Showing posts with label BFG. Show all posts
Showing posts with label BFG. Show all posts

Tuesday, September 2, 2014

GothiComp 2014

The battle fleet gothic model competition is up an running.  Again, though most of the submissions are from BFG, there are a fair amount of non-BFG models as always.

Anyway, go here to peruse and vote:


Here are some that caught my eye>








Sunday, January 19, 2014

Firestorm Armada 2.0 Review


So I got the new Firestorm Armada 2.0 rules a few weeks ago and have had a while to read it over. I still have not played a game yet but it was a sufficient improvement over 1.0 and 1.5 to get me to buy models. Since I don't like to play with unpainted models and there are others in the queue, it may be a while before I can review with actual game experience. However, I have a fair amount of experience with Battlefleet Gothic (BFG), my own rule set which has been under development for the past 2 years, and previous editions of Firestorm Armada, I believe there is sufficient frame of reference for a review.


TURN SEQUENCE
Activation. Instead of alternating moving/fighting with all your pieces, like Spartan Games other games (Dystopian Wars and Uncharted Seas), each player alternates actions with a squadron. While I like the interweaving of player interactions, I feel that with alternating activations the game become more reactive and less tactical. Sure you can still try to unfold your grand tactical plans regardless of what the other player does, the game mechanic itself lends more toward feints and lets see what the other guy does and the react. The opposite mechanic of I move all mine and I shoot all of mine, then you move all of yours and shoot with all of yours is even less appealing. The mechanic in the Hobbit/LotR SBG, with I move all of mine, you move all of yours, I shoot with all of mine, you shoot with all of you, we both melee, seems best to me thus. I use a modification of this mechanic in my rules.
Special Action. Other than belly roll allowing you to roll your ship to shoot with the starboard arc when your port weapons are out, there is no special maneuver. What this means is that game play is more dependent on the models stats. In BFG there were 6 special orders for enhanced movement, enhanced shooting, and enhanced defense which gives the game a heroic feel when these actions are a deciding factor in outcome. As such ship leadership was crucial in BFG and doesn't really exist in Firestorm. It is called heroic action in SBG. I think it adds substantial value to the game experience and take the game beyond basic mathematical gaming. Sure the exploding 6 mechanic helps in Firestorm but because it is so ubiquitous, it feels less heroic.
Exploding "6."The exploding "6" means that a roll of 6 means 2 hits rather than one and allows you to roll another D6 for hits determination. The total of hits rolled are then totaled to determine whether a sufficient number of hits has occurred to cause damage.


MOVEMENT 
Movement allowance. Models maximum movement is between 6" and 12" and varies by size of model class. I think this is similar to BFG. I think both games got it wrong. I am not sure given the lethality of modern, not to mention scifi weapons, that anyone would build a lumbering warship.
Momentum. Objects in motion tends to stay in motion, and this is particularly true in the void of space. How this is represented is the minimum movement forward a model must conduct. In BFG for frigates it was about 5-6", cruisers 4-5" and battleships about 3-4" (15cm). In Firestorm it varies from 0" (even for larger ships) to 2". In my opinion this isn't well founded real world Newtonian physics and engineering, and diminishes the significant of forced movement (which is the essence of momentum). Some battleships have the options of 0" minimum move even.
Turning. Turning in Firestorm is 45 degrees after your minimum movement forward. And you can turn as many times as your movement allowance. Again the easier it is to turn, the less significant movement and turning become, and thus model orientation for shooting also become diminished.


COMBAT
Direct fire. Unlike the previous edition of firestorm, direct shooting has gained variety with the differentiation of primary weapons, beam weapons, nuclear weapons, gravity weapons, and such. Each system is slightly different in its effect. I think the differentiation of direct fire weapons is the most important change to the Firestorm. Having just primary weapons make the game too simple, while having too many varieties make the game too complicated. Having different weapon systems also facilitate faction differentiation, which was sorely lacking in the previous editions. A huge improvement in my opinion.
Indirect fire.  Torpedo attacks have become indirect, meaning line of sight isn't required. However, other than celestial phenomena there is very little that block line of sight in the game, so this isn't much of a differentiation. The thing that bothers me about torpedoes is that they travel at the speed of light (attacks are rolled at the same time as direct fire) and loses very little power over distance. In BFG torpedoes are represented by markers, moving much faster than ships but not instantaneous like direct fire batteries or lances.
Attack crafts. There are five variety of attack crafts: interceptor, fighter, bomber, assault shuttle and repair craft. All attack crafts are now limited to stay within range of the carrier. I have no problem with this though I don't see fuel as an issue when engines should be nuclear. But I can see it making the game more interesting about large ship models fighting rather than a carrier war. The issue I do have with Firestorm attack crafts is that a squadron (which may have more than one ship with launch bays/hangars) is limited to just two types of attack crafts at the beginning of the game, each represented by a single token. Sure I can understand that an actual star fighter will be built differently than a star bomber or a repair shuttle. However, there should be command and control / logistic options to split what your hangar hold into 6 flights or 3 or 2 or 1, and you should also be able to combine a token to have fighter escorts for bombers. I think the need for game mechanic simplicity have diminished the game representation.
Boarding. There are two boarding options, directed from the ship themselves versus by assault shuttles. Without a special rule, each ship is limited to one boarding attack per game but for whatever reason, perhaps oversight, carriers can launch as many assault via assault crafts as long as they have assault crafts. My personal opinion is that boarding is too prominent in Firestorm. It is too prevalent and too long ranged for a game taking place in the vastness of space. But at least the rules has been cleaned up and appear playable.


DAMAGE & RECOVERY
Hull and Crew. Each ship has two ways to sustain damage, either to its hull or to its crew. A reduction in either reduces the effectiveness of the ship offensively. I like this differentiation even though it adds a bit more record keeping. And yes I understand that if you track crew you will need to be able to conduct boarding attacks.
Critical damage. I guess due to complaints from some players, the possibility of a single hit causing a massive model to be destroyed is no longer possible. I have always liked this possibility for the Skywalker vs Death Star option. I guess some of the fluke/force possibility is retained in the exploding 6 mechanic. Another change is the ability to try to selectively target certain systems; harder to hit with but more likely to get a certain critical hit. While I think this should be an option for attack crafts I hardly think it realistic from thousands and thousands of miles away.
Damage repair. Some critical damage can be repaired, and this is fairly typical of ship based war-games. Firestorm adds  repair shuttles and thus adds another dimension to the game not commonly seen. I believe repair shuttles should be more prominent when your fleet is far away from safe naval yards. I guess you can always take repair shuttles as one of your two attack craft tokens.


MODEL OPTIONS
Firing arcs. There are the three main arcs: fore, port and starboard. Pretty standard except had momentum and movement been more realistic, most weapons would be fore. However, having a predominance of port/starboard would require players to make more maneuvering to attack with rather than a forward rush. Enhancing the significance of good movement enhances the tactical feel of the game and I am all for it.
Upgrade options. A significant change from 1.0 and 1.5 is the option for each model class to take variable upgrade like enhanced movement, weapons, or defense. More game options for the models allows more customizing of the fleet and is a very good improvement, perhaps the second most important improvement in the game.
Ship classes.  Ship classes are defined first by size (small, medium, large) and secondarily by function (gun vs torpedo vs carrier vs scout). I believe in real life you would define what function you need and build a ship just big enough to meet that need, rather than build a ship than fill it with content to function. Firestorm does OK here but nothing special.
Models. The models are good but few are inspiring. Yes I understand taste varies. I think the Dystopian Wars models are better, perhaps because they are scaled, meaning you see doors and windows and you instantly have a frame of reference to appreciate the details.


FLEET FORMATION
Squadrons. Except for large models, which can function alone, most models function in squadrons. I am sure this make an activation based game around squadron manageable. One thing in the new rules which is nice is the option to take cruisers in a carrier squadron. I think mixed squadrons is great change even if just limited to carriers.
Ship tiers. There are three ship tiers built around ship sizes: tier 1 for larges, tier 2 for mediums, and tier 3 for small. To field a fleet you must essentially select one squadron from each. A patrol game needs 1-2 each from tier 1 and 2, 1-3 from tier 3. A battle game 1-3 each from tier 1 and 2, 2-4 from tier 3. A grand fleet action game 2-4 from tier 1 and 2 and 3-5 from tier 3. I think this is a simple and fairly nice way to build a fleet for gaming. Naturally there are points limit as well and maximum fleet values are needed, along with class of game (patrol vs battle vs grand).


SUMMARY
Background. Though not part of the rules itself, most of us play a war-game in part because of the background, back drop or setting for the game. I think this is still a weakness of the game as each faction remains fairly simplistic in presentation and motives. Spartan needs fluff writers!
Overall: Compared to the previous edition 2.0 is vastly superior. Previous editions were Ds. Compared to BFG, maybe its my own personal bias and fondness for BFG and the 40k universe, I think BFG has a slight edge. I rate Firestorm Armada 2.0 as at least a solid B if not a B +. As I stated previously, I am buying several factions to get into this game. I hope it won't be money wasted but I need a more lively spaceship combat game now that BFG is no longer being produced.

Sunday, December 1, 2013

FIrestorm Armada 2.0

When Firestorm Armada was first announced, I waited with anticipation due  to my love for large space battles. But once I got the rules, and (attempted) to read them, I realized the rules were not nearly as tactical as BFG. Not only were the rules poorly written and designed, I thought the models were of poor as well in quality and design. So I stopped at the rules book.

Since then a few things have changed.
1. GW has terminated BFG and the rest of the specialist games line.
2. I've started playing Spartan Games more popular game Dystopian Wars. While the rules were clunky, it somehow seem appropriate for the Victorian SciFi setting. The models were also very high in quality and quantity.
3. Second generations of Firestorm Armada models are also better in quality and quantity.
4. There will be a ground based mass combat game call Planetfall using the same setting.

Spartan Games have announced Firestorm Armada 2.0 to be released this December and I am once again open to entering this game. Not only are the rules have been significantly revamped, likely due to significantly more play testing and feed back from the community, but third generation models are being released for the 6 major factions. The updated basic fleet lists for all six core factions are here. And here are the basic new fleet sets and links for more by factions.


















Friday, July 19, 2013

BFG Alternate Models 2

Saw these boys (from Spartan Games Firestorm Armada) painted dark, and i think they look good for dark eldar.


Tuesday, April 30, 2013

End of Specialist Games?

It appears that GW is ending its Specialist Games activities. Specialist Games models are slowly disappearing from the online store. This is really too bad because GW's best games rules wise is found in their Specialist Games section, at least for me. My top two favorite miniature wargames are Warmaster and Battlefleet Gothic.

It is a shame.


http://epicaddiction.wordpress.com/2013/04/30/the-death-of-specialist-games/

Sunday, August 7, 2011

Saturday, July 30, 2011

BFG: Kher-Ys Corsair Eldars









My just painted Corsair Eldar, to match that of my 40k Eldar.
I've also submitted these pics to GothicComp annual BFG model competition.
For more information on GothicComp, go here or here for previous submissions.

The color scheme is similar to my 40k Eldar. And since I am planning on fielding Prince Yriel, and similar to Iyanden, have a large Wraith presence, Corsair Eldar seems a better fit than a Craftworld fleet.

My colors:
1. prime black
2. mechrite red sails
3. hormagaunt purple body
4. gunmetal "heads"
5. bleached bone jewels
6. necron abyss guns
7. adeptus gray "rods"
8. shining gold eldar glyph
9. purple wash

Thursday, June 23, 2011

BFG: Litko markers



A friend in my gaming group discovered and got some of these from Litko. I think they are fabulous though a tad expensive as i already have 2 sets of cardboard marker worth from two starter set. Note though that there is tentative plans for all torpedo markers to be bases on 20 mm x 20 mm bases.

Saturday, June 18, 2011

BFG Fleet Overview: Orks



Its been a while since I have blog reviewed BFG fleets. The High Admirals, GW's designated stewards for BFG, have been busy updating the rules and we are now awaiting formal approval for them. Their work can be viewed here. Personally I hope the entire rule sets get consolidated and published as BFG 2nd ed. I have taken the liberty to include some of these updates in my review of the orks under the experimental section. Secondly, I want to mention that the annual BFG modeling competition is once again near. More information for the 2011 competition can be found here. All of the Ork images in this post are from previous entries with the exception of the Ork ravager escorts, which is by flips001 at Deviant Art.

Background.
Just like in 40k, BFG Orks are presented with similar theme. Over all, they use crude technology though it can be surprisingly effective. Their escorts are above average in durability though primitive (less maneuverable) just like their boyz. Their cruisers are tough and highly veriable just like their meks and kans. They are largely a charge in and fight, just like in 40k. What is particularly fascinating to me about BFG Orks is their relationship to Necrons. Per fluff, Orks may have been engineered by the Old Ones to fight the Necrons. Necrons in BFG is particularly tough and among some considered as too tough. But the Necrons' lack of shield is easily exploited by Orks for hit and run attacks, boarding, and ramming (the latter two cannot be saved by the Necrons' notorious armor saves). These three abilities are among the Orks' strength.



Strengths.
Firstly, Orks auto pass All Ahead Full special orders. Note that auto pass does not mean auto perform as a preceding failure of another special order still means that no further special orders can be tested for. Thus all intended All Ahead Full special orders should be conducted prior to any other special orders be tested for. Though this only result in an additional 2D6" movement forward rather than the 4D6" for other fleets, it still facilitate the Orks to close early in the game. In addition, to ram a ship must first pass All Ahead Full and then make a leadership test. Auto passing All Ahead Full more than compensate for the lower Ork leaderships. Secondly and speaking of ramming, Orks have escorts designed for ramming. Ramming is easier to do for escorts against larger ship, requiring only a leadership test with 1D6 rather than 2D6 which mean these ram ships shouldn't have much of a problem hitting their targets. Normally each ramming ship rolls a number of attack dice equal to its full hull points against the target's facing armor and for regular escorts, this means 1 roll but the Ork ram ship gives your four attack dice rather than just one! The rammed ship rolls against the ram ship's front armor of "6". Thirdly, the Orks get a +1 on boarding rolls, only Space Marines do better. Fourthly Orks can field fighter-bombers. Fighter bombers are actually very versatile and reliable as attack crafts to take out enemy ordnance and for bombing runs. Each fighter-bombers that survive turret defenses will make D3 - defensive turrets bombing runs plus one, meaning Ork fighter-bomber is guaranteed to make at least one bombing run (per 2010 FAQ). Fifthly, Ork cruisers are 10 hull points rather than the standard 6-8 though their turrets and shields are only one each. Finally orks have heavy guns, 15cm batteries that inflict two hull damages for each hits and with the 2010 FAQ can fir simultaneously as its weapon batteries, thus avoiding any negative modifiers for blast markers. Together a very good list of strengths.



Weaknesses.
The first and biggest weakness to the Orks all their leadership roll is modified down one. Leadership is essential for special orders so this means other than All Ahead Full Orks are less likely to do any other tricks. The second weakness to the Orks is that they are limited to 6 cruisers in their list. These really are their best ships in my opinion and in addition, will limit the maximum number of battlecruisers and battleships to three. The third weakness to Orks in BFG is that with few exceptions, nearly all their weapons firing are limited to just one arc each, front, left or right. The last weakness is that many of their weapon and launches are variable with each attack. Personally I think this is more characterful rather than a weakness, but if it bothers you enough, take a warlord (with a reroll) and pay the upgrade to allow re-rolls for gunz firepower.



Fleet Selections: Cruisers
To really use the Orks' strengths, the fleet should be built around terror ship cruisers (pictured above). These are your carriers with a set 4 bays for fighter bombers or assault boats (for hit and runs). The terror ship is one of the cheapest (185 points) 4 bays carrier in the game and it has 10 hull points, 2 more than any other; unfortunately it only has one turret and one shield where other fleets would have two each. Like most Ork ships it is built to attack rather than defend. You could take a warlord with the shield upgrade; I think a warlord on a terror ship is a good way to go to give it that re-roll to ensure that Reload Ordnance special order. If points doesn't permit, or for variety, the other Ork cruiser the kill kroozer (155 points) could be considered. Instead of the terror ship launch bays, it has 4 heavy gunz each starboard and port.



Fleet Selection: Escorts.
The ram ship is self evidently the best Ork escort. It is the only Ork ship that has weapons that can fire in left/front/right fire arc and can turn 90 degree. The ram ship is also the cheapest Ork ship (25 points), fast at 25cm move, and as previously mentioned, it is built for ramming and a core strength for the fleet. A good alternative escort is the ravager attack ship (pic above) with torpedo capability potentially equivalent to most cruisers (1D6 strength launch). In addition, per the 2010 FAQ has the ravager at 40 points and 2 turrets (one of the weakness for escort is attack crafts). The other two escort classes are alright with one armed with D6 batteries (the onslaught) and one armed with 4 heavy gunz (the savage gunship). Between these two, I think the savage gunship maybe better with faster move (25cm rather than 20) and 5 points cheaper (30 rather than 35 points) though its weapons are only 15cm rather than 30 cm ranged.



Fleet Selection: Battlecruisers and Battleships.
Three of the four battleships available here are actually character ships, meaning you can field only one of each. The best is probably the Dethdeala battleship with the best weapon output, 4D6" All Ahead Full rather than 2D6", and armed with a strength 6 prow bombardment cannon. A good alternative is the Gorbag's revenge as it is a carrier capable of 5 +D3 attack craft launches and simultaneously D6+2 torpedoes. The combo of simultaneous attack crafts and torpedoes allow you to overwhelm enemy turrets. The other battleship is the Slamblasta armed with 2 prow 45cm ranged lances. The fourth battleship is the kroolboy with 6 prow heavy gunz and like the Deathdeala can All Ahead Full on 4D6". All battleships have 12 hull points, two more than your standard cruisers for about 50% more points, but have two shields and 3 turrets. They can also switch leadership with a cruiser. Included in this category is the hammer battlekroozer with the same hit points as your cruiser but 2 shields and 2 turrets. It has more firepower an almost as much bays (D3+1 rather than the 4). Since battlecruisers can be squadroned with regular cruisers to mitigate against ork lower leadership and share the warlord’s reroll, battlecruiser seems a better choice than battleships in general.



Fleet Selection: Others.
The Ork list also has options for a 600 points behemoth Ork hulk. It is ponderous in its movement, only able to turn every other game turn, but has its own 5cm gravity well! Its leadership is always 6 and its warlord upgrade options are slightly modified with shields costing 50 rather than 25 points. Naturally it is awesome in firepower and can serve as your pirate base in campaign games. The other special fleet option are roks, mobile planetary defenses with 8 hull points armed with torpedoes, gunz and heavy gunz (no bays). Roks move 10cm ahead each turn but can slide sideward on All Ahead Full; if this slide is 10cm or more than the new movement direction is in the same direction as the slide and this is the only way the rok can turn. I think both the hulk and the roks are amusing additions to the Ork list. A hulk and only roks list would be cheap to build financially but doesn't seem to build much on Ork strengths.



Experimental Rules Notes.
These are proposals to GW by the High Admirals. Firstly, there are clan squadron upgrade options. Goffs get an additional +1 for boarding and +1 bonus to test for ramming. Evil Sunz gets +5cm movement. Bad Moonz can reroll gunz number of attack die. Deathskulls get looted torpedoes or lances. Blood Axes can take Imperial Navy or Chaos escorts. Snakebites get free +1 bonus for Brace for Impact tests. Secondly there are more customization options to upgrade squadrons including ram prow (+1 leadership test for ramming and one auto hull damage before any dice are rolled), tellyporta (for 30cm rather than 10cm hit and run attacks) and Shokk-Attack lances. Thirdly are three new ships, a terror ship built for assaults (essentially a Goff terror ship), a light gun cruiser (though i am not sure why anyone would take this at 6 hull points even at 90 points), and an escort for assault (counts as two hull points for boarding value but test to ram on 2D6 even against larger ships). For more information on these options as well as the 2010FAQ go here.



Fleet Tactic
Your fleet should be built with a good mix of capital ships (cruisers and battlecruiser/battleship) and escorts (ram ships and ravagers). You will have the usual choice between many bays or only a few. Heavy ordnance would be hammer battlecruisers with 2 terror ships and some ravagers. Alternatively take a battlecruiser and two kill kroozers for a gun line. Always take at least 4 bays per 1000 points and with Orks, there should always be a place for ram ships. The Ork list also give you the option to take a warlord for every 500 points and while not mandatory, should always be considered. To start with, all ahead full toward the enemy and hold your launches until within launch and strike range. Your front line should be ram ships and your second line should be your ordnance ships. Also remember that ships on all ahead full cannot turn outside of gravity well so the initial orientation of your models will be very important to get the maximum out of your auto pass all ahead full. Your opponent with try to use his greater maneuverability to keep away. In summary I think if played to their strength Orks is a formidable fleet in BFG, competitive against Necrons but likely much less so against Eldar (extreme maneuverability).

Thursday, June 9, 2011

Warp Rift


Issue 32 is out and can be found here.

The Black Ship Inquisitor cruiser conversion by Mangozac is amazing!



Mangozac tells me the conversion kit is available for purchase at resin addict.