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Showing posts with label Alliance of Kurak. Show all posts
Showing posts with label Alliance of Kurak. Show all posts

Thursday, 24 September 2015

Aerial Helix Unboxings - Alliance of Kurak Core Races

For the second part of the Planetfall Aerial Helix unboxings we have the ships of the Kurak Alliance Core races. You may have seen a sneak peak of the Terrans already in the last painting update, but we'll cover those again anyway. Given that, we may as well tackle them first...



Opening the box and getting to the resin we have four interceptors and one heavy interceptor, the first requiring only their jet exhaust adding, the heavy requiring two of these plus having a rear-mounted pod as well.


The models are nicely moulded with a minimum of casting flash, the heavy just needing the pouring lugs cutting off, which are nicely located where the exhausts will be glued - always nice to see a manufacturer thinking about this sort of thing in its production methods - kudos to you, Martin and your team! 


Taking a closer look at the interceptor, I rather like the "just in the future" look of these vehicles, they're very sleek and compact, and are a nice contrast to the Hawker planes, which i also really like. I also like how they are essentially the same as the SRS tokens from Firestorm...a nice little tie-in.


Underneath the models lose nothing in the way of detail, having six detailed missiles sculpted on, and with an integral flight stand holder.


Moving onto the heavy, again I really like the look of this, though I'm not sure it really screams "interceptor" to me...it looks like a ground attack and transport craft, but that's just my interpretation. 


 Detail on this model is superb, there's even a hatch sculpted into the underside to where the pod fits - very cool.



The pod itself is a bit of a mystery to me, it makes the whole thing feel a little like Thunderbird 2 - which while being no bad thing, again it doesn't personally chime with the interceptor theme. It's very nice though - I half expect it to launch out a couple of jetbikes or something!

OK, onto the aliens, specifically the Aquans



The Aquans are getting some very cool stuff in Planetfall (as they have in Armada), and the aerial helix is no exception


The five ships you get are all one-piece, the simplest in any of the helix boxes, but don't let that fool you in any way...these are not simplistic or basic in any way. The designs are beautiful, elegant and menacing at the same time.



The interceptors are sweet models, instantly recognisable as Aquan and they tie in extremely well with the existing Planetfall releases.



The Heavy interceptor is one of my favourite models from this release, it's like the interceptors but looks faster and meaner. It has lovely flowing lines and the sculpting is fantastic...10/10 for the Aquans I think!

Last (and for me, the least) for the Kurak Alliance are the Sorylians.



Now, I don't hate this box, it just puzzles me slightly...especially given the models that SG have just announced for the ground attack helix for the Sorylians. First, let's have a look at what you get in the box...


...it's a lot of stuff! Each of the interceptors is a six-piece model;


So there's the central pod, the two engines, two "winglets" and the flight stand holder insert. That gives us pod racers. Hmmmm. Now, it's an ok concept I guess, but again I'm looking at this with my suspension of disbelief eye...the rider is exposed, and even in a future with shields and power armour, this just seems unnecessary for such a practical and pragmatic race as the Sorylians. One possible answer would be that the lack of a physical cockpit gives the pilot an unprecedented field of view...but that argument is really shot down (excuse the pun) by the TERRIBLE field of view this guy is going to have whilst hunched over the controls - his forward vision is a measly 20 degrees between those pods, his forward down FOV is about the same. Again, you could argue that in the far future instruments will provide all this data, but in that case why have him exposed at all? Simply put, I'd prefer this model if the pods were under the line of the fuselage and in line with the pod. Having seen renders opf the ground attack ships, that's kinda what I'd expect of the interceptors. In fact, in all probability we'll simply swap with these models - these simply look and feel more like ground attack craft than interceptors.


Now that's not to say that these are not bad sculpts, by the way - as always, the execution of the designs and moulding is second-to-none - the pods in particular have some fabulous detail, and will really benefit from some nice painting.


The Heavy Interceptor, in stark contrast, is GREAT. It has a solid, purposeful design, looks Sorylian and has some great engineering features - like separated engine nacelles and the FOD guards on the intakes.There's also no discernable canopy, which further highlights the oddity of the pod racer design of the interceptor. 


casting on this model is also fabulous, again Spartan blow me away with how they cast items like this in a single piece and retain the complexity and detail of the designs - masterful!

Overall, the aerial helixes are again a somewhat mixed bag, though with 5/6 designs being absolutely top-notch that's not a bad win rate. The Sorylian pod racers are another "quirky" design that will be another marmite design choice that may put people off, though I think it's modular design and overall quality mean that it'll be easy to assemble into another, non-pod racer configuration. Spartan get it right more often than not, and their high standard of output has led us to expect an awful lot from them...we're lucky people really!

Friday, 7 August 2015

System Wars Review Part 1 - Terran Ships

Last in this first look at the System Wars ships are the Terrans - those whiny, nuke-toting imperialists who always complain about their stuff. Well, here are a few things they can't moan about.


First of all, the Solar Carrier. To start with, it's straight-up tougher than the Ares, with a 5/9 compared to the normal 5/8 and the same HP and greater PD (6 vs 5). It's faster, but has less crew and AP, and also no mines (though these are hardly a great Terran staple anyway).She only has 5 WC compared the the Ares stock 9, but she has an extra shield, making her equal to the Tyrant or Titan, and of course she gets the usual Terran trick of Sector Shielding.

Her weapons are turrets rather than the for fixed and broadsides of the Ares, but they are pretty substantial - in fact they're battleship level, and with the exact same profile as the Apollo, with the strongest RB close in at <8". So at first glance the Solar is a tough pocket battlecarrier.

Into Hardpoints, and you can give the Solar another hull point or another shield - yes these cost the Durable MAR and 1" of movement, but this makes the Solar a real tank - that's 5 sectored shields on the favoured side and still 3 in other arcs! Alternatively, you can add 1" of movements and increase the Planetfall MAR if you feel like a quick dash to the objective. For non-planetfall builds, you can upgrade her Turrets it Nuclear weapons, and even if she's caught in the blast from her own guns, she's got the shields to deflect it!

Upgrades are typically Terran, with Weapon Shielding and upgrade to Beam weapons as standard, but she also has the option for Decimator Warheads, which could be nice on those close-approach ships that are looking to board.

It's in the accompaniments though, that things really start to look interesting for the Solar. She can take the same Aegis accompaniments as the Ares, but with the option to upgrade her turrets to beams, they synergise with her much better - giving a fore weapon profile of 17/15/7/- for a full squadron. The Aegis will also synergise well with her layered shields, making it even more difficult to punch through them to the tough ship below.

She can also take a Hauberk, giving her a 14/12/5/- nuclear fore as well as some additional arcs for a non-planetfall build, or a primary linked AD of 17/15/5/- max out of one of three arcs, backed up by Bomber or assault craft attack runs. As a shunt-bomb that sounds substantial. It's also very hard to deal with - the Hauberk may be fragile, but the Solar certainly is not and its throwing out a lot of short-ranged dice by itself, and so will demand attention.


Ah Terran mediums - the worst in Firestorm? Well, despite some people decrying the Hermes and Hauberk, the Horizon is a slightly different beast. It's tougher than other Terrans Tier 2 ships at 5/6, it's fast (by Terran standards), has great PD and good CP. AP is low, but the Planetfall version you can boost to 5. In addition, it has 2 shields base and can take a third, or a 5th hull point - again making it the tankiest Tier 2 ship the Terrans possess.

What really might interest Terran players, however, is the cost - it's CHEAP. 35 points - a base Hermes is 50. A non-planetfall version checks out at 40 points, so for the same price as a Frigate Squadron you have a 15AP assault bomb. 40 points is HALF the cost of a base Templar, and most other races heavy cruisers too. It's a steal.

You can upgrade the beam weapons and give it weapon shielding, but with turrets weaker than the Templar I'm guessing most will only do so if they've spare points left over to burn. You can also give the squadron an Aegis cruiser, which does make the shield-heavy version even harder to destroy. What I expect to see is plenty of these making appearances as non-Planetfall ships in Terran fleets.


Finally, the Nadir is another 4/5 SH1 Frigate at 15 points, designed to get troops on the ground quickly. You can even make it SH2, so they are going to be hard to nickel&dime to death, especially if you've Aegis in your fleet for them to hang around. You also get the option to boost their PD, or de-planetfall them and change them to escorts. This option gives you an incredibly hard and durable escort, potentially boosting the longevity of Terran Capital ships even further. Tehy're not going to be wholesale replacements for the the Guardian or Squire, but in selected cases I can see them taking preference.

System Wars Review Part 1 - Sorylian Ships

Back to the Alliance of Kurak now, and the Sorylians. The lizards differ from the other fleets in using Battelcruisers as their primary invasion ships, which ties in with their expertise in making excellent cruiser-sized and down ships, but not being quite so hot on the Large side of things. Splitting their forces into fast Battlecruisers seems like a logical and pragmatic step for them, so they lead their assaults with the Amentum.


The Amentum is very comparable to the Hasta, it has one less HP, an extra AP and PD, but otherwise it's the same. In second-line stats it has no WC like the Hasta does, but it packs an extra Shield - the highest baseline shield stat of ANY Sorylian ship - they're serious about protection on the Amentum! It's weapon is a standard Sorylian Fore-fixed scatter gun similar to the power of a heavy cruiser, but more of a gunship type profile. It also has the Reinforced (Port/Starboard) MAR, which is very Sorylian and helps longevity.

So far, the Amentum is looking OK, but then you see the big sell of this unit - the price. The Amentum starts at 85 points. Then you look at the Hardpoints and Upgrades, and things get nice very quickly! First, it gets to choose up to TWO Hardpoints, and it has a lot of options - it can get faster, turn better, get that 6th HP, more Planetfall or more AP - that's a lot of variation, making it a very flexible ship. The non-Planetfall version exchanges the MAR for a decent set of Fore Torpedoes.

As for Upgrades, this again makes the ship builds even more interesting - you can change those scatter weapons for Kinetics, which changes their threat profile a lot. You can also buy them Weapon Shielding, and add Bigger Batteries - a nice thing when they start with a base 6PD.

You also get accompaniment options for both Planetfall and non-Planetfall builds at lower points. Firstly, you can take a Katar, which both boosts the potential planetfall value, increases the offensive and defensive power of the squadron and thus makes it harder for the enemy to kill the squadron and swing Battlelog. The Falcata does a similar thing for a non-Planetfall build, especially with some weaving to join its broadsides and torpedoes with the Amentum. A non-Planetfall Katar also makes quite a boarding threat for either form too (remember non-Planetfall accompaniments don't come out of your extra Planetfall ship points...).

Anyway, I don't see Sorylian players complaining about the Amentum, it's a solid ship in many ways and for Heavy-Cruiser cost, it feels like a bargain. For a non-Planetfall force you could even take a base Amentum and reserve it for Shunt-deployment, and maximise your Tier2 and 3 build options. I get the feeling, however, that we'll be seeing quite a lot of the Amentum in fleets going forward!


The Katar is a pretty straightforward vessel - it's a Heavy Cruiser without the HP, CP and weapons. It has the same fixed fore as a Falcata, giving a squadron decent RB2 AD. Hardpoints are simple - make it a bit tougher, a bit faster, or a dedicated assault ship for non-Planetfall. With 5AP stock, it can provide an impressive 15AP assault, which with Thermal controls will hurt a lot - It feels very Sorylian!


The Corvus is another incredibly tough small, with cruiser-like stats and a shield. As it's Sorylian, it has a high movement and large squadron size, which makes it good for a swarm approach to invasion missions. As a non-Planetfall build it gains PD Barrage. Not particularly useful by itself, but with an extra PD, it becomes both an excellent SRS sweeper (something the Sorylians don't really have), but also an additional anti-small potential

Friday, 31 July 2015

A break from Invasion Ships...Hawker Carrier Group unboxing

OK, so I'll admit that I'm a little "invasion-shipped out" at the moment, so I thought it was time I went a bit backwards and look at some prior, but relatively recent, releases. The first of these is the Hawker Carrier group.



So after we get the nice glossy card cover off the box and unload the resin, we get to the ships...


You get the Regent, 3 Stalwart Escorts 2 large and 2 small SRS tokens. Of course the main attraction is the Regent.


This is typical carrier size really, obviously a Large capital ship but not coming up to the proportions of the Excelsior. It is an angular block, unmistakably of Hawker design but SG have taken away the solar panel type shield vanes and incorporated them into the main body, so the ship has the link not only with the old Hawker ships, but also the new Tyrant class battleship. This is a nice touch and hints at the evolving designs and technology going on at Hawker.



A side view shows the elevated bridge/viewing deck and prominent Hawker quad-turrets, as well as the side-mounted shield panels. It also highlights the sharp edges and angles on this ship.



Underneath you can see more of those quad Hawker turrets and the recess for the dual flight peg stand piece.


You can see the amount of detail SG have packed into this, which is very impressive on a single-piece ship of this size.


This front 3/4 view displays the ship in one of its best views I think.


Next are the Stalwarts - you get three, and they're pretty big for escorts, but then their stats also reflect that.




They're a lovely design, moulded with pour recesses at the rear which will need cleaning up, as shown here.

Lastly are the SRS tokens, which we've not seen before. These are lovely, and those of you that know the Planetfall Hawker ships will recognise the small tokens.



This is a really nice touch, and helps tie the games together in feel if nothing more.

System Wars Review Part 1 - Aquan Ships


So both preceding (in the form of the PDF) and accompanying (in the form of the printed booklet) the invasion ships is the System Wars Phase 1 Supplement.


So in the spirit of full disclosure, I am - together with the FFG - (and as you will see from the credits on the picture above) the primary writer for this booklet, so my views are bound to be biased. This also gives me the ability to talk about intent and design purpose, so there are advantages and disadvantages to me writing this!

So the first thing to talk about is the difference between the PDF and printed booklet. Essentially the PDF has all of the ship stats and rules on Commanders, plus any errata, whereas the booklet does not. Both have background, pictures and descriptions of commanders and the four additional scenarios. For me this is a good compromise where I have a physical book to flick through and read, but without pages that will rapidly become invalid with errata and FAQs.

So I think the first thing to talk about are the ship stats themselves, which I'll tackle in the order they come up in the PDF, so first we'll deal with the Aquans.


Stat-wise the Nectridea is very similar to the Charybdis, just being slightly faster, slightly better defensively. At first this looks like a short-changed ship, but if you look at MARs, the ship has Reinforced fore (again, boosting its defences) and Energy Transfer (1) included - which costs 5 points on the standard carrier. In addition it has the Planetfall MAR (more on that later) and the Durable MAR, which makes the ship more resistant to the attentions of SRS. Its hardpoints also change the picture somewhat - the extra shield or Difficult Target make it more durable by far...the +3 WC (for free) boosts it to Charybdis levels of carrier capacity, making it a very viable alternative to that ship - similar role, but different focus.

"So what?", I hear people saying, "I never take the Charybdis anyway!". Well, that's up to you, but the Nectridea gives you options you didn't have before. You can configure it as a cheap carrier with Quick Launch - that's not to be sniffed at, giving your bombers a 6" range boost - by itself that could sell the ship. Alternatively, a DT Large with 6 Bombers is likely to deliver that payload right down the enemies throat. I've found in games the Nectridea is great at sweeping smalls or mediums out of its path, either using separate attacks or linked depending on requirement.

In invasion missions, the ship draws a lot of fire, as it's supposed to. DT & Reinforced Fore make it difficult to destroy, and I've not yet faced one that also has a second shield! It also has the option to take the Sulis as an accompaniment. Now this makes it more expensive, but imagine this - two Nectridea with Sulis, travelling together and each using the others Energy Locus to boost their combined RB1 shots into a target 20" away....that's potentially a 16AD attack per activation, plus Port/Starboard shots and any Wing action. It's not a Maelstrom, but it is viable and unusual....you can also choose to use the Energy Locus with another squadron (say 3 Stingray destroyers), and give yourself a 1-2 punch from them followed by the Nectridea squadron - or multiple fore shots. It all depends on who you're up against. Go against Dindrenzi with hard to kill shielded DT ships with lots of approach angles and I'd often opt for multiple lower AD shots, since I'd be unlikely to get a crit anyway, I'd go for attritional kills.

The thing for me is this gives Aquans another way of fielding ships, it ADDS to their already extensive toolbox, without being an auto-take. I can see uses for a Nectridea in Aquan fleets, and it's a difficult ship to square up against, which alone makes it a viable option in my opinion.


"An Assault Cruiser? It only has 2AP!?!"

Yes, once again I'm always amused by people who take a completely monocular view on ships, especially ones supposedly designed by aliens! There are no formal definitions of what ship classes are in FA, so to trying to impose them, especially on a diverse group of races as in FA, is slightly narrow-minded.

The Limulus is designed to assault enemy planets and installations by delivering ground forces safely to the surface - it's not an FA space assault marine ship. It can't even be upgraded to fit that role - it's simply one Aquans don't do well - period.

So what does it bring? Well the Limulus is tough - DR6/CR7 make it almost as tough as the Nectridea - oh, and it can gain DT too...with a typical Aquan squadron size, you can have four of these 6/7 DT ships heading for your planet, netting their commander 8 Battle Log - that's not something you can ignore. They're going to take a lot to bring them down, and that's a lot of firepower that then is NOT targeting your enemies combat ships.

That is the essence of the invasion ships and the scenarios (which I'll talk about in another blog) - the tough choices you need to make as an opponent to these ships. They bring only frigate-level firepower to the table, but any targets of opportunity they can pick off are just gravy - they just need to deliver their contents to the planet.

Whilst we're on the subject of firepower on these ships, let's just step back a moment....if these had decent (ie equivalent firepower to their normal equivalents), putting them on the planet would degrade your ability to damage the other fleet, and thus be a negative to actually doing it. The Large ships which actually do bring some firepower are also relatively slow, so they're not reaching the planet until turn 4 at the earliest, by which stage in the battle the BL they represent is better on the planet than potentially destroyed....and they're going to have attracted a lot of firepower by that stage.

As far as non-Planetfall builds, you have the option to take Mn2....Wow. Escort-sized mines...yawn, right? Well, they do this for free, and that links to Mn5 for the Squadron. Again, underwhelming. They have the option to take Double Mines, however, which now gives them a lot more options - now the squadron can lay 8 Mn2, 4 Mn 3, 2 Mn5 or 1 Mn9 token. Clouds of Mn2 or Mn3 mines don't sound much, but now think about these guys flying ahead of your fleet, sowing these mines in abundance. When the enemy arrives, these are going to do nothing to his ships, but any SRS around are going to have a rough time, as a 6 kills one wing regardless of its source....so 3 Mn2 tokens are as deadly to Wings as a single Mn6.

So again, is this an auto-take? No - 200 points to achieve this is a lot, but against certain enemies (like Relthoza), this kind of active suppression could be very handy. Dealing with the Squadron is also a pain because they're a nuisance rather than a priority threat, they're tough and yet they can shape the way the game flows. So again, difficult choices.


Finally we have the Antiarchi, and one of my favourite models from the release. Planetfall wise, these are tough, cheap and net you a Battle Log each - plus get one down on the planet and you've denied your opponent destroying the squadron, so no negative to your BL and no positive to him, meaning the worst they can do with one ship down on the planet is parity (+1 BL for enemy by reducing Tier 3 to half, +1 to you for getting one down).

Non-planetfall build, they give you 4 x Mn2, 2 x Mn3 or 1 x Mn5 Drone mines. So once again, you've now an active threat to SRS, or even small ships from these little tadpoles. The most you're going to spend on them is 80 points, so that seems like a fair return to add this sort of flexible harassment factor.

Originally the Smalls were not going to have a non-planetfall option, but adding one into the ships was actually not difficult and gives people the tactical options once again. Will this appeal to everyone? No, but then no option (or ship design) ever does. The point if that they're there for that time you could need them - how about a couple of squadrons of these in Hold the Waypoints, pumping out Drone mines around your (or your opponents) objective?

SUMMARY

The invasion ships are designed exactly for that, but also have builds to slot into existing fleets to bring a slightly different angle. They're probably non-optimal in several regards for standard fleets, but then that's to be expected - these are ships designed (both in a background and gaming sense) to fulfil a specific purpose. They tend to be tougher, down-gunned version of their respective classes, but are often designed with some little tricks to add something flavourful for the race in question. The Aquans demonstrate some aspects of this, and we'll pick up this thread in the other races ships as well.

Wednesday, 17 June 2015

Planetfall Terran Recon Helix & Infantry Upgrade unboxing

It's back to the turn of the Alliance of Kurak forces for an unboxing blog, so here are the Terrans (boo, hiss etc!).



Now there are some familiar elements here as we've seen the APCs and Hirdmen from the core Helix. The Freya light tanks and Huscarls are new, however, and the exciting part of the set. Let's open it up and see them!


No surprises on opening the box, elements protected in bubble-bags and pieces in a resealable plastic pocket.


Metal elements are the Huscarls, their weapons and the single-piece Hirdmen for the infantry bases.


As I mentioned, we've all seen this bad boy before (and I've blown up a few in my time). They're solid and chunky, having a very Terran feel to them.


Likewise we've seen the infantry bases before, though i don't remember this one (probably just a senior moment and the fact I don't play Terrans myself), but I like it a lot. Has a very dynamic feel to it.



The Huscarl is next, standing about 2/3rds higher than a standard infantryman - room enough for a Terran dude to actually be inside that little cockpit. It's nicely cast with just a couple of casting spure and a little flash between its legs, and has great detail. They should paint up VERY nicely (and there are already several examples of some really nice jobs on these on Facebook etc)


The other new shiny is my personal favourite in the box, the Freya. This is a gorgeous little vehicle, almost Hummer-like, but sexier! She deserves some more pics;






It's a really nice box, and a good addition to Terran forces. I don't know what the Huscarls and Freyas are like stat-wise, but I'd field them just because they look so good!

Next for the spotlight is the Terran infantry Upgrade box.



This disgorges a lot of little Terrans;


The resin elements are grenade launcher toting guys hiding in a cowardly way behind concrete (it's the Terran way!). You get two different styles;


On closer inspection these are cast very nicely in a single piece, and have the same high levels of detail we've come to expect from Spartan.




To add a little more firepower to the gun teams, you get 18 (yes eighteen!) minigun guys;




These are fantastic little figures, they almost make me want to play Terrans! Of course, someone has to lead these oppressors of freedom into battle, so bring on the chain of command...


See what I did there? No? Oh well....anyway, the commander for the Terrans is another really nice model, with a very human pose - you can imagine him in the heat of battle straining to hear his orders through his suit communicator, touching his helmet even though this probably has no effect on the audio quality. Very nice.


You get standard Hirdmen to protect him, but there's nothing stopping you upgrading a base with resin infantry on it to mix up the feel a bit - it's what Oscar has already declared he's going to do.

Overall, these two releases are very nice both in their content and the way they gel with the prior Terran forces and how they expand them - they're a very cohesive set of models for the Terrans, keeping up the "slow grinder", infantry heavy approach for them.

My only other comment is that I'd love to see the Commanders and some of the other figures (like the minigun guy) in 28mm...they'd look GREAT!