Babylon 5 for firestorm armada

katadder

Cosmic Mongoose
just picked up FA and going to get some fleets, does anyone else play? I know daboss is on the FA forums, maybe have to get some tourneys going.

but anyway have started work on main races fleets for this. so far done EA with some minor rules changes (i have seen your work charles but trying not to change core rules as much).
 
cool - I will download and have a look - sounds most interesting

:)

for anyone else interested my Centauri Republic pack is here

http://www.mediafire.com/download.php?inmyrezj1z4

vaguely working on the Narn :shock:
 
Looking very cool....

Had My Centauri a little different -
Adira - Leviathan
Octurion - Battleship
Heavy Cruiser - Vorchar
Primus - Cruiser
Liati - DestroyerVorchan - Frigate

Ps ..... Centauri done by Da Boss are cool also
 
updated with narn and minbos:

http://www.mediafire.com/?zintgnocjzd

only problem is the 2 big narn ships have so much firepower they come in really expensive. may have to look closer at them.
 
updated with narn, centauri, minbari, EA and a couple of ISA ships.

http://www.mediafire.com/?ixemlgmdwza

weapons changed to be more inline with FA type rules and weapon bands, which also helps with the narn ships.
 
saw my first game of this the other day, and I have to say I was very impressed with the game mechanicsin Firestorm: Armada. Interseted in seeing a comprehensive converson of B5 ships to F:A.

Chern
 
Movement is quite similar to ACTA but IIRC the big difference is that you move and fire in the same sequence.

I have played a couple of games and its quite interesting - I am not sure about the fighter / bomber small craft system - it appears very complex when compared to the ship system but others may be be able to shed more light.

It does have some very nice models - a number of which have been babylon 5ved for my ongoing project.
 
One of the biggest differences I can see is in the damage system. Each ship has a few hit points, (small ships maybe 3, large ships maybe 8) but each has a level of armor...if you score 4 hits on an escort, you may have exceeded the damage value and caused a hit point of damage. But, it may not be enough to cause a critical (which typically do 2 hit points as well as some special damage). But, 4 points usually isn't enough to cause any damage to a battleship, and so the damage is ignored completely.

There are shields (which defend against regular guns) and point defense (which defend against torpedoes and small craft). These defenses never degrade (unless a critical knocks them down). Point defense has a 4" radius of effectiveness as well (escorts in close proximity can use their PD to defend the big ship against torps, for example).

Ships in squadron can combine fire to get through the armor. Big ships though typically cannot squadron. Fire arcs can be turrets, 90deg. fore/stbd/port/aft, or fixed fire arcs (boresights). Some ships can leave mines in their wake that will attack enemy ships.

Weapon systems have 4 range bands, each 8" distance. So most weapons can shoot out to 32" in distance. The effectiveness varies by type. Torpedoes are typically more effective against farther targets. broadsides are typically more effective at range band 2 (8"-16").

Some ships have stealth that makes them harder to hit (higher target numbers), but they also lose some weapon effectiveness when using it (fewer attack dice to broadsides, but not torps).

rolling dice is typically 1-3 no effect, 4-5 1 effect, 6 is 2 effect and can be rolled again (like beams). So if you roll 12 dice, on average, you'll get 1,1,2,2,3,3,4,4,5,5,6,6...for a total of 8 hits, with 2 dice you get to roll again and add to the total. I've seen some crazy number come in by rolling a series of 6's. (like a 4 die mine that did 22 hits!)

As the previous poster said, the fighter combat is a little comlex (you have fighters, bombers, interceptors, and assaulters) and they all have interaction between ships point defense and other attack craft. But with a few games I think that will be less of a worry.

I'll be bringing my terran fleet to kublacon 2010, and hope there's some games going on.

Chern
 
Actually, PD degrades in the same manner as primary weapons (minus the highest hull or crew damage taken) and Shields stop everything but fighter anti-ship weapons and boarding parties. Torpedoes and mines don't degrade but can be knocked out by critical effects.

To expand a little on what Chernobyl posted regarding damage, unless you score criticals you can only cause a single damage point to a target each time you hit it (criticals cause 2pts damage as he mentions, but scoring double/triple etc causes additional criticals). Anything of frigate size or smaller is instantly destroyed if it takes enough hits to cause a critical, but larger ships have a harder time hitting them.
Two critical results are instant kills, most others' special effects are repairable (as you'd expect, any hull and crew damage caused is permanent). There's a (optional) card system which, among other special actions, allows you to replenish hull damage.

Fighter combat is a little more complex than ACTA, but easy enough to get to grips with once you've played a few games. The main differences are that fighters may interrupt the movement of any enemy that comes within 4", move into contact and attack and that fighters moving into PD range of a ship have their move interrupted until PD fire is resolved.

Unlike ACTA, fighter vs fighter attacks are simultaneous and it's a lot harder to kill them (but they're less effective; with average rolls it takes a carrier's full complement of basic fighters to take out a frigate in one turn). You're more likely to drive them off, which prevents them from doing anything other than defending themselves for the rest of the turn.
 
Yesterday we played a B5 conversion which went very well. It was Centauri vs. Narn with the Centauri winning by a whisker!

We left out the fighters and just ran with the ship rules which worked very well.

Looking forward to playing a Trek conversion soon!
 
We tend to play with a standard set up:

1 x Battleship

2/3 x Cruisers

6 x Frigates (split in 2 squadrons)

However, FA allows you to build fleets on a point system and as long as you follow the percentage allowance rules, tend to be well balanced.

It has advantages over ACTA but also drawbacks; I find the fighter system overly complex, but then I like the point defence and shields arrangements.
 
Starter fleet box vs starter fleet box is pretty common, they all come to around 500pts and give you enough ships for a decent-sized game.

A lot of players seem to go for 750pts as standard, allowing you to add a carrier and fill out your squadrons (or add a couple).

Largest recommended size is 1500pts each. For example, at that points value a typical fleet could consist of 2x battleships, 2x cruiser/heavy cruiser mixed squadrons (3 ships each), 4x frigate squadrons (3 ships each), 2 carriers and a handful of escorts (commonly anti-fighter/anti-torpedo frigates, some races use them in other ways, which can be added to CV/BB sized vessels and larger).
 
I'm curious on how the fighters and carriers work in the game, I'm intrigued as it sounds the fleet boxes are fairly standard and balanced as is, just curious how fighters work and if they're really needed for "fun".
 
Personally, I find them a nuisance and add nothing to the game!

However, that is just my opinion, others will think differently.

On the other hand if you enjoy the game, does it really matter? :D
 
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