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Messages - Polaris

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I haven't dealt with this studio before, what does everyone think?

In happy to see Firestorm backed by a company, but how is there reputation, customer satisfaction, etc.

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Firestorm Armada / Re: Relthoza tactica
« on: September 25, 2017, 03:52:46 pm »
How do the light frigates fair in your opinion? I have some, but haven't fielded them yet, they just seemed a bit pricey for the Benifits they offer (at least when compared to a nidus)

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Firestorm Armada / Re: Relthoza tactica
« on: September 24, 2017, 12:33:30 pm »
So I have now played 2 games with the relthoza, and both have actually gone very well, a couple of thoughts

1 using the FSD calculators tac, to jump your battle station to your admiral, is mean, but incredibly effective, the first few turns it lobs 2 shots of 10ad torpedoes, and getting shunted into the enemy fleet, is a great way to ruin there day :)

2. The light cruisers look underwhelming, and by fire power they are, but they are surprisingly durable, and mobile even for tier 3  They make great objective snatchers, and distractions

3. The gunships are great, having fore fixed is not a big problem, you just need to line up the three ships relative to the target (facing doesn't matter) and shunt towards or away from them, and having effective firepower in a 30inch range, makes it pretty easy

4. Your destroyers are great, they can be placed on objectives turn 1, deploying in the reserves for turn 2, and they have the durability to tango with the enemy fleet, usually long enough to get the prize, and get out, and always upgrade with the shunt matrix, as I checked the rules, and there is a fun trick you can use.    By the rules you cannot pull off of full stop, in the same turn you enter it, but you can enter full stop, the same turn you leave it.  Shunt matrix can only be used when not in full stop, but having the manoeverable Mar, means they can turn 90 degrees while at full stop. As you deploy in full stop the turn you reaveal your destroyers, but there is no limit to the number of secondary move actions you can take, you can pull off of full stop, shunt, enter full stop, turn 90 degrees, fire, and next turn repeat. It's a ton of fun, and frustrating for the enemy :)

5. The Apex is the best ship...ever...if you can, take it :)

6. Don't drop cloaks until you are in a safe position, with great opportunity , like the aft arcs of there fleet

7. Play mind games, and use shunting ships to fake out your opponent, pick off outliers, without cloaks your fragile, and will rarely win a fair fight, stack the odds I. Your favor, but Don't let them see it coming, you have a tac, and shunting just for this :)

8. There is a hubsystems podcast, episode 25, where they talk about relthoza tactics, and ship by ship analysis if you want some great insight :)

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Firestorm Armada / Relthoza tactica
« on: September 15, 2017, 03:34:28 am »
So, with the downfall of Spartan, I went on an eBay spree, and got myself a full relthoza fleet, I like the models and the playstyle intrigues me, but I haven't played a full game with them yet, any advice?

If you play them, what works well? Traps or ships to avoid, any must haves?

If you play against them, what scares you :)

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Firestorm Armada / Re: FSA Kickstarter
« on: September 14, 2017, 02:10:16 am »
But the game isn't, I world highly recommend you share this site, with anyone you still have contact info for :)

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Firestorm Armada / Re: FsA 2.0 or 3.0
« on: September 14, 2017, 01:48:10 am »
First off, thank you fracas for dropping the link in fleet signal, much appreciated.

I would keep 2.0, but port over the SRS rules, using current SRS stats, let any ship take any SRS, but allow as many tokens as wanted, interceptors allowed only one intercept before returning to base (same for bombers and fighters, if you want to use their PD) and full wings may be launched, again and again, but one less wing for point of damage on the carrier.

Most of the rules cannot be ported without new stats...

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