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Everything posted by reddwarf

  1. I tend to agree Small Mek. With the hint dropped that squadron movement is now precisely measure the lead ship, then place the rest in base contact (full edge to full edge), additional edges allow more flexibility there.
  2. Lore is the easiest thing to ignore within a player group. I...have reservations...about much of the new setup lore wise. But if the rules work no one can tell me what lore I have in my head.
  3. For those interested there are a few Dindrenzi concepts at the bottom of this blog entry, including a fighter that reminds me of a B-wing: https://blog.warcradle.com/blog/2019/8/warcradle-studios-diary-4
  4. I don't know about changing Split Fire, but making Scatter weapons work the way you describe would be flavorful and very faction specific. I've always liked the idea of Retractable Plating for them as well-just adds to that old-school man o' war vibe they have with the long rows of broadside ports. No objections to the Aquan/Sorylian movement changes either, though it's really no particular opinion at all. I never seemed to have much problem being slow to engage, though my boards tend to actually hit the recommended terrain amounts, which makes a bigger difference to Sorylians than just about anyone else. Especially with liberal use of certain TAC's, gravity slingshots, and shunting, I just haven't found it to be much of a problem though I know others do.
  5. Odd to me that Warcradle is talking about the Directorate and how the ships should have a theme. I think they are one of the more consistent factions in terms of how models look, and (personally) I would break them up a bit. Compared to say, Aquans, for example, they are a model of consistency in aesthetics. Not sure how you really come up with a "corporate" theme, either. I would be nervous about making ships look like lizards or spiders. An Abrams tank doesn't look particularly humanoid, because it's built for function. Sorylian cylinders and Terran triangles and Dindrenzi guns with engines and Relthoza's more "vertical" orientation are enough distinction for me-they all look like spaceships, not the race that built them, and their extant fluff (however limited) justifying much of it. Part of Spartan's problem was in creating so many factions that it became difficult to keep them distinct, but the core 6 aren't in bad shape in terms of a distinctive look. As for the Directorate, I've long thought they should have 2 distinct "lines" of models. Cheap corporate **** (lousy ships, but low points and large squadrons), and luxury goods (expensive ships in terms of points and small squadrons, but really good). Heck, you can call "Directorate" the cheap stuff (the Walmart of FSA), while Works Raptor, Omnidyne, etc become the "luxury brands". In my mind that sort of thing would extend and deepen the fluff without altering it to something unrecognizable. Of course, full disclosure, I'm one of those who kind of liked the Grand Alliance/WW2 feel of FSA, but it sounds like that will be at least loosened. Ah well. Now what would be REALLY cool is for some genius to come up with rules that work across "eras", so you can have Aquans and Terrans fighting in the battles when they first encountered each other, or fighting as allies in the current war, etc...The real trick would be giving the ships balanced stats for each era, but also work for scenarios where rebels or separatists (or desperate orgs trying to stem a surprise attack like Terrans at the start of the main war) pull out big numbers of old or mothballed ships to to throw at smaller groups of "modern" era ships. Note-I have no real idea how to actually accomplish this Sorry, just sort of rambling since I'm not here much these days.
  6. Very promising, in many ways. I'd also like to see a movement system that doesn't rely on a large template (if anything, the ones in Dwars look worse than Spartan's in terms of employing in the middle of a cluster of models on a table). Also not really a fan of symbolic dice-I instinctively see it as nothing but an attempt to get more money out of me. Doesn't really matter though since you can always use a standard d6 instead. From the stat cards it looks like they've mostly removed the hassle of tracking individual damage levels and having that impact all your attack and defense dice. In fact, at least on the stat cards I looked at, offense never degrades at all. It's mostly secondary things like movement that change as you move from Battle Ready to Crippled. That's a significant increase in deadliness, and completely does away with zombie ships (good). Not sure I'm 100% on board with no attack reduction at all, but willing to try it out. Decent stab at SRS-certainly worth trying out. Curious to see Patron (Admiral?) effects. Supporting attack dice is way simpler than linking (good). Love the Victory/Valour concept. No fixed arc :( I know, I'm in the minority and it's a measurement hassle. I just like the "flavor" and fleet differentiation it created. Definitely excited to see how they translate this to FSA!
  7. I think (in regards to the "magic formula") that you have to take squadron size into account as well. No one will pay 280 points for a full squadron of Isonades (at least, this Aquan player wouldn't)-they aren't 20% better than every other cruiser squadron in the game. The truth is ships are almost never judged on an individual ship level, but on their game impact in full squadrons. Personally I hope Warcradle makes that explicit by doing away with partial squadrons, and giving a squadron cost for the full unit, in fleet building.
  8. Except we have debris fields significantly larger than d3". Though arguably they don't REALLY make sense as anything other than a way to add "terrain" to a battlefield.
  9. Alextroy and I were playing a different game a couple weeks back that had an interesting activation mechanic/tracker (Firefly Browncoats and Brigands). Translated to Firestorm, it might work something like this: Both sides start at tracker 0 and roll initiative. Winner goes first. Each squadron has an activation cost (for example, 2 for a T3 squadron, 4 for T2, and 6 for T1--note, numbers pulled out of my butt, they would probably be a ship stat rather than a tier level designation). First player to go activates a T1, and moves to 6 on the tracker. After that initial initiative determined move, the player with the lowest tracking # goes next. Ties go to the player who did not just activate. Example, after the first player moves the tracker is 6 to 0, so the second player activates a T3 squadron and moves to 2 on the tracker. After that activation, he still has the lowest score (6 to 2), so he goes again, choosing to activate a T2 squadron. After that activation the players are tied at 6 each, so play reverts to the first player. Just throwing it out there as something to ponder.
  10. My problem with the heavy and light variants of everything is that there isn't really enough "design space" in the existing rule set to really differentiate them, particularly when it comes to the DR/CR/HP set of stats. Especially at the small end. Putting a light, regular, and heavy frigate, plus 3 corvettes, into 3 or 4 DR, 4-6 CR, and 2-3 HP fills up really fast, even before you take faction traits into account. In the end it felt (to me) like a cynical way to sell more models, not something that actually adds much to the game. One of the reasons I'm somewhat interested in the combining mechanic rather than linking is you can compensate for higher AD group totals not just by lowering individual ship stats, but by expanding DR/CR levels which opens up that crowded space (all ships in the game currently fit between DR 3 and 8, and CR 4-14).
  11. Dear God. Frans, you need to sit down with someone and have a long talk about spending priorities
  12. Everyone involved in Rebellion loved Stoobert's movement, once they saw the video and played it. A major issue is we haven't come up with a great text explanation for a rulebook though. With just text and diagrams it comes off clunky and weird. As I recall the first time a Warcradle person looked at it in email it basically came back "huh" It "seems" way harder and more complex than it is if you just have the text, which is an actual problem when it has to be in a rulebook. I just love how it drastically speeds things up but keeps the emphasis on arcs and facing that is so critical to Firestorm. And yes, waypoints are for maneuvering around terrain but making sure you don't end up in a completely illogical facing (the requirement to keep the waypoint and your starting location in your aft), and that's basically it.
  13. That is unbelievably funny to those of us who remember what you thought at 2.0 rollout.
  14. The Directorate probably have the most complete tactica of any faction, permanently linked at the top of the Directorate page. The General Tactica post includes a lot on cyber ships and tactics, and then each ship has it's own specific post as well. Very briefly, you want the Anarchist battleship, Turmoil R&D cruisers, Hostility Drones, and Overseer with Tormentor accompaniments. In v2 the "default" option is to target Life Support (especially against Terrans) since it degrades opponents AD and PD, but there are also tricks like targeting engines on a tier 1 (if it has to turn to avoid terrain and you'd rather it hit the terrain instead :)) or on one ship of a Tier 2 squadron (since they have to stay in coherency that effectively trashes the Move of a whole unit).
  15. Spartan, you owe CorroPredo a plaque on your production floor: "This molding machine brought to you by CorroPredo"
  16. Illosians are are a Kickstarter bonus level if enough is made.
  17. I really did enjoy the universe timeline provided--very good read. I will (sorta) miss Saurians being a Sorylian offshoot, but overall a much appreciated and very cool expansion of background. https://www.kickstarter.com/projects/921886974/firestorm-galaxy-expansion/posts/1965830
  18. At least two (and probably more) light destroyers that can get Focused Fire without spending command points. I...don't want to get banned.
  19. Why would any Admiral issue a random command
  20. You've been a much needed breath of fresh air @Spartan_FA_Mike Good job.
  21. Yeah, those stats are why I'm a little leery of Saurians using Overseer tech. The Overseers are/were a scenario McGuffin, not a playable race. Presumably the Saurians will be WAY toned down from that, but at that point are they really using Overseer tech?
  22. What is the game design purpose of Command Orders? They add a new game mechanism that has to be balanced, added to fleet builds, and then tracked during game. What do they add to the game experience to compensate for that? Here's what I see: 1) A balancing mechanism to compensate for FTB differences. 2) TAC replacement 3) Compared to v2 they mostly RESTRICT choices, since so many previously unlimited options around movement and boarding are now restricted. I think the *goal* might have been to add tactical flexibility, but it's actually doing the exact opposite. 4) That in turn has caused the creation of whole new Specialist MARs, whose apparent goal is to do nothing but reduce the command cost so certain types of ships don't become useless. Having to introduce mechanic B to counteract mechanic A should have been a red-flag. 5) Balancing just seems impossible to me. From working against FTB (and scaling when FTB is set but command points have no limit), to Disorder markers adding a flat +1 to the cost (which means that it increases costs by anywhere from 100% for a 1 point order, to 25% for a 3 point order), to stopping game-breaking combos and auto-includes when there are so many options and you can use so many orders every turn....I spent a lot of time on the v2 beta and FFG--I just don't think this is ever going to balance out very well. It's 3-5 that bug me, obviously. Even more so with the preview of faction specific orders. It's probably too late, but how about something like this: Faction FTB Free Command Points Dindrenzi/RSN/Aquan/Terquai 3 (just noticed that on Aquans, interesting) 1 Relthoza/Bakash/Terran/Hawker 2 2 Sorylian/Veydreth/Directorate/WR 1 3 Additional command points cost 15 MFV per point, regardless of faction. Ops Centre can add a command point, and Dirty Secrets remove a CP (at the start of game, getting rid of the infuriating "ha-ha no you don't" aspect of the current MAR). No more than 1 command order can be used each turn, per player, and only if the Admiral is on the board . This makes balancing way easier since one per turn means spamming broken combos simply won't be possible; it also makes it easier to balance the FTB/Free command point mix, as opposed to different costs by FTB which has scaling issues..ie FTB is FTB regardless of game size, but it's easier to fit, say 100 MFV of command points into a 2000 pt list than it is 1000 pt, and some factions would get 10 command points out of that investment and others 5. Each order issued uses 1 Command Point (fix learned from TAC's to again help balance things). Disorder markers do not change this. You do not have to pre-choose orders like you did TAC's, or buy them back (was unnecessarily limiting and we want to add tactical choices to the game). They are all available at the start of each turn (but again, can only choose one per turn to play). General Orders Note Focused Fire Per current v3 Targeted Strike Per current v3 Emergency Vectoring Per current v3, or roll ship from v2, except no damage/disorder done Solid Repair Removes all ongoing effect markers on a single ship, or 1 marker from all ships in a squadron Drives To Max +5" move--Much greater move bonus than TAC, to balance with things like Focused Fire Intel Gathered +4 to initiative check --again, better than TAC for balance purposes Perfect Timing Squadron of your choice automatically passes Reserve check--again, better than TAC for balance purposes Regroup Per v2 (I expect this would see more use if you don't have to pre-choose it before a game, at which point it can be quite good) Generally speaking these orders replace TAC's or add something new (Focused Fire, and effectively Targeted Strike since it was never used). By not having move options as orders (except Emergency Maneuvering, which has a new component and Roll Ship now has a cost so isn't a free way to avoid weapon disabled) it goes to a system that ADDS things, instead of feeling like a change that limits the games' tactical options because movement and boarding are so much more restricted. Faction orders can then be designed so each faction has 3 or so, and with the same cost 1 balancing factor. I don't know why it was decided that each faction needs 6 orders--seems completely arbitrary and just makes things harder to balance (especially when there are duplicates across factions).
  23. The ship is the Overseers frigate from the boxed set. I'm not aware of a way to get the gate and ship seperately from the box.
  24. It's weird. In my opinion the "big things" like movement, fire mechanics, and wings (basic game mechanics) are moving in the right direction (notable exception--Command Orders). But so many "little" things strike me as wrong, and/or hugely faction altering for no real gain that it's hard. Kinetic, Pinpoint, Cloaking, Boarding, Ambush, Shunting, Primary/Secondary/Tertiary...they keep adding up. Don't worry Spartan, I'll still try 3.0. Just feeling pessimistic I guess.
  25. Not even sure where to start commenting on these, other than I hope it's a VERY early draft and will be significantly changed. I've genuinely been trying not to go hugely negative in these v3 threads but this one flipped me over the line. First point: Get rid of all the "rest of the game" effects. They aren't "orders" in any sense of the term, they are enhancements that belong in the hard point/upgrade section of ships/squadrons. Second point: These are a balancing nightmare. For example, the various repair effects: Dindrenzi and Aquan spend 40 (fleet) points to remove 2-7 markers from one squadron, the Relthoza 15 points to remove 1-3 markers from one squadron, and Sorylians 30 points to remove an unlimited # of markers from all squadrons. Terrans and Directorate don't get an order to do that, but do get Regen on large models that works 1/3rd of the time for 30 points, or +2 shields on a squadron for 45 points (Terrans can also spend 45 points for a squadron to never take Disorder markers, which seem like they will be the most common ongoing effect). Third point: Some of these are ridiculously good. Aquans are the only faction who will be making extensive use of movement orders, thanks to Impossible Maneuver making them really cheap. Directorate Blanket Fire is a ridiculously cheap F-you to critical defenses for entire classes of ships (and really screws some opponents, ala the Biohazard/Weapon Shielding problem) Fourth point: Some can be an way too random: the Sorylians can spend 30 points for Blessings of the Loremasters, and get points back equivalent to a final value from -10 (if they roll snake eyes) to +90. Fifth point: Or possibly a sub-point, who knows. Making these balanced and flavorful is hugely difficult for the 6 core factions (8 if you count Saurians and Pathogen). You're going to have to repeat this for all the Marauder factions as well, meaning you'll end up with another huge set of charts and difficult to balance effects. I'd go on, but my doctor has warned me to watch my blood pressure. Honestly the more I see of the entire command point mechanism, the more I dislike it. I'm sure it's too late to eliminate the entire mechanism so I can grit my teeth on the standard orders, but these faction orders...no way. Silly point: The Tau called, they want their marker lights back.
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