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Showing posts with label FSA. Show all posts
Showing posts with label FSA. Show all posts

Friday, 22 May 2020

New Firestorm Backgrounds

Warcradle is pushing out a fair amount of content on FSA of late (hey, it's what has got me to post again!), and a fair bit of it has been mixed concept art/background pieces. I'll cover the concept art on another post (I think it deserves it) but I'll go through the background pieces that have been put out so far as they foreshadow more than pretty pictures.

Terran Directorate

Yep, Warcradle led with this one out of the dock on their new Black Ocean Facebook page, and here's the first of the bigger departures from pre-existing fluff (let's call it "Spartan Lore"). The new Terran faction are a melding of the old Terran Alliance, Directorate, Works Raptor and Hawker. I kinda get why Warcradle did this, but as a former Directorate player, I can't say this fills me with joy. Now, without a Spartan Lore historical perspective, this is fine - it makes the Terrans a much wider faction with a LOT more ship options (as a core faction), and the Directorate were, at one time, part of the Alliance anyway, so you could almost view it as an "alternate timeline" evolution of the game. Again, as a former Directorate/Zenian player as my first choice, I'm unsure about how this will play out in terms of the game, so I will have to wait until we see some beta rules until I make further judgements.

Dindrenzi Federation

The Dindrenzi still mourn Dramos, they still use big electromagnetic rail guns and they still have big armour plates. There is some detail in here about their society and so on, but overall the flavour has not changed much as far as I can see.

Sorylian Congress

The Sorylians were always clever military tacticians, and this wasn't terribly well reflected in their gameplay on the board. Their ships were fast, in order to bring their scatter cannon into range as soon as possible, and their squadron sizes were larger due to their superior tactics. Sorylian small and medium ships were their strength, with their battleship seen as a bit of a lumberer. They weren't good at the more personal three-dimensional experience, so didn't use SRS as much as other races (consider they were waging war against the Aquans and Relthoza, who both were good at that - why confront an enemy on their strong fronts?). They were also the race that first set up a wormhole network (or at least, utilised an existing one and expanded on it), with this tech being integral to their society.

The recent fluff has them controlling drone fighters which are able to pivot about their axis and launching salvos of kinetic weapons, both as they drop from lightspeed. Their three subspecies are engineered, as they are now master geneticists (a slot previously held by the Aquans - but more on them later). They are still measured, superb scientists, and they still hail from Kerendar. Overall, I don't think the fluff changes so far for the Sorylians are much beyond trivial. Sorylians have always had long-range kinetics, though they were really something designed to harass the enemy either into closing or to strike whilst the fast frigates and cruisers closed with the enemy fleet.

Veydreth Authority

The Veydreth are now one of the eight factions of the new Warcradle FSA, and they now hail from Oroshan (which I guess means that particular faction are no more in their own right). Their ship aesthetic is VERY different from before, incorporation elements of the original Oroshan designs but they are really 100% Warcradle otherwise. Veydreth used to be fearsome centauroid creatures - now they are gangly bipedals, and the Terran moniker of "Star Dragons" comes from the look of their ships, not the creatures themselves. I think this is the only piece I am a bit disappointed with here, centauroid star dragons were interesting...gangly bipedals just seem a bit "meh" by comparison. The Veydreth fluff in Spartan Lore was "spartan", which is I suppose why Warcradle used them as the basis of creating another faction where they could run amok without annoying too many people! Much of the background is a fusion of SL Veydreth and SL Oroshan with Warcradle overlay and reimagining. Overall, I can't say that this version is particularly disruptive or upsetting to too many people.

Ryushi (part of the Storm Zone Coalition)

The Ryushi were always wanderers, and they remain so in Warcradle's iteration of FSA. Warcradle have built up the narrative in a bit more of a joined-up way (never a strong point of Spartan), and expanded it with some nice detail. The Ryushi are one of the races in the Storm Zone Coalition, which also includes the Xelocians, Sauran Guild, Rangers of Terquai, Jowrion Disciples, Illosi, Shevaka and Kedorians. I wonder if all these races will be represented by Warcradle, or we'll just get those races which already have ships....I personally would love to see the Illosians finally - the one last project at SG which was never realised before I ceased association with them.

A'quan Sebrutan

So you'll notice that the Aquans are now the A'quan, a change which I'm not really understanding - it almost seems like the GW penchant for making names they can trademark (like Orruks instead of Orks), and that may well be the case here - I don't know. Anyway, the fishy dudes are a BIG departure from prior fluff - essentially you can scrap all the fish jokes guys, because THEY'RE NO LONGER FISH. No, instead of hailing from a water world, A'quan are now sentient bi-mechanical space-dwellers, each one being located within - and one with - the ship around it.

A'quans have a very different "feel" in this new iteration - before they were somewhat benign, expert geneticists and a little "Tau" in their kind of philosophy. Now they are disruptive star-eating individuals that are kind of a galactic pain in the ass and pretty aggressive. They're space-hornets.

I'm a bit on the fence on this one. It's kind of cool, but I can imagine it's not going to sit well with a lot of existing Aquan (no " ' " intended) players. There are some other interesting snippets in the fluff here too which indicate departures in their gameplay too - gravity shears are mentioned, along with their "unique" ability to manipulate gravity...not sure what that means for you, Tarakian players... and you thought Aquans were too powerful before.... lol. another interesting thing is the mention of the "Vo'nar Holotype" - the Vo'nar being a long-mentioned but never realised Spartan race that was around Relthozan space....seems Warcradle have dusted that one off and incorporated it into A'quans now -which does make sense given their new directions.

Relthoza Unity

OK, my favourite faction, what I started Firestorm Armada out with, the spiders. Again, another BIG departure from SL here, and I must say, one I'm not really feeling. Essentially you can bin all of the Dindrenzi first contact, misunderstood cultural concepts and uneasy alliance of SL, the Relthoza never met another species before becoming the Unity. This AI cloud consciousness was once a way for the Relthoza to prevent internal wars, but became out of control, and subsumed the Relthoza into itself, becoming the Unity. It learned exponentially, and developed space travel fast etc etc - now it must bring peace to all life.

In effect, the Relthoza are now a kind of "Pathogen with a Purpose", and in fact it seems Pathogen are now merely unity ships seeking independence. Hmmm.

Now I know Stuart from Warcradle is a Rick & Morty fan, and Unity is exactly this in that series....does this make a good direction for the Relthoza? Well, for me, no. If I'd wanted to play that kind of consuming plague, I'd play Pathogen (and I have). The Relthoza, however, appealed to me both for the look of their ships, and their arachnid klingon-esque militarism. Whilst the new Warcradle concept art for the Relthoza looks fantastic, I'm just not excited by their fluff. The "Hive Mind" thing is a common, and a little tired, trope in Sci-Fi, and I think it makes the Relthoza much more bland than they were before.

Overall Takeaways

So I said before, Stuart has stated and the fluff released thus far emphasises it, Warcradle's FSA is a new game. It's NOT the SL FSA we knew, and it's probably best to come at it from that PoV. At the moment I will hold judgement until I see beta rules before I decide if it's a game that I want to learn...if it is then the fluff is not necessary, I can have whatever fluff I want for my universe, ignoring anything I don't like. Otherwise I will just use the new models to refresh and fill in gaps in my existing fleets, and play the game I already know - not the end of the world.

Wednesday, 27 September 2017

Wayland picks up Spartan Games via Warcradle Studios

As will be common knowledge now, the Spartan Games IPs have been picked up in their entirety by Wayland Games via their Warcradle moniker.

This is a Very Good Thing.

Why? Aren't Wayland a horrible online store who give big discounts and fail to fulfil delivery promises? Haven't they ruined WWX?

Well, no, I don't think either of those things is true. Wayland are, of course, a pretty big online supplier in Europe, but the feedback you get on what they're like is mixed and tends to be anecdotal. Have people had some horrible experiences with them? Yes, I'm sure that's true. Is this reflective of the wider company? I doubt it.

Wayland offer big cuts off RRPs for a lot of games, and they may not have stock of 100% of what orders they take - this is normal retail practice and as with anything, "your mileage may vary". I placed an order with Wayland a week or so ago and it was fulfilled very promptly with no issue - it was just for paints, and I'm sure they've dozens of them in stock. If it was a pre-order for "the next big exciting thing in gaming", and my order was beyond their initial stocking order fulfilment, I may have had a longer wait. I'm not going to judge them on the past experiences of others on the internet.

But what about WWX?

Well, what about it? Before Wayland got hold of the game it was a pretty out-there experience, with no visible presence in the UK to speak of. Since they've had it, I've seen booths at two shows this year, which is 100% of the shows I've attended - not a bad hit rate so far. If they do the same with Firestorm, that's great news for expanding the fanbase.

Even better, I listened to episode 219 of The D6 Generation today whilst driving to and from an appointment for work. Stuart Mackaness, general Manager at Wayland/Warcradle, was the third chair, and he seems to be a very balanced and reasonable guy. Even better, he certainly seems to know how to run a game both commercially and mechanically. His rationale behind some of the (self-admittedly brutal) changes in WWX was sound, and made decisively - it was a definitive direction and deliberate change. That's great news if its applied to the Spartan franchises.

So I'm hopeful for the future of our beloved Spartan Games IPs - even if the future does not involve myself, TheoryMachine and departs from prior direction somewhat, I think now at least we can have hope that changes are being made for rational and commercial reasons, rather than on the whim of a single person. That makes a HUGE difference, and I'm looking forward to what happens next.

Bring it on!!!

Thursday, 3 August 2017

Overview of changes from v2 in Fanstorm

After the last post there were a certain portion of the Facebook fraternity (yes, they're all guys) who started trolling me and my post/blog. Now I don't mind healthy discussion, but when things start to get nasty, personal or just dull with people asking the same thing that you really don't have to justify, it's trolling. These ranged from people arguing that v1.5 was the best version ever and saying v2 was awful (yeah, really!), to unrelenting demands for evidence to be shown on my claims.

I guess this is inevitable, and I've set myself up for it by putting supposedly "controversial" statements into the public domain, but it still feels unpleasant. It made me think whether I should continue, or whether just to leave FA to v3 and walk away.

But guess what? This is a personal blog, it's my opinions, thoughts and feelings, and I don't HAVE to substantiate my claims beyond getting people to look at things themselves. Do I have evidence to support my claims? Yes. Is all of it in a format I could share? No - because some of it is in personal emails from Neil, some of it is from my former privileged access within Spartan which is not publicly available, and despite my lack of faith in Neil and his company's direction - and my vocal opposition to the things he's doing - I'm not Julian Assange!

So if my writings make you angry, if you don't believe my claims - that's fine. Don't read my blog, don't read my Facebook posts, just carry on - if all is good and I'm an annoying fly buzzing around, you have nothing to worry about, do you? If you think I've got "sour grapes" or am just grinding a personal grudge, then leave me to it - how can it affect you? When TheoryMachine release Fanstorm, don't even look at it - how can it be of interest? Here's a thought - you're probably not the demographic I want to support anyway.

In any case, I am going to continue, so like it or lump it!

The people I DO want to support are those I've always wanted to support, those invested in the Firestorm universe as it developed from v2 release. Those who have bought into that (sometimes in a large way) and have felt let down and disappointed by unfulfilled promises. Those who crave more depth and background in their FA universe that works with the prior background and timelines (such as they are) and flesh out the technologies and structures therein. People who like the structure and playstyle of FA in v2, but want those tweaks made to make the game flow better than it did before, without losing the complexity of the game.

FA is a relatively "chunky" wargame - it's got lots of stuff in it. It's like 40k in that regard, rather than X-Wing. It SHOULD be a 90-120 (maybe 180) minute game, not a 30-60 minute game. That's what Fanstorm is aiming to do - preserve (or actually increase) the tactical depth of the game, whilst making elements identified by the bulk of the community and metas faster or flowing more easily.

So what does this mean? What changes were the FFG looking at and how does that affect Fanstorm - in short, what is due to change in Fanstorm, what will it give you? 

  1. Making movement faster/easier. I've already described this in prior blogs.Someone has commented that "Firestorm doesn't need templates" - well, true, it doesn't NEED them. So why did we look at this as a solution? Well, they have been playtested worldwide with a number of groups, and most like them....there's a couple of reasons for that I believe. 
    1. It makes predicting movement easier, because a template shows where you'll end up (roughly) before you move the model, and "rewinding" ship movement is a time-killer. This means you can see where movement will leave you touching other stuff before starting - this is really important in the later stages of the game (or "the knife fight"). 
    2. It makes movement easier whilst preserving the "feel" of existing FA movement (since you're still describing a polygon of the same radius. In fact, I'd argue that the movement feels more like space combat movement than v2.0, because it's more fluid on the tabletop.
  2. Adjusting SRS. This is a hugely controversial topic, and one solution is unlikely to satisfy everyone's personal likes in this regard. The route we talked about most was to remove PD from bombers entirely, keeping their potency but making them very vulnerable to Interceptor cover. Interceptors are "attached" to squadrons for PD support, preventing wholesale PD wall spamming. They can also be "attached" to large tokens to provide protection on attack runs. Fighters now become more useful because they do a little of both roles, a bit less well. So you can run in two squadrons of Bombers on a target, but if the opposing player can get Fighters or Interceptors there, they're going to get mauled. This makes SRS collaborative, and not just a plain binary choice between Bombers or Interceptors. There are reasons for taking the other SRS types too (more below)
  3. Firing Options. Linking is a bugbear of some (not all) players of FA. It can get a bit complex at times with squadrons of partly damaged ships with multiple linking weapons...what dice do you roll? We tossed this around a lot, and the best way seemed to be to have a second stat for every weapon showing their linking values, and then just subtract all damage from the linked pool before rolling. This makes calculation faster, and also opens up some design space where some weapons are better than others at linking. We also looked at other options, like Targeted Strikes, which are hardly used in FA v2.0. Moving to a Heavy Dice mechanic for them, together with a redesign of the TS table increases their potency without making them indispensable. Overwatch was also introduced to add another tactical option without any real increase in complexity - we determined it would probably be little used, but situationally it would be important to have, so why not?
  4. Fleet Building. This was one of the highlight innovation successes of v2, but it was restrictive in some ways - releasing new ship types for a race caused issues if it didn't already have it in there, and it was possible to build some effective spam lists. Fanstorm approaches this by using a more fluid definition of Tier level based on a ships value. This provides much more design flexibility and actually allows much more balanced but creative list building, with no extensive calculations.
  5. The Aquans. This is really about points balancing and adjustment. Because SRS can be spammed easily by the Aquans (and the Relthoza), and the Aquans have lots of arcs of fire, and are quite forgiving to play they're often seen as "easy mode", especially by new players. This is an issue because perception is reality, but actually is addressed a lot by a variable threshold fleet building tool and some overall recosting. The Aquans should be a highly efficient, highly technological race but without the reserves to field masses of top-tier stuff, which the current rules allow. What they have is very points-efficient, but they have to grow their ship hulls, meaning they should be (from a fluff perspective), a bottom-heavy race. What plays at the moment is the exact opposite. These unintended effects occur in a few races, but its actually very simple to rebalance that without nerfing the hell out of anyone.
  6. Command & Control. We saw an opportunity to have a more structured C&C function than the FTB/TAC card/Admiral interaction in existing FA, to add some tactical depth to this and other elements. As such, we introduced Command Allocation Dice - a pool generated at the start of a turn and used for various effects - re-rolls of disorder and repair checks, overwatch fire, TAC cards, Admiral special abilities and Cyberdefence. As they're dice it's easy to track, since when you roll it it's gone - and everyone has lots of dice in FA to use in this regard. It also adds flavour to races such as the Directorate, who wear down the CAD pool, but also allows the opposing player to be more tactical with their cyberdefence, rather than the "Dindrenzi are immune, Sorylians are very vulnerable" result that using FTB had in v2
  7. Terrain. Some Terrain needed tweaks, and interactions with terrain clarified in some areas (e.g. the ghost ship/station). The main issue with terrain was how much to put down and how - a more structured way to build your gaming tables is presented.
  8. Cyberwarfare. You either love it or hate it, and it feels either OP or worthless - in effect down to a table where 33% of the time you generated a Hazard marker. These are now tweaked to make them more appealing and consistent, without making them direct weapons
  9. Mines. Although I never really had an issue with v2 mines, some people did - especially in where they come in the order of play, specifically making "drive by" minings that are indefensible a thing. Making Mines regular indirect weapons solves this to a large extent...drive by minings put the mining ship equally at risk....
  10. Damage, Degradation & Repair. The double degradation method with HP and CP affecting AD was complex for new players, and didn't add much to the game. We got rid of CP affecting AD, and instead had it affect repair instead, which seems much more logical and interesting.
  11. Streamlining MARs. There are a lot of MARs in FA, and not all of them are extensively used or particularly useful, so an examination or those and making them either more useful or getting rid of them entirely seemed like a good idea. Also, MARs that required iterative dice rolls (like Torpedo Spook - which force re-rolls) were looked at to see if the feel/effect of the MAR could be preserved whilst reducing the time to resolve it. So in the case of Torpedo Spook, halving the defensive PD successes of a target is a faster (and more consistent) way of reducing the effectiveness of PD than re-rolling those same dice. Additional dice-rolling steps where they don't add much to the overall experience is always a preferable route.

Now is this going to be universally loved? Probably not - but the beauty of Fanstorm is that if people adopt it and think things should be changed, we can look at them and do what the community wants - or provide solid reasons why we think that would alter other aspects of the game.

Anyway, let me know if you think this sounds interesting, and it's worth TheoryMachine finishing the ruleset - we don't want to just waste our time on something no one wants, after all.

Wednesday, 2 November 2016

Fanstorm Armada v1 - Military Organisations

Now if you have the Zenian and Kurak Alliance fleet books, these contain the most background on the individual Core races yet produced by Spartan. While solid, theres still a lot of gaps here. The book mentions some military structures and such, but although there are some good specifics, I felt this really needed fully fleshing out to create a coherent framework for further work. Here's what I did.

These are early drafts I completed of these structures - I am working on refining and updating these, especially the Directorate and Relthoza, In any case, I hope you enjoy them and they help you build the universe into your games and more for the future. Also, we're recording the next episode of The Hub Systems Podcast tonight, so expect Episode 28 before the weekend!

Military Organisations in Firestorm Armada

Sunday, 30 October 2016

Fanstorm Armada v1 - Background

I've done a lot of work in Firestorm in the past, and that produced directly for SG was only a very small part of that. I'm also fortunate in having a network of people across the globe to critique my work and provide alternative ideas and suggestions to refine that work. Rather than let all of those hours go to waste, I'll be posting up my thoughts, background and developments here for the community to share.

Before I get to mechanics and rules, the big area I (and many of you out there) have felt is lacking in Firestorm Armada is background. Now approaching this requires more than just sending a whole bunch of freelance writers off to get some stories together, or even asking an active community for content. Why? Let's have a look...

Freelancers tend to do one of two things - they either write to a tight brief with good guidelines, or they're given freedom to write what they like with much looser reigns. One of the first things I started working on, therefore, was a set of writer guidelines to shape the universe. This is important because there are basics of technologies that will affect the whole shape of how the universe is written about. Let's use an example to illustrate this.

Have you ever watched Buffy the Vampire Slayer? It was a huge hit in the 90s and a lot of it still stands up as good, silly, fantasy fun. However, it was written at a time where mobile phones were not omnipresent, and many of the plot lines would simple be answered by having one. A modern equivalent would be written from a different perspective and would follow a different line just because of that one simple difference in communications technology.

It's the same with a game like FA and its background. SG have never been that interested in the technological background of their universe, which then makes it problematic to shape the universe coherently, which means any freelance or fan based content will vary on approach and not produce a cohesive, immersive universe. This doesn't matter for some, but it does matter for most gamers, who tend to be of a similar detail-oriented ilk within their hobby sphere.

Communications is one example - is it possible to contact a planet from another planet? Is it possible to contact a ship in FSD? Can a ship in fold-space be detected? What is fold-space? All of these basics affect any story written in or for the universe, so its important to nail this stuff down.

Another facet of this are the various races in FA - what is their background? Where did they evolve, and how? Evolution shapes the way creatures act hugely, and much more than we recognise. Our "fight or flight" mechanism comes from our evolution, the propensity for males to have better spatial awareness than females comes from the evolutionary branch of it being selected for as males went out to hunt...every aspect and nuance of our underlying behavioural mechanisms has come from our evolution from single-celled organisms, shaped by the changing environment and evolutionary pressures of millions of years.

Even where we have humans in the Firestorm universe, we have different interpretations of the seven or so human factions (Terran, Dindrenzi, Directorate, Hawker, Works Raptor, OSO and RSN). Are the Dindrenzi space nazis or not? Is that the role of the RSN? What is life like in the Directorate? The unanswered questions are almost infinite.

This is also highlighted in game instances, like the so called "Fleet Admiral". Now Admiral is a very high rank in a navy, and really this doesn't make much sense in a background and real-world sense, but this is just an in-game reference. Even so, when trying to put in the invasion "Commanders", it puts you as a designer in a corner, so one of the things I looked at before giving titles to these Commanders was to create a full military structure for all of the core six races, and place the Commanders logically within them. This provides consistency both now and in the future. Unfortunately the recent posts by SG have ignored this, introducing the rank of "Pioneer-Marshall" and "Monitor-Commander" - which sound cool but don't actually sit with any prior background.

As such I will be presenting the work I've done independently as a Fan-derived version of Spartan's universe, and nothing within it is meant to challenge any of SGs licences or IP, but merely to provide an alternate and fully fleshed-out background - let's call it an alternative interpretation - of their game. I hope you enjoy it, and I'm always open to feedback and discussion on any aspect. if people have better or cooler things to add, then I'll add them.

Wednesday, 19 October 2016

I am Spartan Alex...and so's my wife....

Well, I used to be, up until yesterday when I finally decided to hand in my spear, helmet and shield and part ways with the Firestorm steering role I've had for the past few years.

"What? Are you crazy? I'd give my <<insert appendage here>> to be a Spartan!"

Well, be careful what you wish for - working with a games company can be incredibly rewarding, but it can also be enormously frustrating, hard work and gruelling. Sometimes it sucks so much out of you in the game you love, that you don't want to play. Then you wonder why you're putting in the kind of hours you are without pay (yes, this was voluntary!) - this was supposed to be fun!

So why did I quit?

A game system is more than just pretty models and good rules - it's exactly that, a SYSTEM. The leader in the industry got to where they were (and still are in large part) because they had a great combination of models and narrative, backed by good store support and excellent player involvement, all in a very different world to the one we inhabit now. They created a monolithic monopoly which stood for around 30 years before they slipped into getting super-greedy whilst losing grip on rules and getting sloppy with background - just at a time when other companies like SG were springing up in an internet-enabled world. The past 10 years have seen the industry completely change, and they have taken a lot of damage over that time by being inflexible in an increasingly flexible marketplace. Nevertheless, even they are responding - and maybe it is too little too late, but they're also big enough for momentum to carry them a long way.

I tried to help SG in this environment by creating the sort of technological tie-ins, community noise and background pieces (the odd "teasers" I posted from time to time) that I believed were needed for FA - I felt there absence as a player of the game. About 0.1% of what I've written ever saw the light of day over the past 3 years. My motivation for the creating Hub Systems was to talk about Firestorm, as I couldn't represent the company officially elsewhere. I attended Reading Warfare as a demo game under my own steam (with Oscar's help) four years ago because I love Firestorm - this year we'll have the third annual FA tournament there.

So in short, I believe in the community, and the lack of support over the last 18 months or so for those fledgling communities is damaging - and I don't mean in terms of prizes (which SG are pretty generous about), I mean in terms of Spartan's show attendance, regular blog pieces , coherent and un-retconned background, consistent universe technologies and meaningfully planned releases. As the leadership of SG clearly became more detached from that vision of a coherent universe that I had, it was clear separation was in the offing - and best now and cleanly rather than protracted and messy.

Spartan have been getting better in some areas (like show attendance), and I really hope that the game survives long-term. People have expressed happiness about the Amber system, which I completely understand, because there's been nothing for so long. In one sense I'm glad that stuff I was talking about to Neil over a year ago is happening...but (there had to be one) - it's happening in something of a vacuum (knew I could get a space-related pun in there somewhere!). The FFG were not involved in the Amber system development, so as to balance and ongoing unity, where does it leave it? The fluff pieces are nice, but do they tie in with the rest of the universe? Will the next pieces tie in with this?

Now I am anal about this stuff, and pick up on inconsistencies in anything quickly - they jar my suspension of disbelief. The champagne glass in the Sopranos which is filled and half-emptied and then filled again between dialogue is something I noticed first time. Having Dindrenzi officers refer to each other as "Pioneer" as an honorific might be cool, but its never been mentioned in FA before. This either needs something to tie it in or be dropped. Stuff like this might not seem important, but it's indicative of a larger problem - the universe behind everything.

Let's take a brief sojourn - why are there a lot of very successful US TV series at the moment? When you get down to it, it's because of the way they're made. I had absolutely zero interest in a medieval fantasy setting series when my wife asked if we should watch Game of Thrones because "people said it was good". I started watching and was hooked - not because of the setting, but because of the quality of the show - at all levels. It has a compelling, intricate and well-woven plot which is delivered with excellent acting - the actors aren't just making up their lines when they get on set. This leads to amazing moments like the resolution of why Hodor can't say anything other than "Hodor" - and it blows your mind (I won't spoil it if you've not seen it, but OMG!).

This is really what I worry about with the current Amber setting in FA - has it been beautifully crafted behind the scenes as part of a larger tapestry, or has it just been made up on the spot? I have a sneaking feeling that it's the latter, which means that although it might be sweet and glossy, it might stick in the throat later when the wider picture doesn't quite add up. Which would be a shame. Honestly, if I'm wrong, nothing's lost, right?

The joy for me now, however, is that I am unchained to express myself in terms of fan-created background, technology, stats etc - though of course these will no longer carry the weight of being "official", I'll keep working with the members of the community I've grown to develop great respect for and whose input and viewpoints I value - even when they differ greatly from my own - because we have the same destination in sight, and because they improve anything I do! I created military structures for all the core races of the FA universe....I created star systems with planetary bodies for EVERY SINGLE SYSTEM on the FA map - this is how anal I am!

Whilst I'm on it, those individuals of the former Firestorm Focus Group really deserve a huge amount of the community's love, they've worked tirelessly behind the scenes with little in the way of thanks and often massive criticism and quite thoughtless abuse ("Did the FFG even test this, this is so OP" etc etc). It'll be my privilege to work with them again in the International independent Games Design Group, (not a very catchy moniker, I admit!) continuing to produce fan-made support for the game we all love. They're a talented group of guys, and I think we can put some great stuff out for the community.

As such, and as an enhancement to both my blog and The Hub Systems, I've introduced a forum element to this site, selectable on the top right-hand side under Pages. Feel free to go over there and leave a comment and get involved in the discussion - I'll add other sub-forums on there as needed.

Well, I'll save you all from the wall of text now, have fun until the next time - Episode 27 of The Hub Systems is coming soon!

Friday, 22 January 2016

Firestorm Armada Terquai unboxings

It was inevitable that those accursed traitors, the Terquai, would wash into Oscar's painting queue at some point, and that time has come. Actually, he's had the Dread for a while, and the Patrol Fleet and cruiser box have just joined that - time to look at the all together! Let's start with the Patrol Fleet and go from there....



As usual Spartan do a nice job of their boxes, with lovely full colour photography of the studio models on the front, and breakdowns of the box on the back as normal.


Inside you get the resin, bases, TACs and token sheets as you'd expect...of course we're primarily interested in the models.


These come in two bubble-wrap bags and one zip-lock bag...


...which open up to quite a lot of stuff! Starting from the small end this time, you get four frigates, which are chubby chunkers!


Comparing to a standard Aquan Chimaera, you can see its a little longer, but MUCH fatter...who ate all the pies??




Despite its weight issues (!), these one-piece models are really nicely done, and I just adore the Terquai propulsion golf balls - they remind me of the Liberator from Blakes 7 (if you don't know that ship, you're no sci-fi fan!!!)


Next up are the three cruisers, which can all be built as either assault or torpedo versions. This is neatly achieved by both top and side drop ons (plus a common underside drop-on). I like the addition of all parts so you have complete freedom here - it's a really nice touch from SG.


The cruiser obviously slims out if it grows up from a Frigate, being a little shorter than an Isonade, but lacking its needle-sharp anorexia. The drop-ons themselves are very clever;


 
These two top drop-ons give the ship a different profile and look.



As do the two side drop-ons. Combined they do produce two very different cruisers from the same hull, which can't be said for all the "modular" designs (yes, I'm looking at you, Huntsman!)


The underside piece and flight peg holder is common to both versions, but this doesn't detract from the designs at all

I won't cover the separate cruiser box, suffice to say you get an exact duplication of the Cruiser elements from the Patrol Fleet in a nice box;



Finally for the patrol fleet, you get the Alkonost. This is a three part model (four if you count the underside drop on, which is the same as the cruiser piece), which actually isn't really longer than the cruisers, but it is bulkier and has the two ski side-pods.


The hull has really nice flowing lines to it, and looks like a blend of human and Aquan tech



The side "ski" pods are handed (and have convenient L & R stamped into them).



But again, my favourite part of this models is its engines


Now the Alkonost is an Assault carrier, which means it has SRS tokens. The Terquai have some of the nicest yet;



So moving onto the dreadnought...


 Another gorgeous shot, and we're into the box contents...


This is a bit of a monster! It has a great aesthetic, which times in nicely with the other ships and the prior v1/1.5 Terquai cruisers too.



The hull has great detail and is not as elegant as the Alkonost, but does convey a sense of sturdiness.



The two side pods are the size of a ship each, and have phenomenal detail considering they're both single pieces.


here you can see detail of the surfaces , especially the various guns, and also see how little casting flash they have. One of my side pods has a small bubble in the front, but nothing that either a spot of Green Stuff or painting as light battle damage won't fix!


Both side pods and hull have the same golf-ball aesthetic drive systems, which gives the terquai a very distinct look.

Overall these Terquai releases continue the trend we've seen from SG in the Firestorm Releases - great designs, clever moulding, quality casting and good value. The only thing I don't like about them is that they're on the wrong side!

Thursday, 2 October 2014

Operation Shadow Hunter unboxing

My forays into Spartan have gradually worn me down to give Dystopian Wars a try - mainly based on some of the utterly gorgeous models that are available. As I'm a newbie to this world, starting off with a 2-player boxed set designed to introduce you to the game seemed like a sensible approach, so enter Operation Shadow Hunter....




O:SH comes in one of Spartan's large boxes, complete with glossy outer sleeve with some nice photographs of the studio models, and some brief intro blurb etc on the rear. Removing the sleeve and opening the box reveals....


Wow. There's not much in the way of spare room in this box! It's absolutely packed with models, tokens, dice, books and cards. One of the things Spartan do well is making you feel you've got a lot of stuff for your money, and O:SH is no exception here! First task is to take everything out of the box and spread it before you like a child on Christmas morning;


So here we have all the models in the standard Spartan bubble-wrap bags, resin tokens, metal components and dice all in press-seal bags, two packs of individually wrapped cards, the O:SH booklet, all the kiss-cut scenery sheets and a full DW 2.0 rulebook. Ignoring all the printed material, any self-respecting resin-crack addict will now unpack all of the models...


Oh...my...god...!!! That's a lot of ships n stuff! I love the way you get two FSA submarines (one surfaced and one submerged), plus two Terror ships (one "ghosted" in clear resin, and one "active"). I'm not sure I'd choose either of these as my standard fleets, but even so the sheer volume of models here is impressive, regardless of whether the aesthetic is your favourite or not.

So after poring over these for a while, you'll probably return to the "other stuff" to have a look.


Three A4 (-ish, I didn't measure them) sheets of kiss-cut scenery in the form of islands, sand banks and atolls/rocks, and three sheets of card tokens and templates. I was slightly surprised that these are not pre-cut like the scenery or other token sets - e.g. the Firestorm Battle for Valhalla 2-player set. Not a major upset, just puzzling given the other precedents.

Anyway, that aside I had a look into the O:SH booklet;


It starts setting the scene for the set, and features some lovely photography of the painted models.


It also gives several scenarios to bring you into the basic mechanics of the game, building up on the different elements.


The last pages are dedicated to the stats for both sets of models.



The other element in the box is the DW2.0 rulebook, which I'll have a proper look at in another blog post.

Overall then, the impression I got from the O:SH 2-player set is very similar to that from the BfV set for Firestorm - it's a nicely presented product which represents good value for money. The models are excellent, beautifully cast pieces as seen across Spartan's range, the printed materials have a quality feel to them and the product seems well thought-out and produced. The inclusion of the full rulebook is a good feature, and you've plenty in the box to give you longevity beyond the starter scenarios. Split between a friend or just for yourself, the product is very good value - the models represent about the same as you'd get with a Battle Flotilla for each nation, so you're essentially getting a discount and the books for free.

Sunday, 7 September 2014

Spatha Gunships

I acquired some more ships for my ever-increasing fleets back in the summer, these being some Spatha Gunships (the subject of this post), a pair of Cataphract battlecruisers (oooooh!) and a pair of Raptors for my Relthoza. Oscar has also got a new pineapple, sorry, Kraken Dreadnought to add to his monstrous Medusa, together with its attendant escorts. Since I've had almost no time for any posts in the months since I got them, it's time to put that right.

So as I said, I'll start with the Spathas. I shouldn't have to describe the format to anyone who's a regular reader of the blog by now - sturdy cardboard box with nice glossy full-colour card sleeve holding its contents in;

The Spathas come in a standard cruiser-size box, which is a nice compact size. Inside the box all the components are held in bubble-wrap or press-seal bags for their protection. Unpackaging all this produces the following array of parts;


The Hulls are single-piece mouldings, which is an impressive achievement given the complexity, depth of some of the detail and undercuts present. Added to each of these are two handed engine blocks, each sporting two universal drive exhausts. The final part is the flight stand peg, in similarly standard format (it's the same piece as on the cruisers).

The engine blocks do need some trimming with the faithful #10A blade in the Swann Morton, as you need a nice snug fit onto the recessed moulding on the hull;




This includes the rear, as there's not a lot of room for play.


The engine exhausts (same on the Cataphract etc) do need quite a bit of tidying up as well.


This generates a fair bit of resin spoor!


Whilst we're talking about trimming, be careful when you're looking over the front section, as there are two panels that overlap the forward diagonal sweep of the hull - these are meant to be there, so make sure you don't trim them off!


Once trimming is done, however, the Spatha goes together seamlessly, and in no time at all you have three of the beasts!


Here she is in all her glory;


That's a lot of guns!


Nice view from the bow...


 Side view showing the upper and lower broadsides;


Here she is dwarfing a Gladius (forgive the unfinished paint scheme) - she really is a HUGE bulk!



The Spatha is a beast of a ship - both in-game and in model form. It's a great model, with fantastic detail, and I'm glad to have some available to my fleet now. Until next time!