Firestorm Armada 2nd Edition – A Review

First an apology for being so quiet for so long. I was on holiday for a week which should have warranted an explosion of writing on my part. But there was no wifi. Heck there was very little phone signal. And chasing a toddler around acres of woodland, it turns out, was rather knackering so even writing offline proved too much as I was too wiped out after the little cherub went to bed. The review itself has taken a while to pen because I wanted to make sure I did the game justice. There was a couple of false starts where I began to write with no real direction which warranted the Ctrl-A, Delete bomb. So this review signals my return and I hope it was worth the wait.

firestorm-select copyIt’s been a wee while since I’ve reviewed anything from the Firestorm Armada universe so what better way than to look at the second edition rules and the new starter set? I’ll cover the rules in this article then look at the starter set and its bevy of toys later.

I’m a real fan of Firestorm Armada and the awesome models that accompany it. It was Firestorm Armada and its sister game, Dystopian Wars that I popped my non-GW-gaming cherry with. And it was a pretty easy decision to make as both games had gorgeous, reasonably priced, models and generally positive feedback from wargamers on Twitter.

FARB04-2 copy

For me, other than the sexy models, what makes Firestorm Armada, for me, such a brilliant fun game is the utterly embarrassing amount of dice you get to roll. When Firestorm Invasion (sort of) came out a while back it used a revised mechanic and I half expected Spartan to go that way with the second editions of Firestorm and Dystopian Wars. And I’m delighted to report that it isn’t the case. Because honest to God, starting an attack with 12 dice and ending it with 36 is immensely satisfying thanks to the exploding dice mechanic.

For the uninitiated the exploding dice mechanic works thus – any natural roll of a 6 counts as 2 hits and then you roll another dice. If that extra dice is a 6 it counts as 2 hits and you roll another dice. Repeat. It is, of course, a two-edged sword. What you can inflict on your enemy than can inflict on you but the trick is to get in first. And thanks to the retention of the alternating activation that’s still possible. It does mean that turns still take a while and big games will take half a day rather than an evening but that’s not the first game to be guilty of that.

So what’s new? Well quite a bit actually.

The main thing is upgrades for ships. There are options to swankify your weapon systems as well as hardpoints for system upgrades that give you largers ships extra armour, extra movement etc. It’s a big and important change for Spartan who did everything they could to keep the ships ‘factory standard’ to keep the game simple. But when you consider the variations across classification by fleet and by model was tiny and even non-existent something had to give beyond piling on more MARs special rules. Which I’ve always been irritated by and rarely used in any of the gamers I’ve played.

It’s great to see these options being opened up because it allows for real fleet building as well as applying some tactics to the process. Up to now every fleet list I’ve ever built has been entirely geared around the volume of dice I got to use. Because nothing else mattered. Whilst the upgrades won’t change the outcome of a game they’ll certainly make things more interesting. It’s also good that not all upgrades are available to everyone and allows you to tailor units into a specific combat role ala Battlefleet Gothic.

Another new addition is the battle log which is a poorly named means of tracking the game’s progress. If I’m honest it just doesn’t work. It’s based on morale which is a very iffy premise and fails to take into account how massively varied morale can be not just species to species but navy to navy, fleet to fleet and ship to ship. It’s a staggering over simplification that’s immediately made more complicated by the scoring system which forces you to take large squadrons of everything or face losing very quickly as it’s based around units being wiped out. Personally I think it’s just easier to total up the points the ships are worth. Fucking about with tier 1, tier 2 and tier 3 ships and how many were wiped out which determines how many points is…well…fucking about.

There’s also some proper background in this book. It is, sadly, still quite poor. It lacks subtlety and presence. It just feels very safe whilst failing to really deliver any kind of impact. Yes it’s a big improvement. Yes I have a better idea of what’s going on. But does it shove its hand down my pants and have a good rummage? No it doesn’t. And that’s very frustrating for me because I’m a fluff gamer and I’ve always liked the idea of Firestorm. And with so many games out there with detailed background, there’s really no excuse for 15(ish) pages of background that felt like they were as much of a chore to write as they are to read. However it is an improvement, it is more detailed and it is more interesting than before. And the section on the planets is a nice touch too.

Overall though it is a huge improvement on the previous versions. The book is better presented for one thing – although there’s a few too many glossy photos – with examples that actually relate to the text around them. They’ve also finally done away with the profoundly irritating arbitrary use of bold that plagued all the other Spartan Games rule books up to now.

It all feels very tight. Rule explanations are clearer to the point that I didn’t have to read and re-read them to understand just what the hell the developers were on about. I still have that concern that there are too many steps to each stage so game play still won’t be as slick as it should be. But thanks to the standard of rule writing increasing at least there’ll be significantly less time wasted arguing over rule interpretation or spending an age flicking through an appallingly laid out book. Second edition is pretty bang on in that respect. It’s a much more natural, logical read. Thank the Lord.

One of my big buy bears about Firestorm (and Dystopian Wars) was the woefully vague rules for tiny flyers. Par of the problem was that explanations were dotted throughout the rule book and with no index it was all but impossible to find what you were looking for. All the rules are in one place now (huzzah) but they’ve also been hugely improved on to the point that one full understands how to use them. They’re still far too complicated for what should be a minor aspect of the game but it’s a big improvement. Improvement enough for me to buy more carriers? No, but at least I’ll make use of the one I have.

There’s also some scenarios. At last. It was badly needed in the core rules and far better than adding them into supplement books like Spartan did with Dystopian Wars. It was a frustrating move motivated by money rather than putting right a mistake. But the important thing one can feel like a campaign is no possible. Eventually anyway. The fleet lists have been taken from the book and put into two separate books costing £20 each. Comparatively cheaper than a Codex but that £20 covers all the good, or all the bad, species. So pence per page the value isn’t awesome if you only collect one fleet from the entire. book. But more on that another time.

The second edition rules for Firestorm Armada is a huge improvement on versions 1.0 and 1.5. The writing is stronger, the rules are clearer and have been – for the most part – logically improved upon. Not all the ideas work and it’s now a slightly more expensive game to get into but don’t let that put you off because it’s well worth it.

Firestorm Armada, second edition, and the Battle for Valhalla starter box are both available from Firestorm Games priced £18 and £72 respectively.

Spartan Spectacular

Anyone who visits this blog, Paint and Biscuits or the Spartan Games website will know that the fine chaps at Spartan have been very busy lately, with a bevy of sneak peaks hitting the blog pages.

Amongst the plethora of toys was the Firestorm Armada Dreadnoughts. Slowly leaked over a number of weeks, players of this fine space combat romp have been scouring the interwebs to find out when they’ll be coming out. Well I can tell you it’ll be next month. Just in time for Christmas so reserve a portion of your present budget from the wife/husband/girlfriend/boyfriend – delete as appropriate – for you dreadnought of choice. Prices start at £17 and go up to £23 in the case of the Aquan ship, but if you’ve seen size compared to the battleships, that’s still excellent value.

And before anyone asks, yes I’ll be getting a couple for review. And in case anyone’s interested, the destroyers will be out the same time in packs of 2 for between £9 and £10.50.

In other Spartan news Phase 3 of Uncharted Seas is rolling out with yet more choice models some of which can be seen below…


The Medusa takes to the Black

I know I said I’d cut back on the preview posts but I couldn’t help myself with these snaps. I’m not even gonna post about the rather groovy Empire of the Blazing Sun assault carrier on the Spartan Games Blog.

The Medusa class dreadnought, I think it’s fair to say, has prompted the most controversy over its design. It’s quite the departure from the existing Aquan ships sparking discussion that the range may well be replaced. The images of the Aquan destroyer released a few days ago doing nothing to quell those suspicions.

Here we have the Medusa next to a standard ‘old school’ Aquan Battleship. Aside from giving you the chance to see the size you can start to get a feel for how it’s all put together.

Made from 15 pieces (main body 3 resin pieces, prongs 6 resin pieces, tendrils 6 pewter pieces) it’s quite the monster and makes the Poseidon Class look a tad weedy. Having them side by side also really highlights the staggering difference in design. And, yes, it is perched atop 3 flying stands.

Personally I quite like the design. I like that it’s organic. I feel it’s in keeping with the Aquans a hell of a lot more than the existing ships. But it just doesn’t sit well with the rest of the fleet, it’s quite the odd one out. Perhaps this design will prompt a redesign of the Aquans, rather than having been planned all along.

Either way I think we’ll see quite a few conversions on the boards, and a lot of people holding back until they know one way or the other if the Aquans are getting a facelift as a whole.

Whatever happens, there’s no denying it’s an impressive model. I love Spartan Games’ ambition, and with each new model they push themselves that little bit further. I do feel that they let themselves down with overly complex/poorly explained rules at times (small flyers/fighters) but game development, as I’m all too aware, is a continual process of reflection and improvement and sometimes you just have to press the print button. But if new Aquans are in the pipeline I hope that there’s a second edition of Firestorm Armada to go with it.

Aquan Dreadnought

Well, it’s finally here. Spartan Games have released images of the last Dreadnought in the range – the Aquan Medusa class.
A pretty bold departure from the existing Aquan range but I think it’s got the stench of genius about it. Albeit with an under scent of the Vorlons from Babylon 5. That’s not complaint, just an observation.

Hopefully, now all the fleets have had details released for their respective dreadnoughts a release date won’t be far behind. And shortly after I’ll be getting my grubby little mits on a Sorylian one. Although the Aquan offering is so sexy that I might have to get one to paint.

Style over Substance

For my first ‘proper’ post for The Shell Case I wanted to write about something that’s been on my mind a lot lately.
New armies. Well, specifically new fleets. For those that don’t know me I’ve just started getting in to Spartan Games’ systems. I have a small but effective FSA fleet for Dystopian Wars which I have led to victory 5 out of 5 games. My recent purchase is Firestorm Armada.

Now, I’ve always been of the opinion that you should always go for the toys that you like the look of. Having played Games Workshop games for 22 years, the look of the model also gave you some idea of that particular race/army’s intentions. For example; gribby alien xenomorph types covered in spikey things – probably not that friendly.

So, I applied this reasonably sound logic to Firestorm Armada while I waited impatiently for the rulebook to arrive. I looked at all the models and got immediately hot and hard over the Directorate. I loved everything about the models especially the fact that the battleship & cruiser looked like the Starship Voyager on steroids.

So that should have been the end of it. Decision made. Then the rulebook arrived and I read the background and I was thrown into a bit of a tiz. Yes, it’s a word. See, the problem is that the Directorate are just a little but c**tish. The models are awesome but I’m just not sure if I would enjoy using them. Which brings me onto the point of the post – should the decision to collect a fleet/army rest entirely on the quality/awesomeness (also a word) of the models or should the background be equally important.

If so I can see myself really struggling to find a force in Firestorm Armada I want to collect. If I just make the decision based on the models I would have no problem. The Directorate, Aquans & Sorylians are great models, although my brother is collecting the Aquans and it’d only cause fights. I know I know, but there’s a difference between growing up and growing old. Perhaps the problem is the paper thin background in the book. Or, most likely, I’ve been spoilt by the Games Workshop and the staggering amount of detail they’ve always put into things. But I don’t think there’s anything wrong with having standards. The most successful IPs, like Warhammer 40,000 have the richest backgrounds. Look at Halo, Star Trek, Babylon 5 and Star Wars. All massively popular because of quality and depth of ideas behind them.

The answer, perhaps, is to not worry about it and just enjoy the game but I just can’t do it. Every time I’d put the Directorate on the board I’d feel guilty. I don’t like being the bad guy.
Which really just leaves the Sorylians. This is fine, I like the background well enough and the models are cool. But there was something about the paint job that Spartan did that wasn’t doing it for me. But then I saw photo below and I felt inspired.

The answer, perhaps, is a combination of background, models, how they play in the game and that all important dash of inspiration – showing me a cool new way of doing something that gets the creative part of my mind free wheeling.

Of course, I could just be thinking too much…