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Firestorm Armada Battle Report, 800 points

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Somewhere in the void (or upstairs at Battlefront Games, depending on your level of imagination), the outskirts of a Relthozan patrol fleet and a Terran one encounter each other. Both sides called for the rest of their respective fleets and tried to stay alive until they arrived. The mission was Escalating Engagement, which I had never played before. It's a corner deployment, with basic "kill everything" rules, except that at least 1/3 of your points must be in outflank reserve, including all Tier 1 models. Since my Relthoza patrol fleets tend to run kind of top heavy, that was a bit of a concern. For this engagement, I went with maximum Short Ranged Spacecraft (SRS), where every squadron was carrying at least three. My admiral was my classic battleship, upgraded with extra SRS wings (six bombers), two extra point defense, increased assault points, and corrosive primary weapons. I also had a carrier with corrosive, five bombers, and three interceptors. Tier two consis

Firestorm Armada, after playing a few actual games

I got to play this game a couple of times last night. While we're still not up to pulling out all the stops, I got a few turns in of an 850 point game that included terrain,wings / SRS, and the battle log. TAC cards and actually having time to finish the game are next! Things I learned: Massed Corrosive is effective, although it's still possible for an enemy cruiser to make all three 4+ repair rolls when it by all rights should have died! Stealth fields and cloaks make parking at the board edge an effective way of staying alive, if a rather boring one. Also, there's no point in hiding behind Impeding terrain while you do this. Don't spread out the cruisers so much that the two on the edges can't link PD with each other. I found a rules ambiguity that the forums were unable to answer definitively. A squadron in reserve can enter via "Flanking Maneouvre" (blasted British spelling!), but it's not clear whether it gets to activate the turn it arr