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Brother Glacius

How is the game doing?

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I was just wondering how Planetfall is doing. I purchased the starter set when it first came out, did a practice game or two, and have about a third of the minis painted, but then life happened. Locally, I'm not seeing anyone playing the game publicly. I'm hoping to get back to it after the holidays are done. Just wanted to see what the community thought of the game's status.

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I grabbed a 2 player starter at Gen Con, and we're just now finally getting some other folks in down at the game store; there are now 5 of us with both Armada and Planetfall forces, and we're slowly learning both games and getting stuff painted up. :)

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I have a very small group of friends that all play together privately (I've got a 6x4 table and we play in the garage)  The game itself seems to be growing quickly, at least in part due to the simplicity of the rules I think.  Overall balance is getting there, the Relth are probably the only faction currently noticeably better than the rest, everything else seems to be inline with the last ORBAT update (support helices and infantry updates)

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We have about 4 playing planetfall in our southampton club with at least 2 planning to buy sometime soon.

All 6 of us currently play armada, with another 1/2 who play armada but havent yet expressed an interest in planetfall.

Then at my other club in winchester we have 4 armada players but nobody yet plays planetfall

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yeah in Southampton there is a decent core of us playing both systems week in and week out. We have a Firestorm Armada campaign going right now which is sucking time away from the ground combat but it is a strong system that is getting nicely fleshed out with the new releases.

It certainly gets more fun the more stuff you buy! (That wasn't a sales pitch - but it's true!!!)

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People I introduce to Spartan games around here tend to gravitate to Planetfall over FSA. I think Planetfall is like a gateway drug for Spartan for these folks. They see tanks, really big tanks, and they tend to find that the game isn't hard to pick up. I'm working toward edging them toward FSA too. We are having a blast with Planetfall.

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It's doing well in my place in Mansfield. Between FSA and PF we have 10+ players. Sheffield has a good scene too with similar numbers. That's been a two year growing time though with constant pushing and enthusiasm towards the systems. It does pay off. Gamers won't pick up a game for no reason. If they see folks having fun and constantly getting games it will make a huge difference.

Next year is going to be important for the Firestorm universe and I'll be on the road doing nearly every show in the UK and Ireland for Spartan on an official basis. They've never done this before and it should hopefully see a marked increase in player Base and community. A big push of YouTube content and on gaming sites such as Beasts of War plus a much great emphasis on tournament play.

PF is great game that's fun fast and brutal. It's not perfect though (it's very good!) and a 2.0 version will be the icing on the cake. Especially as by then the core races will have all of the basic units available. That hurt the growth of the game alongside the not so perfect rulebook. With a V2 this will all be gone so I can see it doing much better as the models are sweet and some of the best for 10mm (especially compared to another game)

Remember guys to grow a game you need to be there playing it and talking about it.

We can do it!

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With the low (ish) cost of entry is a big plus, release schedule is about right putting in £20/50 every other month or so isn't to bad. Some of the shear amount of dice being thrown can get a little silly, I wouldn't mind seeing some of the dr and ad being lowered slightly, not having to pick up 18+ dice and sort take a fair amount of time. The number of turns needs addressing, most game dive seen involves sitting in a line and throwing dice at each other, although fun requires little more than picking the right targets to fire at, a campaign set and more missions would help, Spartan do great missions with fsa and halo, hope planetfall gets the same treatment

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I really need to post my terrain set up. The way we set up makes the objective s far more important than just shooting each other.

Then the fun of the games comes from fighting over objectives and out smarting your opponent to get them.

We do a terrain set up that is tactical and we tend to set TV a little higher so 'kill games' are harder to achieve.

We tend to set the TV at ( devide by 100 then plus 30%)

So 6000 points woul be ... 60 plus 18

So for 6000 78 TV :)

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Problem I find wit scenario s they're very hard to balance as in I find most of the fsa missions for example favour certain forces over others. And also I don't find Spartan terrain set ups particularly fair lol. Just random. Lol

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I would like too see a 2nd edition, so aspects like drop assets are too powerful in my eyes, and some things like taking damage from command checks is just a no go for me :wacko:

 

Ive just acquired 7k of terrans aswell^^ amazing models :) cant decide between white or green :(

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I would like too see a 2nd edition, so aspects like drop assets are too powerful in my eyes, and some things like taking damage from command checks is just a no go for me :wacko:

 

Ive just acquired 7k of terrans aswell^^ amazing models :) cant decide between white or green :(

Drop Assets are fine as they are and very easy to defend against, as are the Disorder = Damage effects. Generally speaking, the game is quite good rules-wise as it is, with only some minor tweaks here and there needed, mostly to specific units (anything with Dual-Designators and Artillery, for instance... :P ) and rewording and simplifying some rule and rules interactions.

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In your opinion sir..! Honestly i'm with Presidente I too dislike taking damage from disorder, and whilst i've heard the explaination for it, I just think it's meh and silly. A unit in disorder recieving some negative effective like not being able to properly co-ordinate it's fire etc i'd been fine with but damage just feel too simplistic a resolution and rather unsatisfying to me for when it does happen.

 

Drop assets.. i'm actually with Presidente too, as are a lot of people I know, it is a strong thing to have access too, and it needs reworking imo as it stands or everyone needs some form of access to it, as it is too powerful an asset to deny it to some people, it's like denying access to Shunt Deployment in FSA imo. And I really don't see why there would be some factions in FSA that wouldn't develop it, honestly... Yes there may be some factions that specialise in it, but really come on, everyone should have some sky drop deploy ability really.

 

But the game is in an OK state as it stands, especially for a Version 1 rules set, but there is definately some things I would like reworking, tweaking and ironing out for a V2.

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Making everything play the same seems. Bad move the game is very good very balanced. Relth need a sort. That's about it.

I play 4 different factions enjoy them all. Don't find any of them stronger than any other.

Sorylian said 6k plus, Dindren 6k plus, terrans around 5k and directorate around 4/5 k so yea I've been around the block. I don't p,at squwhale fins as I just don't like them, and I don't play spiders as they're too strong at the mo. I'll play against them though as I'm a glutton for punishment. ;)

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Well, that's also in your opinion, Drakere. ;)

Damage equating to Disorder is just very simple. Changing that would require seriously retooling a lot of the rules, including stuff like the Terror MAR (and its points 'value'), Unit Qualities, Fearless, etc. As it is, I think it works and should be left alone.

And I constantly hear about this 'Sky Drop is OP', but really don't see it. It's very easy to stop completely dead (I've had it happen to my Dindrenzi on several occasions...) and gives up massive chunks of TV if things don't go absolutely perfectly. That's on top of now being able to deploy units in Overwatch and the main Sky Drop armies somehow become worse at designating and having to start from 5 rather than 4 now... And I disagree everyone should have access to everything. I will agree everyone should have access to some method of achieving everything, such as Capturing the Primary Objective, but I strongly disagree in a symmetrical 'everyone gets X Sky Drop Units, X Units with Shields, X Units with Artillery' as then it simply becomes a game of Same Armies, Different Models.

One thing we can agree on though is that V1 is good, with just some streamlining and refining needed. :)

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You don't see it but i've had a Dindrenzi fan friend of mine demonstrate quite clearly how powerful an asset it is in their execution and use of it and had their said demonstrations of it lead to some radical changes to compensate, so it's not that "perfect". Also if it is fine then I don't see why other people can't have access to it, because really doesn't make sense how some people only know how to execute a sky drop apparently when all factions in this universe make use of Atmospheric entry and deployment for forces, obviously. After all, Relth and Dindrenzi get artillery as well.. Artillery isn't something narrowed down to only certain factions, yet Sky Drop is? Not fair to hog some toys for some people, especially when it's an alternate deployment method toy, something this game does lack that it could really do with to add some more spice.

 

And yes, I get why disorder is what it is, as said I just don't like it. Feels unsatisfactory and just something simply slapped on, bit of a waste to a potentially fun morale mechanic to make it essentially "they'll take more damage" and killing something off. There are more interesting ways to do disorder than that.

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And I've had it demonstrated quite clearly how you can very easily stop a Sky Drop blitz quite a few times too, especially with non-Sky Drop factions. And this was before Sky Drop got a 'toning down' and the new rules for setting up in Overwatch. I've had out-and-out routs due to my Sky Drop becoming a complete non-issue for the game. I have also seen it work quite effectively in other games, but this usually was the result of my opponent making a mistake (deploying in a traffic jam or spread too thin) or my dice being really on target. It's a very high-risk, high-reward play style, which might be why some players that prefer more 'control' might not like it...

And if Sky Drop is so OP, how is dropping artillery in the first activation of the game directly into your opponents deployment zone at zero risk to yourself not...? No, I'm not going to let go of that issue... ;)

To be more constructive, what would your more fun mechanic be for moral? Ignoring all the knock on effects into other rules for now. :)

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For morale, people generally have no qualms with how it works in firestorm and dystopian wars, halo rules are very similar to pf and that has no moral rules at all. Sometimes you can take damage with the dystopian wars version, but its rare.

 

Im not sure how anyone can find loosing their tanks to morale fun, being blasted into oblivion I can totally accept, but people loosing their large tanks and such to morale checks is just...cant even find words :P:lol:

 

One of the big problems with morale system is the crew quality, im not sure elite crew really pay for being elite, and what's the point in militia, most militia are fearless, which is better than elite. Its a nice idea, but im not sure it works :unsure:

 

The - and + to hit from staying still and skimmers needs to go, there's no such widespread - and + to hit in dystopian wars and firestorm for good reason, because it has a big affect on to hit rolls, and personally I think it makes pf a game of standing still.

 

The shield rules have been taken from dystopian wars and firestorm, which is totally fine, but because the game mechanics for 'close combat' work differently, it means those units with a very high dr have a better defence than shields, since a high dr can be used vs cqb. Personally I would let shields work vs cqb, since its smalls arms fire anyway, I would say it makes sense :)

 

Now ofc you cant always please everyone, so im fine with having the models to paint :)

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Hmmm, the +1 for staying still should definitely be looked at too. Another bug-bear of mine, as it only advantages long-range factions... I'd like to see it removed, but then reintroduced as a MAR, something like Stabilizers or such, meaning that those particular models ONLY can stay still and get +1. This also means Interceptor weaponry becomes important again, rather than the current approach I'm seeing of 'Stay Still and use REALLY big guns' as Anti-Air... I'm looking at you, Mr Tyr... :P

I quite like that Hover gives -1 to hit at Long Range, and I'd like it to stay, but I'd also like there to be more bonuses to Tracked/Wheeled and Walker to differentiate them from each other and Hover. Tracked/Wheeled get Roads, but maybe give them a bonus on flat ground too? And walkers I'd like to be see have lots more interaction with Terrain.

Hmmmm, I'm not sure about changing the CQB vs Shields. If you were to bring Shields back into CQB, I'd like all CQB to have the Kinetic MAR, meaning you still want to get close and beat on heavily shielded units as their is an advantage to it.

If we are wishlisting, I'd like to see something done about CQB ignoring Hard Target on Fliers. Even if this is just something like 'Surface CQB does not ignore Hard Target on Flying Vehicles' or something. Might need to have a look at all the aerial units then, so thats a big job... :P

And yes, I'm happy about the pretty models we get to paint. Hopefully I'll get my Iapetus Battle Robots soon... :P

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Stopped playing a few months ago due to massive rules imbalances. Will play another tester game after christmas sometime to see how the new units and rules square things up. 

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Well I cite sky drop getting toned down as demonstrating what some people showed Sky Drop could do, and thus it was pretty bad. :P Not so bad now but sky drop is still holding some aspects of the game back, like a lot of people cite can't have infantry Disembark and Embark in a building in one turn because then Sky Drop infantry would be far too OP. So it suffers because it is a mechanic that can be so powerful it holds other progression back potentially etc. Sky Drop balanced/unbalanced, is still something I believe everyone should have SOME access to, I mean come on, everyone at least has a Sky Drop rating, yet unless some Sky Drop comes in Assault Helixs, Terrans, Sorylians and Directorate won't have any, and that's just denying a fun tool. I mean, why? This is a sci-fi setting about making Planetfall, everyone should have some knowledge and ability and know how to conduct orbital insertions etc, there are some factions that might utilise it a LOT more but everyone should have some know how of doing it. I mean, everyone gets Artillery.. everyone, but not everyone has Sky Drop? That's just not cricket.

 

As for Disorder, simply making it so that is a squadron is disordered they gain Rushed Shots penalty would be nice, or that upon failing a disorder test, the model you assign a disorder marker cannot link fire with the rest of it's Squadron, or a model with a disorder marker has to half it's AD for CQB/Weapons until removed, or a Squadron that is disordered has to fire blue dice, not red dice? Something that represents the Squadron/model is more in a state of panic and not performing efficiently, than it just takes damage and dies. I mean.. the squadron already SUFFERED the attack, the Disorder should be panic affects of it, not the crew deciding "Well damn, that was one heck of an attack, lets blow out tank up some more ourselves!"

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I don't see it as  "Well damn, that was one heck of an attack, lets blow out tank up some more ourselves!"  It's more like the drew abandon the vehicle etc.

 

But I do see your point and I do agree that the disorder mechanic may work better as that unit gets rushed for MO & CQB.

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