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Post by Eric Farrington on Jun 27, 2022 14:27:35 GMT
Greetings all,
Please use this thread to ask your questions about Castles in the Sky. Their are a lot of complicated interactions and I am more than happy to discuss any questions you may have.
Thanks, Eric
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Post by spielorjh on Jun 28, 2022 21:08:58 GMT
Measurement is from the central post like most starship minis games but the scale is much closer in. How do you know when a ship has made contact/collided/rammed?
Is it when you're at the same altitude and: -the actual models touch each other? (And since you pivot around the center, can you collide of you make a turn while next to another ship?) -the bases intersect? -the central posts intersect?
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Post by Eric Farrington on Jun 30, 2022 14:31:56 GMT
First off, WELCOME!
Solid question as the rules are not 100% clear here and I can see some players wanting collisions to happen more often than others.
For me, two things need to come into play.
1. The airships must be at the same altitude. 2. The actual models would come into contact.
Ramming is easier to determine, since there is intent. Collisions have no intent, so some interpretation is needed. All three of your interpretations make sense so if your group prefers something different, than the models overlapping.
Also refer back to the Most Important Rule. Do what is the most fun for you and your friends!
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Post by tabletopmog on Jul 3, 2022 15:28:11 GMT
Hi.. just got the rules and interested to give them a go.. I already have two Brigade models fleets - French and Spanish - but not sure how to reconcile the former with the French 'list' in the book.. or how to 'stat' the Spanish.. any tips or rules anywhere on how to construct stats for ships, or add 'points' ? thanks!
Martin
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Post by Eric Farrington on Jul 5, 2022 13:32:55 GMT
WELCOME!
First off, thank you for your support!
When it comes to the fleet lists, the idea was that you just choose the "Class" of ship and apply it to the models you have. None of the profiles are specifically designed for any particular models. So for the example of Spain, you might decide to use the British list as the base, and then apply for the Aragon class Battlecruiser, go ahead and apply the rules for the Indefatigable class to it.
As for building your own ships, there are no rules for that as yet. It seems to be in demand, so I expect more on that eventually. In the meantime, if you look at all the Battlecruiser classes across all nations; you will see some commonalities of Armor rating, lift, turn, and firepower. That should get you in the right ball park.
Hope that helps!
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Post by tabletopmog on Jul 5, 2022 17:07:57 GMT
Thanks Eric! Look forward to trying them out soon ;-)
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Post by oubliette on Jul 15, 2022 20:18:50 GMT
Hi Eric, I just picked up a hardcopy of the game, looks good on a first read through.
I have a couple of questions, sorry if I've missed the answers on my first read.
1. Can a ship's lift value be used for both speed change and altitude change (which I know will then impact speed) on the same turn? e.g is a ship with Lift 1 able to change its speed by 1 at the start of the turn AND then change its altitude by 1 during its movement?
2. Does the 2mu mandatory movement after a turn also fulfil the mandatory 2mu before a subsequent turn. I'm assuming that it does otherwise the example Minotaur would not actually have enough mu to make it's two allowed turns but it's not explicitly clear to me since the "turn" procedure is defined as move 2mu, turn, move 2mu. 2a. presumably this also means that a ship must have a minimum speed on 4mu in order to execute a turn at all?
Thanks for using your time so that we can enjoy using ours.
Paul
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Post by Eric Farrington on Jul 18, 2022 14:13:27 GMT
Thank you for the support and the book purchase!
1. Yes.
2. Yes.
2a: Yes.
You got it nailed down. I look forward to seeing some battle reports soon!
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Post by spielorjh on Jul 24, 2022 16:07:06 GMT
I don't see anything on the Osprey Wargame Resources page for CitS. Is there anything planned in terms of roster sheet or quick-reference pages?
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Post by Eric Farrington on Jul 25, 2022 13:59:17 GMT
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Post by oubliette on Jul 29, 2022 19:37:45 GMT
Thank you for the support and the book purchase! 1. Yes. 2. Yes. 2a: Yes. You got it nailed down. I look forward to seeing some battle reports soon! Excellent, thank you.
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Post by spielorjh on Aug 25, 2022 15:10:33 GMT
I finally have my first game set up for next week. How many rules conflicts are likely to arise if one player has the blue book while the other has the lastest pre-Osprey version?
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Post by Eric Farrington on Aug 25, 2022 16:50:58 GMT
Many!
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Post by elbmc1969 on Aug 30, 2022 18:54:36 GMT
1. Is it correct that a number of Torpedo boats have Stern torps? This seems very odd.
2. The Izyaslav-class destroyer has Speed 18 bombs. I assume that's an error.
3. The Pilo-class torpedo boat has an operational cost of 8, making it more expensive than any cruiser.
4. The G-class torpedo boat has an operation coast of 9 and it seems dramatically better than the Pilo (turns of 2/90 instead of 2/45, 2 torps instead of 1. Doubling firepower and maneuverability seems like there should be a bigger cost difference, especially since German leadership is a bit better.
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Post by elbmc1969 on Aug 30, 2022 19:13:04 GMT
1. If a fighter attacks an airship, does it permanently reduce the target's Point Defense?
2. If multiple aeroplanes attack an airship on the same turn, does Point Defense fire once at each aeroplane or once against all aeroplanes together?
3. Same question for torpedoes. They're "fired in batches," but "all torpedoes attack separately."
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