Arcadia Power

Recent Posts

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21
Feedback, suggestions and requests / Re: Ask us anything!
« Last post by CGReynolds on April 25, 2019, 02:33:20 am »
Hey Rentner, thanks for the questions!

Q: Will all future units follow the current name "scheme" (Animals)? Or will only Tanks be named after animals while Walkers or Aircraft will be named after something else (e.g. Gods, Colors, etc.)

A: There's a naming schema for each type of unit. Tanks are generally terrestrial vertebrates, with some degree of link between the name and the unit (albeit often tenuous). Command units have a mythological creature naming schema, aircraft will have birds, walkers will have insects/arachnids, buildings will have geological formations and hovercraft will have weather names.


Q: Once Aircraft or other unit types have been released, are there plans for Production and Logistic units of that type? Like a flying Resource Transport or a flying factory? Or will there be different types of Mobile factories?

A: There are plans for full suites of units, including command, transport, support and combat units. There are plans for different types of mobile (and immobile) production units. In the far distant future, there are plans for super-heavy units and war-scale games. However, our focus at the moment is on building the community and establishing ourselves. Once we have a player base and the game is a commercial success, then we can look to adding to our fleets of drones.


Q: In one of the Kickstarter updates Beaver and Polecat have been mentioned as units. Will these be the next to be released?

A: I'm still not sure where the name 'Polecat' came from. I think one of the guys from Beasts of War came along and misnamed the Jackal and the Publisher's staff got a little confused. It actually doesn't exist.
The Beaver, on the other hand, is designed as a repair/construction unit. It is planned for release with our buildings.



Q: AD is my first 15mm game so I don't have a comparison: Are the drones smaller than a usually 15mm tank would be?

A: Glad to be your first! If you compare our drones to something like a Panzer III model, you'll find the drone smaller than even that little tank. As Josh indicated above, the drones shrink the internal size required considerably. The other thing going for our drones is that they assume that successful Low Energy Nuclear Reactor (LENR) technology is available, and thus they are powered by multi-Gigawatt-range reactors about the size of a domestic dishwasher.


Q: As commander-on-foot can happen, couldn't there be any Infantry sized drones? So the commander has a model and also as a troop type?

A: We had considered small swarms of infantry-like drones in the early stages of development. The tricky thing is that they would break the game somewhat, and the weapons and armour they carry wouldn't hold against the larger weapons and sturdier armour of the full-sized drone tanks, etc. Sure, a small spider drone could kill an unarmoured human easily enough, but they wouldn't have so much hope of holding out against that same human in a command vehicle, especially when that human is a Digipath!


Q: You have mentioned faction packs as future expansions: Are these meant to have faction specific Order cards as well to further flesh out the factions or will it be "just" Commanders?

A: We are planning a few expansions in the near term, all of which will require more playtesting before we can release them into the wild. The faction packs are intended to come with four new commanders, at least two different faction-specific orders, variant vehicles that trade one stat or trait for another, and possibly even decal sheets and COF miniatures for that faction.


Q: Will there be different kinds of Extractors? Of course this can already be handled by different color schemes (Blue Extractor produces better/double ressources etc.)

A: At this stage there are no plans for different kinds of Extractors. However, in the Missions expansion (working title), there are a range of different things that might end up in the middle of the table in place of an extractor: a comms tower, a relic of mankind's golden age, or even a park of abandoned vehicles, ripe for the stealing.
22
Tactics / Re: Tactics Tuesday: Artillery!
« Last post by Rentner65 on April 24, 2019, 09:16:26 pm »

I still haven't played yet but I hope to have a game soon! Thanks for the article and the insight - it will certainly become in handy!
23
Feedback, suggestions and requests / Re: Ask us anything!
« Last post by Rentner65 on April 24, 2019, 09:11:38 pm »
Hi Josh!
Thanks for your answers!

Looking forward to the Walkers (and Aircraft and Hovercraft) and the faction Specific Order cards!

I understand the decision regarding "Infantry" but I still feel there should be some... especially as AD transports this C&C feeling for me. Infantry was a huge part of C&C.
But that's nothing that can't be house ruled. As the tanks are smaller than in other 15mm games (as you confirmed), maybe I'll try some 10mm Infantry models for a test.
24
Feedback, suggestions and requests / Re: Ask us anything!
« Last post by Josh Percy on April 24, 2019, 12:49:23 am »
Hey Rentner, I canít give you answers to everything there but I do have a few snippets of intel for you from the inside. As a playtester Iíve seen some fun stuff in the works but I canít speak on behalf of Chris or the developer for what comes next or what creative decisions are made.

Q: Are the drones smaller than normal 15mm scale tanks?
A: Yes! Given that they donít need the space to hold crew, they have a much smaller profile than a manned vehicle.
Q: Are there plans for ďinfantryĒ drones in the works.
A: From discussions Iíve had, that doesnít look like the case. When walkers come out, think more like a spider tank than a terminator for the direction theyíre headed.
Q: Will faction packs include faction specific order cards?
A: Unless something crazy happens in the near future, yes. Each faction has specific order cards that really bring out their individual flavour and they are looking awesome so far.
25
Feedback, suggestions and requests / Re: Ask us anything!
« Last post by Rentner65 on April 23, 2019, 10:24:37 pm »
Q: Will all future units follow the current name "scheme" (Animals)? Or will only Tanks be named after animals while Walkers or Aircraft will be named after something else (e.g. Gods, Colors, etc.)

Q: Once Aircraft or other unit types have been released, are there plans for Production and Logistic units of that type? Like a flying Resource Transport or a flying factory? Or will there be different types of Mobile factories?

Q: In one of the Kickstarter updates Beaver and Polecat have been mentioned as units. Will these be the next to be released?

Q: AD is my first 15mm game so I don't have a comparison: Are the drones smaller than a usually 15mm tank would be?

Q: As commander-on-foot can happen, couldn't there be any Infantry sized drones? So the commander has a model and also as a troop type?

Q: You have mentioned faction packs as future expansions: Are these meant to have faction specific Order cards as well to further flesh out the factions or will it be "just" Commanders?

Q: Will there be different kinds of Extractors? Of course this can already be handled by different color schemes (Blue Extractor produces better/double ressources etc.)



I understand if you cannot answer all of these questions :-). I really like this game. Hopefully it will sell well enough so that a lot more stuff will get released!

26
Painting, modelling and modifying / Painting C & C style
« Last post by Rentner65 on April 23, 2019, 10:02:07 pm »
Hey,

I have finally started painting my AD collection. I want to use C&C3 color schemes as this game really reminds me (and probably a lot of others) of this good old franchise.
Someone had posted some pictures on facebook already but there were no colors mentioned in that article.
Therefore I want to share my thoughts:

GDI: Yesterday, I started using Zamesi Desert (GW) as Basecoat and washed it with Seraphim Sepia (GW). The result was a little bit too brownish-yellow for me.
Therefore, tonight I plan on basecoating with Zandri Dust(GW), same wash and highlight with Ushabti Bone (GW).
Edit1: Zandri Dust matches the GDI colors - I will use that color scheme. Stay tuned for pictures.

NOD: Currently I plan to have a black basecoat and Dawnstone(GW) or Stormvermin Fur (GW) as highlight. C&C3 NOD units also have a lot of Red so I plan Mephiston Red/Evil Suns Scarlet as second colors.

In both cases I use Gunmetal (Army Painter) for the tracks and guns with Nuln Oil (GW) as wash.

I'll post pictures once I'm satisfied with the results :-)
27
Player locator / Player Location: Ulm, Germany
« Last post by Rentner65 on April 23, 2019, 09:46:29 pm »

Trying to recruit a few more players in my area.
Feel free to contact me if you are around.
28
Tactics / Tactics Tuesday: Raiding part 1- fast entry
« Last post by CGReynolds on April 23, 2019, 06:13:27 pm »
Tactics Tuesday: Raiders (part 1)

Todayís article will explore the fundamentals of raiding. Raiding is putting your attacking tanks in the middle of the enemy formation, particularly amongst the production unit, command unit and transports.
As a highly aggressive player, this is one of my go-to strategies, especially for early in the game. There are a couple of ways to approach this: fast raiding, designed to get in close and fast and before the enemy can react. The second one, which I will cover next week, is using specialist raiders to get in past the enemy defences before wreaking havoc.
So, to the unsubtle approach. The two main contenders you will be looking to for your raiding work are the Wolf and the Cheetah. Both pack speed 4 and rather high firepower stats, so theyíre perfect to run past the enemyís guns before opening up with their own. Neither vehicle has anything special in the comms or sensors department, and the Cheetah has the downside of only protection 2 as well.
Itís best to start your raid with two drones if possible, but one can still work. The risk you run is that the enemy can bring your raid crashing to a halt (pun intended) with a well-placed System Crash card or similar. You will also need to make sure that you support your raid by placing units where they can keep up communications with your raiding drone/s, and putting the rest of your units into position where they canít just be ignored, either. You want your opponent to have to choose between threats. 
A typical raid will spend one turn moving to a point to start the attack, another breaking in, and a third (if still functional) causing as much havoc as humanly (dronely?) possible. That means that on turn 1, youíre using a Redline/Move card or two to move your raider/s up to a position where you have cover (or even better, the enemy has no LOS to you at all). Youíre relying on your speed, the cover, and the fact that the enemy will likely have more movement and fewer shooting cards on turn 1. Once youíve finished your move, your opponent will have to react to that next turn, and they may be ready for you.
Turn 2 is where this hots up. You want to focus your turn on this raid, so either put all your cards into it or wait in your covered position for a better turn to strike. If youíre poised to strike, that can sometimes be just as effective a psychological tool as using the raid itself. Use a Move or similar card to ensure that you move the full 8Ē for cover, and get yourself within your sensor lock range of 8Ē. After that, switch to a combination of Shoot and Rapid Fire. Itís handy to keep an Assault order handy here too, as if you need to readjust position or take cover after destroying enemy units, it gives you that flexibility. At this point, know that your drone is going to be lost, but pump out as much damage as possible while youíre there. Be bold in your positioning, and pack more shooting orders than you think you will need.
When raiding, know what targets you want to pick in advance. If youíre using a Wolf, your primary target should be the Wombat to get the most effect out of your weapons. If youíve got the Cheetah, Armadillos and command units are your primary targets. There are a few other orders that can work well here, including using Plasma Blast on harder targets to get more ADEs (ie a shielded Vampire is not a good target for a Wolf, but a Plasma Blast can fix that). Barrage is a perfect one to use if the enemy is packed into a small space, but the restriction on not moving before shooting means that youíll want to be in position to use it at the start of your turn 2. Donít underestimate packing one or more System Crash cards either, as your raiders will be in comms range of those juicy targets and you can really mess up their turn by playing them on enemy production and command units. You will also more than likely be in place to spot for your artillery, so a cheeky Indirect Fire directed at an enemy who counterattacks one of your raiders wonít go astray.
The vulnerabilities of this sort of attack are mostly around command and communications. Beware an enemy with a Jamming order already in play, as this will undoubtedly cover your raiders. Donít expose your link drones to enemy fire, as they will be prime targets. If you can swing it, put a Hard Reboot card down as your command unit order to prevent your raid grinding to a halt from enemy System Crash cards.
29
Battle Reports / One commander, Skald Berzerker vs The Warlord
« Last post by CGReynolds on April 17, 2019, 12:24:50 am »
Played a game of Armoured Digital last night at Jolt against Ben Jordan. It was my Skald Berzerker against The Warlord. These are freshly arrived minis, so paintwork was minimal (my white undercoated tanks vs my opponentís straight out of the box greys).

Iíd brought a Centaur with shield module, a Wombat, a pair of Squirrel transports, a Wolf, a Rhino and two Elephants.
Ben came with a Vampire with sensors, a pair of Armadillos for his transports, a Viper, a Bear and a couple of Elephants.

Initial deployment had both of us in neighbouring sectors, facing off over some open ground between a bunker and a rock formation. I put both Elephants where they could fire using their Artillery trait over the bunker, or swing their guns on to closer targets if need be. The Rhino was covering my left flank and the Wolf ready to race off around the long rock formation to try to flank Benís forces and hit his Wombat. My command vehicle was in the centre, slightly hidden between rubble piles around the wall.


Due to a woefully mismatched set of surprise dice, I got the jump on my opponent and got to play four orders cards before he could react. I drove my Rhino forward to the crater and laid into the nearest Elephant, piling on the railgun hits but having less effect than Iíd like. However, he got close enough to gain a sensor lock on the opposing Viper and feed the target data back to my artillery. Despite the stealth tankís slippery nature, I managed to land two hits and nearly destroy it. Ben advanced his rearmost Elephant, and then opened up with answering fire at my Rhino and Command vehicle, leaving a single point of main damage and one of mobility damage on my combat tank. I used Systems Crash to shut down the fire, and then sent the Wolf racing off around the back of the rocks and took some artillery hits on one Squirrel, which somehow failed saves and took both sensors and main damage. Our logistics phase saw Ben build a new Bear and me gain the first resources from the mine in the centre.
 
Turn 2 went in with more of the same. With another six orders rolled up for me, I went in hard for shooting. My Rhino continued to carve up the Elephant, scoring a kill, and my Elephants began to emerge from cover to engage with some direct fire. The Rhino and Bear traded shots until I managed to destroy that as well, taking some damage in the process. After a cheeky attempt at using Core Wipe on Benís new Bear, my Wolf raced around to a position that it might be able to strike from next turn. My misdirection from turn 1 was successful, and Ben had come packing a Hard Reboot that became useless as I didnít play any System Crash cards. Logistics saw me rebuild the Rhino and Ben produce a new Bear, as well as my spare Squirrel being used as a battering ram to destroy the heavily damaged Viper.
 
Turn 3 is when things started to go sideways for me. The final Elephant managed to finish off my Rhino, but then a few missiles from my command vehicle put him out of commission as well. I tried delving into more electronic warfare but failed to Core Wipe the Bear again. I started manoeuvring the combat tanks in the centre of the table, but my Elephant failed to mark the enemy command vehicle. His Elephant took an unsuccessful crack at my Wombat, but caused no damage. His Bear and Vampire, meanwhile, made a string of assault moves towards my flanking Wolf, failing to score main damage but breaching its defence systems and sensors. Bears are rather underwhelming on the move!


Turn 4, and Ben chose to use The Warlordís special skill: to once per game automatically win the surprise roll by three dice. Until now, my surprise of 4 was running rings around his of 2. Unfortunately for me, this was also the turn that Ben rolled up 7 orders cards. I was in real trouble. It opened with the Bear firing on the Wolf to the flank and causing some main damage, but he quickly switched targets and took a firing position within sensor lock of my command vehicle. Using a Rapid Fire order resulted in a lot of shots coming my way, of which four hit. Unfortunately for me, I forgot entirely that I was carrying shields and rolled up what I thought was a single save (too much time spent playing demo games and I forget some of the special rules!). Boom, command vehicle dead. I ejected to a position near my production vehicle, but I still had communications coverage to everything except my Wolf, thanks to the decent comms systems on the Elephants. The loss of the command vehicle also invalidated most of my orders, as half of my hand were only useful on the command vehicle. Damn! His Viper moved into the space and splashed my Rhino before I could respond effectively, cutting off my comms with the two drones on my left flank. At this point I looked at my useless orders cards and took a big risk. If I could run across the battlefield on foot, I could potentially get close enough to hack his command vehicleís ejection harness and steal the vehicle. I started running across the table by discarding my useless orders, before playing the Redline card on my Elephant to ram his command vehicle (and hopefully, distract it long enough to not notice me on foot). I scored a point of damage on Benís Vampire, but in return received two Protection Compromised results and then took two points of damage. Considering that Ramming deals explosive-type damage, it was a result that I hadnít seen coming at all. To add insult to injury, I also failed the engines test at the end of the Redline, taking a point of mobility damage as well.


In the logistics phase, I started building a new Centaur command vehicle, but with a low resourcefulness of 2 I wouldnít complete it until the following turn. Ben, meanwhile, sent his nearest Armadillo in to defend his command vehicle and ram my Elephant. He rolled up another
Protection Compromised result but only scored one hit. I had one save dice left, which normally succeeds on a 3+, but against three protection compromised damage tokens I was reduced to a single roll, needing a 6. I failed, and the Elephant was destroyed. However, in return I managed to land enough damage that the reflective armour of the transport shattered, and the Armadillo went down with me.

 
Turn 5 was not looking good. With no combat drones within range and only three orders up my sleeve, I moved into position to attempt the ejector hack. Unfortunately, Ben managed to get an incredible surprise roll and started to turn by trying to (unsuccessfully) run me over. His Vampire opened up at short range on my Wombat, and the Bear started in from the other side of the mine. I chased after him again, attempted the hack and failed spectacularly. The Vampire reversed over my commander, who was not able to get out of the way in time. Game over!

In the post-mortem, I realised that Iíd probably brought the wrong deck to exploit my commanderís faction victory condition, but the main thing that really got me was putting my command vehicle in the wrong place at the wrong time. My first few turns put me in a strong position, but Benís new assault units took control of the table centre and then I lost my control over my drones. I should have pulled the Centaur back and accepted the loss of my flanking Wolf in trade, as I had the advantage of range and firepower. All in all, though, it was a fun game that swung both ways over its course, and was on track to be a close one if I hadnít come so severely undone.
30
Player locator / Re: Player location: Canberra, Australia
« Last post by CGReynolds on April 16, 2019, 06:12:55 pm »
Looks like we've got at least nine players here in Canberra so far. Six pledges delivered in the ACT and two more local players bought up at ANZAC Cup.

We're having a come and play day on 11 May, so if you're in the area it's time to jump in!
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