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Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

Friday, 14 August 2015

System Wars Review Part 3 - Scenarios

The next part of the System Wars overview are the Scenarios - we get four, bringing the "official" set of scenarios for Firestorm Armada to 10. These are more prescriptive than the six core rulebook scenarios, essentially because they're both coming into a mature game with more options and more fleshed out than at release, and also because they're achieving very specific aims. The original development scenario for invasions was much more open, and it quickly became apparent that this was very open to abuse.

As a project, developing and introducing invasion fleets, model stats and scenarios all at once was the most challenging project I've worked on to date, primarily because there were no boundaries - where everything is fluid, it becomes very difficult to build on anything - how should the ships score? How can they work in the scenario? Should the scenario change because of the ships or vice-versa? How do the ships we haven't yet designed interact with existing ships in the scenario we also haven't designed using a scoring system that we also haven't defined? The simple problem is - too many variables!

Designing ships for Firestorm is actually relatively easy - you already have a lot of stakes in the ground for reference, it's just a matter of creating something appropriate and flavourful that doesn't invalidate existing designs...ok it's not THAT easy, but comparatively it's OK. What actually happened for System Wars was we started with ships, put together a basic scenario and then started shaping both together. The ships firmed up more quickly than the scenario, which evolved over the course of a year, changes then reflecting back on the ship designs.

Scenario 8

The initial Scenario designed was Scenario 8, Planetary Invasion, and I'll cover this one first since it is the original one and many of the design elements were forged here. now, as a scenario it had to fulfil various requirements;

1) Be fun to play
2) Give the "feel" of an invasion, so the roles of a Defender and an Attacker
3) Be balanced and scaleable
4) Fit into existing canon and work with all existing models

Now this is actually an SOB to achieve!

During development, it quickly became apparent that Terrain was very important, and actually needed controlling much more precisely than laid out in the Core rules - this was also partially because the original Terrain rules were never designed to handle tournament play, and Firestorms massive increase in popularity have made it much more of a tournament game now - so it's not really a System Wars phenomena, more of a state of the game one. 

Secondly, there were lots of ways to "game" an invasion scenario - shunt deployment and gravity weapons being two obvious ones, Battle Shunts, the Ambush MAR and the "FSD Calculators Networked" TAC being less obvious ones that cropped up. This is why it's very important to work with a group of playtesters who can try to break things as much as possible.

Third, there were creative design elements that needed to be included - like the ability for normal ships to assault the planet. This is a tough one, and we started with the planet having a large PD & AP value to represent its defences, with the margin of success affecting the Battle Log, but that made things VERY swingy, and favoured assault-heavy fleets (sorry Aquans!). Having the defence scaled (but capped) to the attack means assault is viable for any squadron, and represents smalls mounting stealthy entries that attract smaller defences, whereas dedicated assault squadrons have a greater chance of success. The +1 BL for a successful assault makes it a small reward, but these are boarding troops, not dedicated ground troops, so their value in the overall offensive is not high....still, success from a large number of squadrons can give you a few valuable BL which might just swing things your way...you pay's your money....

This is actually very indicative of the entire way the invasion scenarios work - they are balanced on tough choices - do you try to clear paths for invasion ships or just go for it and then take on the defending fleet while they draw fire? Do you assault the planet or try to take enemy ships? As the Defender do you focus on combat ships or invasion ships that can net Planetfall points? 

Ok, so back to the scenario - you have a very well defined description of terrain, and also how ships are deployed, all to catch the loopholes discovered in playtesting. You've also some special rules around Battle Stations and Defence Platforms - if you're defending a planet, there should be some reason and advantage to having these squadrons (because without the Orbit MAR, gravity weapons could just push them back into the planet). 

Next you have Scenario rules, which define what you can use to build your fleets, and what extras you get - this is scaled so Attackers get 100 points of Planetfall ships per 400 MFV, but can't take Defence Platforms or Battle Stations, whereas the Defender gets less extra points but has more freedom - with the exception that you MUST take as many Squadrons of defence platforms as possible.

Now I know stipulating what people can/can't take is somewhat controversial, but in this case I feel it's entirely justified, has little effect on the freedom of fleet building and is very thematic - if you're the defender of aggression, you seldom get to pick where to fight! One thing I am not keen on doing is dictating what models people HAVE to buy, so all Invasion ship boxes carry kiss-cut scenario terrain of a couple of planets and four generic Defence Platforms, so if you don't want to buy them, you don't have to - I don't think Spartan can be much fairer than that!

So, the scenario has a lot more rules and stipulations than the 6 in the core rulebook, and that is intentional - both to prevent ambiguity (several of the core rulebook scenarios have lengthy discussion threads on the community and probably need a bit of FAQ around them) and also to set tone and balance. Once you get into the actual gameplay, this all goes away, and you become very focussed on the game and your objective - I've personally found invading or defending a planet some of the best games I've had in Firestorm.

Scenario 7


So now let's go back to Scenario 7: Interception - which takes us to a pre-emptive strike by the planetary defenders to destroy the invading fleet in space shortly after fold-space arrival, before they reach the planet. This is a slightly less prescriptive scenario than Planetary invasion, and it seems deceptively simple - all the invading force have to do is get to the table edge...through the opposing force sent to attack them.

Now, 24-48" doesn't seem much on paper to get ships home and dry, but believe me when I say its far from as easy as that. I presided over a relatively large (1500 point) game using this scenario, and the invading ships were actually sent packing by a narrow margin in that instance.

Scenario 9


This is a very similar setup to Scenario 8, but without the Defence Platform requirements, so if you really hate them or refuse to play them, this is a good alternative that plays out very similarly, so I won't go through this in great detail. Instead, I'll talk a small amount about the links between the scenarios.

So each scenario is designed so you can play a game of Firestorm, then a game of Planetfall (with the exception of Scenario 10, which is the other way around). However, one consideration with this release was "What if someone doesn't want to play Planetfall?". Maybe they're a space-nit, don't like ground games, haven't got into Planetfall etc - whatever the reason, we wanted the scenarios to have a small cookie to them if played in series - much like the Battle for Valhalla or Return of the Overseers books.

So, the "Optional rules" on each of the three last scenarios allows you to link in with your last Firestorm game, in a similar way to the Planetfall rewards - providing small boosts that are nice, but by no means auto-win; for example you MUST place an additional squadron in reserve as the Defender in Scenario 8 if the Defender won Scenario 7 (the booklet actually has these reversed - always check the PDF for any updates or errata!).

Scenario 10


The final scenario in the System Wars supplement is Withdrawal, and it covers either the expulsion of defending forces from a planet or the repulsion of an attacking force, and it is a little like planetary invasion in reverse. There are some different rules which govern how ships are deployed and leave the planet, and targeting them whilst they are doing so. Ships this time have to reach a long table edge or perform a shunt escape after getting 18" away from the planet.

This is the only scenario where a prior Planetfall game has an effect on the Firestorm game - in this case, the percentage difference in the Zero hour trackers is taken into account, and an example of how this is worked out is given if you're unsure. It is not (as some assumed) the actual difference in Zero Hour tracker, as this would assume huge games! These are also cumulative, so if you won big in Planetfall you get several effects in the Firestorm game.

Conclusion

So overall the Invasion scenarios are very specific - they are designed for a certain purpose, and I believe they do that pretty well. Having had an extended play-test period on them, they have been probed for weaknesses and "gaming", and been adjusted accordingly. Personally I think they work very well, and I've enjoyed all the games I've played of both Firestorm using these scenarios, and the Subsequent Planetfall games we played leading from them. I've won Planetfall games after having my ass handed to me in the Invasion scenarios too, so winning one does not make for an auto-win in the other.

Will the scenarios be to everyone's taste? Possibly not, but I'd encourage people to try them, they are a lot of fun, and I feel they bring a very cinematic experience to the game - you really get the feel of urgency on both sides as you strive to land your ground forces, and the defender pushes to prevent that. We've had some epic moments where the game has hinged on the failure or success of a single ship, and with swings positive and negative around the zero point of the Battle Log - just as it should be! 

Tuesday, 29 January 2013

FSA Campaign - Battle Report 2

Turn two of our campaign saw my backup fleet chasing Oscars primary fleet back into Aquan space, hoping to catch it while still depleted and either recover or destroy my captured Brood. Elsewhere it was a game of cat and mouse, with fleets warily moving around the borders. My secondary (750 point) fleet was on patrol when an Aquan fleet moved into an adjacent hex, so I moved to intercept. Fortunately (for me), it turned out to be a minor (500 point) fleet.


Our fleets were as follows;

Relthoza
Brood Battleship (with Star Admiral and 1 interceptor)
Hive Carrier (6 Bombers)
Hive Carrier (6 Bombers)
3 Banes (3 Assaulters)
1 Squadron of 4 Drones

Aquans
Poseidon Battleship (Star Admiral)
Cruiser Squadron (1 Tsunami, 3 Storms)
1 Squadrons of 2 Piranhas

Setup
Green Zone with 6 obstacles - a 12" asteroid field, a planet in one corner, a distortion field, two minefields (3 & 7 mines) and a couple of deadfall salvos. Oscar chose the free short end of the table with a line of battle deployment, whereas I got a waypoint deployemnt right in the middle of the board, near the asteroids, mines and distortion field - just where I didn't want to be!

Deployment
Oscar deployed in a short line, I used the asteroid field to hide my Drones to preserve them from early fire )not easy as the mines made it single file only!) - the carriers and Brood deployed as far right and rear of their deployment area and the banes on the other side by the Drones to form a narrow pincer. Again, all ships that could cloak were deployed cloaked.

Play
Turn one was a gentle nudging forward of fleets, with Oscar's early fire defeated by stealth and cloaks. Hives, Brood and Banes moved forward, torpedoes finding no targets, except the Banes, who smashed a Piranha. The Drones carefully negotiated their way on out of the asteroid field, and flights were all disgorged - the bombers moving a modest 12" forward to avoid possible PD attacks next turn but be in strike distance.

Next turn showed the dice gods had indeed switched their allegiances. I won initiative and shot one of the bomber squadrons forward to attack the Poseidon. Playing a "Jinking" card to skip the PD, the 18AD attack critted the Poseidon despite a healthy shield reduction, and the Aquan battleship blazed inside with a raging fire. The Aquans tried to strike back with the cruisers and the battleship, and critted the Brood with an Engine failure, I played a running repairs and got it down to 1HP damage, then started applying the big hitting stick. A double crit on the Tsunami, another crit on the Battleship (decompression), more bombers attacking the Poseidon (engine failure) one Storm critted (systems offline...or no effect!). It was pretty brutal - but then I really needed to pull back something since the loss of my main fleet.

I swatted the remaining Piranha and the Aquans tried in vain to toast a Hive, putting just a single point on it.The assaulters from the Banes attempted to board the Poseidon, which I knew was suicide but I wanted them to take down the crew a bt more before I planned to board with the Banes and capture her - she was now down to 2CP and 2AP...Unfortunately that plan went bang when a crit from the Drones redused her to an expanding debris field and some escape pods...the remaining fire from my big ships vapourised the remaining ships, but not before I tried to board the same Storm twice - once from a single Bane and once from my Brood - the Storms crew earning great respect after annihilating all opposition for no loss! After a fold-space containment rupture I then vapourised this ship too, meaning I won in record time, but with little to show in terms of spoils - just 7 escape pods of fish to interrogate...

Verdict
Unlike the disaster of Aquarisum, the clash here was even more one-sided to the spiders - which was a huge relief, especially as I had a larger force - a failure would have bode very badly indeed! The Carriers really carried the day - their Bombers struck a (probably vital) early crit on the Poseidon, and I just kept pounding it, whereas the 10AD broadsides are more than capable of crushing cruisers. Banes were a slight letdown compared to the epic and valiant performance they gave last game, but they did most of what I asked of them. Brood hardly even got warmed up, which was kind of a good thing really. Anyway, the final stats were;

Aquans:
Entire fleet lost

Relthoza:
Brood: -1HP, 0AP
Hive 1: -1HP, -1 Bomber
Hive 2: -1 Bomber
Bane Squadron: One Bane 0AP, all Banes -1 Assaulter wing

Map at the end of Turn 2


Onto Turn 3!

Monday, 28 January 2013

FSA Campaign - Battle Report 1

Oscar has been asking to start an FSA campaign for a while now, so at the weekend (through our collective illnesses!) we started to construct one. Using part of a star map from an old MegaTraveller boxed set, using Brian Schumacher's (DX42 for those of you who don't know) FSA Campaign rules, we crafted just that. Putting it on the PC, renaming worlds and creating bases and fleets, and we were off.


I decided to field my relthoza, and Oscar kept to his Aquan home fleets. We kicked off deploying our fleets, with written orders to introduce "fog of war", which turned out well, with a single clash in the first turn as both our 1000 point fleets met in the Aquarisum system, in which Oscar had set up a listening station and I had jumped into (meaning I wouldn't be able to use FSDs to leave the battle).


Our fleets were as follows;

Relthoza
Apex Dreadnought (6 Bombers)
Brood Battleship (with Star Admiral and 3 interceptors)
Hive Carrier (6 Bombers, 2 Interceptors)
3 Banes (3 Assaulters)
2 Squadrons of 4 Drones

Aquans
Medusa Dreadnought (Star Admiral)
Manta Battlecarrier (5 & 4 Bombers)
2 Tsunamis
3 Storms
2Squadrons of 3 Barracudas

We played with retro MARs and used Ravager's scenario generator to create the play area - we got a Blue Zone with 3 obstacles - a central asteroid field, a planet in one corner and a distortion field near the diametrically opposing one. Oscar got a flank deployment by the planet, I got line of battle, which made perfect sense for me fleet shunting in to attack the outer planet of his system. we also used my recently designed ship stat cards (which worked pretty well, we both agreed!)

Deployment
Oscar deployed in a line diagonally across the board in front of the planet, I used the asteroid field to divide my force  - the carrier and Drones screened by it to perform a flanking move around it, my Dreadnought and Battleship (with their deployed wings) taking a direct line into battle against the Aquans. The Banes deployed further back than the Carrier, ready to short-shunt in where needed and (theoretically) to board damaged ships when the opportunity arose. All ships that could cloak were deployed cloaked.

Play
The first turn saw my carrier and drones skirting the asteroid field, the Banes cruising along beside them. The DN and BB plunged straight in, blasting away but poor dice rolls and good Aquan shield rolls prevented damage. Oscars ships met this force head-on, similarly blasting back and getting a point of damage on the DN - first blood to the Aquans.

Next turn was one of the busiest and dramatic I've seen in FSA, and it didn't go well for me - the early poor dice rolls were something of an omen, whereas Oscars dice gods were definately satisfied with him - I had criticals reduced to lowly single points, solid hits shrugged off and in return had lucky torpedoes snag me, Storms put damage on my DN and other similar bad luck. Aquan energy weapons and torpedoes were finding their marks all too often, despite my cloaks. Nevertheless I still got the first kill of the game with a Barracuda falling to my asteroid-skirting force.

The battle near the planet turned really nasty, and my DN was stacking points of damage, making it less and less effective. Oscar's Medusa, on the other hand, repelled my fire, my bombers (a critical again reduced to 1HP) and my torpedoes. His Manta was similarly fierce, and my BB was also soon looking very ropey. The Banes and the Carrier were having more success, and even the Drones were pulling their weight - a Tsunami was soon 4HP down and shields out, Barracudas taking hits. I switched to pulling down his mediums and smalls, taking out a Storm and damaging the others before my offensive potential was ruined.

I was then down to the desparation of boarding actions, and managed to eventually capture a Barracuda and derelict another, plus significantly reduce the Medusas crew complement - 4CP and 0AP (after failed counter-boardings on my Apex and Brood). This pulled its teeth a little, but with STAR cards it managed to summon enough power to finally destroy my Apex, and I had nothing left to board with. My Brood was down to 1CP 0AP, and was boarded by the Manta, and lost. Things went downhill rapidly thereafter, my cloaked Carrier trying to run away was cut down by the damaged Tsunamis after a containment leak, and my remaining bombers (after managing second torpedo runs) had nowhere to go. The only ship I managed to save was the captured Barracuda, which I shunted out.

Verdict
The Relthoza invasion of the Aquarisum system was an unmitigated disaster - the loss of an entire fleet is a huge blow early on in the campaign. The capture of a Brood and the Star Admiral aboard it, as well as many escape pods, will also allow the Aquans to gain vital intelligence and resources. Fortunately the Aquan fleet was mauled, and a follow-up offensive could be mounted. Final stats were;

Relthoza:
Entire fleet lost
1 Enemy Frigate captured

Aquans:
Medusa: -1HP, -4CP, 0AP
Manta: -1HP, -4 Bombers, 0AP
Storm Squadron: 1 lost, One -2HP, -2CP, 0AP, One -2HP, 0AP
Barracuda Squadron One: All lost
Barracuda Squadron Two: Two lost, one -1HP, 2CP (from Manta AP)
Tsunami Squadron: One -4HP, 0AP, one -2HP, no shields, 0AP
Relthoza Battleship with 3CP (from Aquan ship AP)

Kudos to Oscar for completely tabling me - not what I expected! I think my main mistake was rushing my big ships into the fight - I should have hung back and used my big torpedo batteries on his smaller ships - as it was, the big hitters of his fleet (Medusa and Manta) were able to go virtually unchallened as I struggled to survive - even the Storms performed really well, and I didn't have room to fight my way out - I cut my options down to early. Silly mistake, and Oscar pounced on it and cut me to ribbons! Having said that, we both acknoledged that the dice were not favouring me, and he was rolling really well - thats just how it goes sometimes...the worst was a 21-hit on a Bane...a triple critical when it was on 1 HP....there were no survivors...

Well, the Aquans carried the day at Aquarisum, but that's one battle, not the war!

Tuesday, 4 December 2012

Dindrenzi Dreadnought "The Destroying Angel"

I like to name my ships, it gives more of a narrative for the games Oscar and I play - we always come up with a back-story to our games too. My Dindrenzi dreadnought has been around for a while, but I've not really used it properly yet, and I thought I'd better get something done with it to field it properly. I fancied something different with it, but also wanted it to fit with the overall theme of my fleet. In the end I decided on linking the paint scheme with the name, and so the Destroying Angel was born. For those of you who know about fungi, the Destroying Angel is a name given to several all-white (even their spores are white), deadly poisonous fungi belonging to the Amanita genus. They contain amanatins, which are very powerful poisons with few effective treatment regimes.

The name and scheme thus seem perfect for the cream of Dindrenzi fleet aggression, and an all-white ship will not be out of place with the others, and will stand out as the flagship in being a little different. Of course the trick here is to successfully bring out the detail in the model without it looking just dull.

So, as my ship was already primed in white, the first thing to do was to paint the engine and cooling areas in metal, before giving it an overall coat of Klear/Future. This helps the next stage (the Paynes Grey wash) flow into recesses and stay off the main panels. Further work was then down to detailing and now I just have to touch up and weather. Here she is in the current almost-done state before tidy-up and weathering.