samas990 wrote:Wow ya that helped a lot. Sure I have one more question.
So the new factions are the covenant of Antarctica, the French, and the Russians. Still not heard a lot about the them (especially the Russians). Know any places I can get a good review on those factions?
Wouldnt call them new, been out awhile. The "new" ones are the alliance nations. As for reviews, here is a good start (the last few
DW threads on here are people asking similar questions)
Oh i may have forgot to mention the EotBS have maybe 4 vessels with generators in the whole faction. So dont expect too much from that, and their naval vessels can turn before moving.
The covenant are all about their shiny toys and special rules. They have a hard on for shields on everything, and the turrets on their larger vessels tend to have sturginum round MAR that means enemy shields only work on a 5+. They have the option of Energy turrets too (which are of...personal option), E-turrets only hit for 3 or 5AD depending on the ships size, but it hits that across ALL rangebands, and crits from them get an optional +1 on the critical table. They got "slightly" more usefull in the last release wave with energy
amp ships. Basically on a 5+ the E-turret gets to combine instead of link (so the 4 E-turrets on a large get a 1/3 chance to hit at 20AD instead of 11AD all the way from RB4). Makes them an ok sniper fleet if your a gambler. Their frigates are horrible, but their destroyers are easily the meanest in the game. The faction as a whole is pants at boarding with the exception of their new robo-worm the Arronax. They have the "Time Dilation Orb" as a specialist faction Large ship. Basically lets you teleport a ship behind enemy lines in the second turn (dropping a dreadnought in the other guys face right away). Their TFTs work a bit different as well. Instead of getting MARs on the fighters and one of the other plane types like the other factions, they get unmanned drones. They dont have fuel and dont need to return after
AD attacks, but on the flipside lack torpedo bombers and get destroyed on a 5+. However, any wings you get from taking a carrier, after that wing dies can be relaunched from the carrier (theirs are basically drone factories). Their Sky Fortress is a very mean customer too, a bloody nice unit on its own and has the Quick Launch Mar, meaning their TFs can activate the turn they leave the carrier. Oh one final note, the Partical Accelerators may seem nice, but its not exactly Stirling in use.
The French are the "air owning" faction. However as my friend jokes about them, they dont have much to use up there once they get it. Some of their ships have a special armour rule negating that first 6 rolled against them and turning it into a 5. Also, expect
AA fire EVERYWHERE. They even have a medium cruiser dedicated to "moar
AA" and at double the range. Their own air power is iffy though. Their Furiex scoutship is just themed around laying mines (which our french player has given up expecting my japs to sail into due to the EotBS Manueverable MAR). And instead of a heavy bomber like the other factions, they get a heavy interceptor for hunting air units and smalls rather than dropping bombs on capitol ships. However their large airs are just fine. They also have a choice of 2 dreadnought flavours, a naval and air one. Generator wise they have some nice choice. Cloud generators mean those battleships are only getting hit on a 5+, the fury generator is a nice late game toy that sets fire to anything near it, an the field
gen can negate incoming generator effects. They also have the combat launch MAR on their carrier, so it can still fire after launching. Lastly is a faction specific weapon of theirs. The Heat Lance. Only works into RB2, but hits for x2 the targets DR in
AD. Has a baby brother called the Heat Lancette, hits for the targets DR x1, but the 2 you get in the medium squad can combine. Its also Redoubtable so loses power every 2HP instead of 1. Also, they lack escorts in any form.
Last the ruskies, another straight forward faction like the FSA, but in more of the "soviet steamroll" way. Their vessels have 2 main characteristics. Ablative armour means they wont lose
HP till they take the first critical, which even then only does 1HP instead of two (though after that they take hits like normal). The other is their turrets. Nothing notable that i can think of top of my head hitting beyond RB2, but all of its is MEAN, i mean seriously, theres only 1 turret in the game that hits harder than theirs, and theirs get multiple of them. If you see these guys over the table, DONT let them get close. Their ships are fairly slow though, and even though they get a lot of
AP its all conscripts hitting on a 5+. Only has 1 carrier instead of 3 like the other factions, and again lacks torpedo bombers. Their Heavy bomber is laughable, but the skyships are pretty nice. Their naval force is good, lack a corvette though as expected. Has some nice generators too, the Mimic
Gen lets it copy the effects of other generators in range (hilarious if it nabs a british Gaurdian
Gen.) The rocket and torpedo
gens are handy too, deflecting an amount of those shots onto other ships that are close (including enemy ones).Lastly is the iceberg
gen, pretty much what it sounds like, lets you drop icebergs everywhere. Another fun one to mimic. Also like the EotBS their medium reinforced squad is another slightly scary 4 ship unit of death. Pricey though at 300 points.
Think/hope that covers it all. Any other questions just post them