Adepticon Aftermath
First, I must apologize for not posting for the last few months. This WILL be different going forwards. Every Saturday morning I'll post something, even if it's short. Right now, I'm waiting to fly out from Chicago, after spending the last three days at Adepticon. Here's a quick summary: Thursday: Ticket to Ride and 7 Wonders Tournaments. Placed third & fourth, and had a great time. Also played a 2-player card game with Robert (from Firebase Delta) Friday: 12 hours of painting, because I wanted to field two completely different lists at the Firestorm Armada tournament. Ultimately, this was a waste of Convention time, but I don't really regret it. I painted to a decent quality: 2 Assault Cruisers RSN Carrier and Large Token 4 Buckler Escorts 1 Retarius Escort (used as Corvette) Finished my modular Cruisers/Heavy Cruisers Granted, there is a lot more to do before they're "finished"... I still need to learn how to use my airbrush effectively, so I can paint a nice engine glow effect. Because the painting competition entries were due that night, most people at the painting tables were professionals doing some last minute touch-ups. It was pretty awesome being in that crowd, seeing their amazing work become more amazing. Winners announce tonight; I expect to see some of their work win. Saturday: 4 1000-point games of Firestorm Armada, each lasting 2.5 hours. Game 1: Completely new Scenario (Armistice Failed), which wasn't reflected in the Primer packet in any way. Not surprisingly, there were a lot of questions on the rules, and many Scenario mistakes were made across the Tournament. For my game against Nolan and his Sorylians, I'm pretty sure it would have been a close game if we had played the Scenario correctly, as I would have destroyed his Dreadnought carrying the Objective before it Shunt Escaped. I also tried my Assault list for the first time, and it sorta worked as designed. At least the game went 5-6 turns. End result, crushing defeat (suffering 20+ successes from 12 non-exploding dice killed my Carrier before it could escape) Game 2: Played against Sean's Terrans in Defense Network, basically the same as Primer mission. Tried the Assault list, made some mistakes with deployment and targeting... But having 1/3 of my MFV in Reserve until Turn 4 basically cost me the game, as we only played 4 turns. (I don't know why, but this game played very slowly) End Result: Crushing Defeat, maybe one Tournament point Game 3: Had the pleasure to play against Matt (of Firebase Delta, "Balor" on the Spartan Forum, and frequent guest on The Hub Systems Podcast) and his Works Raptors in Echoes in the Dark (semi-blind deployment). This game was very interesting in how it played out, because he massed in one corner. His strategy completely threw me off, but makes sense. Maintain distance for as long as possible to take advantage of Difficult Target, High DR, and Stealth to plink at me with Torps, then try to Assault all at once when Stealth is no longer viable. So while I mostly massed in the opposite corner (I generally want distance too), his first two activations taught me I needed to close quickly or get slaughtered. Fortunately for me, the 5 Interceptor Praetorian was a hard counter to tis strategy, and I was generally able to cluster my fleet within the 12" diameter PD bubble and stay safe to close. The Heavy Cruisers were extremely lucky with their PD and DR 5, and were generally able to defend themselves. I still lost one without doing much with them, but clustering my fleet prevented a game-losing situation. I think my game-winning move was peeling off my Cruiser Squadron on Turn 3/4, to flank around a Debris Field and meet his fleet head-on. The Cruisers took a lot of fire, but were able to inflict 2 Crits on his Admiral's ship, and my surviving Frigates, Corvettes, and Escorts were able to finish it off. This was the second Capitol ship lost, and quickly turned the tide in my favor. Matt proceeded to maul my Cruisers, but despite several attacks and one boarding Assault (which, despite Special Forces, I was able to repel) he couldn't kill the last one, which allowed my Fleet to knock out a WR Battlecruiser. Unfortunately, the game ended due to time, but I think we played 5 Turns. Despite having most of my fleet, I wasn't in a position to do much more after this. I think Matt would have torn me apart the next turn. He still had 530 points of models on the table... Hmm, I think we did the Battlelog wrong with the Battlecruisers. Final Battlelog should be: Admiral Assault Carrier: +6/-4 Battlecruiser: +2/0 Corvette Squadron: +2/-1 Reform Corvettes Turn 1: 0/-1 Cruiser Squadron: 0/+2 Corvette Squadron: 0/+1 Frigate Squadron: -1/+2 Final Battlelog: 9/-1 (Maybe my Battleship lost 5 HP, but I don't recall). I also scored 5 Tournament points. Game 4: My final game was against Dale, "Dalek Unz" on the Man Battlestations Forum. This game was one of those crazy games I was sure I would lose, as he was able to Battle Shunt his Relthoza Carrier + Banes onto the Objective Turn 1, earning +4 Battlelog at the end of Turns 1&2. This put us at 10/-1 Battlelog at the end of Turn 2. However, my Cruisers once again heroically sacrificed themselves and double-Crit his Carrier after performing a Reserve Entry in its rear-Arc, then quickly crumpled to his Battlestations guns and 2-3 Bombing Runs. This resulted in a net 3 Battlelog in my favor, as well as removing the Carrier's 6 Bombers and 2 Interceptors from the Objective. My Corvettes and remaining Frigate Squadron also arrived to outflank his flanking Destroyers, and were able to finish them off with multiple crazy-good rolls landing rear-Arc double-Crits. Heck, my Corvettes managed to land a Crit with Boarding after destroying one Destroyer with their guns. My dice were simply hot, while Dale's dice turned cold. At the end of Turn 7, I managed to destroy the last Relthoza model (the Battlestation), which secured the Secondary Objective, netting me 6 Tournament points. Final Battlelog was 15/2. Overall, despite my abysmal performance in the first two games, I had a lot of fun during those 12 hours. That's how many games I get to play in a month if I'm lucky. Aftermath - NOVA Open I have mixed feeling about attending Adepticon this year; I certainly did not use my time effectively during my 3 days there, because I painted instead of experiencing everything available. I also wish there was more time to socialize with the 20-ish other Firestorm Armada players. The good news is, I will use this experience to inform decisions on running Firestorm Armada events at the 2016 NOVA Open near Washington, DC, and held on Labor Day Weekend (September 1-4). NOVA is very similar to Adepticon, so if you enjoyed Adepticon or any gaming Convention, or wish you could have attended, I strongly suggest you look into NOVA. Every week, I will be posting status reports on our FSA NOVA development, and will be placing resources in the new NOVA section of this website. We will be posting our Scenarios ahead of time, as we will have table spaces dedicated to Firestorm Armada all four days. I also expect to discuss our NOVA Open Events on a few Podcasts as well. The next 5 months will be busy!
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Saturday I had the honor and pleasure of facing "Ruckdog's" Terrans at Eagle and Empire Game & Hobby Shop. We each play-tested a 1000 point fleet using Adepticon Primer Mission 1, Defense Network! We’re both going to Adepticon, and wanted to get some practice in. I decided to use the last list I posted last week, as my Dreadnought/Battleship Interceptor list had proven its worth on Wednesday. Granted, "Hive" decided to use his fiancé's Aquans, and probably made several tactical mistakes, as it was his first time playing with them, but I did learn the pleasure of rolling 10+ defensive dice. Ruckdog decide to play the X list he posted on the Man Battlestations Forum here. If you have not listen to his Podcast, or visited his website, I suggest you do so. I am looking forward to hearing their first Firestorm Armada review, and I expect this game will be mentioned at some point. After a fantastic Indian lunch buffet, and a leisurely table set up, we finally placed our forces: With all those nukes, I chose to reserve both Frigate squadrons, and one Cruiser squadron. Ruckdog deployed his entire fleet, which I felt was a mistake, as Reserves are very useful and powerful in Firestorm Armada. I won the initiative, and felt I needed to go first to activate my Interceptor defense... Otherwise, one of my Escorts would likely get nuked. Two activations later, I had 11 Interceptors on the table. These guys essentially won the game, consistently blocking all of his nuclear torpedoes. Here is the table after Turn one: I think the end result was 1HP knocked off the Terran Battleship, and 1HP off a Dindrenzi Cruiser Turn 2Ruckdog played Intel Gathered, and easily won initiative. None of my Reserves wanted to show up (I didn't want them yet anyway). The Apollo plinked a Cruiser with the forward fixed nuclear guns; Torpedoes once again did nothing, so I took a small risk, and activated my Carrier, so I could set up two Tokens: one to guard the Cruisers through the next activation, and the other to guard them after they activated. I was plinked again by his Cruisers, but could now activate without fear of all the nuke torpedoes. I don't recall exactly what happened, but here is the table at the end of Turn 2: Battlelog: 0/0
Turning PointI've found that, in most of my games, Turn 3 is the crucial Turn. I think it's because this is when both sides tend to be in their optimum firing range, and a lot of dice are rolled on both sides. A lot of ships tend to be destroyed on Turn 3. I didn't expect my Cruisers to live through the Turn, with the entire Terran fleet bearing down on them, but if they could do some damage first, I figured I'd be ok. I played Perfect Timing; Ruck played Drives to Max on his Battleship and Cruisers. I the won initiative, and all off my Reserves arrived via Flank Entry with no displacement. I placed my Cruisers directly behind my Carrier (with the intent to catch up to the PD bubble), and both Frigate Squadrons on the table centerline to my right. First activation was the Cruisers. I broke my habit and decided to focus on the Apollo, as I had already inflicted 3HP damage, and probably wouldn't have a better opportunity to shoot it. Landed a Crit, and -3CP. The Apollo activated next, and Nuked my Carrier despite the -4AD from Crew Loss, and also Critted my right Cruiser, cracking the Abaltive plating. Fortunately, both damaged Cruisers had swung far right, barely getting the Asteroid Field between me and the Destroyers. I think I activated the Carrier next, to again place the damaged Cruisers under the interceptor screen, and even managed to plink his Carrier. His Cruiser then activated, and I think he largly ignored my Cruisers and went for my Carrier, landing another Crit on it. (I think Ruckdog decided he'd had enough of my PD screen.) The second Cruiser squadron activated, landing a Crit on the Apollo with their Rail-cannons and taking the Shields Off-line, and destroyed the damaged Terran Cruiser with torpedoes. I don't recall Ruckdog's response (probably the Destroyers plinking the undamaged Cruiser, missing a Crit by one success again) but I activated a Frigate squadron, destroying the Apollo with a 12AD shot, as well as a Frigate at the far side of the table with Torpedoes. The Terran Carrier went next, but the Bombers were just shy of attack range, and it missed my -3 HP Cruiser. With the Apollo dead, I decided the Carrier was the biggest threat, so I lined up my Battleship's Rail-cannon + both Escorts on it for 18AD. I just wanted to ensure I landed a Crit, as I had just shown an observer 14AD gave me a ~66% chance to Crit vs 2 Shields and a CR 8. (I have an AD vs Target quick reference chart I made). After I rolled the dice, and we were all looking at them in shock, the observer asked, "How many sixes did you roll?" "All of them; I rolled all the sixes." Only two dice missed, and at least half of the 16 hits were sixes. Once we resolved the exploding dice and Terran Shields, I had 25 successes: Triple Crit!!! This immediately destroyed the Carrier, as I had managed a point of damage with my Carrier earlier. This effectively ended the game; the rest of the turn involved our Frigates exchanging fire. Here is the table at the end of Turn 3: Battlelog: 13/-6 Dindrenzi
We played another turn, but with my fleet mostly intact, and his below half strength, it was very lopsided. My damaged Cruisers and Frigates destroyed his Destroyers. My Battleship and Cruisers destroyed his Cruisers, but they took out one Cruiser in the process (and again barely failed to plink). His Frigates continued to evade fire, and destroyed my damaged Frigate. End result: Battlelog: 15/-10 Dindrenzi Lessons LearnedFirst, let me remind you, Ruckdog hasn't played in about a year... More importantly, he has played a lot of Dystopian Wars, which sounds like a straight update to FSA 2.0 rules. He was constantly slightly off in his rule memory, which never benefitted him, and honestly, the Dystopian rules sounded better.
Second, his list contained an under-strength Destroyer Squadron. Taking anything besides a full-strength Squadron is basically shooting yourself in the foot and wasting points. I'm hoping to help him rebuild this list. The dual Battleship list looks more solid at a glance. One with the Admiral to tank shots, and the other to Shunt-in and destroy everything. I've certainly learned the value of building a PD Mountain, particularly for Dindrenzi and their low DR. I usually get plinked by Torpedoes, but this game, only Direct Weapons did any damage to me, and I rarely suffered a Crit. I can see why many advocate for bringing several Interceptor Tokens, and I am now strongly of the opinion that SRS in general, and Interceptors specifically, are too good at stopping Torpedoes and Boarding Assaults. I was also very lucky, and not just with my attack dice. I did something foolish when facing Terrans, and had my models clustered together in the PD Bubbles. There were several times where a lucky Ruckdog Roll would have Nuked me, potentially splashing Tokens and Models... But this never happened. I also didn't comprehend Terrans had so many Nuclear Weapons; I thought it was only Nuclear Torpedoes. Finally, like Sorylians, there is never a reason to start Cruisers and Frigates on the table. I probably would have been better off using those 180 points of Cruisers to give the RSN Carrier 2x Spook Cruisers for 140, and 40 points of Tier 1 Upgrades. I’ll try that next time, if I use the same basic list. I’m just starting to learn how to use the RSN Spook Cruisers. The Fore Spook Torpedoes are ok, but the 8AD Beams at RB 1-2 is where they really shine. I think if the Carrier is going to start on the table like this, it probably needs that overpriced +1 Shield, and maybe just 8 wings and Quick Launch. A full Bomber Token Turn 1, and a two Interceptor Token Turn 2 should work pretty well as they advance down the table. Assuming I don’t get plinked before launching, that’s 16 dice vs. Torpedoes for the Carrier. Maybe I can share some lessons learned after my next game, but I think BigBen and I are going to try my concept for a 600 point Tournament with some list restrictions. -Ryjak Well, it’s Monday Morning, not Saturday morning, but I have an excuse. I spent the last two days digging two cars out from the 24” of snow that fell over 24 hours. Now I can rest my sore muscles and do more important things. By now, you should be well aware of all the new stuff Spartan Games has announced for Firestorm Armada: Taskforce Dual Sets Taskforce Reinforcement Fleets Xelocian Models Syndicate Models Assault Helixes I’m not going to go into any detail on these; instead, I’ll just direct you to the Jadedgamercast’s review of everything: Everyone gets a Spaceship! This way, I can cover other things. First, I need to spend some time today making new terrain templates for the Doubles Tournament this Sunday. I mostly want to make some 10”x10” templates, as these are my favorite size, but I don’t have many of them. I also need to take the time to make a planetary ring, as I have this crazy idea for a custom table, but that won’t be part of this Event. Second, I need to stop being lazy and break out all of my airbrush components and set up a painting station. I’m slightly intimidated by the airbrush, so I’ve been putting it off. But with Adepticon looming on the horizon, I need to get a lot of stuff painted. Speaking of Adepticon, I still haven’t reserved a hotel room, so I need to get on that too. Actually, that should be my first priority. I’ve heard there’s a Red Roof Inn within 5 minutes walking distance. Ba'KashSo my last few games with “Hive” has been against his Ba’Kash, and he’s been kicking my ass without trying. A big part of it is he knows how to play this fleet (Drives to Max until you’re on top of your opponent!) but another part is how they stack compared to Dindrenzi. Namely, Ba’Kash have a lot of strong Torpedoes, which attacks the Dindrenzi DR vulnerability. Each Hit degrades their average PD, and it doesn’t take much to land that Hit. Generally, a squad is eating three AD9 Torpedo volleys each activation, and 3PD isn’t enough to prevent a Hit on DR4 or DR5. Then throw in the Side Beams and occasionally the Fore Scatter Gun, and it’s brutal. Clearly, I either need to find a way to get my models on the table within a Token’s PD bubble, while also keeping these speed freaks at arms length. The first is difficult, as a Carrier feels useless in a support role (particularly the Dindrenzi Carrier, as it has no weapons worth mentioning) but the second is easily mitigated with initial deployment and Reserves. So, here are some viable options: 1) Praetorian with 2 Interceptors and 3 Escorts: This is becoming my go-to Admiral ship… particularly as it’s my only Battleship. Sometimes I wish I had a Nausicaä, but not against Ba’Kash Torpedos. 255 points for this basic package. 2) RSN Carrier: With two Full-sized Tokens, this can easily field Interceptors AND Bombers, which makes it relevant in the game while providing viable support, for a base cost of 180 points. I can also add Spook Cruisers for added firepower 3) Dindrenzi Carrier: 140 points for a 6 Interceptor defense bubble seems expensive, especially because I’m convinced it really needs 3 Dindrenzi Escorts to have some teeth, putting it at a base cost of 185. 4) Assault Carrier: The Legion is just as tough as a Battleship, but with a completely different design philosophy: Assault. However, I have learned it’s basically impossible to board Ba’Kash, with their absurdly high CP. I don’t understand why so many Terran players complain about a high CP; it’s a great defense against Boarding fleets. So this probably isn’t viable here either. 5) RSN Dreadnought: An RSN Dreadnought has 8 PD, and can take 4 Wings and +1 Shield for a base cost of 330 points. That would be a very large chuck of a 1000 point fleet, but it can definitely tank shots all day long. Hmm… if I went with the Dreadnought and Praetorian, that’s a base cost of 585 points, leaving 415 for two Tier 3 and one Tier 2. I definitely want 2x3 Frigates entering from Reserve, so that’s 235 for a Tier 2. I’d rather bring Heavy Cruisers, but there aren’t enough points, but I can upgrade Cruisers with one Heavy Cruiser for 210. This leaves 15 points for either the Dread or the Praetorian. That’s 5 points short for upgrading the Praetorian to 5 Wings. I think the Heavy Cruiser is more important, so we’ll upgrade the Dreadnought with Special Forces and -1” TL. TacticsOk, so place the Frigates in Reserve to start, then place the Dreadnought smack in the middle, so it can draw as much fire as possible. Hopefully at this point, I can choose between some options, based on what’s on the table: 1) Place the Cruisers and Praetorian together in a corner, and try to get everything covered by the Interceptors 2) Place the Cruisers and Praetorian in opposite corners. This encourages my opponent to spread out, but leaves the Cruisers DR 4 and mediocre PD vulnerable 3) Place the Praetorian in a corner, and the Cruisers with the Dreadnought. This will give everyone good PD defense, but I don’t like the overall final setup. Better to have both groups in opposite corners 4) Place the Cruisers in Reserve; the best defense is be where no one can shoot you. But with only two activations, I’m absolutely conceding game tempo. This is the main problem with top-heavy fleets From this, I’ve learned I always want the Praetorian in a corner, so I should probably place that as “bait” instead of the Dreadnought. Then, I can place the Dreadnought next, based on what my opponent does, and then close with the Cruiser placement. This would definitely encourage my opponent to mass in one corner, so I can place everything else in the opposite corner. I’ve learned to place the Praetorian behind cover pointing towards my opposite corner anyway, so I could simply shift it 9” with Drives to Max the first turn, and 6” the second turn, for a 15” displacement, then turn towards my opponent. If I can stay in cover, I could end up swinging in along/behind the Cruisers and Dreadnought, which would have been slashing across the table laying down firepower. I feel like sacrificing two turns worth of Praetorian firepower would be a mistake though; I guess I’ll just have to try it out in my next game. A Heavy Cruiser Squadron escorted by a Carrier might make more sense though, instead of 555 for the Dreadnought and Reinforced Cruiser Squadron. Here are the point costs: Dindrenzi Carrier: 185 Dindrenzi Heavy Cruisers: 270 RSN Carrier: 180 RSN Heavy Cruisers: 285 That’s 450-470 points… which leaves about 100 points. That’s enough points to give the Praetorian 5 Interceptors, plus add another T3 Squadron. Or… maybe drop the Heavy Cruisers completely, as they’re theoretically nestled in a 12 PD bubble, and add another Cruiser squadron. Something like: 275 Praetorian, 5 Interceptors, 3 Escorts 180 RSN Carrier, 12 Wings 180 Cruiser Squadron 180 Cruiser Squadron 90 Frigate Squadron 90 Frigate Squadron That leaves a whole 5 points to upgrade either the Carrier or Battleship, which is enough to give the RSN Carrier Quick Launch: I forgot about this vital Hardpoint. Hmm, maybe it would be better to give it Fighters, for a full 24” threat bubble. I’m not as concerned about them taking losses with Deck Crews. TacticsFrigates and one Cruiser Squadron in Reserve, similar deployment styles as before. Use Perfect Timing to bring stuff in Turn 3 (I never intend anything to arrive Turn 2) and deploy with the intent to use Regroup. Nothing is more frustrating than to watch two almost dead squadrons Regroup and Crit a Battleship, but it’s very hard to pull off with Dindrenzi; one of the downsides to small Squadron sizes.
Quick tip: If you have Frigates or Corvettes with a Squadron Size of 2-4 or 3-5, always bring them as pairs, and deploy them so they can Regroup. You’ll get a lot more utility out of them this way. If you can bring two identical Cruiser Squadrons with a similar Squadron Size, you’ll have even more opportunities for Regroup shenanigans. To many players ignore this import aspect of their large squadrons. I’ll probably try one of these fleets out this week, and see how it performs. I may or may not have a game with BigBen and Hive; I definitely have a game with Ruckdog on Saturday. I probably won’t be posting until next Monday, as next weekend is full of Firestorm goodness. -Ryjak Wow, the holidays are usually a busy time for me, but this year felt like it was even busier than usual…
First, I intend to post something every Saturday morning, as it is the only time I universally have free to do it. We’ll see how well I can perform over the next few weeks. I have a lot going on in the world of Firestorm Armada. Part of why I haven’t been posting is much of my hobby time has been consumed with creating several Firestorm Armada Events for the 2016 NOVA Open, which will be in Alexandria, Virginia on Labor Day Weekend. “Bull99” and I should be meeting with the Convention Organizers soon to go over the details of our proposal and events. In addition, I have a lot of things I need to prepare for: January 19th: Play-test one 1000 point Adepticon fleet with “Hive” at Play More Games in Gaithersburg, MD. “Hive” is the closest FSA player, but our schedules are completely disparate, so it’s difficult for us to schedule a game. *EDIT* Nope, turns out it won’t happen this time either… maybe next week. January 30th: Play-test second 1000 point Adepticon fleet with “Ruckdog” (founder of the Man BattleStations Forum and Podcast) at Eagles and Empires Game Shop in Alexandria, Virginia. I’m looking forward to this game for a number of reasons, but I was sad to find out the tables are 5’x5’. I’m not aware of any game system using a 5’x5’ play area, but we’ll make it work. January 31st: Work as a Tournament Organizer for a 500 point Doubles Tournament at Games ‘n Stuff in Glen Burnie, MD. This should be a very fun Event, as the Scenarios subtly encourage you to hamper your ally while crushing your opponents. I had a lot of fun play-testing for this Event. I have to make more Terrain Templates too. February 7th: 1500 point Core Helix Firestorm Planetfall Tournament at Games ‘n Stuff in Glen Burnie, MD. The store players are just starting to get into Planetfall, so this is intended to be a fun, introductory Event. We’re probably going to have terrain day in a week to prep for it. I play-tested two of the Scenarios last week with “Bull99”, and we made some adjustments from those. These were also my first Planetfall games with my Dindrenzi. I recently play-tested NOVA 4 with BigBen at Huzzah Hobbies in Ashburn, VA. He’s clearly learned how to use his Tarakians effectively (Split-arc Torpedoes is your main weapon) and demolished me with no losses. I made several mistakes as well, which didn’t help. Firestorm is not a game where you can recover from mistakes if your opponent knows what he’s doing. But maybe I need to adjust that table slightly… More play-testing first! Finally, I received an airbrush for Christmas, and I think I finally have everything I need to use it… except rubbing alcohol, which I can get today. So I’ll start experimenting with that soon and posting the results. Maybe this will enable me to paint everything I need for two completely different 1000 point fleets for Adepticon… which is 11 weeks away. It seems like a long time, but it’s not. |
AuthorStarted playing Firestorm Armada December 2014 Archives
December 2016
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