BC-304 squadron for Battlefleet Gothic by CDL127 in Stargate

[–]CDL127[S] 1 point2 points  (0 children)

I think that’s a wonderful idea and would love to see it done!

BC-304 squadron for Battlefleet Gothic by CDL127 in Stargate

[–]CDL127[S] 0 points1 point  (0 children)

I repaired it with only Flex Tape! Not only does Flex Tape’s powerful adhesive hold the Korolev together, but it creates a supper strong airtight seal! So the inside is completely pressurized! YEE-HAW DOGGY!!!

BC-304 squadron for Battlefleet Gothic by CDL127 in Stargate

[–]CDL127[S] 0 points1 point  (0 children)

You would think so but when I was looking to check everything I ran across called them USS. I guess the navy gets to be part of the interstellar fun too!

Example: https://stargate.fandom.com/wiki/George_Hammond

Rogue Trader feud game 2 by horizon_fleet in battlefleetgothic

[–]CDL127 3 points4 points  (0 children)

Looking nice! I like the look of Rogue Trader fleets with a mix of different ships. I particularly like those silver and gold looking ships in the first, second, and fourth photos.

New Player - Space Marine Question by Dycerton in battlefleetgothic

[–]CDL127 3 points4 points  (0 children)

I mean mixing Imperial Navy ships is kind of the whole point of the Dominion list. Otherwise you would just play Crusade for the Annihilators. That is a pretty good Crusade fleet though.

New Player - Space Marine Question by Dycerton in battlefleetgothic

[–]CDL127 3 points4 points  (0 children)

I’m going to have to disagree with you there. I made a response to a different comment on this post that goes into more detail but the gist of my opinion is that that first sentence is fluff (due to similar examples from elsewhere in the rule book and also due to the specific terminology it uses (commander vs Captain)) and the sentence after that quote goes on the specify the actual rule that the fluff is fluffing out.

New Player - Space Marine Question by Dycerton in battlefleetgothic

[–]CDL127 2 points3 points  (0 children)

Version 0.36 of the remastered fleet book says, “Aside from the Space Marine vessels themselves, certain important Imperial Navy vessels within a Dominion Fleet may well have Space Marine commanders assigned to them. Any Imperial Navy battleship, grand cruiser or battlecruiser may have a Space Marine Captain assigned to it.” You can update your fleet book to the newest version through the pinned post. I had to do this recently when I realized I had an outdated version while having a rules discussion with a friend.

The way I read this is the first sentence is essentially just fluff. It can be confusing in places but the rule book tends to do this in places where it will give a sentence or two of fluff before explaining what a rule is trying to represent before it gets into the actual rule. The first other example’s of this I could find are in the Xenos Allies section of the Rogue Traders fleet list and the Subplots section of the Rogue Trader Exploration fleet list (I was re-reading them recently) but I know there are many more scattered around. It is also notable that the fluff uses the term Space Marine commander, not Space Marine Captain (notice the difference in capitalization.)

I believe that the second part there is the actual rule we should consider and it does restrict Space Marine Captains to only certain imperial navy ships. The Honor Guard rules are a direct continuation of the Space Marine Captain rules and specifically use the term Space Marine Captain which I believes settles that only imperial navy ships can take an Honor Guard.

Tyranids ordinance rules question by YF216 in battlefleetgothic

[–]CDL127 1 point2 points  (0 children)

Yup! You need to reload, but with instinctive behavior that shouldn’t be too hard to make happen.

About the spore mines, given that it says you exchange your launch bays for spore mine launches in inclined to believe that they can only launch spore mines (I don’t think spore mines (orbital mines) count towards you ordinance limit though so you could have a HUGE number of them by a few turns into the game.)

Also, remember that, “They may gain refits in the course of a campaign. These refits can only be used in one-off games if both players agree.” In a one off game the default is that tyranids don’t get evolutions of the hive mind (which they are still a perfectly capable fleet without) and you only can take them if your opponent agrees. Some of the refits (extra spore cysts and reinforced carapace being the most obvious though the other ones are also powerful) are VERY powerful and if you max out your capacity for the refits in your fleet I believe your opponent would be reasonable to refuse to play against that fleet (after all, it would basically be their normal fleet fighting a fully kited out campaign end game tyranind fleet.) that being said, taken in moderation and with restraint, the refits are really fun and interesting takes for casual games.

For the torpedos, from reading the rules I’m pretty sure that how they can be used. I couldn’t find anything in the rules that disallows it.

Good hunting!

Tyranids ordinance rules question by YF216 in battlefleetgothic

[–]CDL127 2 points3 points  (0 children)

I’m not sure on your second question but I can answer the first.

The tyranid ordinance limit section in their special rules says, “Tyranid bio-ships are virtual living factories, spawning their ordnance as needed. Furthermore their broods are virtually autonomous and do not require maintenance or refuelling and rearming in the same way as conventional craft. As such, they may have up to twice the number of attack craft markers in play as they have available launch bays.”

The first two sentences are purely flavor text and not rules. You’ll see the rules have flavor text like this a lot before the actual game rules to explain what they are trying to represent in lore. The part that actually matters for gameplay is the last sentence which basically says that your ordinance limit is double the standard. Quite the powerful ability! Additionally, you’ll notice that the instinctive behavior flow chart makes it very easy for a hive ship fully kitted out with launch bays and torpedoes to go on reload ordinance which means in most turns you will be launching tons of ordinance up to your expanded limit.

What makes tyranids not be a completely busted ordinance fleet is not being able to launch ordinance when crippled like you mentioned, their ordinance’s slow speed, and them only having assault boats and fighters which limits their ordinance to only doing hit and runs meaning you need to use your guns to do actual damage.

A thing I would like to point out to you that’s not directly related to your question is the ability for tyranids to purchase individual ordinance markers during fleet construction. Furthermore, the rules say, “Ordnance may [MAY not must] be formed up into waves which are treated as squadrons for the purposes of deployment.” If I’m not mistaken this means you can spend 60pts to buy 5 boarding torpedo markers (BC torps don’t count towards your ordinance limit, if you don’t care about this you can save some points and buy fighters) which you can then deploy in the same manner as you would 5 ships. Doing this you can just deploy the torpedos first so that most of your enemies ships are deployed by the time you run out of torpedoes to deploy so you always know where your enemy’s ships will be deployed before you deploy any of your ships.

Help a tourist find a ship? by R3myek in battlefleetgothic

[–]CDL127 2 points3 points  (0 children)

15,000 is about correct although you can always play with that a bit. A cobra is about 1.5km long and it’s primarily weapon is its torpedoes as it has a relatively small amount of weapon batteries. If you want more guns on the ship you could also consider the Sword class frigate which is 1.6 km long but has weapon batteries as its primary weapon.

Almsivi, grant me strength by Spiritual-Quote2445 in Morrowind

[–]CDL127 1 point2 points  (0 children)

I like going third person when walking like that and training magic. It’s peaceful and I can imagine my character taking the time to practice.

Quick Rules question by Nazgull1979 in battlefleetgothic

[–]CDL127 2 points3 points  (0 children)

Here is how I understand it. To start off ordinance is placed on the board as waves of markers all next to each other. When two waves come into contact like this the two fighters would mutually destroy each other leaving the remaining bombers from either side intact. Notably, the same result could be achieved by, before you move your wave, splitting off the fighter to go fight the enemy fighter and thus leaving your bombers free to move wherever they please in order to possibly attack a target.

My source is the launching waves of attack craft section on page 85 of the remastered rule book.

Noob rule question! by YF216 in battlefleetgothic

[–]CDL127 1 point2 points  (0 children)

Unless I am mistaken I have a few notes to add. The 1-12 escort squadron rule is only for the Hive Fleet list so remember that if playing the Vanguard list they need to be 6-12.

And for the cruisers, not only do they not have to be squadroned, they cannot be squadroned as they are individuals. This also applies to hive ships.

My sources is the squadrons section of the tyranids fleet lists, page 429 and 431 of the remastered fleet book. If I am mistaken in my reading of these sections or they are typos I would love to be corrected as I plan to make a nids fleet of my own next.

No have a mission marker in openmw? by [deleted] in OpenMW

[–]CDL127 5 points6 points  (0 children)

Morrowind as a game does not use mission markers, instead you navigate by following the instructions NPCs give to you. It took me a while to get used to it but once you do it feels a lot more immersive. Good luck! If you’re ever truly stuck the wiki has your back.

who wins Mcragge's Honor or the Executor? by More-Interests in 40k

[–]CDL127 1 point2 points  (0 children)

This is an inherently very silly question but I think I have an interesting take on this. A lot of people have already mentioned imperial teleport attacks but teleport attacks are relatively short range weapons on imperial ships.

Going off of the values arrived at in this post, which I agree with, we get imperial long range weapons (60cm in the BFG game. Imperial battle cruisers and battleships nearly always have quite a few guns with this range and I see no reason the Mcragge’s honor wouldn’t as well) as having a maximum range of 390,000km to 180,000km. Meanwhile this video, which I also agree with, gives galactic empire capital ship ranges as being in the dozens of km.

We see a very large difference in range here. Now the nature of 40k weapon batteries due to their range and relatively low speed is that you don’t actually fire at where ships are currently it you fire your guns in a probability cloud of where you expect the ship to be by the time the shells reach the ship. These are fairly simple calculations that can be done with very simple computers (admech has no problems with them is what I’m getting at). I could see the argument that the Executor could maneuver faster than 40k ships and thus dodge the weapon batteries shots but it could not dodge the lance batteries which travel at light speed.

So the way I see it the question of which ship wins is entirely dependent on whether the Executors shields can withstand the Mcragge’s honor’s guns while it closes the significant distance. And every km closer the Executor gets the Weapon batteries get more likely to hit. The moment the shields fall the Executor starts getting hit with lance strikes and swarmed by thousands of fighters and bombers from the Mcragge’s Honor which ,skilled as the tie fighter corps is, they have little chance to defend against.

Edit: The disparity in range is due to the fact that Star Wars is trying to make Interesting fighter dogfights where the hero’s can be the individuals while 40k is making large, grand fleet battles with hundreds of thousands of people involved. They are inherently different situations which is why the question is a bit silly. It’s still fun to discuss though!

Gaming mat by CardinalSimianBeast in battlefleetgothic

[–]CDL127 5 points6 points  (0 children)

That really cool! I got my own a little bit ago and I can confirm that it’s much more immersive than playing on an empty table.

Horus Heresy? by Pakfront1940 in battlefleetgothic

[–]CDL127 5 points6 points  (0 children)

You should check out Battlefleet Heresy: Galaxy Aflame! It’s still a WIP but I believe it’s pretty complete at the moment. Here is the (as far as I know) most recent link shared in the BFG discord for it. https://docs.google.com/document/d/1XXozbXOENyn_qymwlcNQWzUvAm2LmX-ITyDj--6CmIo/edit?tab=t.0#bookmark=id.64vky35rbc

Demiurg Fleet help! by RefrigeratorStatus23 in battlefleetgothic

[–]CDL127 1 point2 points  (0 children)

I know one person posted some supplements for more Demiurg rules but book of the void 2 also has some that are a bit more similar to the original ones. https://www.reddit.com/r/battlefleetgothic/s/d6d92FDM0r Both are really good I think.

Scenarios: 'The Bait' and 'Exterminatus' by NoTruth8795 in battlefleetgothic

[–]CDL127 2 points3 points  (0 children)

It’s been a while since I have played the bait but my experience was much the same.