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DarkExcalibur42

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    DarkExcalibur42 got a reaction from hahnc77 in Official Kurak Alliance Thread: Ryushi   
    Here's some Ryushi fluff I wrote for scenario I posted on the old forums. Revised it lightly.
    Revised Battle of Ephemus Scenario:
    The Battle of the Alamo, adapted to Firestorm Armada fluff and mechanics! This was written sort of as a challenge: take a historical battle and adapt it fluff-wise to FS:A while still keeping the enjoyable or interesting elements of the battle. This is basically a bigger, crazier version of the Last Stand module in the core rules. But I like it, and the fluff was fun to write.
    Actual FS:A Fluff:
    Quote from: Spartan Games link=http://www.spartangames.co.uk/games/firestorm-armada/ryushi
    The Ryushi once possessed a trade empire that stretched from the centre of Fathoms Reach to the far edges of the Outer Reach. Their primary holdings, however, were in an area known as the Stars of Ephemus, now deep inside the Dindrenzi Federation. After the formation of the Federation and the inclusion of some alien races within the Legislature, the Ryushi were forced to abandon their holdings and flee to Fathoms Reach pursued by the vindictive spite of the Rense System delegation and their allies, the Illosians.
    This probably occurred between 3669 and 3680.
    Historical Info on the Alamo:
    Quote from: Wikipedia link=http://en.wikipedia.org/wiki/The_Alamo
    Houston could not spare the number of men necessary to mount a successful defense.[25] Instead, he sent Colonel James Bowie with 30 men to remove the artillery from the Alamo and destroy the complex.[24][Note 4] Bowie was unable to transport the artillery since the Alamo garrison lacked the necessary draft animals. Neill soon persuaded Bowie that the location held strategic importance.[26] In a letter to Governor Henry Smith, Bowie argued that "the salvation of Texas depends in great measure on keeping Bexar out of the hands of the enemy. It serves as the frontier picquet guard, and if it were in the possession of Santa Anna, there is no stronghold from which to repel him in his march toward the Sabine."
    ...
    Few reinforcements were authorized; cavalry officer William B. Travis arrived in Bexar with 30 men on February 3. Five days later, a small group of volunteers, including Davy Crockett, arrived.
    Tennessee House Representative Davy Crockett had been strongly supporting the sending of reinforcements to the Alamo to support the Texan defenders with their attempt to fend off the Mexican military. When this didn't go over so well, he gathered whatever volunteers he could on his own and departed to the Alamo himself.
    The battle was 2,400 (mostly new recruits) led by Antonio Lopez de Santa Anna on the side of the Mexicans and around 240 (mostly volunteers) led by William Travis & James Bowie on the side of the Alamo. So basically, 10 to 1... ouch.
    My Adaptation: The Battle of Ephemus III
    Towards the end of the Dindrenzi/Rense/Illosian campaign to force the Ryushi out of their sector of space (I'm going to say 3679, 31 years before the Alliance of Kurak), one last Ryushian holding near Fathom's Reach became of significant political interest. Terran diplomat and legendary deep-space explorer/cataloger Darren Crowley had been arguing strongly for his own government and other friendly governments (namely the Sorylians & Aquans, but also the other future Alliance of Kurak members) to intercede with additional defensive forces.
    The former Ryushi colony world, Ephemus III, lay very close to the boundary delineating Fathom's Reach, and should the Dindrenzi and their allies take possession of it they would be in an ideal strategic position for further strikes into Fathom's Reach and could pose serious long-term threats to the entire sector. Unfortunately, many of the minor races were overly cautious in assigning any military assets to a military engagement they viewed as out of their league. The Sorylians were very questioning of the entire situation, and not necessarily seeing what the ramifications might be in the future, and so taking a great deal of time to decide as they still consider the Dindrenzi to be a Terran problem. The Aquans are elsewise distracted by their own problems with investigations into mysterious attacks on their worlds (Directorate weapons tests), also hesitate to commit forces to what they suspect could be a distraction. With the other races refusing to support action, the Terran Alliance withholds military intervention to avoid acting unilaterally in the political environment.
    Outraged by this bureaucracy, Diplomat Crowley leaves for Ephemus III himself with a force of any volunteers he can find. Crowley leads a total of 250pts which can be composed of civilian ships and ships from Hawker, Terquai, and a maximum of one squadron of Terran ships. Crowley receives a bonus of 3 Tactics Points (without paying the point cost) to one squadron in his force, which represents his flagship.
    Recommended Crowley Force:
    3x Hawker Cruisers (180pts) (+ 3 TP for 120pts)
    4x Terran Pilgrim-class Frigates (80pts)
    Total: 260pts (+ 3 TP for 120pts)
    250pt limit only applies if you opt to build a custom force
    Prior to the arrival of Crowley's task force, a number of events took place on Ephemus III:
    Due to concerns that major defensive installations left behind on Ephemus III could pose a potential threat to Terran interests, the Charter deployed a small force commanded by Captain Jerica Browder to assist the Ryushi in dismantling their orbital defense platform and relocating it before it could be captured.
    The following are stats for the scenario-specific Orbital Defense Cannon, constructed partly by following the Leviathan guidelines and partly the Space Station guidelines. You'll note that the Cannon has a value labeled "5+" for its AD values in the Fore arc. The range on this is the battle map, meaning if its on the map and in the appropriate firing arc it's in range. The model has a 3inch by 3inch.
    Ryushian Orbital Defense Cannon: 300pts +30pts in Wings
    Space Station (Capital Class, Massive)
    DR: 8, CR: 10, MV: 0, HP: 13, CP: 8, AP: 6, PD: 10, SH: 0, FW: 6
    Fore (Fixed): 1/15AD, 2/20AD, 3/10AD, 4/6AD, 5+/4AD
    Port: 1/12AD, 2/16AD, 3/6AD, 4/2AD
    Starboard: 1/12AD, 2/16AD, 3/6AD, 4/2AD
    Aft: 1/-, 2/-, 3/-, 4/-
    Torpedo (Fore): 1/7AD, 2/7AD, 3/7AD, 4/7AD, 5+/5AD
    MARs: No FSD, Bigger Batteries, Deck Crews, Improvised Chaff, Safe Haven, Immobile
    Custom MAR: Immobile
    This is an installation so massive that it cannot move during the course of combat. It can, however rotate. By declaring that it wishes to rotate, the installation may turn 45 degrees in the direction it declared at the end of its following turn.
    Upon Captain Browder's inspection of the installation, she determined that the resources to dismantle and relocate the weapon were no longer present after the wide-scale evacuation of the colony. Furthermore, command had under-estimated the size and capability of the weapon. Furthermore, the commander of the Ryushian rear-guard commander overseeing final evacuation had convinced Browder of the location's strategic importance to the security of the Terran Satellite Charter and its territories. Unfortunately, Browder's task force was quite limited and while she had committed her forces to the defense of Ephemus III, she sent communications back to Command requesting any additional forces they could spare. Reinforcements arrived in the form of a second Terran task force led by Commodore Travis Wright. While Wright was assigned official command, the rapport that Browder had already built with the locals kept her as the focus of communications for all joint preparations. Commodore Wright's reinforcements arrived the same day as did Darren Crowley. Jointly, Browder & Wright should command approximately 500pts of Terran ships split as evenly as possible. Captain Jerica Browder's cruiser squadron can either replace one of its number with a Heavy Cruiser or receive a Tactics Point while ignoring the additional costs to represent her flagship.
    Recommended Force for Captain Jerica Browder:
    3x Sentinel Class Cruisers (195pts) (+1 TP for 20pts)
    3x Pilgrim Class Frigates (60pts)
    Total: 255pts (+1 TP for 20pts)
    Recommended Force for Commodore Travis Wright:
    1x Razorthorn Class Battleship (180pts)
    3x Pilgrim Class Frigates (60pts)
    Total: 240pts
    Remaining 5pts are donated to Ryushi defenders' point pool.
    Commodore Travis Wright receives a bonus of:
    2x Guardian class Point Escorts (30pts)
    Grand Total: 525pts (+1 TP for 20pts)
    The Ryushi rear-guard is the last remnant of their Navy presence near Ephemus III, as the rest of the fleet has fallen back deeper into Fathom's Reach with the evacuees. The rear-guard is made entirely of volunteers and militia ships, and mostly consists of people too stubborn to surrender their homes to the expansionist Illosians & Dindrenzi. Unfortunately, very few true military vessels remained. The Ryushi forces consist of a carrier and a large number of civilian ships, totaling approximately 500pts (plus any points not spent by the other forces).
    Recommended Force for the Ryushi Rear Guard: 500pts +5pts from Browder/Wright
    1x Ryushi Carrier (130pts +40pts in Wings)
    Trader Squadron, total 160pts
    1x Repair Vessels (35pts +5pts in Wings)
    3x Hopper Planetary Landers (120pts)

    4x Refitted Passenger Liner (80pts)
    6x Planetary Ferries (90pts)
    1x Interceptor
    Minefield:
    The Ryushian defenders did manage to get together a small minefield as to help bolster their defenses. Fill the minefield with mine 4's. All mines must be 4 inches inside the boundaries of the minefield and 4.5 inches away from any other mine. (No, the Alamo didn't have a minefield. But it did have walls).
    Ramming Attacks:
    All Ryushi ships know this is a last stand, and they're fighting for their homes. Ships from the Ryushi rear guard only fail to perform a ram on a roll of 6. Other ships receive a -3 to their roll to attempt a ram (meaning they succeed on a 1, 2, 3, or 4), however on a roll of 6 they declare a shunt movement instead and attempt to flee the battlefield.
    Total, this means that the defenders have:
    250pts from Darren Crowley
    525pts from Captain Jerica Browder & Commodore Travis Wright
    505pts from the Ryushi Rear-Guard
    330pts from one epic frickin' cannon
    (140pts uncredited for Tactics Points)
    For a Grand Total of 1,610pts (1,750pts counting TP) in Defenders.
    The Attackers Back-Story:
    The attackers are a major offensive of Illosian & Dindrenzi forces led by RSN command elements who are spearheading the new political proposal for an alliance with the Illosians. Ephemus III is the final piece in securing the Dindrenzi side of their arrangement with the Illosians and ensuring strong support from them in the future. Additionally, Ephemus represents a treasure-trove of natural resources that the Dindrenzi want access to. Having intercepted communications suggesting a possible military intervention by allied forces, the RSN chose to go for a tactic of overwhelming force in hopes of shocking the defenders into surrender. Politically speaking, the Rense Delegation cannot afford for any type of alliance operation to be successful against their military operations or else it will encourage future cooperation. To that end, they have decided to make an example of anyone crazy enough to stand in their way.
    When faced with the unexpectedly large enemy fleet, the defenders of Ephemus attempted to negotiate a withdrawal of their forces. The commander of the RSN flagship refused any such withdrawal, and demanded their immediate and unconditional surrender. The defenders refused.
    This battle is also historically significant because it was the first time that the Illosian's new technology, Arc Fields, were deployed in significant numbers to a battle. Rumors persist that it was salvaged from one of their earlier seizures of Ryushi territory and then turned against their makers in this final stand.
    The Attackers:
    The Attackers field units in a different way than their opponent. They have an effectively unlimited number of Dindrenzi/Illosian/RSN ships, but must field them based on a maximum number of allowable squadrons on the table. The Attacker has the Fleet Tactics Bonus, Command Distance, and Hand size restrictions of an Alliance fleet.
    The attackers may have no more than:
    4x Non-Escort Small ship squadrons
    3x Medium Ship squadrons ("No more than half" rules apply)
    2x Large ship squadrons (may not field Dreadnoughts)
    1x Escort squadron
    No more than 1/2 of the squadrons on the table may be Illosian.
    No more than 1/2 of the squadrons on the table may be RSN.
    At the beginning of each round (when you draw STAR cards), if you do not meet your maximum squadron limitations you may add squadrons from your table edge.
    Victory Conditions:
    Just like the historical Battle of the Alamo, the defenders can't "win." They're outnumbered dramatically, and things are going to end badly no matter what. However, this heroic last stand at Ephemus III had major ramifications for the politics between the races who would eventually form the Alliance of Kurak.
    In this scenario, the defender wins if he accumulates more Victory Points than the attacker by the end of the battle. Additionally, the Defender gains a number of victory points each round equal to the round's number x 25. So 25pts the first round, 50 points the second round, 75points the third round, etc. After 10 rounds, the defender receives Victory Points equal to the round's number x 50, so 550pts at round 11 and so on.
    Faux Historical Significance:
    The attack on Ephemus III by the joint Dindrenzi/Illosian fleet demonstrated the threat posed by the Dindrenzi military and its new allies. The willingness of Terran military and civilian forces to fight side-by-side with the Ryushi cemented the alliance between their two peoples, and inspired other races to the possibility of true alliances. Ephemus III wasn't just an example of why the major races needed to cooperate, it was a demonstration of how willingly and loyally the different factions could work together if their governments agreed to. Even though the defenders of Ephemus were staring down a massive enemy fleet, they didn't blink. They fought admirably, and inflicted vastly more casualties than they themselves suffered.
  2. Like
    DarkExcalibur42 reacted to Wenyuan in A call for Magazine Content!   
    About a year and a half ago I wrote a story while on a boring temp assignment about an Aquan-Relthoza battle, completely spun from whole cloth with no basis in any engagement I've fought. But it was well-received. I had plans to write more along the same plot thread but then got a real job and started working on my original pieces again and that went down the drain. Still, it's a good stand-alone piece. Interested?
  3. Like
    DarkExcalibur42 got a reaction from Anvil Of War in A call for Magazine Content!   
    T͔̭̼͙̥̘͝ḫ̭̼͉e̛̦͍̯̻ ̘̩̣͙̠̣ͅri̶t̝̱͙̲͈͔̘͡uạ̣̠̮̺ͅl̜͔̠s̨̺̯ ̤̥h̼͉̱a̩͚̪̦͖̺̹v̹͉̱͚̗͉e͍ ̳̤̱̹̲̟̰͡b̬̮̱͖͝e͙̩é͈͉n͉͙͙̗̪̳̥͠ ̲͍̦pͅe̠r̯̗f͏o̴͔̼̣̺̱̜r͏̦̹͇̭͉̱ṃ͍̯e͙͎̭d̲.̝͍̖̥͖̼̹.̞̯̝̖̹͙͝.͖̥̥̹ ͢I ͚̗̙͕̘͢h̬̺̦̹a̧̤͓ve̶͎̻͓ ̮̙͉̞̞̟b͓̘̰͚̺̪e҉̬͔͕̮̘͙̮e̹̝̝̤̳͘ń̯̱̹̲̮͚̙ ̼̞s̱u͏̪ͅm̨̦̜̝͚̳m̩̬̩o̷̜̺̫n͖͙̬e̳͓͎͓̞̜̩d̸͙ ̵̦̺̦͍͖f̛̪̥͙̬r̪o̵̰̠̭̲ͅm̮̗̮̹̮̝ ̩m͍͇͉̝͠y̸̦̜̦̘ ̛͚̯͎͉s̙̱ͅlu̦͉̣͡mb̸̯̹̞̞͚e̢̼̘͎̗̺͎r ̩̟͔̰̞͎̣i͇̥̜͈̞̞n ̪̠t̨̫̬͕͖̺̘͚he͈̰ ̮̩d̻͍͎̜e̻̟̬p̲̪̮ͅt̴̬̣̙ẖ̨̦͙̩̠̖̠s̡̫̭ ̯̪̜̲̰̪o̗̭̜͚f͚͇̰͈͇͠ ͈̩͚͙t͎͇̮̤̲͜h̢̯̰̙̖̰̠e̹͎̘̜̦̙̣͘ ͈i̼͟n͖t̰̪̳̖̥e̜͠r̞͓̼̟n̶e̟̫̼̯̙̹͘t̹͟



    Did someone say they wanted custom Firestorm Armada content?
  4. Like
    DarkExcalibur42 got a reaction from Sailion in Spartan Kicked Ass While I was Away...   
    Sure.  It should be availabe up on the Black Ocean's page still. 
    http://theblackocean.com/resources/Firestorm/FSA%20Unofficial%20Campaign%20Rules.pdf
     
    It has occurred to me that my rules are somewhat dated now because they add mechanics for things which Spartan has since done themselves (hardpoints and upgrades) and my campaign system was designed prior to the v1.5 and v2 rulebooks, so some of the MAR stuff and a few things like Cloaking rules might be misreferenced. 
    Plus my fleet construction rules still operate on the % rules.  And I wrote my own stats for battle stations and other installation-type structures for the different factions.  Some of these can be replaced with units that Spartan has created since!
     
    This will need to be thoroughly revised to be properly compatible with v2.0
     
    Also, Boblogik, glad to see you joined the winning side.  Love the profile picture.
    Have some propaganda:

  5. Like
    DarkExcalibur42 reacted to tank0625 in Spartan Kicked Ass While I was Away...   
    Wow, I was one of the five who read it. (I feel so important.) I think they are great stories and should be submitted to the fan magazine. IMO
  6. Like
    DarkExcalibur42 reacted to zaknafn in Spartan Kicked Ass While I was Away...   
    If it's RSN tea I'd feed some to the dog first. If it stops moving - that promotion might not be forthcoming...

    Zak
  7. Like
    DarkExcalibur42 got a reaction from ahmadan in Spartan Kicked Ass While I was Away...   
    It was completely premeditated.  The spies were in place for weeks before I could be sure the time was right. 
    On an unrelated note, the RSN is confident in your loyalty to the cause.  Expect a promotion.
  8. Like
    DarkExcalibur42 reacted to Kaptyn Krys in Spartan Kicked Ass While I was Away...   
    Welcome back DE42! You had to pick the one weekend I was away to return didn't you!
  9. Like
    DarkExcalibur42 got a reaction from Kaptyn Krys in Spartan Kicked Ass While I was Away...   
    First off, kudos on the new rule book.  The previous one cannot even compare with the level of polish and mechanical genius you guys have pulled out for this edition.  And this is what I'm talking about!  This book is what I thought you'd release a rule book ago... hence my previous disappointment. 

    I want to thank you guys for all the awesome work you did here, so don't mind me while I run through the highlights point-by-point.

    Overall:
    Clarity and specificity of the text is extraordinary.  And the new formating is much easier on the eyes than the original rule book (despite my love affair with the first book, I can admit when you out-do it).  Beautiful work, and plenty of those big full-page pictures without killing more space than was necessary.  Sooooooo many diagrams, all are so very thorough and exceedingly helpful.  Those alone give the new book a huge boost.

    Specific Features:
    Battle Log / Fleet Morale: Now, I was not one of the players who wanted a morale system in the game (I thought it was a bad idea).  I was clearly mistaken.  The Battle Log offers a very flexible way of keeping track of diverse mission objectives and offers a way to end a game quickly if its terribly one-sided.  The implementation of this new feature is very well thought out. 

    AND!!!  As a courtesy to players, you included the Victory Points system as a variant rule.  That was just thoughtful!

    Cloaking Fields: Changing the rules on these to match with impeded LoS... very intuitive!  Adds ease-of-use to the game, shows some solid insights on the dev side of things!

    Wing Combat: I know... I'm going chronologically in the book, that's why I didn't mention this one first.  The ever-anticipated, long dreamt of Wing Rules that work!  GOD BLESS YOU!  While I am still sad to see the loss of larger numbers of Wing tokens (the old formations we used to set up like lines of Wings to act as Torpedo screens), the simplification of just using a die to track is considerable. 

    Using Command Distance to limit the movement of Wings... very clever.  This resolves the issue people had about carriers just idling in the background while their wings flew all over the place while various player-devised variant rules were being cooked up.  Having Wings return to base after each Attack Run in order to reload is very fun flavor-wise, and adds a balancing mechanic.  I like it.  And reducing the efficiency of PD fire from heavier SRS units (Bombers, Assaulters) was a great addition of something I recall being popular on the forums!  And full AD values for Wing Attack Runs?  Bombers, you are finally worth your point cost!  This would be totally broken... except that Wings auto-return to the Carrier after an attack run!  Well played, Spartan, well played!

    And I don't see the "even split" rule for having two Wing Tokens to one Berth... Excellent!  That was always a pain. 

    Split Berth!  This is basically the Joint Operations MAR I wrote up waaaay back when.  Fan-freakin-tastic!  Works like a charm, yeah?

    You added a Support Shuttle!!!  Love it.  Brilliant choice for those capital ships with FW1, and such a flexible unit for so few points!

    Carriers: WOOOOOAAAAAAAAAAH!!! Carriers can take CRUISERS as Escorts?!  I remember that being a suggested solution by another member of the SG Forums community!  It's been a while, so sadly I forget who... but he put some good thinking into that thread!  And while my voice on Wings & Carriers was often the loudest and used the most words, I can't take credit for that solution.  This makes me happy.  It's a functional fix and it makes Carriers playable.  Thank you Spartan. 

    Weapon Categories:  Weapon... damage types?    I like this... THIS adds flavor to EVERYONES fleet!  Makes it feel like more than just throwing AD at one another.  Varying range bands with regard to weapon types?  That's new, and definitely adds to the overall feel of each weapon system!

    Cyberwarfare and Defense? Ohhhh.... a new use for the Fleet Tactics Bonus!  Good way to integrate those stats into a wider area of use!  

    Gravitational Weapons?  Exciting... these could open up some interesting options...


    Fleet Construction Rules: I think a lot of people were kinda iffy about the way the % rules worked out.  They did okay sort of as an approximation, but always left a little to be desired...  And you guys wrote up a whole new system! 

    This new division (Patrol/Battle/Grand) is great!  Makes a lot of sense and solves some of the issues that %'s caused!  I love how anything in excess of the max Grand Fleet size has to be built as a separate fleet! 

    Hardpoints & Upgrades!  Customization features for capital ships?!  Ohhhhh!!!! I've wanted those for a while...  Easy to apply, offer a variety of options.  Very nice. 

    New Shunt Entry rules: These are just fun... Adds one more random variable to keep the game different each time. 

    Easy to use Orbital Motion Rules: Hah!  Bravo gentlemen, complete with diagram. 

    Gravitational Slingshot: Yes.  Terrain needs to be interactive.  This is what doing it right looks like, so other companies if you could just take some notes here... 

    Targeted Strikes!:  I love this.  I am absolutely thrilled to have it.  OPTIONS!  Excellent...

    Vulnerable Sector: This is real insight here, and something that could only have come from play-testing.  I can think of more than a few games where I was facing off against a less maneuverable Large Capital ship with smaller vessels late game... my movment didn't help much, but now it really could.  This adds some very interesting possibilities!

    Crew Points: Ships are no longer Derelict at 0CP.  I think this is a a good change, and keeps things interesting. 

    Boarding: Addressed the role of SRS in Boarding, which was something that came up.  Nice to see it explicit in the rules
    Capturing ships is back!  Good.  It was fun.  Still no ongoing Boarding... alas... though its removal does benefit larger games!
    Voluntary Decompression makes me laugh... Sadistic!  But again, flavorful options for players to make use of!

    TACs: So... STAR cards are tossed out... shame.   Nevertheless, the custom selection of a hand of TAC cards and the ability to recover them is interesting.  Much more purposeful than a deck full of random cards. 

    Cutting down the core rule book to just the three core ships and putting all the other faction ships in downloadable fleet guides is fantastic.  Means you can revise rules easily and didn't waste pages on stuff we didn't need. 

    An excellent book.

    P.S.  My Dindrenzi Battle Station is also superb. 

    And yes, I came back to the forums specifically to compliment your book.  I don't actually have the time to play or be as obsessively present on the forums as I used to be. 
  10. Like
    DarkExcalibur42 reacted to tank0625 in Spartan Kicked Ass While I was Away...   
    DE42 good to see you back.  I know your busy, but I miss your FSA short stories.  May be you could re-post them some day (if you still have them).  Well good luck with the source book!! 
  11. Like
    DarkExcalibur42 reacted to RageofAeons in Spartan Kicked Ass While I was Away...   
    How are you RE-claiming Terra?  You never HAD Terra!    
     
    But Dex!  Damned fine to see you back here man!  
  12. Like
    DarkExcalibur42 got a reaction from tank0625 in Spartan Kicked Ass While I was Away...   
    First off, kudos on the new rule book.  The previous one cannot even compare with the level of polish and mechanical genius you guys have pulled out for this edition.  And this is what I'm talking about!  This book is what I thought you'd release a rule book ago... hence my previous disappointment. 

    I want to thank you guys for all the awesome work you did here, so don't mind me while I run through the highlights point-by-point.

    Overall:
    Clarity and specificity of the text is extraordinary.  And the new formating is much easier on the eyes than the original rule book (despite my love affair with the first book, I can admit when you out-do it).  Beautiful work, and plenty of those big full-page pictures without killing more space than was necessary.  Sooooooo many diagrams, all are so very thorough and exceedingly helpful.  Those alone give the new book a huge boost.

    Specific Features:
    Battle Log / Fleet Morale: Now, I was not one of the players who wanted a morale system in the game (I thought it was a bad idea).  I was clearly mistaken.  The Battle Log offers a very flexible way of keeping track of diverse mission objectives and offers a way to end a game quickly if its terribly one-sided.  The implementation of this new feature is very well thought out. 

    AND!!!  As a courtesy to players, you included the Victory Points system as a variant rule.  That was just thoughtful!

    Cloaking Fields: Changing the rules on these to match with impeded LoS... very intuitive!  Adds ease-of-use to the game, shows some solid insights on the dev side of things!

    Wing Combat: I know... I'm going chronologically in the book, that's why I didn't mention this one first.  The ever-anticipated, long dreamt of Wing Rules that work!  GOD BLESS YOU!  While I am still sad to see the loss of larger numbers of Wing tokens (the old formations we used to set up like lines of Wings to act as Torpedo screens), the simplification of just using a die to track is considerable. 

    Using Command Distance to limit the movement of Wings... very clever.  This resolves the issue people had about carriers just idling in the background while their wings flew all over the place while various player-devised variant rules were being cooked up.  Having Wings return to base after each Attack Run in order to reload is very fun flavor-wise, and adds a balancing mechanic.  I like it.  And reducing the efficiency of PD fire from heavier SRS units (Bombers, Assaulters) was a great addition of something I recall being popular on the forums!  And full AD values for Wing Attack Runs?  Bombers, you are finally worth your point cost!  This would be totally broken... except that Wings auto-return to the Carrier after an attack run!  Well played, Spartan, well played!

    And I don't see the "even split" rule for having two Wing Tokens to one Berth... Excellent!  That was always a pain. 

    Split Berth!  This is basically the Joint Operations MAR I wrote up waaaay back when.  Fan-freakin-tastic!  Works like a charm, yeah?

    You added a Support Shuttle!!!  Love it.  Brilliant choice for those capital ships with FW1, and such a flexible unit for so few points!

    Carriers: WOOOOOAAAAAAAAAAH!!! Carriers can take CRUISERS as Escorts?!  I remember that being a suggested solution by another member of the SG Forums community!  It's been a while, so sadly I forget who... but he put some good thinking into that thread!  And while my voice on Wings & Carriers was often the loudest and used the most words, I can't take credit for that solution.  This makes me happy.  It's a functional fix and it makes Carriers playable.  Thank you Spartan. 

    Weapon Categories:  Weapon... damage types?    I like this... THIS adds flavor to EVERYONES fleet!  Makes it feel like more than just throwing AD at one another.  Varying range bands with regard to weapon types?  That's new, and definitely adds to the overall feel of each weapon system!

    Cyberwarfare and Defense? Ohhhh.... a new use for the Fleet Tactics Bonus!  Good way to integrate those stats into a wider area of use!  

    Gravitational Weapons?  Exciting... these could open up some interesting options...


    Fleet Construction Rules: I think a lot of people were kinda iffy about the way the % rules worked out.  They did okay sort of as an approximation, but always left a little to be desired...  And you guys wrote up a whole new system! 

    This new division (Patrol/Battle/Grand) is great!  Makes a lot of sense and solves some of the issues that %'s caused!  I love how anything in excess of the max Grand Fleet size has to be built as a separate fleet! 

    Hardpoints & Upgrades!  Customization features for capital ships?!  Ohhhhh!!!! I've wanted those for a while...  Easy to apply, offer a variety of options.  Very nice. 

    New Shunt Entry rules: These are just fun... Adds one more random variable to keep the game different each time. 

    Easy to use Orbital Motion Rules: Hah!  Bravo gentlemen, complete with diagram. 

    Gravitational Slingshot: Yes.  Terrain needs to be interactive.  This is what doing it right looks like, so other companies if you could just take some notes here... 

    Targeted Strikes!:  I love this.  I am absolutely thrilled to have it.  OPTIONS!  Excellent...

    Vulnerable Sector: This is real insight here, and something that could only have come from play-testing.  I can think of more than a few games where I was facing off against a less maneuverable Large Capital ship with smaller vessels late game... my movment didn't help much, but now it really could.  This adds some very interesting possibilities!

    Crew Points: Ships are no longer Derelict at 0CP.  I think this is a a good change, and keeps things interesting. 

    Boarding: Addressed the role of SRS in Boarding, which was something that came up.  Nice to see it explicit in the rules
    Capturing ships is back!  Good.  It was fun.  Still no ongoing Boarding... alas... though its removal does benefit larger games!
    Voluntary Decompression makes me laugh... Sadistic!  But again, flavorful options for players to make use of!

    TACs: So... STAR cards are tossed out... shame.   Nevertheless, the custom selection of a hand of TAC cards and the ability to recover them is interesting.  Much more purposeful than a deck full of random cards. 

    Cutting down the core rule book to just the three core ships and putting all the other faction ships in downloadable fleet guides is fantastic.  Means you can revise rules easily and didn't waste pages on stuff we didn't need. 

    An excellent book.

    P.S.  My Dindrenzi Battle Station is also superb. 

    And yes, I came back to the forums specifically to compliment your book.  I don't actually have the time to play or be as obsessively present on the forums as I used to be. 
  13. Like
    DarkExcalibur42 got a reaction from AndrewChristlieb in Spartan Kicked Ass While I was Away...   
    Sure.  It should be availabe up on the Black Ocean's page still. 
    http://theblackocean.com/resources/Firestorm/FSA%20Unofficial%20Campaign%20Rules.pdf
     
    It has occurred to me that my rules are somewhat dated now because they add mechanics for things which Spartan has since done themselves (hardpoints and upgrades) and my campaign system was designed prior to the v1.5 and v2 rulebooks, so some of the MAR stuff and a few things like Cloaking rules might be misreferenced. 
    Plus my fleet construction rules still operate on the % rules.  And I wrote my own stats for battle stations and other installation-type structures for the different factions.  Some of these can be replaced with units that Spartan has created since!
     
    This will need to be thoroughly revised to be properly compatible with v2.0
     
    Also, Boblogik, glad to see you joined the winning side.  Love the profile picture.
    Have some propaganda:

  14. Like
    DarkExcalibur42 reacted to Boblogik in Spartan Kicked Ass While I was Away...   
    That last sentence intrigues me. Care to elaborate with a short decription of your system? Me and my friends like to create campaign systems of our own and it's always neat to hear other players' ideas.
  15. Like
    DarkExcalibur42 reacted to Ghost Stepper in Spartan Kicked Ass While I was Away...   
    DE! You're back! Everytime Spartan asked the community to get involved in design or playtest work, I thought of you. Glad to see you.
  16. Like
    DarkExcalibur42 reacted to Sky_Admiral in Spartan Kicked Ass While I was Away...   
    A conglomeration of suggestions, 'wants', 'likes' and "Come on man, keep the rules simple... We don't care about trade and $&@7...simple rules man" that we came up with... I will send them to you if you want, but I'm gonna put them on the campaign thread 'soon'. .. I already have catalogued 4 battles, which I will also post.
    But nothing close to your rules ED.
    Could this thread be hijacked any further????
  17. Like
    DarkExcalibur42 got a reaction from Ghost Stepper in Spartan Kicked Ass While I was Away...   
    First off, kudos on the new rule book.  The previous one cannot even compare with the level of polish and mechanical genius you guys have pulled out for this edition.  And this is what I'm talking about!  This book is what I thought you'd release a rule book ago... hence my previous disappointment. 

    I want to thank you guys for all the awesome work you did here, so don't mind me while I run through the highlights point-by-point.

    Overall:
    Clarity and specificity of the text is extraordinary.  And the new formating is much easier on the eyes than the original rule book (despite my love affair with the first book, I can admit when you out-do it).  Beautiful work, and plenty of those big full-page pictures without killing more space than was necessary.  Sooooooo many diagrams, all are so very thorough and exceedingly helpful.  Those alone give the new book a huge boost.

    Specific Features:
    Battle Log / Fleet Morale: Now, I was not one of the players who wanted a morale system in the game (I thought it was a bad idea).  I was clearly mistaken.  The Battle Log offers a very flexible way of keeping track of diverse mission objectives and offers a way to end a game quickly if its terribly one-sided.  The implementation of this new feature is very well thought out. 

    AND!!!  As a courtesy to players, you included the Victory Points system as a variant rule.  That was just thoughtful!

    Cloaking Fields: Changing the rules on these to match with impeded LoS... very intuitive!  Adds ease-of-use to the game, shows some solid insights on the dev side of things!

    Wing Combat: I know... I'm going chronologically in the book, that's why I didn't mention this one first.  The ever-anticipated, long dreamt of Wing Rules that work!  GOD BLESS YOU!  While I am still sad to see the loss of larger numbers of Wing tokens (the old formations we used to set up like lines of Wings to act as Torpedo screens), the simplification of just using a die to track is considerable. 

    Using Command Distance to limit the movement of Wings... very clever.  This resolves the issue people had about carriers just idling in the background while their wings flew all over the place while various player-devised variant rules were being cooked up.  Having Wings return to base after each Attack Run in order to reload is very fun flavor-wise, and adds a balancing mechanic.  I like it.  And reducing the efficiency of PD fire from heavier SRS units (Bombers, Assaulters) was a great addition of something I recall being popular on the forums!  And full AD values for Wing Attack Runs?  Bombers, you are finally worth your point cost!  This would be totally broken... except that Wings auto-return to the Carrier after an attack run!  Well played, Spartan, well played!

    And I don't see the "even split" rule for having two Wing Tokens to one Berth... Excellent!  That was always a pain. 

    Split Berth!  This is basically the Joint Operations MAR I wrote up waaaay back when.  Fan-freakin-tastic!  Works like a charm, yeah?

    You added a Support Shuttle!!!  Love it.  Brilliant choice for those capital ships with FW1, and such a flexible unit for so few points!

    Carriers: WOOOOOAAAAAAAAAAH!!! Carriers can take CRUISERS as Escorts?!  I remember that being a suggested solution by another member of the SG Forums community!  It's been a while, so sadly I forget who... but he put some good thinking into that thread!  And while my voice on Wings & Carriers was often the loudest and used the most words, I can't take credit for that solution.  This makes me happy.  It's a functional fix and it makes Carriers playable.  Thank you Spartan. 

    Weapon Categories:  Weapon... damage types?    I like this... THIS adds flavor to EVERYONES fleet!  Makes it feel like more than just throwing AD at one another.  Varying range bands with regard to weapon types?  That's new, and definitely adds to the overall feel of each weapon system!

    Cyberwarfare and Defense? Ohhhh.... a new use for the Fleet Tactics Bonus!  Good way to integrate those stats into a wider area of use!  

    Gravitational Weapons?  Exciting... these could open up some interesting options...


    Fleet Construction Rules: I think a lot of people were kinda iffy about the way the % rules worked out.  They did okay sort of as an approximation, but always left a little to be desired...  And you guys wrote up a whole new system! 

    This new division (Patrol/Battle/Grand) is great!  Makes a lot of sense and solves some of the issues that %'s caused!  I love how anything in excess of the max Grand Fleet size has to be built as a separate fleet! 

    Hardpoints & Upgrades!  Customization features for capital ships?!  Ohhhhh!!!! I've wanted those for a while...  Easy to apply, offer a variety of options.  Very nice. 

    New Shunt Entry rules: These are just fun... Adds one more random variable to keep the game different each time. 

    Easy to use Orbital Motion Rules: Hah!  Bravo gentlemen, complete with diagram. 

    Gravitational Slingshot: Yes.  Terrain needs to be interactive.  This is what doing it right looks like, so other companies if you could just take some notes here... 

    Targeted Strikes!:  I love this.  I am absolutely thrilled to have it.  OPTIONS!  Excellent...

    Vulnerable Sector: This is real insight here, and something that could only have come from play-testing.  I can think of more than a few games where I was facing off against a less maneuverable Large Capital ship with smaller vessels late game... my movment didn't help much, but now it really could.  This adds some very interesting possibilities!

    Crew Points: Ships are no longer Derelict at 0CP.  I think this is a a good change, and keeps things interesting. 

    Boarding: Addressed the role of SRS in Boarding, which was something that came up.  Nice to see it explicit in the rules
    Capturing ships is back!  Good.  It was fun.  Still no ongoing Boarding... alas... though its removal does benefit larger games!
    Voluntary Decompression makes me laugh... Sadistic!  But again, flavorful options for players to make use of!

    TACs: So... STAR cards are tossed out... shame.   Nevertheless, the custom selection of a hand of TAC cards and the ability to recover them is interesting.  Much more purposeful than a deck full of random cards. 

    Cutting down the core rule book to just the three core ships and putting all the other faction ships in downloadable fleet guides is fantastic.  Means you can revise rules easily and didn't waste pages on stuff we didn't need. 

    An excellent book.

    P.S.  My Dindrenzi Battle Station is also superb. 

    And yes, I came back to the forums specifically to compliment your book.  I don't actually have the time to play or be as obsessively present on the forums as I used to be. 
  18. Like
    DarkExcalibur42 reacted to Garydee in Spartan Kicked Ass While I was Away...   
    Good to see you back, DarkExcalibur! 
  19. Like
    DarkExcalibur42 reacted to Caine-HoA in Spartan Kicked Ass While I was Away...   
    Welcome back. great to have another veteran who likes the new version.
  20. Like
    DarkExcalibur42 reacted to Sky_Admiral in Spartan Kicked Ass While I was Away...   
    @DE
    Close; I'm keeping my head above water running a Firestorm campaign w/8 players.
  21. Like
    DarkExcalibur42 reacted to Sky_Admiral in Spartan Kicked Ass While I was Away...   
    DE!!! You're back!!!!!!
    You just made my week!
  22. Like
    DarkExcalibur42 got a reaction from Sky_Admiral in Spartan Kicked Ass While I was Away...   
    First off, kudos on the new rule book.  The previous one cannot even compare with the level of polish and mechanical genius you guys have pulled out for this edition.  And this is what I'm talking about!  This book is what I thought you'd release a rule book ago... hence my previous disappointment. 

    I want to thank you guys for all the awesome work you did here, so don't mind me while I run through the highlights point-by-point.

    Overall:
    Clarity and specificity of the text is extraordinary.  And the new formating is much easier on the eyes than the original rule book (despite my love affair with the first book, I can admit when you out-do it).  Beautiful work, and plenty of those big full-page pictures without killing more space than was necessary.  Sooooooo many diagrams, all are so very thorough and exceedingly helpful.  Those alone give the new book a huge boost.

    Specific Features:
    Battle Log / Fleet Morale: Now, I was not one of the players who wanted a morale system in the game (I thought it was a bad idea).  I was clearly mistaken.  The Battle Log offers a very flexible way of keeping track of diverse mission objectives and offers a way to end a game quickly if its terribly one-sided.  The implementation of this new feature is very well thought out. 

    AND!!!  As a courtesy to players, you included the Victory Points system as a variant rule.  That was just thoughtful!

    Cloaking Fields: Changing the rules on these to match with impeded LoS... very intuitive!  Adds ease-of-use to the game, shows some solid insights on the dev side of things!

    Wing Combat: I know... I'm going chronologically in the book, that's why I didn't mention this one first.  The ever-anticipated, long dreamt of Wing Rules that work!  GOD BLESS YOU!  While I am still sad to see the loss of larger numbers of Wing tokens (the old formations we used to set up like lines of Wings to act as Torpedo screens), the simplification of just using a die to track is considerable. 

    Using Command Distance to limit the movement of Wings... very clever.  This resolves the issue people had about carriers just idling in the background while their wings flew all over the place while various player-devised variant rules were being cooked up.  Having Wings return to base after each Attack Run in order to reload is very fun flavor-wise, and adds a balancing mechanic.  I like it.  And reducing the efficiency of PD fire from heavier SRS units (Bombers, Assaulters) was a great addition of something I recall being popular on the forums!  And full AD values for Wing Attack Runs?  Bombers, you are finally worth your point cost!  This would be totally broken... except that Wings auto-return to the Carrier after an attack run!  Well played, Spartan, well played!

    And I don't see the "even split" rule for having two Wing Tokens to one Berth... Excellent!  That was always a pain. 

    Split Berth!  This is basically the Joint Operations MAR I wrote up waaaay back when.  Fan-freakin-tastic!  Works like a charm, yeah?

    You added a Support Shuttle!!!  Love it.  Brilliant choice for those capital ships with FW1, and such a flexible unit for so few points!

    Carriers: WOOOOOAAAAAAAAAAH!!! Carriers can take CRUISERS as Escorts?!  I remember that being a suggested solution by another member of the SG Forums community!  It's been a while, so sadly I forget who... but he put some good thinking into that thread!  And while my voice on Wings & Carriers was often the loudest and used the most words, I can't take credit for that solution.  This makes me happy.  It's a functional fix and it makes Carriers playable.  Thank you Spartan. 

    Weapon Categories:  Weapon... damage types?    I like this... THIS adds flavor to EVERYONES fleet!  Makes it feel like more than just throwing AD at one another.  Varying range bands with regard to weapon types?  That's new, and definitely adds to the overall feel of each weapon system!

    Cyberwarfare and Defense? Ohhhh.... a new use for the Fleet Tactics Bonus!  Good way to integrate those stats into a wider area of use!  

    Gravitational Weapons?  Exciting... these could open up some interesting options...


    Fleet Construction Rules: I think a lot of people were kinda iffy about the way the % rules worked out.  They did okay sort of as an approximation, but always left a little to be desired...  And you guys wrote up a whole new system! 

    This new division (Patrol/Battle/Grand) is great!  Makes a lot of sense and solves some of the issues that %'s caused!  I love how anything in excess of the max Grand Fleet size has to be built as a separate fleet! 

    Hardpoints & Upgrades!  Customization features for capital ships?!  Ohhhhh!!!! I've wanted those for a while...  Easy to apply, offer a variety of options.  Very nice. 

    New Shunt Entry rules: These are just fun... Adds one more random variable to keep the game different each time. 

    Easy to use Orbital Motion Rules: Hah!  Bravo gentlemen, complete with diagram. 

    Gravitational Slingshot: Yes.  Terrain needs to be interactive.  This is what doing it right looks like, so other companies if you could just take some notes here... 

    Targeted Strikes!:  I love this.  I am absolutely thrilled to have it.  OPTIONS!  Excellent...

    Vulnerable Sector: This is real insight here, and something that could only have come from play-testing.  I can think of more than a few games where I was facing off against a less maneuverable Large Capital ship with smaller vessels late game... my movment didn't help much, but now it really could.  This adds some very interesting possibilities!

    Crew Points: Ships are no longer Derelict at 0CP.  I think this is a a good change, and keeps things interesting. 

    Boarding: Addressed the role of SRS in Boarding, which was something that came up.  Nice to see it explicit in the rules
    Capturing ships is back!  Good.  It was fun.  Still no ongoing Boarding... alas... though its removal does benefit larger games!
    Voluntary Decompression makes me laugh... Sadistic!  But again, flavorful options for players to make use of!

    TACs: So... STAR cards are tossed out... shame.   Nevertheless, the custom selection of a hand of TAC cards and the ability to recover them is interesting.  Much more purposeful than a deck full of random cards. 

    Cutting down the core rule book to just the three core ships and putting all the other faction ships in downloadable fleet guides is fantastic.  Means you can revise rules easily and didn't waste pages on stuff we didn't need. 

    An excellent book.

    P.S.  My Dindrenzi Battle Station is also superb. 

    And yes, I came back to the forums specifically to compliment your book.  I don't actually have the time to play or be as obsessively present on the forums as I used to be. 
  23. Like
    DarkExcalibur42 reacted to veritechc in Spartan Kicked Ass While I was Away...   
    Good! Then I look forward to you making more awesome additions for me to host!
     
    By the way I have a ton of your old stuff saved if you need it for reference. I was hoping you'd be back.
  24. Like
    DarkExcalibur42 reacted to reddwarf in Spartan Kicked Ass While I was Away...   
    I don't see your warning point, so it might display to the user themselves only.  So if you hadn't mentioned it....
     
    Glad you like the new book.  I think this is a massive improvement as well, though I'm biased for obvious reasons you can see under my name.
  25. Like
    DarkExcalibur42 reacted to Pok in Spartan Kicked Ass While I was Away...   
    *double takes*
    Long time no see Good you like this one!
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