Greetings! SeerK from The WayGate here once again.
Today I am going to be taking you through a turn of Firestorm Armada.
Last time we covered the six core factions and gave a little
background on each of them. Now its time to get down to business and
talk about the game itself. We will walk through a typical game turn
so you can get a feel for how the rules work and how a turn flows.
Before the game starts you typically
decide which of the six missions in the rule book you are going to
play. This can be done by mutual agreement or roll a D6. After the
mission is determined you build your fleet. Thats right you get to
build your fleet after you know what mission you are playing and what
faction you are playing against. This is also when you determine the
point level of your game. The composition of your fleet, IE the
minimums and maximums you have to take and can take, is determined by
the point level of the game. Players who have played 40K are
familiar with the Force Organization chart. This is a similar
concept. Games of 800 points and below are considered Patrol Fleet
sized games. Games of 801 points to 1200 points are considered
Battle Fleet sized games. Games 1201 points and larger are
considered Grand Fleet Sized games.
Tournament list building works a bit
differently because the missions are different and you don't know who
you are going to be playing. The Point totals and “Force Orgs”
are the same, but I can cover that at a later date or you can check
out out tournament format over at The Waygate. We are running the
Firestorm Armada Tournament, The Schaumburg Prime Offensive at
Adepticon. I am discussing casual games and pick up games with my
examples today. For simplicity sake we are going to use the “Border
Clash” Mission as our example mission today. This particular
mission is won by simply outscoring your opponent by destroying his
ships. The scoring method of Firestorm Armada is Battle Log.
The Battle Log tracker is a sliding
scale. You and your opponent start out at zero Battle Log.
Destroying vessels and squadrons of ships increases your Battle Log
while decreasing your opponents. In missions with special
objectives, fulfilling the objectives will also increase Battle Log.
The Scale is determined by how many points your game is. Patrol
Fleets have a maximum Battle log total of 10. The scale increases in
increments of 5. so Battle Fleets have a maximum of 15 and grand
fleets have a maximum of 20.
Firestorm Armada is an I go, you go
style of war game. Unlike games like 40K though you alternate
activating units. So when you Activate a unit and perform all its
actions your opponent then activates one of his units. You go back a
fourth until all the units have been activated. That completes one
game turn.
Rense System Navy Fleet |
The Turn has 5 phases. The TAC Phase,
Initiative phase, reserve phase, Squadron Activation phase, End
Phase. Order is important. The first 3 phases happen very quickly.
The last 2 phases are the majority of the turn. Spartan Games has
actually made the rule book available online in a free PDF form, so I
am going to just briefly go into each phase to give an overview. You
can dive in further by just heading over to the Spartan Games Website
and downloading the rules.
- The TAC Phase
Before any turn starts you have the opportunity to play a TAC or
Tactical Ability Card. You have cards that you choose before the
game from a deck of generic and fleet specific cards. These come
with the Patrol Fleet boxes and the Starter set. You generally get a
hand of three. These cards can help repair vessels, speed them up
and basically give you a slight advantage for the turn. You can only
play these if your Admiral is on the Table and if your Admirals ship
has not been destroyed.
- The Initiative Phase
Players Roll 2d6 and add in their fleet tactics bonus, which is in
the appropriate fleet manual, to determine who has the Initiative in
the turn.
- Reserve Phase
Starting at turn 2, players roll to bring in squadrons placed in
reserve. The player with the Initiative for the turn rolls and
places units first.
- Squadron Activation Phase
This is the phase when all the action happens. This phase is
subdivided into 5 segments. The Command segment, Movement Segment,
Combat Segment, Boarding Assault Segment and Consolidation segment.
These are further subdivided. It sounds complex but once you
actually play a turn it is pretty quick and seamless. Mainly
movement is divided in two parts and combat is divided into three
parts. Movement is divided into Primary and Secondary movement.
Most of the time you are just using primary movement. Special orders
like coming to a full stop and spooling up your fold space drive to
get the heck out of dodge is done in secondary movement.
Weapons have different types but are grouped into two different
categories. Direct weapons and indirect weapons. They are fired in
the order of Direct weapons first and Indirect weapons second. The
first part of the combat segment is to declare all your attacks for
the activated unit. This can be very important. Order of operations
is important. You could destroy a vessel with direct weapons and
waste the fire of your indirect weapons because you declared you were
firing on all weapons on one target. For example, you declare you
are firing the main “Arc Bolt” rail gun, a direct weapon, of a
Dindrenzi Battleship at a Terran Cruiser. You then declare that you
are also firing your torpedoes, an indirect type weapon, at the same
target. The cruiser already has 2 hull points gone out of 4. The
Battleship is very likely to score a critical hit with its rail gun,
destroying the cruiser as a critical hit typically does 2 hull points
of damage. This would mean your torpedoes would be wasted as the
target they were declared for is no longer there.
After movement and combat, vessels may launch boarding assaults
against enemy ships that are within range and that they have not shot
at. This can be very risky or pay off big as you can capture and
destroy enemy vessels.
After boarding assaults we move to the consolidation segment where
some in game effects and markers expire and are removed. Once this
is done your opponent then chooses a squadron to activate. You go
back and fourth until all the squadrons have been activated.
- The End Phase
Once all the squadrons have been activated you move to the end phase.
The end phase is when you attempt to repair critical or weapon
effects on ships. Command, basically leadership tests, are taken on
disordered squadrons and you are allowed to buy back spent TAC's by
paying the buy back cost on the card with Battle Log.
Hawker Industries Patrol Fleet |
The only thing you really need is a trusty tape measure and a cube of
D6's. Some terrain would be handy as well. Terrain rules are pretty
simple and easy to represent on the table. Our group likes to use
thin craft foam to represent an area containing Asteroids or debris
or even a Gas cloud. These all have effects on ships sitting in them
and moving through them. They add to the tactical nature of the
game. I would advise getting the basics down before adding in
terrain.
Well thats a quick overview of the game turn. As I stated before, I
recommend going over to the Spartan Games website and downloading the
rule book PDF. Give the game a try and head on over to The Waygate
for Tactics, hobby stuff and general musings on Firestorm Armada and
Firestorm Planetfall. Oh did I mention there is a 10mm ground combat
game that fully ties into Firestorm Armada? Well there is! If you
are also a pod cast listener head on over to Firebase Delta. Phil
and the guys are Firestorm enthusiasts and have some great episodes
on tactics and just starting out. The WayGate writers, aka the
Michigan crew, are also on there on occasion waxing philosophical on
tactics and competitive play.
Well thats all for now. I hope I will see some of you guys at
Adepticon. Keep and eye out for Spartan Vanguard polo's and “TheWayGate” t shirts. Come and say hi and get a demo. If are already
playing Firestorm Armada sign up for The Schaumburg Prime Offensive.
It may be full now, but we are getting more spots. It also never
hurts to get on the wait list just in case a spot opens up. Next time I am going to start getting into making a fleet list and the basics of how list building works in Firestorm Armada. Read those rule books and see you next time.
Until then crush the Alliance and as always...
REMEMBER DRAMOS!!
Excellent summary, and inspiration for how i will be writing my review for Planetfall, thanks!
ReplyDeleteI am working my way through Planetfall currently. I have only been able to get a couple games in so far, but I really like it;
ReplyDelete