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  1. 6 points
    Warcradle Richard

    Model availability

    We definitely will get some casts out this year. We are midway through quite a lot of construction work to expand our manufacturing capacity. It should be complete by mid May, so we should be in a better position to announce any availability then.
  2. 5 points
    Warcradle Richard

    Future FA rules

    There have been alot of well thought and constructive suggestions on the forums over the last few months. We do read them. Scale won't be changing and whatever we do with the universe we will make a place for your current minis to fit in.
  3. 3 points
    I did not have issues finding other players for dystopian wars, for the air and sea, but I don't know anyone who cared for the land part/variant. And I liked the stuff shown, it's been a few years. Time has passed, design and production capabilities have moved on. The past is the past, let's enjoy that we see a renaissance for games that have been dead before and that we have an engaged and determined owner for dystopian wars. The past will not come back, and it would not make sense to wish it would come back, as apparently, it did not work out. Now let's have a look at Warcradle, they have a plan, they have experience and capacities, so be happy that they are taking care of this. Will some changes be painful for long time players or veterans? Yes sure, but you have that with any change of edition in any game. I'm for one am a happy trooper and look forward what's coming. And I do own a Blazing Sun, British and Prussian fleets, never got around to Antarctica and federal states, unfortunately, I'll just continue to use these minis and in time they will possibly just gather more dust on the shelf, but that is life... Be positive lads, we're such a small community currently, that tbqh it will not matter if you leave, but instead of being so negative, if you're not happy with what's happening or coming, accept that you'll not be able to change it and just move on with your life, ti will be more positive for everyone. I for one prefer to enjoy my hobby instead of hating it.. and if it does no longer fit my taste I move on.
  4. 3 points
    Wolfgang Jannesen

    Firestorm Painting Group

    Late into april but I have my RSN fleet complete (minus one frigate squad but its on the way) Here's what a month and a half of binged documentaries and coffee has produced EDIT: Wow these are really blurry. Sorry folks I'll retake and reupload them when I can
  5. 3 points
    Stoobert

    Movement Changes?

    I appreciate the feedback guys. Not being a professional wordsmith there may be a better way to explain it, so I made a video instead. In those circumstances where you're not sure if your ship will fit at the destination, or the movement will be finicky or otherwise a close call, a Pac-man-like or L-shaped template can be optionally placed before movement. Note that jaws of Pac-man converge on the center point of the base, making it easy to find the original position for reference or re-place and re-attempt. A cruiser with a 180degree movement zone would look like this.
  6. 3 points
    Stoobert

    Future FA rules

    I hope I'm not speaking for others too much by summarizing that feedback to the 3.0beta FSA rules released on the forums last summer was not generally positive. I didn't care for it myself, either, though there were a couple of interesting ideas. No doubt there were lots of hands in development of FSA 3.0beta but Derek was the lead designer, as he was for Halo. Neil puts his stamp/name on everything yet wasn't involved a lot.... at least that's my understanding. 3.0beta struck me as a designer given too much latitude without enough guidance and feedback. There may be several reasons Derek was chosen for Dystopian by WC. My optimistic guess is: this choice (along with Spartan_Josh ...not Linde, the other Josh) helps establish continuity. It's helpful to have someone involved from a long time ago guide, and in turn be guided by, the new owners as rules are developed -- how this balancing act will play out is the real question. You can read Derek's own perspective of his role in the interview, which hints at Warcradle values. I will watch the Dystopian community reaction closely. I think the next question is "how much will FSA change", before we get to how. The new 'fluff' Warcradle comes up with will probably drive both. I am unequivocal that FSA needs to change a lot if it's going to compete in the 2019 marketplace. Grognards can play SFB or Full Thrust. Casuals can play SW:Armada. FSA is a 3+ hour game that's not well suited for tournaments (been there), too complex for beer-n-pretzels, has some distinctive mechanics like DR/CR but not enough, somehow feels more like boats than starships, and lacks a compelling Intellectual Property. Phew...that was a mouthful. Some great looking models, yes, but where does FSA fit in? I've played too many games of 2.0 and demo'ed too many times as a Vanguard to think 2.0 was 'solid'. I respectfully disagree with those who feel 2.0 just "needs a few tweaks". Yet I do have hope that with a compelling story and unique gameplay FSA will rise again. I sure wish there was more I could do to help right now. I think a player survey is a great place to start - the 14,000+ email list, as well as new player demos with an open mind, which is what I'm doing occasionally.
  7. 3 points
    Bessemer

    Firestorm Painting Group

    A bit late to put up a March Paint along, but here's what I've done this month. Would like to say I didn't have the time, but I'm just lazy! Scavenger Platform Had to drill a hole in the hull a bit, otherwise it's massively off-centre. Deliverance Ark Bit of a failed experiment here. Tried to go for a stone look here, but to get a decent coverage with Citadel's Roughcoat, you need lots of layers, almost to the point of loosing detail. Also tried to pre-shade with black after the Roughcoat, but it lessened the stone effect, and to get it back I ended up re-spraying again with Roughcoat, only to loose the black to get coverage back with that. And green effect for Overseers. Original, eh? A strip and re-do I think... Reagent Extra Panels One of the vanes is a Milliput cast as I was one short. Had to file one side down as it came out way to thick. Now if WC can make an add-on that changes the front of it.... Now to get my arse in gear and paint the Hulaka.
  8. 2 points
    Kaptyn Krys

    Future FA rules

    @Warcradle Richard knows. eyes always watching. we could make them do it precious no no its to risky we leads them to it it? plastics my precious. and new rules. yesyes! and then when they are dead from the fumes we takes it! Gollum. Gollum! *Krys hops back onto his rock*
  9. 2 points
    Absolutely right, Storminwolf.
  10. 2 points
    How about another Q&A, get you guys in front of the camera again, do another discussion on the leaked images?
  11. 2 points
    Warcradle Richard

    Future FA rules

    We don't have the resources to burn on maintaining stats and rules on an old edition of the game. We are going to be focussing fully on our vision for the game and universe. Lots of things will be familiar of course. We realize (through re launching WWX, and the Dystopian Wars work) that we will not be able to keep everyone happy but we need to create our version of the games and drive them forwards.
  12. 2 points
    I don't mind "important" models (flagships, etc) getting made extra pretty. It just becomes a pain to paint, if all of them get that much detail. For example, my Mississippi Sky-Reaper (I'd give you its name, but the Australian term for an AA battery is offensive) is the only ship I've given red/white/blue decorations to.
  13. 2 points
    Stoobert

    Movement Changes?

    That laundry chart might be more fun than Race for the Galaxy, and it is certainly cheaper.
  14. 2 points
    Kaptyn Krys

    Exploding d13's

    Ive often mulled over using combinations of D4/6/8/10/12. part DnD memories, part reading the rules for tomorrows war. in Tomorrows War you always pass on 4s. however crappy n00bs use D4s. general guys use D6/8 and super duper elite marines use D10s. its interesting for sure. dice types are adjust for things like cover etc. Targets hunkered down? your D8s become D6s when rolling to hit. Its interesting for sure. However, you can acheive more or less the same statistics by using less or more dice. So the same effect can be acheivedin different ways. I do like D10s. a +/-1 is just a 10% shift in there chance to roll a target number. (not accounting for any exploding mechanics) D10s also give a much broader range of potential adjustments. 2D10 as tens and units also allows for a 0-99 spread on a table. Some people are not keen on exploding dice. D6s can often "run away". Exploding D10s would tone it down a bit but still keep the flavour. I think theres an RPG based on exploding D10s? Vampire the Masquerade or similar?
  15. 2 points
    Broadcast

    Introducing Nakano Gozen

    What's this? Salute 2018 is just around the corner so it's time to announce something very special indeed... Let's give a big welcome to Nakano Gozen - Emissary of the Blazing Sun! Nakano Gozen has lived her entire life in service to the Blazing Sun - the Immortal Empress Shinzua. As a direct descendant of the Empress with a startling likeness, Gozen has been trained extensively in both the martial and diplomatic arts. While her adventurous nature made her unsuitable for a role at court, Gozen was trusted instead with a secret mission to the American Frontier. As Emissary of the Blazing Sun, Nakano Gozen's mission has brought her into contact with both the Lawmen and Outlaws in the Wild West. While she is treated with suspicion by the authorities, her skill with the blade and silver tongue make her a valued ally to the Outlaws. Her interest in the activities of Doctor Carpathian has not gone unnoticed by the Enlightened or Union agents either... Nakano Gozen is the new promotional resin miniature by Warcradle Studios, for Wild West Exodus. Nakano will be released at Salute 2018, at the ExCel London, and available for purchase from our stand (TE10) for £13.00. After this, she will be available to purchase at events attended by Warcradle Studios - so you'll be able to get your mitts on this brand new promotional miniature from the Warcradle Studios stand at UK Games Expo, Gen Con, and Tabletop Gaming Live this year - as well as at selected Trailblazer events. Not attending? Feeling like your missing out? Don't worry! We will be making Nakano Gozen available to purchase online during events attended by Warcradle Studios! Initially, she will be available from our online store between 09:00 and 21:00 BST on 14th April 2018 while we are at Salute. Her next appearance online will be during UK Games Expo at the start of June! Nakano Gozen is our promotional miniature until 2019 when she will become part of our regular catalogue of fantastic miniatures - available to all! View the full article
  16. 2 points
    Charistoph

    Future FA rules

    Being tournament suitable doesn't always translate to being specifically designed for tournaments. It was designed to be played during a lunch hour. Sure, that's within a tournament's time table, but that doesn't make something people WANT to play in a tournament. Neither was Task Force, 40K, or Age of Sigmar. Heck GW openly brags that they are not a game designer, yet people still play gobs of tournaments around the world of both their major systems. Anyone up for a Solitaire tournament? No? Tic-Tac-Toe? No? Me neither. Time of game play is not the only qualifier for a tournament game. Tournaments for table top games come out of a community desire to play against a group of people over a weekend of a game they are already playing, not because the game is the new tournament game. Point values are determined based on how many games the tournament organizers plan to have played within the allowed time frame. If you want a game to die a slow meandering death only kept alive by the occasional grognards who are fighting a rear action against entropy, sure you can go that route. I still see people playing 9th Age as if GW completely denied ever creating Age of Sigmar. I'm a huge fan of Battletech, the original, not that Clix ****. Yes, the internet only shows you a distilled picture of the market, that is not in argument. The point was that Dropfleet Commander, as a competitor and a new boy on the street, will show you how much people are willing to buy and bring to the table for a game that is "fresh" to a market. What is the normal amount of ships for that engagement is what people are normally willing to play on either a game night or a tournament, because of the game's mechanics. X-Wing's a poor selling mechanic to follow as it is a poke-card game disguised as a miniature game, and the miniatures are used to sell the card packs (true story). Of course, there are 2 things which determine a match's speed, the ease of applying the mechanics and the familiarity with those mechanics. Those mechanics in Firestorm which increase turn time are those that need to be addressed to help bring new players in the game who are used to the ease of X-Wing. As an example, 1500 points used to be the target point for 40K, because 2 average armies of that value could be played within 2-3 hours. As editions came and went, it went up as the mechanics were made simpler, point values of units went down, and special rules started getting redonkulously powerful so that I see 2000 points as the average tournament point list these days. Each edition shed veteran players, either due to fatigue (sometimes over the rules which were open to argumentative interpretation, I'm looking at you Independent Character!) or because of the, "This Edition Broke My Army" complaint. However, as the rules got easier to get in to, it was easier to get people invested in the game, which is actually why 40K is seeing a resurgence. 40K is an important reference point as rumors are flying around in which Battlefleet Gothic will be making a comeback, and that is a direct and powerful competitor to Firestorm Armada, even more then DropFleet Commander is.
  17. 2 points
    Warcradle Richard

    Firestorm fluff

    We are talking about FSA, we do have it in the release schedule for next year, and to be fully supported for a long time after. You also might see a novel as one of the very first released in our Firestorm universe.
  18. 2 points
    Toxic_Rat

    Movement Changes?

    Even symbols can be challenging. How many of us could get a decent score on naming each of these:
  19. 2 points
    murphy'slawofcombat

    Model availability

    As a mostly a Terran player I love my Tyrent , wish I had another Zenith but with a slight redesign I would put a total of 12 turrets on the old girl . I would like to see the Templar make a come back as well. our R&D shield cruiser from view is size wise a little too small and could use a little rework on her stats. I would up her PD a bit and allow her to lay and sweep mines making her a true support vessel.matching her up with a carrier or a DN or BB would make a big difference in 1000 pt. + games.
  20. 2 points
    StorminWolf

    Introducing Nakano Gozen

    Picked up two at Salute one for myself and one for ElectricEve (she's a twitch streamer, used to do painting vids before Duncan for GW)
  21. 2 points
    Epic space battles... I think of Babylon 5. Every. Single. Time.
  22. 2 points
    Charistoph

    Future FA rules

    I didn't think that Taskforce was a tournament play game. It was designed for a quick get together and bang out a game in a short time with a small number of models. I don't think it was really designed for the larger number of models that a normal Armada game is supposed to have. Taskforce seems to be designed to work with X-Wing/Battletech numbers of models at the detail of 40K. Conversely, Armada seems to be designed with a more a step or two above Warmachine level of detail (but far below Battletech level) with a smaller Warmachine game level of models. The problem with detail and complexity is that the more you have in your system, the longer it takes to play the game, the more models you include in it. A good example of that is Battletech. It has a huge amount of complexity and detail, which leads to having more than 5v5 getting bogged down into a long slog, even with experienced players. Conversely, you have the detail of 8e 40K and Age of Sigmar which can have literally a hundred models per side (or more, depending on the army) and still move at a good pace. What are you classifying as a tournament game? When I see tournaments around here they involve WarmaHordes, 40K, AoS/9th Age, X-Wing, or Infinity*. Of those, only the latter two qualify as not requiring that many miniatures to play, and only WarmaHordes was actively designed to be a competitive game. It is possible to do a small number of models in a normal WarmaHordes tournament game, but that usually would involve Collossals/Gargantuans and Battle Engines, which then get outnumbered and skunked on scenario. * Malifaux never really took off very well here in my local market. There are some players, but there doesn't seem to be any interest in setting up a regular tournament schedule like the ones I just mentioned. ------------------------------------------------- The main question for the level of detail and complexity is what is the target size of forces you are wanting to field and the time frame you want these games to be run in. If you want to field 3 Grand Fleets per side in 2-3 hours, welcome to 40K level of detail. If you want to run a Task Force per side in 2-3 hours, say hello to Battletech level of detail. Either of these are fine on a tournament level of game. Heck, Infinity has a very small model count compared to anything besides Battletech (and maybe Malifaux), and the level of detail in that game is minimal, but it is a very complex game when it comes to rule interactions. 40K's level of detail is fine for the number of models you are expected to bring, the only problem it has from a tournament perspective is the lazy rule-writing by its parent company. My suggestion would be to look at your prime competitors and see what people are looking to play at. Primarily, that would be Dropfleet Commander (DFC) and X-Wing (XW). Decide if you want the model count of your games to be larger than DFC, in between XW and DFC, or match SWA. If you want to be bigger than DFC, then the rules are going to have to be simpler than FSA 2.0 rules are now. If you want to match DFC, then they will still need to be a smidge more simple (though, not by much). If you want to match XW, then bring on the level of detail and the turn markers etc. If you want to sell the most, going for GW levels of models and play time should be the eventual target. Say what you want about the quality of their rules (and I can go on and on), they know what their target is and they hit it pretty reliably. One of their best strategies is to encourage you to have a large and diverse army. Their long existence helps to go for that, though. Right now, if I was WC, I would target to be around DFC's level at the most, and leave it concepts which can be loosened over time to build up to GW's popularity and model sales.
  23. 2 points
    So our bi-weekly game night was last night, and we brought FSA to the table again. Based on the recent discussions we've had about game length, I decided to add a chess clock to the game. Since we only get together every other week, we tend to lose a large amount of time to chatting about stuff. I don't mind that, it's part of the reason we get together. But for gauging the impact of rules changes, it makes it hard to figure out if any time got saved. This time around, I put an hour for each team to force us into a 2 hour game. We played 3x3, with each player having a Tier 2 and Tier 3 squadron. About 275-300 points per player, so the MFV would be around 900, or just less. We've been playing the Convoy Escort mission that I've got prepared for GenCon, hoping to work out the kinks. New rules that we tested out: The single line movement system (courtesy of @Stoobert) A revised SRS methodology (we made an exception and allowed some carriers to play this time around) Using more modifiers to the to-hit calculation No linking of fire; Ships all have a calculated value that they combine into the AD pool Checking for "Emergency Escape" when ships get to half HP. Other stuff that we've been tinkering with. Some pictures: This is a lonely Dindrenzi Cruiser. Due to some massive piloting errors, the squadron went the wrong way and nearly hit a minefield (the red mesh in the photo). The other two ships in the squadron met an untimely fate to some well placed criticals. The Omnidyne corvettes however, excelled at their cyberwarfare attacks. We did manage to score some criticals though. How this Sorylian carrier survived, I'm not really sure. Tough Lizards, I guess. This is a broader view of the battlefield. The Dindrenzi carrier did get boarded, but was able to repulse the traitorous Ba'Kash. The blue shield cruisers were stand-ins for the cargo ships being escorted. They made it off the board, and the blockade was broken. Using the chess clock was a very interesting addition. It added a level of suspense to the game that we hadn't experienced before. Everyone really liked using it. It made the game feel more like a combat encounter. Mistakes were made, several lieutenants forgot to fire torpedoes, and ships were not moved into optimal positions. It's definitely not going to be for everyone, but for a casual game night it was great. We'll be using it again. The single line movement is a hit. It's our preferred method. One thing that is really required for the chess clock is to have streamlined movement, calculation of to-hit and AD pools, and just about everything else. Of course, a lot of us knew that; having a clock tick away the seconds just makes it all the more frantic.
  24. 2 points
    Broadcast

    Vignette #9 - Apology

    Author’s note: Whilst this vignette is set very firmly in the fictional world of Wild West Exodus, it is nonetheless loosely based on a real local Tombstone story. You’d do yourselves a favour if you go read up on Nellie Cashman and just what she accomplished in her lifetime, too. Doc Holliday has a secret addiction. A problem, even. Now, that seems very likely, given how quickly he has worked his way down the bottle of bourbon sitting on the table in front of him. Although you’d be forgiven for guessing alcohol as your answer, you’ll not hit the mark on this occasion. Try again. Maybe it’s tobacco, you might think. Well, again, close. But – and you’ll forgive, I’m sure, the pun – no cigar. Gambling. Gambling is his big weakness. It’s obvious now that you think of it. This irascible man is often at the tables until the small hours, staking everything he owns on the turn of a card. Yes. That’s it. Poker, Faro, Blackjack – there it is. Doc Holliday’s vice is gambling. Alright. Doc Holliday has a number of vices, but let me draw your attention to one of the more unlikely ones. There it is, right there his hands. A slightly dogeared book, tatty at the corners and obviously much-loved. A slim volume, with an artist’s rendition of a man in a long, black overcoat on its cover. Look more closely at the way the hat is tipped over the eyes, the way the artist has captured the curling of smoke from the ends of the pistols. The title of the book was once bright yellow, but time has faded it to a more subtle shade. From this angle, it’s impossible to make out the full title, but “Adventures”, “Stormin’” and “Lawman” are definitely in there. And this is one of two unfathomable truths. Doc Holliday is addicted to dime store novels. The trashier the better. A bizarre anomaly in such an educated man, but it is what it is. (You are, of course, correct about the alcohol, the tobacco and the gambling, but nigh on everyone in Tombstone has those issues. You get no prizes for those guesses). The final addiction isn’t even something he can ever hope to control. No, that is something intangible, but is still very evident. Wherever John Henry Holliday goes, trouble rides in a step or two behind him. Today, the deputy is having one of his better, more peaceable days. Lately, things have been uncomfortable in the more popular establishments in town. The taxidermy that is on display in Hafford’s has started to give him nightmares, the presence of the cowboys at the Grand Hotel have made that a no-go zone (but only because Wyatt said so – Doc is more than up for facing them down if they make trouble). And then, of course, the ongoing disagreements he has with the bartenders at both the Oriental and Crystal Palace Saloons mean that even what is widely acknowledged as the most dangerous corner in Tombstone isn’t an option. Just once. I tried to shoot him once and he won’t let me forget it. A flicker of guilt at his appalling behaviour when he was drunk and out of control right before… well, about eight months ago. When he lost his temper and lashed out in rage. Doc’s temper ebbs and flows as predictably as the tides. These days, he has a better handle on it, but there is still the air of a hunted animal about him. A man ready to spring into action at the click of a pistol hammer. But since his illness all but killed him… Since he has been forced to wear that curious face mask just to give his tortured lungs a rest… Well, much of his former affability has been replaced by a cynicism that is hard to reconcile with a man so young. He is still pleasant, still friendly, but there is an edge to him now. He has always chosen to sit facing the door – as so many gambling men often do – but now he always takes a corner seat as well. Not for Doc Holliday the sneaky knife between the shoulder blades. If he died, why, Wyatt Earp would never shut up about it. His choice of restaurant today is something far simpler than the grandiose places touting their wares on Allen Street. He has retreated to Nellie Cashman’s place. Russ House, out on South Street is a homely sort of eatery, but right now, that is just what the man needs. He is tired after a sleepless night and he is a little irritable to boot. Nellie’s good, solid cooking is a tiny taste of home. And more than anything, he adores that she always, always keeps a can of tinned peaches for him. If there is anything more Georgian than peaches, well, he’d thank you to tell him what it is. As far as Doc Holliday is concerned, Nellie is an angel. Yes, Nellie is a good girl; one of the best. More strength in her spine than most men he knows, more than capable of standing up for herself and well-liked by all who know her. She is the kind of woman who could quite easily lead a revolution if given half the chance. Doc is extraordinarily fond of her, but she never stands for his flirtations. Doc has been well-behaved for days, now. Not one altercation, not one argument, hell, not even raising his voice more than half a decibel above normal. This is not a natural state of affairs for the tempestuous deputy. Something has got to give and it’s got to give soon. In about four minutes, in fact. He is scooping up what remains of his peaches and cream and experiencing the pleasant buzz that comes with finishing the better part of half a bottle of good bourbon when he overhears the Texan at the table next to him. “That weren’t no beef stew. Ain’t got no idea what the hell meat that was meant to be, but damn if it weren’t an insult to whatever animal it came from.” In order to appreciate what ensues in the wake of this ill-considered review of Nellie Cashman’s cooking, it is important to consider the following factors. Doc Holliday has lived in this town long enough to consider it home. He holds Nellie very dear to his heart, because she is nice to him. He is more than a little drunk right now, he considers the Texan an intruder on his territory, he has a hair-trigger temper and he is, with very good reason, considered one of the fastest draws in the West. Like a stretched thread, his self-control is pulled too hard. Finally, the tension cannot cope. The thread snaps. There is the distinct hum of a Juiced pistol as it begins its power cycle. The Texan hears it very clearly because he has gone, in the blink of an eye, from being an ungrateful, vociferous complainant to being a man with a ridiculously powerful weapon held right up against his temple. He swallows. He looks up into the steel trap stare of Doc Holliday’s thin face which is pinched in an expression of extreme dissatisfaction. “What did you say, sir? I did not quite catch that. Louder, if you would be so kind.” The Texan considers his immediate life choices. “Why, that’s the best cookin’ I ever had?” There is an anxious pause as the deputy considers the unfortunate and bad-mannered diner. The rise in his voice at the end, the inflection that turned a statement into a question, almost results in the permanent estrangement of the Texan’s head and body, but it’s good enough. Doc backs down and the pistol is back in its holster before the Texan has even blinked. He never even saw the reed-thin figure move. Doc turns away, picking up his book and the remainder of his bottle of bourbon. He fixes his respirator back in place and tosses his money down on the table, Tipping his hat courteously to Miss Nellie, he departs with the self-satisfied air of a man who feels that he has achieved something good today. View the full article
  25. 2 points
    Even though Dystopian Legions is too large-scale, the infantry, bikes, etc would still make a "diplomatic escort" for her (even if they just use Outlaw stats that are close enough to what is on the model)
  26. 2 points
    Skyhawk

    Future FA rules

    It may not be efficient as far as space is concerned, but its better than looking through a book! @Stoobert I gave you're movement system a try. I give it Two thumbs up! It is so much faster than the original method! As for the part on if a game should be for a tournament or an all day affair. We should be able to finish a smaller game within a timely manner. Not everyone has a day they can burn on nothing but firestorm. Giant fleets are what inspires the imagination! And here is my Critical Hit table. Keep in mind that this is largely untested, as in I have been busy lately. If the number of successes is Equal to CR: Security in disarray CR+1 : Hull breach Cr+2:Decompression CR+3: PD disrupted CR+4:Fire Control Offline CR+5: Fire CR+6: Fold Drive Rupture CR+7: Shield overload Cr+8: Main Drive Failure CR+9: Reactor Leak CR+10 and up: Reactor Overload Kinetic and Precision Strike Have have the option to go either +1\-1. Boarding and Targeted strike will need a minor change to work with this table, I just don't know what yet. Feedback and Especially Playtesting will be greatly appreciated.
  27. 2 points
    I initially started with two "demo days" of Firestorm with 450pt fleets. This is generally 1 squadron in each Tier. Terrans and Dendrenzi make the best demo fleets, in my opinion. This proved overwhelming to players. Even at this level, you will be surprised at how much supervision/instruction even intelligent gamers need, that's my experience. It is not enough to teach them the mechanics once and walk away to another table. Managing more than two 2-player games in this way is overwhelming, and the "games" last too long. I then started demoing with just one cruiser (not one squad, one SHIP) and one frigate squad per side, 4-5 models only. At Adepticon and GenCon this is also what I saw the Vanguards doing to total newbs. Although these are not 'legal' fleets they are far more manageable for a demo game. It teaches them the mechanics of range bands, arcs, linked fire and squadron movement, as well as the difference between TL0 and TL1. That's plenty to start with. I'm eager to hear the results of your demos. Please post again!
  28. 2 points
    Hive

    Future FA rules

    That is one thing that always made me chuckle. Because of how FSA's slugfest scaled down as the points went up and you had more access to stuff that could hurt the enemy's T1s, it often felt like big games would take only a little bit longer than small ones. Like there was a minimum time commitment that occurred no matter the scale of the game.
  29. 2 points
    I'm also up for thinking more about a big multiplayer campaign system as well as more missions. I'd love to expand the Mission PDF I have floating around the forum as @Skyhawk kindly mentioned. (includes a rescue type mission Stoobert!) Ideally it would become a community effort. I'd did throw together a classic tree campaign using the mission in my pack too, though that's largely for 2 players building a narrative. I've been playing a fair bit of 30K recently and quite like the dice rolls for 1) random mission objectives and 2) random set up types. Something I'd also like to add to my pack for a sort of build your own mission tool box. I actually quite like the mix the Horus Heresy has of "general throw down randomly generate missions" vs "narrative/special missions" vs "zone mortalis" Kings of War has introduced a nice set of cards for determining: Objectives, secret objectives, in addition to the normal mission objectives. You draw 2 cards and choose 1. It might be select a unit of yours to survive the game, select the 3 most expensive enemy units to destroy Conditions, earthquakes, storms, magical surges and the like. This could translate to FSA and is something I have considered but I feel might need a different game engine to work nicely. Imagine things like a solar storm, neutron sweep, fold space phenomena etc. Strategy, draw 3 or so before the game, generally little tricks, could be a free cheap magic item, a nerve check re-roll, a nerve buff etc. In a similarish vein to the current TACS but more 1-off buffs. Me and my brothers did a 3 way KoW game a couple of weeks ago with a cental objective that when controlled gave us a strategy card and drew an new condition card for the table each turn. Worked quite nicely. Faction specific objectives I could get behind as well as more faction specific TACs.
  30. 2 points
    alextroy

    Future FA rules

    As in any game, you want people to need to make decisions. What you don't want it for it to be hard for them to determine what options they actually have. Under the current rules, it really hard to determine what end positions a ship can move to. That is bad. That needs to be clear as quickly and easily as possible so that the player can then agonize over which of those this the best option.
  31. 2 points
    Charistoph

    Ship construction methodology

    Eh, it's not so bad, certain tax softwares can help a lot if you just keep plugging at it. I just won't be able to actively do it for a few days or a week as I let my brain process all the chaos. I have it in my Google Docs here, and attached below. I don't have the Weapon bands on it, either. I may be missing the Task Force ships as well. The Sheets are Stats, Tier 1, Tier 2, Tier 3, Battlestations, Escorts, and Empire Command. The Stats page is set up specific to cell ranges, so I don't recommend resorting the Tier pages until you have everything entered as it will throw things off until you adjust them. As an interesting side note, when this was written up, the Cruiser base price range went form 50 to 70, with the average being 58. Average DR was 4, CR=7, Mv=8, HP=4, CP=4, AP=3, PD=3, MN=1, Shield=1, and Turn=1. Frigates were from 20-35, with the average at 25. Average stats: DR=3, CR=5, Mv=11, HP=2, CP=2, AP=1, PD=1, MN=0, Shield=0, and Turn=0. Battleships were 170-200, averaging at 180. Average stats: DR=6, CR=11, Mv=7, HP=9, CP=7, AP=5, PD=6, MN=3, Shield=1, Wings=1, and Turn=2. Ship List.xlsx
  32. 2 points
    For me, the core of what is Firestorm Armada goes back to the 1.0 roots of the game: Six+ factions of distinctly styled space ship models with distinct, but balanced game play The "Spartan Engine" of Exploding D6s combined with DR/CR Squadron-Based game play Alternating Activation gameplay Combined, these make for a fun and visual striking game that mostly avoids that feeling of having lost a game long before it ends.
  33. 2 points
    I actually started with Taskforce ( I know horror of all horrors). But if I had to say what drew me to firestorm it would be. 1 Cool spaceships. Like @Wolfgang Jannesen I was amazed at the size of my Apollo when I first got it. And the designs are just amazing! 2. Flexibility in the size of a battle. A new player doesn't have to buy a boat load of new models to get started, but on the flip side you can have full scale battles with the big ships. Which being a Star Wars legends fan that was something I have been looking for. Firestorm fits that bill rather nicely. 3. Price. For the price of one Star destroyer in Star Wars Armada you could get a full patrol fleet in Firestorm Armada and play a small game with it . 4. The sheer number of Factions , ships, and play styles available. Its easy to make a fleet fit your preferred play style. 5. Exploding sixes and shields are pretty cool. 6. Relatively simple rules. I tried to get into Flames of War, I got a little overwhelmed by the sheer number of rules . Firestorm is much better in that regard. If one were to compare my Terran fleet to my entire Star Wars X-wing collection you would find that my Terran fleet is considerably larger. Needless to say I like my Firestorm better than X-wing. And finally I just love my Tyrant. Best looking Terran ship ever (in my opinion).
  34. 2 points
    Skyhawk

    Future FA rules

    Consulting the rules definitely takes the most time for me, but the more you play the less time this will take. Though a good quick reference sheet will help too. As for one and two, there isn't a whole lot that can be done about them. As for five , with @Stoobert's movement method I think that the time it would take to aim is a bit less due to easier movement. And finally the crit chart. I have a rough, and I do mean rough, idea for changing it. Instead of rolling to see what critical effect you received, make it to where its based on the number of hits you rolled from the attack itself. For example: If the number of hits exceeds the CR by say 2 then you would get Decompression, if it were instead say 6 over the CR then you would suffer a Reactor overload. Like I said this is just a rough idea, but I think it would save at least a little time.
  35. 2 points
    Toxic_Rat

    Future FA rules

    Yeah, there are several ways to streamline the game. Movement using the template is a big time-sink...Alternate movement was discussed in another thread: and the movement was shown by @Stoobert in a video shown here. Changing the way we interact with dice is another way to streamline mechanics. I've been working with several others over the past couple of months, discussing ideas and working toward a shorter game. Several of those ideas have been posted into the rules sub-forum.
  36. 2 points
    Wolfgang Jannesen

    Firestorm Painting Group

    Sneak preview of things in the works. Now I just need to track down another Alliance box
  37. 2 points
    Overread

    Optional and Campaign rules Ideas

    The idea of an objective mission where you are required not just to capture and hold a specific point, but to escape with speed from that point with the ship that arrived is an interesting idea. In theory it could favour using a wider range of smaller ships over bringing fewer bigger ships; since smaller ships give you more chances to escape and secure more points. It would probably require instant FTL rather than escaping to the table edge, so perhaps a turn after finding to activate and flee the table. You could mix it up too and have each turn you "search" generate another rescued person or run the chance of it (so roll the dice again) vs the extra point if you escape there and then into FTL. Do you stay and risk saving another person; fighting the enemy or just up and run from the battle with what you've got. Map lay out would be critical to ensure that there's competition for the control/capture points. There could even just be the one point ( a mega ship or space base destroyed) so that there is some central terrain blocking direct fire, but so that to rescue you've got to get into close firing range of the enemy; or conversely the enemy can fire on your ships to knock them out. Might even experiment with a point lost per ship lost. FTL = Faster than Light
  38. 2 points
    Wolfgang Jannesen

    Future FA rules

    It partly came from me loudly conplaining about the lack of rushed new firestorm models, and getting put in my place by those in the know
  39. 2 points
    Overread

    Future FA rules

    At present we don't even know if WC is going to redesign fleets or not. Firestorm isn't being merged into another franchise so in theory they can keep the ships looking as they were with maybe some touching up here and there*; and bringing all ships up to a modern design if any older, less quality, elements are still around in some fleets. They might go for some redesigns and if they change the rules around might introduce some new ships or adjust existing ones to new roles; eps if they introduce any new weapon types/mechanics into the game itself. * eg the Dindrenzie dreadnought has a middle section insert that feels very after-thought added as the underside of it has no detailing at all - now granted the underside isn't as critical as the rest, but when every other ship has detailing on all sides it really stands out as a bit sloppy - esp on such a big model.
  40. 2 points
    I do find it odd that the race that gave the Terran's shields didn't keep up with and improved that tech for themselves. shouldn't they have at best the same shield tech. as the Terran's??? and while we are talking about sharing tech. torpedo spook.....the Lizzies gave us shields in trade why didn't we give them the spook. wouldn't that go a long way to help our cold blooded friends out.... just a thought
  41. 2 points
    Charistoph

    The Sorylians shall rise again!

    Wouldn't the spiders be a higher priority than the fish? Or is this to reduce the number of refugee fish fleeing the corporate oligarchy?
  42. 2 points
    Make Sorylians Great Again? Some kind of energy wall to keep out the Aquans is probably the first thing you should focus on, surely?
  43. 2 points
    Kalisix

    Diversion

    So I'm posting this in two places, because it crosses over a little bit into both WWX and DW (trying to link the two slightly). I accept that those that don't like the move over to the Dystopian Age won't necessarily like this story, but I wanted to see what people thought of this. Yes, this is a background re-write, and yes it is in keeping with the new WWX storyline which frankly I quite like. Even if you don't like the reasoning, would you be so kind to see if you like the story? Also big thanks to Sarah Cawkwell for offering sage advice, encouragement, and a fair wedge of editing. Diversion.pdf
  44. 2 points
    Enough now Danny, you've said your piece on the matter. You'll just have to wait for more details on Armoured Clash like everyone else. Then decide at that time whether its something you want to play or not. Let's leave it there.
  45. 2 points
    RuleBritannia

    The new Armoured Clash

    I don't know, WC has stepped back from some dodgy decisions regarding Fluff, so a concerted effort might make them roll back on what is regarded as a poor or at least odd decision on armoured clash, which would save cash, face and allow that sweet sweet land and naval synergy with enough cajoling.
  46. 2 points
    Status update: I've playtested this three four times now with different guys who are casual FSA players, owing a fleet or two, some of who now prefer other games. Presumably thousands of people bought FSA, maybe tens of thousands, but they're largely silent and not part of the few-dozen diehards currently active on these forums. They are customers nonetheless and their opinion no less valuable in fact maybe even more so...if we want to grow and revitalize FSA. Therefore I'm trying to reach out to get their perspectives. Everyone is entitled to an opinion, please understand I'm not taking that right away from anyone - I'm just sharing what these guys said. They all found simply combining AD together (3 ships x 3 AD = 9AD) to be preferable to halving AD in the linking pool (1 ship at 5AD and 1/2 of 2 ships at 5AD = 10AD). During these tests I've: 1. used the same 2.0 stats, but if their ship/squad can combine fire, instructed them to use the AD value listed in RB1 or RB3, which is generally a few dice lower, as a simple rough estimate of the 'combinator' concept. Ships which cannot combine, such as a Dend Battleship, continue to use RB2. 2. dropped DR by 1 across the board, to a minimum of DR3 to compensate and make sure 1on1 engagements can still result in damage. If you roll less dice, for example, you should still be able to meet the DR of a ship of roughly equal value at least half the time, that's my rule of thumb. Whether attacking as singles or in groups, the system was without complaint. One was relieved, two commented that the former linking mechanic is simply not necessary.
  47. 1 point
    In the Future Rules thread, we've gotten into a discussion of things that take up time, and some suggestions on what rules or game mechanics could be streamlined. Some things may end up being trimmed away from a new edition...so that got me wondering, what makes the game "Firestorm Armada" to you? What combination of factors makes the game unique enough for you to want to play it? For me, when I demo'd the game at GenCon several years back, I was drawn in by the following: Really cool ship models. They were big and mean looking, some of them. I instantly fell in love with the Dindrenzi railguns...guns with engines mounted on them! Customizable ships. Being able to add or remove updgrades, change hardpoints, and adjusting the composition of the fleet. Having MAR's on ships falls into this category too. Something to differentiate one factions ship from another. Different weapon systems. I liked the idea of having beams, kinetics, grav weapons, etc. I liked that there was a combination of direct and indirect weapons, short range fighters/bombers, and boarding parties in the same game. The game is (to me at least) primarily about Capital Ship combat, but these other elements lend a feel that you have a fully functioning fleet with lots of moving parts. Gridless movement. I have plenty of grid-based games, this one fills a nice niche in my library. So, what makes your list?
  48. 1 point
    I love talking about scifi. I need to watch more B5. What most people want when they play a space battle game is live the scifi they have seen/read before. I think FSA should strive to find a delicate balance between giving people what they know AND giving them something new. What we know: capital ships blazing away at each other, fighter pilots against all odds, crew screaming orders as sparks fly. Innovation is incremental, and we need to take that a couple steps further. Not twenty steps, just a couple. Give people what they know and then give them something a spaceship game has never done before, something that makes FSA special and worthy of their purchase and (re)play.
  49. 1 point
    Skyhawk

    Model availability

    WOO WHOO!!!!!!!!YPEE!!! THE 501ST SHALL BE EXPANDED! Thankyou for the information @Warcradle Richard it is greatly appreciated!
  50. 1 point
    Stoobert

    Squadron Activation

    I did a playtest this today, via drawing tokens from a bag. If you drew your color, you got to activate any squadron of your choice. My opponent found this mechanic similar to Bolt Action, had mixed feelings, and suggested it could be an optional rule for FSA but not a standard rule. Personally, I didn't like it. Not only was it time consuming it felt unfair to activate twice in a row. But at an aside, and to @Toxic_Rat's point above, my playtest buddy also identified (wisely I think) the need needs of two types of active gamer: A] those who play frequently with an active local 'scene' who need set of core rules for balanced and efficient organized play. B] those who play occasionally with a buddy, who want a campaign system and/or to tinker with a set of optional rules I was initially thinking that FSA needs 'basic rules' and then to graduate to 'advanced rules', but we run the risks of the basic rules being boring or overly simplistic or tutorial-like. But hearing his comments today I think a better goal is "core rules" (for player A) and "optional rules" (for player B ) and 'campaign'/legacy play like Frostgrave. Core rules are far from boring: they have a compelling multi-dimensional random setup: mission & objective & deployment ( like Malifaux) and rules that are streamlined and balanced. "Optional rules" and campaigns are for use in a 2-person-meta (player B): add spice to home games, motivate successive casual games, or to be sprinkled in occasionally for scenarios in a tournaments under supervision.
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