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Showing posts with label Relthoza. Show all posts
Showing posts with label Relthoza. 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.

Tuesday, 15 August 2017

Firestorm Armada 2-Player boxed set - What should we have got?

Someone (Daniel Jones) asked on Facebook what ships people think we should have got for the core race expansions, so I thought I would share my own opinion (together with stats) of what TheoryMachine think we should have had as a 2-Player boxed set. Now the obvious bit is - it has to be the two Core Races that haven't yet had a boxed set, right? The Sorylians and the Relthoza. Now, with Spartan's ability to create more complex, multi-part models, it should be possible to create a boxed set that actually give you Large and Medium models that can be built in one of two different ways. This would both extend flexibility and appeal to players, and give people a reason to either buy multiple boxed sets, or to buy the boxed set and still buy the separate models on individual release.

So given that, what do the Sorylians need?


The Sorylians - Tier 1


Well, first off, another Battleship would be a good start. From how the Falx fares in battle, the Sorylians would undoubtedly have been working to cover some of its shortcomings. Now, the Falx isn't a bad ship, it just isn't an equal counter to other Large ships (it's no dueller) - so enter the Cuirass:


The Cuirass class battleship is one of a new breed of designs that Sorylian Engineers started working on at the beginning of the Seccession Wars, based on predictions of how the conflict would escalate. These designs have been developed by the Sorylians over the past decades and are now finally ready to start field trials in the Outer Spheres – the standard method of deployment the Collective uses when producing new starships.

The Cuirass bears many similarities to the Falx and Swordbreaker that preceded it, but with several enhancements and design shifts. Firstly, the Cuirass has a much greater offensive bent that the Falx – it is built as a ship ready to duel with other battleships in open space one-to-one, and take them down. To further this point, the ship has an extensive number of defensive enhancements, notably a reinforced, strengthened fore, and shrouded scatter weapons - making the ship extremely tough on the approach into battle. Shield generators may also be fitted with Terran-derived sectoring technology, something unknown on Sorylian ships of the past, but garnered out of close cooperation with their Kurak allies.

Let's have a look at some stats:


Sector shielding gives the Cuirass a possible 7/12 DR/CR profile from the frontal arc with 2 Shields on it’s approach into battle, making it one of the best protected battleships in the Firestorm Galaxy. It retains the ability to use its Kinetic and Torpedo weapons even with this profile, so it is not a passive approach, meaning that when it arrives in optimum firing position it is likely to be doing so at full or close to full HP, making it a very potent early-game ship the enemy cannot afford to ignore, especially if also accompanied by Flechettes to further enhance its firepower. This would also make it ideal to pair with a reserved Falx entering by foldspace for a heavy-hitting one-two punch in the early or mid-point of the game.

Another more unique innovation on this second generation battleship is the ability to deploy Seeker-Class Drones. These do not form part of the Cuirass’ squadron, nor even have their own activation, but instead work as a force multiplier for the Sorylian Collective. These are developments of the Sorylians long-established wormhole network, re-imagined with Terran expertise of fold-space beacons from their Satellite Charter, to act as specific beacons for Sorylian ships – free from the Ba’kash infiltration and piracy that their wormhole network has been plagued by. Deployed by Hidden Setup or by the Cuirass, these drones allow pinpoint foldspace entry by Sorylian ships within their area of effect – making that 1-2 double Battleship setup even more deadly.



The Cuirass is no slouch either – with a native 8” move, it has the legs to get into that optimum firing position quickly, and at the cost of some manoeuvrability it can even become faster than many cruisers. With AP, movement and Assault Blitz upgrades, the Cuirass becomes a very credible boarding threat in addition to its native direct AD potential, especially paired with a Katar Assault Cruiser.

With a fast, hard-hitting battleship, what other class could a multi-part model make that would fit with Sorylian lore, and fill a role in their fleets? Well, the Sorylians are not SRS heavy, but they do board well - how about an Assault Cruiser? Let's take a look at the Serapis:


Utilising the same basic hull arrangement of the Cuirass, the Serapis dispenses with shrouded weapons for overall hull strengthening and the provision of extensive launch bays for its assault shuttles to carry the vast numbers of its boarding marines to the enemy. This results in a reduced broadside capability, and so Sorylian Engineers have focussed on providing a hard-hitting fore mounted scatter array to soften targets up on approach before launching their coup de grace hand-to-hand. The Serapis also retains some of the innovation and options that the Cuirass introduces, such as a reinforced fore and sector shielding:


Accompanied by a Katar Assault cruiser, the boarding potential of the Serapis becomes overwhelming - something the Sorylians have found necessary when combatting their martial galactic neighbours, the Relthoza. It is also possible to take a pair of Pauldron Escort Cruiser to further expand and add flexibility to its SRS complement.

Tier 2


We heard mention above of the Pauldron Escort Cruiser above, so let's start there. The Sorylians are not natural fliers, and they tend to field SRS principally in dedicated carrier vessels. The Grand Council have recognised that the tactics of other races, especially the Relthoza (who are capable of fielding large quantities of SRS at any engagement level) have exposed a potential weakness in the Collecxtive's Sphere defences, below where fleet carriers such as the Xiphos are deployed.

As such, the Pauldron has been devloped using the same manufacturing lines as produce the Skyhammer and Falcata Cruisers, adapting the hull to provide flexible launch bays for an array of different SRS. This enables SRS cover for smaller task forces, and boosts the abilities of larger vessels such as the Serapis - the latter is not configured for bomber operations, but coupled with 2 Pauldrons, it can field both bombers and assault shuttles, or provide interceptor cover etc. With typical Sorylian practicality, the Pauldron also retains offensive armaments to ensure it remains viable even on losing its complement of on-board craft.


The Sorylians have a pretty effective Tier 2 selection, with extremely effective Cruisers and Gunships - what more could they have that would be a viable selection? Well one area the Sorylians do lack is in the area of mines - they simply do not use them. Rather than give them a ship that did the same as other races, they would deal with this by countering this threat. As such, we have the Flagellant:


This is a tough cruiser, built on the same lines as the Kopis, shielded as standard and with the capability to increase that shield strength. It needs to be a tough ship too, since it's assigned duty is minesweeping, using the new Minsweeper MAR:


Once again, a single-purpose ship in this class is something Sorylian Engineers would wish to avoid, just minesweeping is not going to satisfy most Sorylian Commander's thirst for combat. As such, the Flagellant retains a decent - if short ranged - set of scatter weaponry, and coupled with its toughness it is often seen plunging ahead into enemy lines ahead of the rest of the fleet, weathering the fire of the enemy to unleash short-ranged hell into their foes. This type of assault often disrupts the carefully made plans of their opponents, allowing the Sorylians rapidly-closing fleet elements to mop up the scattered remnants. Flagellants have thus rapidly gained a reputation as line-breakers, and it is seen as one of the most honourable positions to hold in the Collective's Sphere Defence fleets.

As the Tier 3 would be a resin rework of an existing ship, no need to talk about that here, so let's move on.

The Relthoza - Tier 1


The Relthoza spiders were my first entry point into the FSA universe, so I'm used to them and I've never had a problem with how they play in terms of seeing them as "difficult". I've never really had too much of a problem with the Brood Battleship, it's a solid ship. The Relthoza have a good selection of options, and I love the feel of the faction. That being said, the Relthoza have some obvious gaps in their repertoire given their fluff - they're an SRS and boarding-heavy fleet, so why they don't have a Battlecarrier and Assault carrier seems odd - these are both obvious development directions for them. So let's have a look at some rationale:

The Relthoza Incursions into Sorylian territory have time and again been repulsed by the sphere defences the Sorylians have entrenched around their territory. Although the recent conflict in the Storm Zone has drained Sorylian forces and allowed the Relthoza to make gains, these are relatively minor and have not allowed for the large scale footholds the Twenty had hoped for. Without this bridgehead into Sorylian territory, the reformer fleets cannot operate with sufficient impunity to start thoroughly terraforming worlds - which is what the end-game is for the Relthoza: More inhabitable worlds to colonize.

This has led the Relthoza to technological solutions – the introduction of the new nanospatial lance weapon system in the Virulence gunship has proved successful and has been expanded to new ship types. Advanced shunt matrices and new cloaking systems are also being deployed, together with expanded suites of support ship types to disrupt the highly structured Sorylian defences. The Sorylians, like the Relthoza, are excellent martial opponents, so the need for more means of delivering more warriors into the field is highly desirable, hence the development of the Atrax:



The Atrax is a ship designed to prize other vessels through martial combat. Commonly fielding assault shuttles and packed with warriors, these ships are relatively cheap and fast to construct, relying on stealth and cloaks to get to their prey and seize them. Alternatively they can be outfitted with the next generation of Shunt drives, enabling them to leap forward and deliver a crippling blow where the enemy would never suspect it. As with much emergent Relthozan technology, it is meant to be highly disruptive to any enemies plans. It does pay for this rather single-purposed mentality somewhat - it can be vulnerable to short-ranged torpedo weapons, and should it's cloak be damaged its hull is not meant for front-line combat confrontations with similarly-sized vessels. The Twenty deem this a price worth paying for its potential rewards - after all, fresh young warriors are an easily replaced resource.

Now making a multi-piece model representing two ships here is easy, since all you need for an Assault Carrier is a bit more armour and some more weapons - the launch bays and general configuration can be much the same. Here we have the Dysdera:




The Dysdera employs the same nanospatial lance technology that was first implemented on the Virulence Gunship, in an up-armoured version of the same hull as the Atrax. The Broadsides are extensively expanded, and the aft weapons systems removed to accommodate the power generation requirements of the fore lances. This results in a slightly more delicate internal structure, simply because of the fine balance required for the new technology. It also reduces the range of any installed battle shunt drive generator - the power requirements for more would simply be impractical to accommodate without a major hull redesign and expansion.

Tier 2


Now Relthoza mediums are also an interesting design space, and there is plenty of scope here. One of the things the Relthoza lack is a stand-off destroyer (the Venom is very much an ambush predator), and surprisingly for a race which is quite torpedo-heavy, they have no dedicated Torpedo Cruiser. So, here they are:



The Bolas is a stand-off torpedo cruiser designed to provide long-range support to advancing fleets. It remains in the rear of the engagement, cloaked and often running silent to avoid detection as it unleashes nanotech-laced death from the depths of space. Should it be engaged, it has a moderate short-ranged broadside array to defend itself, and can either be rigged with non-detection systems or an advanced Shunt matrix to help it get out of trouble quickly should it be flanked. It's weapon systems make it a deadly late-game opponent, but even from the opening salvoes this is not a squadron that can be ignored, meaning the enemy needs to divert valuable resources to deal with them as the main Relthozan force closes.



Next we have the Cryptos Destroyer, one of the most daring and advanced ships Relthozan technology has produced to date. Employing an experimental advanced cloaking field, the Cryptos is almost impossible to target when cloaked, and chooses when to engage its prey using the same nanospatial lance system used in the Dysdera. Such is the power drain from this new cloak, however, that it cannot use weaponry whilst it is engaged (and even if it could, to do so would reveal it's location to targeting sensors).

It has, however, an advanced shunt matrix to allow itself to reposition whilst cloaked, meaning the enemy can never predict where the ship will suddenly appear, it's alien weaponry tearing ships apart from inside before fading away into blackness. It also maintains a standard broadside weaponry to protect itself from flanking attacks should its cloak or shunt matrix be damaged, though most Cryptos crews pray that these are never to be used, as it is not a ship designed for an honest, even fight.

Once again, Tier 3s would be reworked all-resin Nidus frigates, giving us a nice up-to-date offering for the Relthoza, with plenty of new dirty tricks up their sleeves.

Extras


Most Spartan 2-player sets come with extras, like the Valhalla station and the Overseers gate and probe. What I'd have loved to see from Spartan here would be an add-ons pack of Pathogen pieces for the included ships, to replace some of the ships parts. What do I mean? Take the Aquan Cruiser from the Taskforce Reinforcement boxes - you have a top and a bottom, plus another add-on for the Carrier version. In a similar manner with the construction of the ships in this set, you could have a pathogen bottom that would fit the Aquan top, giving you yet another iteration of the ships. This would have been super-cool and added more reasons to buy multiple boxed sets, and also another play element to the game - an AI deck.

This has been done elsewhere (like Deadzone) - you include a set of cards that allow you to play against an AI-Pathogen fleet. This way it doesn't even matter if you don't have someone to play the game against, you can still buy and play the set - how cool would that be?

I think a set like this would have far greater appeal than the Saurian/Pathogen set that SG have proposed with their Kickstarter - what do you think?

Monday, 14 August 2017

Firestorm Armada Core Race Expansion Sets

So now we have the blog Spartan should have put up before they started their Kickstarter, we can see some details of the planned Core Race Expansions, and it doesn't make for pretty reading for me. Why? Read on (Spoiler - contains jaded opinions about Spartan Games' current behaviour - do not ingest if sensitive to honest but scathing opinion).

Core Race Expansions - A Good Thing, right?


Well, possibly....

Expansions should be added for a reason, other than "the company needs to sell more models". Ultimately, this goes down to why a company exists, it's heart and soul. For me, a gaming company needs to be about gaming - it needs to have that at its core...if it doesn't, it comes through in everything they do, and what they do doesn't ring true. Of course companies exist to make money to continue doing what they do, but that shouldn't be an end point - it should be a means to it's end (which is growing its games). 

Take GW as a case in point. They used to be a games company - founded by gamers who didn't want to grow up. It was successful- enormously so, and grew to behemoth proportions. Still, in the late 90's-early noughties, it was still a games company - lots of hobby tips (for free) on its website, GW stores were places people went to congregate, paint and play. People inside and out were passionate about games.

Then it started being run by executives.

Sometimes, this can be a good thing - execs bring focus and timelines, spreadsheets and analysis that can really help companies improve, cut out waste, do more god stuff. Sometimes they end up controlling things and the bottom line becomes the important thing, and the rest is a mantle upon which it rests. Prices go up, free stuff starts being removed and replaced with chargeable extras, things are pushed out because they're low volume sellers, and the execs start directing company direction. People leave because "it just isn't the company it used to be". These things are picked up by the community, because things start to feel different in the game.

This behaviour really hurt GW for the past decade. Now they've a new CEO who seems to understand that the "Games" in GW means something to its customers, and is getting back towards the company it used to be. Hell, they even released a pack of skulls, which if isn't taking the piss out of themselves (in a profitable way" then I don't know what is. Not to say they still aren't having some crazy pricing decisions (that Primaris Captain and Librarian, for example), but it's early days.

So I'll come back to this point at the end of the blog when I've run through the Tiers and factions;

Tier 3 - Destroyers


"Wait a minute Alex, you said Tier 3, but you're talking about Destroyers..."

Yes, I know. Most factions get "Light Destroyers" (I'll come back to naming conventions later too), a couple get Torpedo Destroyers. So this is one of those "Oh god I hate them" general faction-wide releases that makes no background sense whatsoever. That's the first thing. The main issue I have with this release, however, is that where do these fit in the design space of Firestorm?

What do I mean by this?

Well, as a designer (and I did this for Firestorm for a long time, so I do know what I'm talking about here) there should be a reason for the ship you're designing. That's number one. So you have a role the ship should fit, and then you look at what already exists, and stat the ship according to its role and what has gone before. In general, it should fit with the existing theme of the fleet, with maybe a few differences based on its new role (otherwise why would the race design it?). Stats should be in-line with existing ships and the role, unless it's some ground-breaking new technology. So, in the FSA world, a Destroyer is generally a hard-hitting, but often difficult to spot/hit type of ship (more like a wet-navy submarine). Firepower wise they hit above their weight, especially at longer engagement ranges (with exceptions for those "Ambush" type iterations like the Venom).

Now the Firestorm design space is fairly "tight". DR ranges from 3 to 7, CR from 4 to 13. The lower end of the spectrum is more crowded, because the difference between 3/4 in game is not much and you can't really go above that for a small (as Cruisers start at DR4). So that means a "Light" Tier 3 Destroyer could be "Light" just by the virtue of having a Small hull, rather than difference in weapons, so you have a (for example) 3/5 hull with standard Destroyer weapons.

The problem then is why would you not take these awesome new Smalls over standard Frigates? That kind of Firepower is pretty good on a small ship. Well, you could price them higher, but now you're encroaching into standard destroyer territory - it's only 150 points for a pair of Venoms, whilst its usually around 100 points for a bunch of Frigates. Do you see what I mean by a crowded design space now?

This is why the FFG worked so well at designing ships, because we had twenty-odd players of the game each with a different meta putting in their opinion in the design stage, so we didn't end up with glaring oddities that ended up massively OP or vastly useless. What you really want is a ship design that half of the players think is OK, one-quarter think are OP and one-quarter think is useless. You've usually got it right then.

What should NOT happen is someone decides "you know what, all races need a new small, what should it be - I know, destroyers!" and then this is implemented. That fundamentally breaches Rule Number One - the ship should be derived from a need (perceived or real), not an arbitrary assignment. It's a bit like some god-like entity suddenly saying to all the nations of the world "and you must have Battleships in your navies". We don't need them - they're obsolete, and obsolete for a reason. Shoe-horning them in would be moronic.

Tier 2 - Medical & Repair Ships


Hmmmm. My gut feeling on this is....why? From a fluff point of view, this is madness - you don't repair ships or send in ambulances in the midst of a pitched battle. We already have SRS to cover these functions in v2, what do these add except for sucking out more points and making you buy more resin? If the repair function effectively acts as an add-on Self Repair MAR, then I foresee a lot of issues - it will tend to drag the game out, rather than make it smoother and faster.

This goes back to rationale as I mentioned above for the Tier 3s - what is the reason for introducing a ship type? Did anyone call for any of these ships in their games before (and by that I mean the function rather  than the name)? In other words, is there a gap to be filled? For me, the answer is no.

Tier 2 - The Terran Heavy Gunship


Wait, the Terrans - one of the CP-heaviest factions and one of the fleets most likely to see use of Medical Shuttles - does NOT get Medical ships? Nope, they get a Heavy Gunship. Not a gunship, which of course they don't have, but a Heavy Gunship.

Now a gunship for the Terrans is not a terrible idea, but its also not a great one. Sorting out the role of the Heavy Cruiser (which is essentially a gunship in all but name) would have achieved the same thing, but of course wouldn't have required you to buy more models.

Tier 1


Now here we start to see some apparent variety, so I'll go through them individually:

The Aquan Repair Battleship


Now there's an oxymoron for you - repair battleship. It's like a War Domain cleric....does it fire sticky glue that covers impact blasts? Does it have multiple cranes that attach to other ships and fix them? What? You think I'm being silly? Well it's because it's a fucking STUPID idea, thats why.

The associated fluff basically says its a Battleship which carries Repair Shuttles - or in other words, an Aquan Battleship. All this really indicates is that the normal battleship is restricted in the SRS it can carry (if any) and that this is a Battleship with limited usage. I'll come back to my stock question here - Why? If you're having to create new ship types because of changes you're making to the mechanics, then please, stop.


The Dindrenzi Battle Carrier


So here's a ship type that you can actually see the race developing. The Dindrenzi actually have a decent carrier option, but you can definitely imagine them creating a Battle Carrier, so this is actually one that seems quite rational.

The Sorylian Fleet Carrier


OK, so the fluff makes no sense whatsoever here - "The Sorylians do not make much use of SRS, but when they do it is normally ‘heavy’ in nature." - in fact I'm not sure that's even a proper sentence. Still, the idea of a Fleet carrier for the Sorylians is...meh. They already have a fleet carrier in the Morning Star/Xiphos - again a decent carrier. Surely the Sorylians would be best supported (both in game and in fluff) with an Assault Carrier? Or how about another Battleship to use, since their existing Battleship and Dreadnought are much maligned? No, we get another carrier. :-(

The Terran Battle Carrier


Well I suppose this one was inevitable, despite never being intended as a production model, when you show a render/artwork people are inevitably going to say "Ooh, shiny, when can I buy it?". That's not necessarily a good rationale to base a ship class on, and so we have the Terran battle Carrier, despite the Terrans having one of the two best Fleet Carriers in the game (the other going to the RSN Argus), and good battleships.

So why is a Battle Carrier a bad idea for Terrans? Well, it's either going to have sub-par weapons, in which case if you want SRS the carrier is probably a better idea, or it's going to compete with the battleships (why have a plain battleship when you can have a battleship+?). It also adds a third ship to the Battleship space for the Terrans, when they could really do with choices elsewhere. So whilst not a terrible decision, it is a ship in a crowded spot in a tight design space for the Terrans. It's not very interesting, and it's not very Terran.

The Relthoza Heavy Battleship


So a ship between the Brood and the Apex? Hmmm...I mean, it's possible, but as for the Sorylians, why not an Assault Carrier or Battle Carrier for the Relthoza? Ships that fit with their background and fluff? Why call it a Heavy Battleship? Is the Terran Tyrant a Heavy battleship? Did people have issues distinguishing the Apollo and the Tyrant? No, so what's the point? It's the Why? question again.

The Directorate Fleet Carrier


Oh dear. Not only do the Directorate nor care about their vat-buddies that they're prepared to spend vast amounts of capital to make specific ships that will help them out in the midst of battle, but they're so intent on SRS operations all of a sudden that they make a Fleet carrier, which sounds like a Battle Carrier if you believe the short fluff. It's quoted to be as tough as a Dreadnought, armed to the teeth with beams and cyberweapons (which are due to be bland AOE weapons in v3), and carry loads of bombers and stuff. 

The problem is once again that the Directorate already have a pretty bitching Battleship that does a lot of this in the Anarchist, and they also have the Overseer - a carrier that never needs to decloak. I've seen double-Overseer lists run by Directorate players, and they can be pretty savage. So this ship promises to do all of the Anarchist and Overseer jobs in one, which makes it either too powerful, overcosted or one of the two sides at least partially redundant.

The main issue I have with it though, is it just seems unimaginative. Maybe it'll be ok, but I already have big issues with how the Directorate flavour is being massively diluted with v3 rules. Why would I add another shade of grey to those already available?

Naming Conventions


OK, so this is a personal bugbear. and I know it doesn't bother some people at all, but I hate these arbitrary namings of "Heavy" and "Light". It smacks of a small child trying to win a war of words;

"I've got a gunship"
"Yeah? well I've got a HEAVY gunship"
"That's nothing, I got a Battleship"
"So? I got a HEAVY battleship"

And so on. It smacks of Trump's lack of vocabulary ("It's gonna be really, really great - really"), a lack (once again) of IMAGINATION. Why does that matter? Well, this is meant to be an immersive universe. Why would all factions suddenly create "Light Destroyers"? What's the rationale behind calling a Battleship "Heavy"? The answer to this is - there is no reason - and that (for me) makes the whole announcement sound hollow, a clanging tin bell. I don't think "Cool, a Heavy Battleship", because I'm not 6. I want some meat to my sci-fi, even in a game with plastic spaceships. I may behave like a 12 year old when I'm playing games, but I don't expect to be treated as one mentally.

Verdict - Hit or Miss?


Once again, I don't need to tell you my verdict on this. It only adds to the Kickstarter cash grab feel that SG is developing lately. These announcements in the right environment with the right thought process and rationale behind them would be exciting, and investment and expansion to the universe. What they do instead is highlight the poor planning and lack of creativity that seems to be beleaguering the FA universe (and maybe the whole of SGs portfolio) at the moment.

If I were a potential Kickstarter backer reading this blog, it would not sway me to part with money. Most Kickstarters offering this as part of the campaign or as stretch goals will actually show you what they're doing or planning - here you just have to hope. Even if you think all of these are fantastic ideas, you have no idea what the stats are or what the ships look like - you have to take it on faith. Unfortunately (or rather, Fortunately, for me), I'm an evidence-based guy, and without a shred of it ,being asked to rely on Spartan's word (which is increasingly worth nothing, if it ever were) is purely ludicrous.

I mentioned earlier I'd come back to the point of a company's heart and soul. It seems Spartan is increasingly a model company, rather than a games company. The other pieces - it's rules, it's fluff, it's community support (such as it is) - seem to be "stuck on", after-thoughts  to sell more models, rather than being part of it's DNA. They laughably tout the Kickstarter as being "what you told us you wanted" but they should KNOW what people want, they should be able to sense it intuitively. If they were really customer-focussed gamers at heart, they would (or should, at least). That's a change no-one can force on SG, and it's the reason I've not bought into their products for some time now - why I have a Halo Ground Command box which is still unopened in my gaming room. It's the same reason I got out of 40k and decried GW for what they did to themselves, because no-one wants to feel like a bred-for-its-milk cash cow.

Sunday, 4 September 2016

The Hub Systems Podcast Episode 25: Firestorm Armada Tactica: Relthoza

This episode I'm joined by Josh and Craig from Spartan's Firestorm Focus Group to discuss those space spiders - the Relthoza. Seen as one of the most difficult races to be successful with, we examine everything from individual ships to their overall tactics and strategy to glean how they can be played to win.



Josh also gives us a round-up of Gencon 2016 and of course we have our regular Hit or Miss slot examining the recent releases of mid summer. Listen and enjoy!




Sunday, 29 November 2015

Saturday, 19 September 2015

Aerial Helix Unboxings - Zenian League Core Races

The Aerial Helixes have been out for a couple of weeks now, and my usual unboxings have been delayed by a whole bunch of real life "stuff", but here is the first, addressing the Zenian League races.


We'll start off with the main proponents of war, the Dindrenzi.


They get a Heavy Interceptor and three standard interceptors, the latter modelled on the SRS tokens in Firestorm, which is a nice touch, and repeated with the Terran Helix. The others depart from this theme, but I'll get to that when we deal with those Helixes. The Dindrenzi Helix has one of the highest part numbers of the sets, as you can see.


The Dindrenzi heavy is a very nice ship, with a somewhat predatory silhouette, and moulded in a single piece with four engine add-ons.




All the parts are sharply moulded as you'd expect from Spartan, requiring a minimum of clean-up. Some of the engine parts have a little more thickness on the bottom, leading to them being slightly different heights. Rather than try to sand them all down to the same height, I just lined them up in height order and used similar sized units on each flyer, which worked just fine - the differences are only going to be noticeable if you use them side-by-side.


The standard interceptors require the most assembling of any aerial Helix bar the Relthoza Heavy. As there are three of them this amounts to the most modelling you will do in the aerial boxes. As well as the engine pieces, they require the wings to be added...which is the first snag. Looking at the models, the attachment area has a distinctive downward sweep angle of about 15 degrees, but on  the box they look like they've been assembled with wings straight out. If you do this, however, you're relying on the <1mm tab contact surface to hold the wing on.

In the end I decided to go ahead and angle the wing, both to provide a better joint, and because they look cooler that way. As the Heavy Interceptor also has downward turned winglets, they tie in well as a whole...plus who knows - they may be like X-Wings and have variable wing geometry!

Next up are the Directorate, who get a Heavy and no less than five drones



The heavy features some of the limited amount of metal in these releases - the missile pods Directorate players will already be familiar with from their Combat carrier. Once again it is beautifully cast with very little in the way of clean-up required.



Other than this, it has a flight stand holder and two dual-engine blocks to add to the underside/rear of the model.



The Drones, on the other hand, require very little assembly at all, being one-piece sculpts with just a flight stand needing to be added. They are very reminiscent of the designator drone in the tank destroyer set.



Both sets fit nicely with the established themes of the factions, the Dindrenzi being flying bricks that will probably scream overhead after their ordnance has pounded your position, as subtle as a display team at an airshow. The Directorate you'll probably only be aware of as your equipment malfunctions seconds before missiles slam into your forces from some unidentified location...based on the models alone (I haven't looked at stats yet), I'd recommend either to Dindrenzi or Directorate players.

Finally on the Zenian side are the Relthoza.


This set has probably caused the most controversy amongst Firestorm / Planetfall players (even more so than the Sorylian set which we'll discuss in the AoK Aerial unboxings), even before you open the box. Why? Flying Bugs, thats why.

Now, for me (and many other Relthoza players out there) the Relthoza were a really novel and unique race in the pantheon of miniatures games, because here were giant spider-monsters who were NOT a big hive-mind tyranid-esque plague swarming out across the galaxy eating their way through everyone etc. They stood out because they were subtle and stealthy, masters of cloaking and nanotechnology - these were not dumb bugs, but highly evolved, intelligent and creative individuals.

Some of the Planetfall releases seem to have directly gone against this background, and the aerial set literally seems to fly in the face of it. Here we have flying bugs - probably the oldest cliche to fall into with an insectoid race (which has been hinted at rather than an arachnoid race as they've always been). This bugs me in a number of ways (see what I did there? ;-) ).
  1. It seems to be subtly ret-conning the Relthoza background - and I LOATHE ret-conning
  2. Why would ANY advanced race which extensively uses drone technology for its SRS (as per the existing background) use a "flying combat suit" on the ground? You don't see the US military using men in flying suits as heavy interceptors or as flying controllers for their Reaper drones, do you? Why not? Because it makes no sense whatsoever
  3. Even IF a flying suit made sense, WHY OH WHY would you power it with ACTUAL WINGS? The Relthoza are one of the most advanced races in the Firestorm universe, but they're going to make a suit with flappy wings? Take a look out the window next time you're near an airport or airbase...how many flappy wing aircraft do you see? None...now ask yourself why that is...because we have found different technological ways of flying...I rest my case.
  4. It seems to be almost comic...which isn't what I'm looking for in my games
In short, this set messes with my suspension of disbelief. Now I get why some people who have just come into Planetfall think its cool - "Hey, flying bugs, these guys are like the arachnids form Starship Troopers", but the Relthoza were already cool, and DIFFERENT. It's just disappointing when Spartan have done so many cool things to see this sort of direction for the Relthoza, and it's the third time we've seen this kind of blip too...the Sorylian leviathan and the Aquan fish-riders being the other two (which I actually like, for the record).

Now I get that this is Spartan's universe and it will take it in directions that it wants, but for me it's just odd that it would pull in different directions to those already established over 6 years with Firestorm Armada...which should be the natural expansion base for Planetfall. The thing is that gamers are sensitive people - often highly attuned to difference...it's no surprise that they tend to be detail oriented..the sorts of personalities that notice editing and continuity errors in films. Why limit your expansion into an existing player base with differences in feel and background? I know many Firestorm players who feel this way, or nervous about both Planetfall AND Firestorm, wondering if these sorts of changes will wash back across the FA universe they love too. I really hope it doesn't, because I know from personal experience that these sorts of shifts can end up costing player-base, and for a game like Firestorm that is not firmly established everywhere, that could be costly...if you can't find a game locally, what do you do? 

Anyway, back to the Relthoza models. You get one heavy and three standard interceptors in the set, just like the Dindrenzi.


The heavy os a 10-part model, and not the easiest to put together from what I've heard (I've not assembled mine yet - still deciding exactly what to do!). Not surprising given the nature of the ball-and-socket joints, which provide a great deal of flexibility in posing (which is nice). The parts themselves are fantastic, and flash etc is minimal and restricted on the most part to the metal parts as casting spurs.



The drones are all single-piece castings, only requiring the adjoining pieces removing from between the wings and the pouring points cleaning up.



Once again, there are points on this model I like and points I don't. I like how it resembles the light walker, I think that's neat. I like how the "wings" seem to be platforms for some form of anti-gravity unit rather than physical wings...BUT...why have the "wings" at all? Why not positional A-G pads like on the hovercraft in The Matrix? Why not a dozen other possibilities?

At the end of the day, the Relthoza Helix just does nothing for me. There's always going to be this sort of thing in any game, and making flying bugs was always going to be divisive, which is why I don't really get why Spartan did it. Don't get me wrong - if you like that sort of thing then the models are beautifully executed as we've come to expect from Spartan games, and I'd highly recommend them to anyone on that basis. If they're not your thing, then they'll "bug" you in the same way they do for me!

Overall the Aerial helixes are exactly what you'd expect from Spartan - excellent models, great casts and sometimes quirky decisions!

Monday, 14 September 2015

System Wars Part 4 - Commanders

In this final instalment of the System Wars review, I will cover the subject of the new Commanders for Firestorm Armada, both their rules, reasoning and the individuals themselves.

To start with, why have commanders in FA at all? Well, the FA universe has been developing in several ways over the past year or so, and with the development of Halo, Commanders became the subject of discussion for Firestorm too...Obviously they have a role to play in Halo, but that is a game designed with them in mind - could they be added to Firestorm in a way that was compatible with the existing mechanics of the game without feeling simply "bolted on" or unbalancing?

Well, the answers to these questions are of course, yes they can, and having them introduces another layer of tactical options for players, in a similar way to Hardpoints and Upgrades on ships. Now, Halo uses Command Dice in order to unlock special abilities, but an additional random element within the Firestorm universe was not viewed as either necessary nor desirable. Firestorm Commanders were thus developed completely separately from Halo commanders, as was the rest of the Halo ruleset, so whilst Halo was an initiator for the discussion, that's where the input ended.

One thing that was strongly desired was that these should be an optional add-on, and they should NOT be dominating in the game...I think everyone has seen the likes of Typhus or Marneus Calgar in 40k, strutting up and down almost every small skirmish force on both sides because they're so good (or at least they were when I played!). For me, special characters should bring something both positive and negative, so they remain a choice, rather than an auto-take. They should be interesting, rather than amazing!

So let's look at the mechanics of the Commanders and see how they work.

Firstly, there are some rules about adding a commander to your force - they take up a TAC slot, and can only be fielded for a force of the same race (no Sorylian commanders in Aquan forces, for example). As they represent your Fleet Admiral's commanding structure (i.e. their boss - they're not on the board), they grant effects usually without the Fleet Admiral being present (although that's not always the case). The effects they have are given in four broad areas - Expertise, Alliances, Fleet Build and Upgrades - these latter being optional (the first three are all compulsory changes). So right off the bat these guys are costing you something in terms of in-game flexibility.

Ok, given these generalities, let's look into individual commanders to see the implementation;

Guardian Shoal Assembler Ssirrin Tsalas


So Ssirrin sets the scene for us on the Commanders, with a nice piece of artwork of a new Aquan species (which I really like) and some accompanying background. After this are his (its?) adjustments to the standard rules.

Expertise: So this chap is a Planetfall specialist, so you get the option to add more Planetfall ships to your fleet using your existing fleet point allocation. This is pretty much self-balancing, since you're degrading your combat capability to potentially net battle log from Planetfall MAR ships landing on the objective, so it's potentially risky.

Alliances: This one is easy, since he has no special effects here

Fleet Build: Here you can exchange one frigate in a maxed out squadron with a standard cruiser. It has to take the Difficult Target MAR, which means its a more expensive squadron by some points, but adds quite a bit in terms of offensive power (plus some torpedoes and a few mines of course). It does yield an extra Battle Log when destroyed, however, so again you get extra utility at extra cost and risk - is it worth it? Well, every commander can choose if it is or not!

Upgrades: Here this card sets a trick that several of the commanders do, and that is to allow some utility at the cost of extra TAC slots. In this case you are able to reduce the retrieval cost of the +2 initiative TAC to 0...BUT that costs you 2 TAC slots....and given that the commander himself takes one it means you have to buy the Intel gathered card with battle log, and you are limited to only one other TAC (which you will also have to buy). Now, its a powerful ability, but thats a lot of tactical flexibility you're giving up for the chance to win initiative every turn...

So this is the general pattern of all the commanders - they can give you some powerful buffs in certain situations, but there is always a downside or a tactical impact to consider. Overall Ssirrin is a solid commander- he allows Aquand's to get the edge in activation dominance with his Upgrade, though that then restricts the fleets general TAC breadth pretty dramatically. Increasing the power of Tier 3 frigate squadrons is nice, but it makes fleets more expensive, and the Aquans have a lot of really solid choices already, so again this will be very dependent on individual player's styles - which is exactly as it should be, of course!

 Fleet Marshall, Gamma - Savar G. Bilitas



Expertise: This can add 2" to a ships move if they don't turn, which is useful for getting Planetfall ships down early or gaining some range from an enemy towards the end of the game. Not that useful in general for the Dindrenzi who typically want to maintain distance as long as possible, but it may have situational application

Alliances: Savar doesn't like the RSN (they are restricted and cost more in his fleet builds), which means his fleets get to take lots of other allies if they want, making him open up a host of fleet-building possibilities. The downside to this is that you lose access to the most powerful TAC available to the Dindrenzi, the Eye of Rense - not a problem anyway if you were going down the Alliance route, but it does hurt you in pure builds. Overall this means Alliances are the favoured choice here, meaning you can mitigate some of the Dindrenzis typical weak points with other races fleet ships, which is pretty nice - especially if you want a change from typical Dindrenzi/RSN builds

Fleet Build: Savar allows you to take the Legion at 800 points, and as we've already covered, the Legion is a brutal ship. You can also field multiple Assault Carriers at higher points, which with his Alliance abilities makes for some very interesting possibilities...Legion and Ootheca anyone? Unfortunately you get reduced access to Battleships, which are some of the Dindrenzi's strongest vessels, and this feels like a fair trade.

Upgrades: Savar's only upgrade is a pretty nice one - you get to use TACs when your Fleet Admiral is off the board. This has use both at lower point builds where you're putting your Admiral on a carrier or battlecruisers, for instance (useful as you can't take a Battleship) - meaning you can shunt them in and not worry about being able to play TACs when you need them. Another use is late game when your Admiral's ship has taken damage and you want to shunt them out - you still get access to your TACs afterwards. The Yang to this Ying is that you have to pay Battle Log points to play them when your admiral isn't on the board, and you don't get to retrieve them unless he's present - again, a pretty evenly balanced ability.

I really like "The Silent Savage", he looks like a thug but he's a quiet and clever tactician who plays it straight...very Dindrenzi! He's some nice tricks, which although apprently straightforward give him a great deal of flexibility...the devil, as they say, is in the detail.

Acquisition Director Olga Anasenko



With one of my favourite pieces of artwork for the commanders, next up is the cyber-granny from the Directorate!

Expertise: Directorate fleets already get a lot of tricks, and Olga's expertise is very situational, but basically makes it harder for Ambush fleets to surprise her fleets. Revealing Hidden set-up markers within 12"is a 50% boost to normal range, and means if a squadron is revealed involutarily, it is then going to get hammered by RB2 weapons - Directorate ships having turrets makes this almost certain. This means that players who know you are going to be using Olga are going to be more reluctant to use Ambush - meaning you're having an influence on fleet building even before the game starts, and making her very useful against Sorylian/Veydreth fleet builds.

Alliances: This is where I feel most people will see the utility in taking Olga for a spin - the ability to take the arch-rivals OSO & Works Raptor together in a fleet. They cost more if you want them to work together, but you can do it. Together these two have some really nasty combos.

Fleet Build: More Assault Cruisers! What's not to like? Well, loss of R&D ships, which some will not care about and others will hate. The Directorate is (as I mentioned before) a real "jack of all trades" fleet, with lots of tools available...restricting these will be unpopular with those who see utility in those tools. Facing Terrans, for instance, it's nice to have Turmoils which ignore their multiple layered shields...unfortunately Olga doesn't allow that option.

Upgrades: Here we have the first of the commanders with multiple Upgrades. First, she can reduce the effectiveness of deployed mines - useful against Aquan mine-heavy fleets and in Invasion mission 9 - Reinforcement. It costs Battle log to do this, but again its psychological effect on pre-game fleet building is valuable in itself. Secondly, Integration assault carriers can be configured as cyberwarfare vessels - giving you access to cyberware capacity that you no longer have in your R&D Cruisers. Not for everyone, but that's why it's an optional upgrade.

Amirah Vvivirrin Ith’ik’iss K’ssirr



The Relthoza are the next race to feature, with Vvivirrin K'ssirr.

Expertise: K'ssirr's expertise provides a cut-price corrosive element to Relthozan fleets, which will be welcomed by many...but of course this also limits choice, so it's something of a double edged sword.

Alliances: Like the Aquan commander, K'ssirr provides no special abilities here.

Fleet Build: Once more, as we see highlighted with several of the commanders, Planetfall ships are favoured in fleet building. Although the ability to field extra Planetfall ships might seem to make her an auto-take for invasion fleets, as these come at expense of your tier slots AND they lose Systems Network. So you might hesitate and have to think long and hard about exactly how you build your fleet before taking the plunge.

Upgrades: Once again we see two upgrades here - firstly Drone or Widow class frigates can choose Biohazard ammo, which most players will be very pleased with...even more so since as she forces Corrosive choices on other ships, they will be one of the main sources of getting Biohazard into your list.

Her second upgrade lowers the buyback cost of Repair Drones, which is very useful as the Relthoza have more wings available than any other fleet bar the Aquans, who they are on about equal footing on. This is tempered by both the reduction of available TACs, and also the fleet builds she favours, which tend to be lighter on wings than others.

Under-Tertiary Ganash Kragg



Ganash is probably my favourite piece of artwork from the commanders, just edging ahead of Olga.

Expertise: Ganash's attention to detail and planning make for a very interesting expertise, which shouldn't be underestimated - battles can swing on ships appearing exactly when you need them, and paying a single battlelog to ensure that squadron's arrival when you need it is pure gold.

Alliances: This is where Kragg shows some similarities to the Directorate....he doesn't like fish! Kragg is generally a friendly chap who can boost non-natural allies to 30% of your MFV, so long as they're not Aquan....he just doesn't DO Aquan (we hear you there, Kragg old buddy!)

Fleet Build: Now this is where things get really interesting - Kragg can enable you to take a full squadron of Battlecruisers at Patrol fleet level, or an extra squadron at other levels. Now, you lose a Battleship allocation, but as most Sorylian players consider the Falx a relatively weak battleship, that's not too much pain to bear. now, before you get too excited, at least one of those squadrons has to have had access to the Planetfall MAR - or in other words, currently they have to be Amentums. I don't think that's going to upset too many people, however, as that actually works in the Sorylians favour in invasion missions, and the Amentum is not at all a bad ship outside of them

Upgrades: The final cookie the Sorylians have in their already quite full basket is the ability to recycle the Thermal Controls TAC for free...it severely restricts other TAC access, but if your considering an assault build, this makes it better
Rear Admiral Tobias Armstrong



The Terrans round out the commanders in the System Wars supplement with Tobias Armstrong.

Expertise: This slot actually gives a big boost to Terran invasion fleets, since it allows them to fulfil a Tier slot requirement...something they can't normally do. That means in all probability that the Tier 2 requirement will have some assault cruisers in, allowing you to bulk up the Tier 1s and 3s....

Alliances: So Armstrong is a lizard lover - he allows his fleet commanders to field half of their MFV in Sorylian models, though they do lose access to the Terran TACs. You pay for this with access to Hawker, which is treated like any other ally with a 25% allocation, though you still get Terran TACs as normal.

Fleet Build: Did I mention you'd be taking Assault Cruisers? Why not Destroyers? Here's why...Tobias' fleets can take one less Destroyer squadron and one extra Assault cruiser squadron. As they're hard as nails, I don't think we'll hear too many complaints.

Upgrades: A slightly different TAC modification here, allowing you to extend the use of Cyclic Shielding to another squadron just like Drives to Maximum. It's slightly expensive in TAC restriction and its situational, but negating coherence effects can be crippling against some opponents.

For his second upgrade, did I talk about Assault Cruisers before? Well, now they can get Special Forces for an extra 15 points per squadron. Being an upgrade makes it optional if you don't have the points or want to spend them elsewhere, but it's a great option.

Altogether, you can build a fleet under Tobias which is very true to his fluff, aggressive and brutal, which I think is great.

Overall the Commanders open up another set of decisions to be made by the player, and a level of unpredictability in your opponent. They have simple mechanics and its great to see the background expanding with their introduction too.