Engage the Warp Drive!

Finally got in another game of Firestorm Armada, what a blast! I actually got the chance to teach two new players the game and then we did a 2v2 with starter fleets.

I took lots pictures and I’ll do my best to recap the entire battle here. I won’t do a fleet list since we only used the basic starters fleets in this engagement but, the teams were Xenos (Relthoza and Sorylians) vs Humanity (Directorate and Terrans). Since this was a learning game for two new players we skipped a few rules, no boarding, not ramming (v1), no wings, no MAR’s (so no cloak or anything), and no fancy terrain rules. We did however put a clump of asteroids in the middle which could not be moved through or shot through, essentially they blocked all line of sight into.

Deployment

Respective deployment zones

Respective deployment zones

Pretty simple setup and a more clear shot of our actual deployment.

Terran and Directorate on the right and Relthoza and Sorylians on the left

Terran and Directorate on the right and Relthoza and Sorylians on the left

No objectives except to smash each others fleets into space dust. We didn’t set a turn limit but with four players essentially it would have been 4 turns then calculate victory points.

Now, we also made up some rules for activations. Essentially, every turn one player from each side (alternating the player each turn) would roll off against the other to determine activation sequence. The winner would set the activation sequence as such;

Team 1 (p1)-Team 2 (p1)-Team 1 (p2)- Team 2 (p2)

I think it worked ok. Next time in a team game situation I would consider trying something else to make it more team based. There was nothing broken about it but it was hard to follow at some points.

Turn 1
So Terran’s won the activation and elected to move frigates and target the leading Sorylian frigates. Both of them dished out fire and put one another down to 2 frigates in each squadron. Some maneuvering on the directorate side with some pot shots at the Relthoza and vice versa with some damage but no casualties. I did make a crucial mistake of moving my cruiser to the left rather than the right, It put them out side of any PD help and still outside of their effective rangeband of 2.

Turn 2

The Retholza and Sorylian Admirals talk strategy

The Retholza and Sorylian Admirals talk strategy


Turn two was much more intense. It started with The Sorylian’s winning initiative and doing a point of damage to each of the leading 2 Terran Frigates and then subsequently being eradicated by concentrated fire from the Terran Razorthorn and the Sentinel Cruisers. The Razorthorn also did some more torpedo damage to the Sorylian Crusiser moving up on the right side around the asteroids.

On the left front, my Directorate Cruisers were punished for there poor placement by taking two points of hull damage and in turn doing little to no damage in return. The other squadron of Sorylian frigates moved to the other front to support the Rethloza. Remaining activations involved the consolidation of the Relthoza Battle line and a few torpedo shots.

Turn 3

I forgot to take a shot at the top of turn three, but I will try to remember it as best I can. I believe Directorate won activation this time and elected to move my cruisers up and do as much damage to the consolidating Rethloza battle line. At the time it seemed like a good idea but very poor rolling on my part led me to doing 1 point of damage and destroying 1 frigate, which was not enough to save them from the counter attack from following activations.
Turn 3
On the other front, the Sorylian cruisers were reduced to 2 and moved in a on suicide run to destroy as many Terran ships as possible. Excellent dice rolls led to many hits but less damage as the crack Terran point defense crews and their advanced shield technology saved them from complete annihilation.

Listing Sorylian Crusier

Listing Sorylian Crusier

On the other flank, the Relthoza moved in much close and punished me for my poor dice rolls criting’ a crusier and putting more damage on another. Following that more torpedoes destroyed another cruiser.
Trun 3
I also took some shots with my Directorate battleship and destroyed a Sorylian frigate (I think..) but in turn took pretty heavy torpedo damage from the Retholza battle ship and cruisers. Enough to inflict a critical decompression.

Terran’s also began to take damage from the Sorylian Battleship, resulting in the loss of 2 cruisers and the remaining frigate at the hands of the listing Sorylian Cruiser.
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Turn 4

The remains of the Terran Fleet at the top of turn 4

The remains of the Terran Fleet at the top of turn 4

So at this point Humanity was feeling somewhat desperate in the conflict with the cruel Xenos. My battleship had taken a fair amount of damage and my crusiers as well. The Terran’s were in worse shape but still had a fully operational battle ship. We made a foolish decision to move around the asteroids to the right to shoot at the Xenos battleships with the Terran Razorthorn. A poor recommendation on my part as the limited speed of the battleship could not catch up with the Sorylian battleship, which high tailed it over to the Relthoza side to support them.
Turn 4
The winning kill on my battleship was an exceptional broadside salvo that double crited’, blasting my Directorates into oblivion. At this point victory looked dire. More ships were destroyed on both sides but it was moot. The Xenos had a big advantage in positioning at this point and could support against any frontal attack.

Just before the Directorate Battleships destruction

Just before the Directorate Battleships destruction


At this point we decided to call it. It was 3:30AM and even space admirals must sleep. Victory for the Xenos. Well done tactics on won them the day.

Overall, it was a great battle. I felt that I did make some serious errors in my deployment and initial movements that did not support the Terran fleets strengths. Upon reflection I should have spread myself evenly across the front and had the Terran Frigates stay in the back fields and move across our deployment zone and lay down torpedoes at RB 4 the whole game instead of moving up. Of course this was a learning game for our two new players so in the end it was all in the name of fun. Also we needed to be on a larger table. 4×4 was too small for a 1000pt+ game and restricted movement too much. Of course for our next battle we will up the stakes and add some more ships into the fray and include wings and other rules as well.

Again, a great battle and lots of fun. Stay tuned for more!