Daemonette666
10-10-2012, 03:07 AM
The only thing is the models did not come with the Death Ray weapons on the larger Tripod walkers (cruisers). I have asked for them to send the missing weapons, but have had not reply as yet. From what I have noted form a google search, I am not the only person to notice that the Death Ray weapons were not supplied on the Cruisers, but are displayed website example cruiser.
The rules look good, not over powered, and includes only 2 weapon types which have small or large variants. These can shoot up to rang band 3 or 4. The ships can not initiate assaults and can only be assaulted if you cause a breach in the hull. There is a separate CR damage table for them as well.
To download the PDf go to the Sparta Studios website.
Daemonette666
10-24-2012, 09:08 AM
Here is my quick rundown on the Studio Sparta Invaders army. It is a little all over the place, as I originally wrote this up about 1am in the morning, and have not bothered to change it.
Points wise they are about the same as other units. SO far they have a command vehicle - Hive Ship which equates to a Dreadnought/Battleship. It has only 2 weapons, a mega death ray which works like a Heat Lance, but is deadlier the closer to it you are. That shoots out to range band 4. 270 degree arc of fire. It is backed up by a Energy beam which works like the energy weapons used by the Covenant of Antarctica. 180 degree acr of fire and is a constant damage value out to range band 4. The command ship can heal dormant ship, has shields and is a wave skimmer. Limit 1 per 1000 points or part there of. The Hive ship can release 2 Drone counters per turn.
The next unit is a cruiser walker it is treated as a walker on land, and can travel on the water. It has less range main gun, and all its weapons are less powerful. Squadron size 1-2. It has shields
The Frigate is the small walker unit which comes in units of 1-3, and can also be used as escorts in units up to 2 for the Hive Ship. They only have a Energy beam (energy weapon) which is range band 3, and low damage. They have shields.
The Bomber is the flier for the army. It has a very short range for its weapons, and comes in units of 1-3. They have shields. Bombers can release a Drone Counters at beginning of "End Turn" which turns into 6 fighter drones at the end of the "End Turn" phase, and do not use fuel.
The PDf comes with drone counters that can be cut out. Each is a unit that cost zero points and are produced by the hive command or bomber ship at the end of the turn and placed within 4" of the model. These then turn into Drone fighter or dive bombers at end of the game turn. Drone counters can be targeted and destroyed. The fighters have to be declared as fighter or dive bomber when created. If the ship controlling them is destroyed tr the hive mind link is broken though CR damage, then the fighter ditches. At the end of each squadrons activation phase/turn, the fighters it controls are ditched. The drone counters do not count as an activation unit.
Drone fighters are fearless, will not abort their attack, are destroyed on a 5+, and come in squadrons of 6.
The special abilities and limitations of the army are: each model with Phase armour treats its DR as it CR, and can only be damaged if a critical is caused. A special table is rolled on, and it causes between 2 and 3 hit points on average, but can cause up to D6 damage.
The shields roll and extra dice (3 instead of the normal 2). The alien ships can not be boarded unless they suffer a hull breach critical result. They can never be captured or taken as a prize of war, only destroyed.
When they are reduced to 0 hit points, they are not considered destroyed, they go dormant, and can be destroyed if they are not regenerated before they are damaged again.
They can not initiate boarding assaults, just repel them - which they are not very good at.
No alien weapons can indirect or split fire, although the death ray can spray fire at models from the same unit in the same range band 1x its original HP. There is a limit of up to 1 model in the unit for each multiplier the weapons normally gets at its range band i.e. a Hive ship spray its shot at cruisers in range band 3, can only target 2 of them as its weapon is listed as 2x in that range band.
Energy weapons from one squadron can be combined with other energy weapons, the same with Death rays can be combined with death rays from other ships in the same squadron.
Should an alien ship become dormant such as though damage, nearby alien ships need to roll a dice to avoid also going dormant, but this is not hard.
Alien ship tactics are generally to keep at mid to long range and combine fire. The bombers like sending out their fighters to harass the enemy, and the hive ship tends to stick at long range, and move in to regenerate dormant ships, but is deadlier at very short range. Its main gun is 4x your starting HP in damage dice. Once in close range, it is also vulnerable to being overwhelmed by enemy combining fire, and then the aliens have lost their regeneration ship.
The legs of the walker models have to be carefully placed in. I recommend drilling the hole for them to be inserted into. They are also very thin and can bend easily, so careful packing is recommended.
I have not covered everything, but you can find out everything you need by downloading and reading the PDF from the website.
stampdog316
10-27-2012, 11:09 PM
Thanks for the update. Hopefully Dystopian Wars picks up steam in my city. Austin is a huge GW town.
Daemonette666
02-08-2013, 11:19 PM
I got the 4 missing heat lances yesterday. There was a huge problem with the message service for Studio Sparta, which they have fixed, and then they sent the replacements which got lost in the Christmas mail. They sent them, and I well hopefully when I get the time, I can put them all together.
Once I have a game with them I should give a battle report and discuss their strengths and weaknesses, and how good or bad I found them.
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