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Toxic_Rat

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  1. Exploding d13's

    The interesting thing comes from what you can do between the top and bottom number. A 50/50 chance is a coin toss, so why don't we just use a bunch of coins to determine hits? Because then we couldn't use the difficult target with its -1 mod. When you start looking at using a d8, d10, d12, etc., you may be able to account for many more conditions than before. So, @Skyhawk, it depends on what (if) the designers want to do with that extra "space" between the numbers.
  2. Exploding d13's

    Wow, that was a lot of canned laughter.
  3. What makes Firestorm Armada, "Firestorm Armada"

    Yeah, I'm way behind in terms of SW lore. I get the points about the need for capital ships, and they are good ones. They just seem a bit squishy in the movies is all. The B5 and BSG battles are more to my liking at any rate.
  4. What makes Firestorm Armada, "Firestorm Armada"

    @Overread: I missed out on the Nexus Jupiter game. As for B5, the episode "Severed Dreams" has all of the elements of a great space battle. Boarding, SRS combat, Capital Ships...all good stuff. Didn't someone, way back when, do a set of stats for the B5 ships? Anyhow, I've borrowed a friends 3-D printer to mock up some Omega's. I'm fully caught in nostalgia now! While we're picking on SWars, why do they have capital ships at all? Seems like the X-wings always go for the big sphere structures on the Star Destroyers, and next thing you know they're bursting into flames, crashing into each other, into small moons (that's no moon!) and what-not. Not much of a capital ship if you're brought down by a couple of X-wings, IMHO.
  5. Movement Changes?

    Even symbols can be challenging. How many of us could get a decent score on naming each of these:
  6. What makes Firestorm Armada, "Firestorm Armada"

    Man, if I could get a table-top model of the Omega Destroyers, with a rotating command section...yeah, that's one of my favorite ship designs for some reason.
  7. Model availability

    Way back last year, when Spartan was in still in business, I started a thread asking "What out of print model would you like to see re-issued." One of the top requests was for the Aquan Medusa dreadnought. If I remember correctly, Neil told me that it couldn't be redone because the digital renders had been lost. The complexity of the model was apparently a problem too, from a casting standpoint. I only bring it up because there is no guarantee that WC actually received the digital data on all models. Note that this came to me from Neil, not from WC. It may be they do have archive copies...just relating what I was told.
  8. Yeah, it's all testing ideas at this point. We haven't felt frustrated by it, but your mileage may vary. And, the +2 to-hit is pretty severe, but to be honest we haven't really playtested that one out either. Overall, making the FSD more useable is something that ought to get looked at. Yes, and Yes. Perhaps it becomes a scenario driven option. Scenario 1: Your flotilla is ambushed on its way back from a major engagement. You must make an emergency jump if conditions X, Y, or Z occur. Scenario 2: You have been ordered to hold the right flank to deny the enemy a run-around the main force. No ships may voluntarily leave the battlefield. Score X points if you last 5 turns, Y points for 6 turns, etc.
  9. Right. We have the following effects happening at Compromised: Attacks made by a compromised ship receive a +2 to-hit penalty. Weapons with the Encased property ignore this penalty. The ship loses half of its remaining CP (rounding up the remainder; a ship that has 5 CP remaining loses 2 CP), as the remaining crew is fighting fires, conducting damage control, first aid, etc. This ship must make a Command Check to determine whether it will stay and fight, or withdraw to fight another day. Roll 2d6 and add the number of Disorder markers present on the ship. If the result is 8 or higher, the ship must make an Emergency Hyperspace Jump. If a Compromised ship suffers a Critical Hit and is not Destroyed, it must make an Emergency Hyperspace Jump. Not all of these have been well tested, particularly the last item.
  10. Yeah, the scoring aspect of it needs to be addressed. The recent scenarios we've been testing out are more pass/fail. Either the cargo ships got out or they didn't, so score doesn't matter. It's just the check that occurs. So, if you're an Admiral and DD-213 just took a major hit, you radio over and the Captain of DD-213 informs you that while the damage doesn't look bad, the bulkheads have collapsed, and no one can get to the Fire Control Center to bring the systems back online, so they have to jump. That's the point of making the roll; things are happening outside of your control. DD-213 would really like to stay, but they aren't going to help the fight anymore, so *pop* out they go. Yes, agreed. I know. In our estimation (at this early time, with just a few games using it) the extra time is worth it. Certainly it helps on the back side when it becomes obvious that it will be better to voluntarily make those jumps out instead of plodding along at the edge of the board, hoping you don't get noticed.
  11. Model availability

    They have stated that there was no stock or inventory when they received the goods from SG. Some of this info showed up in the Dystopian forum:
  12. Emergency Hyperspace Jump: Getting down to 1/2 HP becomes a big deal. For some ships (as currently stat'd) this means that the first critical becomes...critical. We only had 3 ships in the game make a jump out. It lends a feel that captains are trying to save their ships, and that it's better to fight another day. Only the ship jumps; the rest of the squadron stays in place. It helps to bring a sense of battle chaos to the game, which we have liked in our group. YMMV. We like the concept, but the threshold for making the check might need to be tweaked some.
  13. Speaking of that, did anyone else see the Syndicate Patrol fleet that went for $125 today? I wish I had a couple more of those! Apologies for forking the thread.
  14. 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.
  15. The larger the vessel, the more MAR's that will be in play. Which makes explaining take longer. I've done demos with a pair of frigate squadrons for each side. Gives enough of a taste for the person to know if they want more.
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