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Messages - Ljevid

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1
General Discussion / Re: MBS Monthly Poll #28: Improvement Requests
« on: September 27, 2018, 07:30:16 am »
I have been thinking about your question again and revisited some of the older podcasts.

I think what I enjoyed the most in the past were the in depth interviews with game designers, representatives and so on.
Especially the episode with the author of the book about the battle of Midway was fascinating.

Things I didn’t enjoy that much were the in-depth rule discussions.

Don’t get me wrong: I like rule discussions, I like to hear about major differences and what sets a rule set apart from others.

That can be summed up as the “First Layer” of rules – but once you dive through the second, the third and the fourth layer – it becomes increasingly hard to follow.
It might have to do with the fact that I listen mostly during my daily commute/ while driving and so on – difficult to concentrate and with no chance for visual aids.

I enjoy the occasional battle report and insights into personal experiences + also negative ones. Have you ever tested a product you were sure to dislike to warn the community?

Well, that’s pretty much it.

Good job, looking forward to the next podcast   :D :D

2
General Discussion / Re: MBS Monthly Poll #28: Improvement Requests
« on: September 17, 2018, 02:51:49 am »
Other:

Just an idea: Instead of trying to find something interesting to say about a simple number at the beginning of the podcast - why not transform the number of the podcast into an opportunity for some nval trivia.

Number 35 for example:

- Did you know that the development of radar equipment for the Royal Navy started in 1935?
- In 35 BC, Octavian conducts a rendezvous with the Roman fleet under Marcus Vipsanius, which is engaged in clearing the Dalmatian coast of piracy.
- "The Great Colonial Hurricane of 1635" struck New England which led to the demise of the 250 ton galleon Angel Gabriel. Luckily most  of the immigrants it carried were able to come ashore. One of them "John Cogswell" the immigrant ancestor to an astonishing number of notable americans, like John Quincy Adams, the sixth president of the U.S.

I think you get my point. If you include births and deaths as well the list becomes endless.

 I at least - am a sucker for some historical trivia  ;)







3



Is Kickstarter a blessing or a curse for the (naval) gaming hobby?

There are quite a lot of discussions hereabouts if Kickstarter is good or bad for the hobby.

Generally I would say that Kickstarter allows hobby projects to see the light of day that would otherwise never (or much later) be realized.
E.g. Dropfleet would have come out two years later and with a much smaller portfolio.


In the olden days game designers had to embark onto a risky journey that might cost them dearly if it turned out that nobody is interested in their product. 
Nowadays Kickstarter reduces risk and helps the game designer to measure public interested in his product. It also helps to communicate his ideas and stay in touch with his “customers”.
One of the downsides is the immense damage to the manufacturer's image – if he fails to deliver on his promises. But I think that might not be a Kickstarter specific downside.

The only true damage Kickstarter inflicts on our hobby is the trend to use Kickstarter less for what it is meant to be – a start-up support and more like a pre-order platform.
Especially when large companies are involved that do Kickstarter exclusive campaigns.

These campaigns put the bar impossibly high for “normal” Kickstarters. For one their quality of presentation, communication and feedback is hard / impossible to achieve without a public relations team + the amount of free stuff that e.g. CoolMini or Not hand out in their Kickstarters

And people get used to that. They feel entitled to tons of free stuff and a high quality communication team that pampers them – if they don’t get that they become rude and short tempered. And even worse they start to hurt the image of the company not only on Kickstarter, but also on other social platforms.

The other form of downside to our hobby comes in form of the damage done to the FLGS (Friendly Local Game Store)

People who buy on Kickstarter won’t buy in the store and especially the Kickstarter exclusive campaigns are a disaster… All in all there is a lot of disposable income that never comes near a store, which accelerates the process at the end of which FLGS might become extinct. But after all - Kickstarter is only accelerating that process and not the sole reason for it. We have a strong movement here to support your FLGS and buy there instead of  the internet if you can help it and it starts to show.

As a result I would say that Kickstarter is a blessing and a curse (in disguise) – especially since big companies started violating the principles on which Kickstarter was built.

@ Dakkar I read the Monthly Poll question on my phone and wrote my answer without checking for new comments. Sorry for making the same point (LGS) all over again. Rather I should have answered to your comment, since I see your point, but don't really put all the blame on Kickstarter.





4
I'm probably the only one who is going to vote for "Kickstarter is awesome"

The full sentence should be: "Kickstarter is awesome, if you do it right (and have the right mindset)"




1st Have a drink and enjoy an evening of drunk Kickstarter. (Actually don't... It's fun but expensive)
2nd If you find something awesome - ask yourself:"Do I need it?"(if it is an expensive one - wait 24 hours before you pledge - it helps you think straight)
3rd "Do I really need it? Will I still like it / want it in a year?"
4th "Do I ?... I mean look at the towering pile of shame - of unpainted plastic..."

5th "Ok, I do!" - Now you have to remember that Kickstarter is not a preorder(!!!) You are actually donating money so somebody out there can realize his/her dreams. You might get something for it... But only if everything works out.
6th Only use disposable income. It is a donation, remember?
7th Most important part: "Completely forget about it!" Maybe your future self will get some awesome toys and thank you for it - but only maybe.

Another important thing is: Don't let it get to you. Being annoyed that something doesn't work out or about delays is really not worth it and pretty much your fault (donation, remember?)
It is like giving money to a homeless person - and then being angry that he spends it on booze instead of a brighter future. (that comparison is a little off... but you know what I mean)

I myself supported several Kickstarters that were either incredibly late or failed completely. And you know what? I learned from it and moved on.

If I really want something I check the Kickstarter history of the person / company who does the Kickstarter. If it is their first one I either don't support it or consider my money as lost (with a small chance of succeeding). If you give a hundred bucks to some guy who never did a Kickstarter before, has problems with his spelling and probably lives in his moms basement... Well, losing that money is pretty much your fault.
And even with a good resumé - your money might be gone.

I have been in contact with people who did kickstarters and it is incredible how small oversights screw over your entire timetable. The best example for me is the Dropfleet Kickstarter - one of their worst mistakes was that they didn't consider the moving spaces in their warehouse: Once all the material was there, their warehouse was so full that they were unable to move between the pallets and had to work with only two packing stations. It was all there and pretty much on time, but they couldn't get the stuff to their customers because they had no workspace left.

Another friend destroyed his home during a Kickstarter, because it turns out that it is no problem to let some plaster moulds dry in your home - but if you have dozens of moulds drying at the same time the humidity will destroy the place. I'm talking about mildew, wallpaper coming down, rotting wood... Let's just say - he spent the kickstarter profits on repairs.


The only thing I really dislike about Kickstarter are some of the supporters. The bile and hate you get in the kickstarter comment section - even over minor infractions is despicable and rivals those in YouTube.   



So if you do Kickstarter - you should view it like a donation and forget about it the moment you pledged. If you can't _ Don't Do Kickstarter

Maybe try Amazon instead


5
Space Naval Games / Re: Kurse You Kickstarter
« on: June 06, 2018, 03:39:28 am »

6
General Discussion / Re: MBS Podcast Episode 28
« on: March 14, 2018, 08:09:48 am »
When it comes to Dropfleet Commander I like to compare the playing map with the maximum detection range of your ships.

As soon as the battlegroups arrive they are detected and identified. Shooting and hitting them is a different thing altogether.
While your weapons have an unlimited range you need precise sensor data to allow your shots (warheads, plasma beams etc...) to hit home).
This is where scan range, signature and stealth come into play.

So in Dropfleet you aren't actually hidden, but instead you try to disrupt the target lock of the enemy through stealth / lowering your signature.

Rereading this it sounds a lot more viable in my native tongue ...   ;)

Regards

7
General Discussion / Re: MBS Podcast Episode 28
« on: March 14, 2018, 07:53:48 am »
Very nice podcast – thank you.
I only just finished listening.

I had one very exciting experience with stealth mechanics during a couple of games of Axis & Allies War at Sea. Let’s see how much I remember…



A friend of mine invited me and another mate to play a battle of War at Sea against each other while he took the role of game master.
He actually built a beautiful & huge table (approx. 6’ x4’) that resembled a part of the pacific theatre, to be more precise Guadalcanal (Cape Esperance, Savo Island & part of the Florida islands).
We then got control of a fleet (Allied & Japanese). These fleets were not historically accurate to create a level playing field.

The stealth aspects came into play through some ingenious ideas of his.

1.  We only knew the composition of our own fleet. The enemy fleet was a total mystery to us.

2. We were allowed to spend “Fleet Points” for naval intelligence. You pretty much traded ships for the knowledge what you were up against. A certain number of points spent allowed a D20 roll on a naval intelligence table – if you were lucky you got some awesome info, if you were unlucky you got worthless info or even false info. (only the GM saw the outcome of the roll and I rolled horribly)

3. The hexes on the huge playing field were numbered and each player got a big map on which he had to plot the course of his ships. The maps were “see-through”. That way the GM only had to put them on top of each other to see if a sighting occurs.

4. After each turn the GM controlled if a sighting occurred. If yes the naval /aerial unit(s) were placed on the playing field. Surface units stayed visible to make the game a little more playable. Submerged units were able to escape detection by running from units with ASW capabilities. Aerial units would disappear once out of detection range.

5. Submarines could either be surfaced or submerged. Submerged submarines could only be sighted / attacked by units with ASW, but also had a drastically reduced detection radius. Submerged submarines were able to “disappear” again by running from units with ASW capabilities. Once outside their detection range the models would be taken from the playing field and the course would be plotted again on the map.

6. I’m forgetting a lot of house rules here + it was very long ago and I don’t really remember where the official rules stop and the house rules start.


All of this resulted in a very exciting and tense battle that felt very realistic (as far as A&A WaS goes). I enjoyed it a lot. The GM also had an exciting time because he was sort of omniscient and saw the movement of both fleets (+ possible catastrophes, blunders and so on).
It took a lot of time because it was a huge battle and we had to track the course of the units on the playing field + on the maps. On the other hand it took not as much time as we thought because the existence of a GM helped to speed up the game.

At first we kind of stumbled into each other, but it soon changed into a game of “hide your carriers as long as possible”.
It was a very balanced game that ended in a draw – even after I depleted most of his fleet.

In the end a contingent of his submarines found my carriers while a gamble of his played out perfectly. Faulty naval intelligence and a screen of heavy units led me to believe that his carriers were hiding close to the Florida Islands… Well, they weren’t and I was only saved by the bell.


8
He was thinking about it (+we tried to pressure him to do it ;) )

The problem is that the company that produces the blanks/ rough material only sells pallets of them and that is a huge financial commitment for a fun project (+storage, +work).

So probably not unless he can find a different supplier.

9
Especially when you do a lot of demo games you tend to play the same scenarios over and over again.

So a friend from my club (Travespielertreffen e.V.) and I decided to spice it up a little. We both built a 1300 point fleet, made a list of all available scenarios and let the dice gods decide which we were going to play.

It instantly felt a lot more realistic because tailor fitted fleets for every engagement are a luxury an admiral probably doesn’t have.

In this case it got even better, we rolled “Erupting Battlefronts” (Scenario 3) a scenario we left out because we didn’t have space stations at the time.

The Fluff text reads as follows:

What seemed like a Recon skirmish was in reality the prelude to a fleet sized engagement, with the foe making a play for key sectors on the surface. Capture and hold them quickly; your reinforcements are en-route, but so are the enemy’s…


So what happens?

The Approach type (one of the main features of the scenarios) is Rapid Reaction. This approach type has the feel of a chance encounter that turns into a full-fledged battle. In turn one you may activate one battlegroup of your choice. This battlegroup comes onto the battlefield and encounters an enemy battlegroup – then all hell breaks loose as frantic calls for assistance are issued system wide and every ship in range rushes for the battlefield. Which ship arrives first is not under your control.

Turn two you throw a D6 for every remaining battlegroup. On a 4+ it joins the fray. On turn three it is a 2+ and turn four all remaining battlegroups come on.
Sounds like a lot of luck is needed – but this is actually a lot of fun – and since you regularly start without your entire fleet on the table, you are kind of used to it.

But the cinematic approach is just the beginning:



1st. there is a planetary ring (red tape) dividing the board. Just picture the Saturn rings.
A ring of debris in high orbit that reduces scan range and damages your ships if you fly through. You may duck under it with an altitude change into low orbit. A battleship would probably charge through to avoid low orbit – but especially frigates might end up as an addition to the debris field that makes up the planetary ring.

2nd The ground combat part mostly takes place in the middle or on the enemy’s side of the board.

In victory points: You get 1 VP for every sector you destroy on your side of the table. The space stations / towns in the middle and on the enemy’s side count normal (critical locations+normal scoring)
That means – you can destroy clusters in your part of the map to stop the enemy from scoring and get some minor points. But the real points you get by landing your troops on the enemy’s side of the battlefield – preprogrammed carnage.




So how did it go?

The game felt very balanced. We both had the worst fleets possible for this scenario – so we were both screwed.

His idea was to field a lot of long range ships with scan and electronic warfare support that would pick my fleet apart at long range. This was effectively countered by the orbital ring that hid my approaching ships from his attempts at scanning.

My plan was to bum-rush him with a large number of small ships with an immense hitting power. Pretty much glass cannons, or giant weapons transported by ships made of papermaché and tar.

The backbone of the fleet were a carrier and a battleship. This fleet gives the enemy a difficult choice. He either deals with the small ships and ignores the big boys until it (hopefully) is too late. Or he deals with the giant monster and has a lot of piranhas tear his fleet apart.

Well so much for the plan – sadly the orbital ring countered that plan. The small ships were unable to fly through the ring and had to duck under the ring.
In Dropfleet you can change only one orbital layer per turn and directly behind the ring they slammed into the enemy fleet. No time to climb a layer. Shooting into a different layer makes it more difficult to hit and in combination with the electronic warfare the enemy deployed – all small ships needed sixes to hit and were a lot less effective. Especially since they didn’t have any staying power.


The final outcome:
My fleet employed 12 hunter killers (a huge number) – these are corvettes that attack in atmosphere and deal with other corvettes or kill the enemy’s landing crafts.

In addition I had a lot more landing assets.

That many more points sunk into the ground /atmospheric assault meant that I would most certainly loose the battle in orbit, but destroy most of his landing assets and win the ground offensive.
This worked out rather well, although the PHR atmospheric vessels proved many times how much damage they were able to shrug off and keep going. I hate their armor…

We were only able to play until turn four (not enough time). Until then most of his landing craft and corvettes were destroyed and I had a comfortable lead in points.

Sadly my hunter killers did nowhere as much damage as I hoped for. Lucky for me I had a very professional ground command that rushed for the orbital defense guns in the sectors and on the stations and joined the fray as early as possible. This was something the enemy didn’t expect. Without the withering fire from the ground the atmospheric battle might have ended in a stalemate or even a loss.

On the other hand the last two turns would probably have seen the obliteration of my fleet – I didn’t even try to attack his battleship after my first attack didn’t even scratch it’s impenetrable armor.

His second battlegroup with most of his main damage dealers was also mostly intact. An insured destruction of my fleet – but then again he would have needed to deal with all my troops on the ground to stop me from scoring. Not that easy without orbital bombardment and landing troops left. That means a lot of his shots would have to be directed on the ground  ::)

All in all an awesome game with many cinematic moments – something I love about Dropfleet and Dropzone. 

Regards

10
So listening to the latest podcast (Feb. 2018) I decided to talk a little bit about unit identification in Dropfleet Commander and the latest scenario we played.
The unit design in Dropfleet is based on an ingenious modular system which – for example - allows you to build a whole variety of light, medium and heavy cruisers + carriers and troopships from a single cruiser sprue.



It does make sense too – uniformity + the modular design makes construction, maintenance and repair so much easier.

The downside is identifying the units.

As in every game it will take some time to figure out the different silhouettes. The advantage of the Dropfleet design is that the unique feature of the ships is prominently displayed in the design – in other words: The unique feature is the thing you have to watch out for the most.

For many people it is a little bit more difficult with Scourge



A possible tactic here would be to disguise some heavy hitters in between less dangerous ships – not one I used yet, since I usually give a pregame description of my ships to my opponent. Maybe in a tournament  ;)

The second difficulty is in identifying battlegroups.

DfC fleets are made up of battlegroups, which are made up of groups. Groups usually consist of similar ships.

At 1.500 points it usually only takes two to three turns for the ships to mingle and you regularly send specific ship types to the same area of the battle (as far as battlegroup cohesion allows) to perform a specific task. Without some form of identification you regularly need as much time to figure out which units to move – as for the move itself.

Fortunately a simple piece of colored straw on the flightstand usually does the trick. Or if you are as crazy as a pal of mine (Bistromatic)  – you mill your own flightstands.













All in all – unit identification in Dropfleet is surprisingly easy. Once you are able to spot the differences in the main design you don’t only know the name of the ship, but also what it is designed to do on the battlefield.


Next up will be a description of the last scenario we played.


11
General Discussion / Re: MBS Monthly Poll #18
« on: December 08, 2017, 04:08:06 am »
My most memorable battle this year took place in Dropfleet too.

I always wondered about historical battles in which generals/ admirals fed their troops into the mincer when the writing on the wall suggested a stalemate at best.
Well, at least my troops were only imaginary.


We (Scourge vs. PHR) played a game of power grab in which you start at opposing corners in a column approach (battlegroups of your choice arrive over three turns).
The objective is to take five cities that lie diagonal to the advancing forces. For your information: Two cities have power plants that give you double victory points or zero for the entire city if the plant is destroyed. (nice scenario by the way)

You stack your battlegroup cards in the order you want your forces to arrive, an interesting mindgame. I expected my opponent to put a heavy group on the table and one large group with Strike Carriers (which deploy landing ships) to conquer a corner city early on.
I would deploy one very large hunter killer group to take them out and give me a head start – if he actually goes for a corner city I would send in reinforcements and roll up his flank.
And what do you know – he did exactly that.

A rather large group with PHR strike cruisers went to the corner city on my right flank and that’s where my hunter killers went.






Let’s just say it didn’t go as planned.  ???

The shooting started spectacular with an incredible number of hits, but when the smoke cleared his ships survived nearly intact.
He of course realized the danger he was in and sent in all of his corvettes to protect the landings and deal with the hunter killers. So I sent in the rest of my hunter killers to destroy his corvettes and gain atmospheric superiority. He sent in a troopship with heavy support and I sent in my largest battlegroup.
In the end even the heavies turned their bows to the ensuing slaughter and did their part.

It was very cinematic and the killing was completely balanced – it really felt like a mincer in which you fed your troops… Kind of disturbing.

There really was no way to break this vicious circle because you couldn’t disengage without losing all the troops already present and that plus the loss of the flank would have broken our backs… So we sent in wave after wave of our soldiers.

Fun fact. Most of the rest of the map was pretty much deserted apart from a couple of units who actually decided the game,

The slaughter was a stalemate, but I lost due to the fact that I underestimated the firepower into atmosphere of a light PHR cruiser. The death of millions was completely pointless – it was all decided by one round of shooting by a light cruiser against two strike carriers.  ;D





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General Discussion / Re: MBS Monthly Poll #17
« on: October 17, 2017, 04:39:25 pm »
I chose answer B - but I would like to change the "....it is a long ways off yet" to "... it is still some ways off".

The reason is - I'm using it from time to time and am quite happy. One reason is that a good friend is a tech freak and owns one and we have quite a good one at work (which sadly is busy most of the time).

Up to now I never used it for anything else than terrain... And mostly for stuff I couldn't get otherwise. For me it is 10 mm Dropzone Commander terrain like shipping containers, 10mm road blocks, barriers and all the other stuff you would expect in a derelict, post apocalyptic city setting - but which is nearly impossible to get.

Btw: Here is a nice futuristic one on thingiverse:


by Abraham0815

If you like to build terrain apart from a typical railroad scenery - you will always be on the lookout for the one thing that is just right. In the past you had to get lucky on sale shows, (web)shops and the like. Nowadays you can go to a site where people share their 3D models for free and print whatever you like. Imagine the possibilities.

3D printer models are already quite popular on Kickstarter and the best way to get your hands on interesting products from e.g. Australia.

So, two advantages are + shipping and + availability

Let's come to the most important one: Costs - if you have access to a good 3D printer, like the Ultimaker 3 you print at about 10 to (worst case) 16 (Euro) cents per cubic centimeter of finished product - all with electricity and maintenance included. "What the hell is a cubic centimeter?" - well it is the same as one milliliter of water or 0,00416667 US-Cups. While one US-Cup are 240 ml or 240 cubic centimeters of finished product (at 10 cents/cm3) at a cost of 24 Euros and it will take about 60 hours to complete.

That is roughly the equivalent of a U.S. carrier battlegroup for Axis & Allies War at Sea

I believe that 3D printing is still in it's infancy, the access is very limited and that we will buy most of our models regularly for quite some time (which is probably good for the industry).

But it will become cheaper, faster and more accessible and I believe that 3D printing will have a major impact - not only on our hobby, but on society as a whole (good & bad). A lot of the good stuff is obvious, but the time when it is cheaper to just send soldiers and print a lot of their equipment on site is not that far off and just imagine which impact printed guns will have on our western societies.


13
Space Naval Games / Re: Dropfleet Commander
« on: June 23, 2017, 10:14:33 am »
The Scourge are like a silent Shotgun killer – they creep up on you with silent running and jump out of hiding with a double shotgun blast to your face. If they hurt you enough with the first attack they will obliterate you.

Their disadvantage is their low armor, huge sig and the low Hull (HP).

Their advantage is their incredible punch, their speed and their ability to lower your armor (Scald) once they are in scan range and they always hit on 3+.


Your list has possibly a couple of weak points:

- 3 New Orleans is not enough drop in a game that is won on the ground.

- The Madrid is an interesting addition, but seems like a luxury in a list that isn’t tailored on destroying enemy ground assets.

- No corvettes (yet)?

- Too few battlegroups.


I like the rest actually – now it is important how you play them.

- Watch out for max thrusting Scourge that try to get your transports before they enter atmosphere.
- Don’t forget about active scanning
- I’m using a 3 New Cairos instead of Osakas, this is really about taste and the Osakas have a better firing arc. But I’m supporting the New Cairos with two active scanning Limas on the backboard to give their targets major spikes.
- The Toulons are nice and can overwhelm an enemy (don’t forget that they attack together with 8 Close Action attacks and that the Point Defense of the enemy has to defend against all these attacks at once)
- See to it that the Toulons are spaced 3” apart to avoid chain explosions.
- Your bombers can attack silent running Scourge 24” away – no matter if you “see” (scan+sig+spikes) them or not.
- Every shot counts. You got a New Orleans in atmosphere that hits enemy ships in orbit on a 6+? Always give it a try!

This is all the smart stuff I can come up with right now…  ;)

I hope it helps a little  :)


14
Thanks guys.

I like fluff and from time to time I enjoy playing the bad guys.

Also there just have to be some lunatics in the Dropfleet universe that get their chance at battle when the resources are stretched to the limit.

+ when you have a Tokyo-class UCM battleship preparing for an orbital strike above a PHR held cluster and you shout "Burn Heretic" when rolling the dice... It is not only satisfying, but also seems to bring good luck  :D


The project is a little slow since I'm trying out a couple new ideas:
× The white and yellow color scheme is challenging
× I'm trying to add some battle damage. The hits look good - but the chipping leaves much to be desired. From a meter away it looks more like sloppy brushwork than an intended effect.
x I'm adding tiny crusader decals to the ships. It works well, but it is kinda fiddly...

More soon hopefully.

Regards

15
The Ordo Teutonicus

A heavy battlefleet that excels at orbital bombardment ("cleansing fire") and frontal attacks with guns blazing. It has all the subtlety of a sledgehammer, but from time to time it is exactly what I need. ("If all you have is a hammer - everything looks like a nail")




My first completed battleship can be seen in the first frame. It is the "Zealot"  a "Beijing" class battleship.  With 3+ armor and 18 hull it is a very resilient ship that carries 6 super heavy and 12 heavy mass drivers + a Cobra Heavy Laser (that has the size of a skyscraper) into the midst of the enemy's battle line.

All super heavy mass drivers are magnetized which allows this ship to be converted into a "Tokyo" class battleship - one of the strongest bombardment ships in the game that easily destroys entire sectors + all the enemy ground forces that hide within.

As mentioned before... Not exactly subtle...


Next up will be the Bloodswarm,  a 1500point Scourge battlefleet that has actually seen a lot of use. I just can't seem to find the time to put the last finishing touches on them...

Here is a WIP picture.

I will post a better one in due time







Best Regards

- Ljevid

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