 3x AD13 turrets at RB1.  Not just that, it comes in at 235 and comes stock with either a Shield or Disruption Generator.  For the price, I think the DN is decently-costed (it's the other ships I find outrageous for their price).  The only downside is that I think the designers over at SG missed the chance to make the ship truly unique:  The ship doesn't have the +1 CR racial that EotBS has on all its other ships, and the MN rating of 5 on the back of the ship draws one giant WTF.  I'll probably mess around with 14 CR and/or higher MN variants of the ship via opponent's permission to judge its potential.

The rest of the list is pretty self-explanatory.  You have your anti-BB/DN squids who goes Submerged, 2x 4x Uwatsu FFs to link 16 AD at RB1, 3x Tanuki Gunships because they're almost mandatory in terms of price/effectiveness (and look awesome), and as many Torpedo Bombers as possible because that's what Empire excels at.  Faster Torpedos forcing your opponents to re-roll all successful CC saves from 20" threat is no joke.

I'll have the entire fleet assembled and on the table for next Tuesday.  Stay tuned for the BR!

Friday, August 17, 2012

Leaked Dark Vengeance pics!



Check it out yo.
From the 6th Ed. 40K starter set called Dark Vengeance.
For more:
http://www.dakkadakka.com/dakkaforum/posts/list/468490.page






Saturday, August 11, 2012

More CSM rumors from BoK!

From Blood of Kittens!

Rumor Has It: CSM Codex Rumor Drop Part 2

Rumor Has It: CSM Codex Rumor Drop Part 2
Thanks for waiting everyone.
If you missed my first drop here is a link to take you back a few weeks.
First off, I want to say that it just doesn’t make any sense for GW to release the new Starter Set with models that doesn’t have a codex, so we have to assume that CSM codex will be out before the starter set. The only way they don’t  (would be a big slap in the face) would be they add a mini update like Daemons and still put off the CSM codex release.
Anyway on to more rumors/leaks.