Tag Archives: firestorm armada

Spartan Games – Flashpoint Amber – The Trap is Sprung

A couple of weeks ago I put up the first part of Spartan Games narrative campaign Flastpoint Amber and it would appear from the latest article its all a trap set Zenian and its forces.

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Terrain Corner – Asteroids

I was more than a little surprised after my last article on Trees was so popular.  If you’ve not had a look at the article you can find it here.

When I was asking the team about what I should do next, Darren was pretty keen thet I do one on Asteroids.  I think he has some other project in mind that he’s after tips for.  Though as I have the Dropfleet Commander Kickstarter about to arrive soon I thought why not.

A lot of the terrain projects I do are very simple.  My hope is to get the terrain in a usable state on the table in a decent amount of time.  There are certain projects I spend a lot of time on, but most can be done in a few hours.

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Spartan at Salute

This year featuring 5 demos Including the brilliant Halo: Fleet Battles, now while this has been slightly slower to take off than I thought I am hoping some strides will be made soon with a new stockist who is expanding his range, but thats not what this article is about.

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New Firestorm Armada Turning Template

The Dice Hate Me

If there’s one minor complaint I see repeated for Firestorm Armada, it’s the turning template.

It’s pretty basic and easy to use for the most part, but I do see many people complaining about how it either slows the game down too much or how its impossible to fit in between close formation squadrons or terrain. The point about it slowing the game down isn’t everyone’s experience, but almost everyone has experienced the “how do I get the template in there?” moment.

I’ve come up with something that might help.

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Rules Rules and More Rules

Now it doesn’t matter if your a league player or a casual player you all have a lot in common. The most important being the rules.

Over the course of my hobby and setting this endevour up I have been fortunate enough to meet plenty of people with a spare force for thier game and the patience and passion to play a few ‘demo’ games, in the case of Dystopian wars my demo game was infact the first round of a tournament.

Now being new to most of these games and as have yet to play 7th edition Warhammer 40k I suppose it should be new to all these rule sets this is a more broad stroke observation about those books we all poor over.

Firstly brands tend to stay quite similar. After a few games of deadzone I felt quite comfortable playing Dreadball. Will be looking at warzone later hopefully. Spartan games Dysopian Wars and Firestorm Armada are very similar with the obvious differances one is in space one is on land/sea/air but other thab that the same mechanics.

Mantic games deadzone and dreadball at first seem like they should have radically different rules, but the activations, extra dice and the whole ‘no modifying what you need to roll just modify hiw many dice you can roll’ is my favourite mechanic for dealing for things like cover shoots generally everything. It makes the game move quicker and smoother.

Finally we have the 7th edition rulebook of 40k. Now there are a lot of issues with this but most are not to do with the actual rules but the company and there strategy, but the rules that were broken seem to remain broken, new stuff has been added (pyshcic phase is back) and non broken rules have now been broken. It seems to be the old three steps forward to steps back but as you rollded a double one you need to take another step back. The reason I say thus is I lkke ravenwing armies (up to 3+ jinj save) but now aftwr that I can onky snap shot! Seriously from a formation that is specialised for bike fighting this seems ridiculous.

Dropzone commander however uses the same base mechanics as GW ie modigying what you need to roll to do things, but it works and is kept simply.

But thats digressing slightly I am finding myself more drawn away from the tombs of games workshop and towards the tombs of other rule sets that play better. Isnt that what we want a good flowing game? Thise cinematically crafted stratergies that we tansform in our heads to the big screen.

In my mind there is no clear winners on rule crafting but there is definite examples of how not to do things.

You know the saying if it isnt broke don’t fix it! This is what that saying was invented for.