Thursday, 31 December 2015

A SMALL BATTLE REPORT BEFORE THE END OF THE YEAR



A 1v1v1 BATTLE REPORT (Sky Pirates vs. Imperial Humans vs. Shroud Mages

This is a battle I had the other day with three friends and we all used cards (more testing for SP cards). I was playing the Imperial Humans (IH) and it was a "basic" engagement with each side having a Battleship, 3 cruisers and 2 squadrons of 3 frigates. I was unable to take pictures (forgot to bring my camera and I have and "old school" movile phone with no cam), it also was an introductory game, and had to spend some time in explaining the game (The UCS is the best game to introduce ppl to other SG games)

So what follows is just a small description about how it went:

- The table was very long but had not enough widht. The SP and IH deployed on the short edges and the SM just entered the game through the middle of a long table edge by placing the models touching the edge. The center of the board had a lighthouse and some sand bars around it. There were some medium-sized islands closer to the short board edges.

- One of my friends "convinced" the other to deploy the SM Battleship closer to my newly painted IH batteship and crippled her with extreme lucky dice rolls -____- #

- To make things worse he summoned a reef in front of the lead hawk cruiser (or removed the illusion that was hidding teh reef to be more precise) while the squadron was sailing in line astern formation. In the end the "tailing" cruiser hit the reef an went out of formation, islated from the rest of the squadron. I had the Battleship close to the squadron but already spent the Admiral order to save the middle cruiser from colliding with reef (I had very bad die rolls I know)

- I returned the favor by changing the wind agains the SP and convinced the SM player to deploy the cruiser near the SP to trouble them.

- In the end the SM won the match. We thought (me and the SP player) that the SM player was going to be "sandwiched" between the two fleets (IH and SP) but in the end the SM player found a "target rich enviroment" played a lot of repair and protection cards and with very good dice rolls was the player that killed the most ships (two cruisers and a bunch of frigates whiele we just killed frigates, not to mention the crippling of my BB)

- The IH (me) was the fleet that got mauled the most (lost all frigates, one cruiser, BB crippled and the two suriviving cruisers were isolated from each other (I should have avoided the reef). T__T but we had a lot of fun :)

Hope you liked

Dan ^_^

Tuesday, 29 December 2015

MERRY XMAS AND HAVE A HAPPY NEW YEAR !!!


Winter has come and the mad weather I was having in Spain changed radically, dropping from almost 20º C to 10ºC in a single evening, and caught me unprepared so I ended up having a very virulent form of a shore throat, and the next day my voice got affected too and was unable to say a word until the next two days. I finally have recovered (almost), but anyways I was unable to dedicate time to the blog,. specially when I had to look after my nephews last three days (who took over the computer lol)

Anyways Santa managed to hand me a little present for you to download: The Sky Pirates cards (#14-26) ) for sleeving them into some other Uncharted Seas card deck. The cards are Printer friendly (black and white) with no background or icons, but I have plans to make them look more professional when I find some time (and health) to use Photoshop.

The link is here and is lthe last updated iteration with some minor changes.

I hope you find them an use ;-)

Dan

Wednesday, 23 December 2015

FIRST BATTLESHIP FINISHED!!

I took me three days before updating the blog but it was for a good reason: Finally painted my the first of two Imperial Human Battleships!

Here are some pictures I took today, just after the finishing touches







Those festive days are making me difficult to updatoe the blog so in case I can´t update the blog, Have a very good Christmas time!!! ;)

Saturday, 19 December 2015

BATTLESHIP PAINTING UPDATE

Hi there! My battleships are taking forever to get finished!

 Managed to paint the sails of both but i only will focus on one of them due to lack of time and, for a short game I just only need one Imperal Human battleship to be finished.

So this is how the BB is looking so far (sails painted):



I need this ship finished before the end of the year, and the monster Crocidon for an scenario I want to play with my friend.

Speaking of the Crocidon he is giving a helping jaw (or is it an unhelping jaw???)) What do you think? :-)


 

Friday, 18 December 2015

IMPERIAL HUMAN CARD DECK


While woriking on the making of the Sky Pirates card deck did some analisys on the Imperial Human (IH) card deck. I am not sure if I can name each card and write about what it does, so I will write abut them briefly:

The IH have 4 magic cards, 7 counter cards, and I think is the "typical deck" or reference deck for an UCS faction when comparing with others as the "race speficic cads" (cards 14 to 26) just expand the common cards (#1 to 13) in the deck. They just add the "sacrifice" cards that allow you lose crew or ship to cause more damage back to the enemy fleet.

There are 5 "attack" card, 4 "defensive" card and 4 "tactical":

- The Attack cards are those which increase AD, MD or just throw or re-roll any other kind of dice to inflict damage to hull, crew or improve a critical effect. in the IH deck we have cards #14, 16, 17, 19 and 20 wich add extra MD, AD, cause the exploding critical when a ship is sunk (a sacrificial card), improve a ramming attack and even a direct magical attack that causes 8 AD!

- The defensive cards (#18, 21, 22 and 24) heal crew, make a ship difficult to be hit and change a critical effect deal to your ships.

- The tactical cards (#15, 23, 25 and 26) change wind direction 1 or 2 steps, add extra movement, improve turning template.

We just need to throw in the common card deck with another wind direction changing card, several AD increas card, one that kill crew, the "tally ho!" card (dual activation) and the tricky card that changes a critical hit dealt but we will cover that later ;-

Dan ;-)

Wednesday, 16 December 2015

THE IMPERIAL HUMANS


"At the heart of this race is the Imperial State, the powerhouse of a vast empire. The Imperial Council, which sits at the core of the Imperial State, is controlled by five great Houses: the Arkos, Corvinus, Tepes, Váka and Dragutin.

With the expansion into The Uncharted Seas the Imperial Council now has its sights set on a place to grow its power base even more, with new races to destroy and resources to plunder. Most of the Imperial Navy fleets in this region of expansion are commanded by the Arkos, Tepes and Corvinus families.

Large fleets from these three houses have sailed forth to claim new territories: the Arkos looking to establish new trade routes, the Corvinus seek out new mysteries, and the Tepes hope to carve out a kingdom of their own to strengthen their position in the Old World."

(Introductory text saved from the Spartan Games forums before it gets deleted)


Hi there! As I am focused now on the Imperal Humans (or IH for short) I am making a small introductory entry for them. While painting the battleships I had a small accident and have to fix it before taking some pictures. The sails are almost done and the sea waving effects have to be painted yet. I hope to have some pictures ready for tomorrow.

The IHs are one of the best looking (and historical) fleets of the game, and they can employ several tactics because they multi-purpose nature. You can make board-control fleet or a pure firepower fleet (like my Tepes ships) but lets read about the IH tactics from the veterans: here are some interesting comments from tank0625 and Averaje Joe (saved from the SG forum)

Tank062
"IH fleet is good at everything but not great at one thing. They are "jack of all trades". Their achilles heel is the wind. As long as you plan for it, it isn't that big of deal.

What I like to do is form a historical looking battle line with flagship, BB and Heavy Cruisers. The ships are in the middle of my zone with their sides facing enemy. Then I put frigates in front of Flag and BB to screen them from cruisers.

I hold the rest of my frigates behind my battle line until later in the game. They are great for counter attack.

Put your destroyers and cruisers on your flanks.

You are making a box around your enemy. If he hits one of your flanks. The other flank tries to continue behind his fleet. With your main battle line you snake it closer to the enemy. Until you can cross their "T". Then send in the remaining frigates.

Hopefully that will help"

Average Joe
"1. Stay at RB3 as long as you can. (a no-brainer, I know) I recommend targeting your opponents cruisers.  The 8,9, and 10 AD that your capital squadrons roll can absolutely devastate an opposing CR6 squadron.

2. Do what you can to have the wind pointing in the direction you want when you can no longer keep the enemy at arms length.  When that happens sacrifice your expendable smalls and go head on with any solid boarding models you may have so that your best shooting models can zip past heading for that potent RB3 again.



Hopefully you had some decent early shooting.  Maybe get some fires going with your Kestrels if you have them in your fleet.  With some luck you'll have your opponent on his back foot towards the closing rounds and you can choose whatever closing strategy that suits the scenario."





Hope you fouind this entry interesting ;)

Dan

Tuesday, 15 December 2015

COMMENTS ABOUT THE SKY PIRATES (part 3)


Hi there!. Exams are over (last week has been the busiest week of the year for me) and I am back.I also had to look after my two little nephews for two days, so go figure...

First of all. I want to start with the "rescue" of all the work and effort I have put on the Sky Pirate Card deck, by copy- pasting them from the Spartan Games forum before it gets deleted.

SKY PIRATES STAR CARD DECK (cards 14-26)

Syntax:: Card number -  Card type (S,T,A and/or R) . CARD NAME: Card text -- card icons ( C=Creatrure, F=Fortification, MC=Magic card, CC=Counter Card)

14- S - KELPOR MARKSMANSHIP: Models in the Squadron can target an enemy model within Range Band 1 during the Combat Phase; Submarines, Flying or Submerged models CANNOT be targeted; Roll 1D6 for each targeting model. on a 5-6 the target loses 1 crew point (CP) -- F

15- T - UNEXPECTED REEF: Place a "Reef" terrain feature aanywhere on the board, except within 3" of an enemy model or over any other terrain feature.; The reef must be between 4" and 8" in lenghy /width to be valid.. The reef will stay on the board for the rest of the game and all rules regarding reefs do apply to it. -- CC

16- A - SPLINTER ROUNDS: Play after any Attack Dice (AD) are rolled; If the enemy model is damaged, then in addition to normal damage, the target will lose an extra crew point; If the enemy model takes a critical hit then in addition to normal damage, the target loses 2 extra crew point; Can be used with Linked Dire OR Split fire.-- -

17- T - SUMMON MIST. If  Mist rules are in effect, this card can be played to turn "Mist" into "Fog" and apply Fog rules instead ; If no Mist rules are in effect, then for the rest of this turn ANY Attack Dice (AD) rolls made against ANY target (friendly or not) within Range Bands 3 and 4 only hit on 5 or 6 -- M, CC

18- A,R - SULPHUR HANDBOMBS: Play on an enemy model when boarding it or being boarded; Any enemy melee attack rolls during that boarding action will reduce the to hit modifier by -1 (a roll of 4 becomes 3 and so on); Only NATURAL  roll of 6 counts as 2 hits and an additional roll on the opponent´s rolls; Melee dice rolled by other enemy models are not affected -- F, C

19- T-  PREDICTED WIND CHANGE: You may change the wind direction indicartor by 2 points in any direction; If card is played by both players  in the 1st Turn of a game, simply dice off using a D6 to see who affects the wind first; you may add or subtract 1 from your result -- -

20- A - SOUL SEARING: Play when prizing a model after a sucessfull boarding action; You can restore a number HP on the model that took the prize; The HP restored depends on the pirzed model: small 1 HP, Medium 2 HP, Large or Massive 3 HP; The HP restored cannot exceed the model's initial HP, and any exceeding HP are wasted and may not be used in other models -- M

21- S - SOUL PUSH: Play on an activating squadron and choose one of the following:  All models within a squadron can turn sharper by using a Template ones size smaller than it normally uses;  Has no effect on models that already use the small template. OR All models within the squadron increase their MOVE value by +1" -- CC

22-  T - SUMMON FOG:  If  "Mist" rules are in effect, this card can be played to turn "Mist" into "Fog" and apply Fog rules instead ; If no Mist rules are in effect, then for the rest of this turn ANY Attack Dice (AD) rolls made against ANY target (friendly or not) within Range Bands 2 and 4 only hit on 6 -- M

23- A - TRAPPING NETS: Play ONLY when INITIATING a boarding action with one of your non-creature models; Roll a dice depending on the current crew value of your ship:  3 or less: 1 dice, from 4 to 6 crew: 2 dice, 7 or more: 3 dice; The boarded ship loses 1 crew point on a roll of 4 or more. Natural results of sixes ARE NOT re-rolled and only count as one crew point being lost.-- CC

24- S - CARRIED BY THE WINDS: Choose one of the following: During the Movement Phase the squadron  ignores medium sized or smaller terrain features and the model counts as  Large models when determining LOS during the following Combat Phase. PR The model´s MOVE  value is increased by +2 until the end of the turn.-- M

25- T - WIND JAMMING: Play this card next to the wind direction indicator, then you may change the wind direction indicartor by 1 point in any direction; After the above mentioned wind change and as long as this card is in play the wind direction CANNOT be changed BY ANY means; Discard this card at the beginning of the next turn -- M

26- A - MASTER SLAUGHTERSMITH: Choose one of the following: Restore 2 crew points OR Repair 1 hull point. No value can exceed the starting values of the model.-- -

 

Cards In red have been revisited and correcter since the last playtest. Those cards are mostly getting effects from other factiom´s cards (one of them (Splinter rounds) is a direct copy from the common deck, except it doesn´t has the fortification icon) . The exceptions are the card that help you "summon" mist and fog which are already game rules, and the "Trapping Nets"card that has been mande more balanced.

In general Sky Pirates are good at boarding but not as good as other boarding-strong factions. Instead of getting bonuses to boarding, they use "pirate dirty tricks" to de-crew enemy ships before board them. The other card effects are about increasing the meaneuverability speed and the skimming abilities of their ships to their advantage. There is also room for their mastery of weather and wind control which is nearly undisputed with other factions, so as you can see I did my best to do a balanced and "fluffy" card deck for them.

Special mentions are, of course about the cards that summon mist and fog, and also the card that lets you place a piece of terrain (reef) in the board. I wrote to Spartan Neil about that, and had no answer yet, but I have to say I participated in the playtesting of the Uncharted Seas new magic system. I won´t write about how it worked until I get an answer from Neil, but I can write about some of the sky pirate spell effects, and they were related to the summoning of fog and sand bars. So those effects are actually very close to what the game designers had in mind for the game. During the playtesting I saw those effects a bit OP when using the new magic system, but I am finding them ideal for the STAR card system, because they are more balanced and only last 1 turn and you have to be lucky enough to get those cards in your hand ath the beginning of the game to do a noticeable effect (but still usefull for flanking maneuvers). If you achieve the feat of pulling one of them in the first or second turn you deserve to win (wise opposing players will keep a counter card for that) as those card will help the extremely short range of the sky pirate have on most ships (battleship and flagship being the exception, and ofcourse the cards will affect their range too)

Finally I will write about the strenghts and weaknesses of the cards.: as a strengh there are several cards with dual effects. The player has to choose between one or other, giving some versatility. The main weaknesses are about the turn cards: Sky Pirates have a lot of turn cards (you can only use one of those per turn), and just one reaction card (besides the ones in the "common" part of the card deck), so they need to discard and renew quickly the turn cards they are not using this or next turn to get the reaction and other more playable cards. Overall I think is OK because this mean the card itself is as "fast" as the Sky Pirates are.

And that´s all. next I will be painting the IH battleships and then will work hard on the SP card deck to make a printable PDF so yoiu can have your card SP deck ready quickly.. ;)