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![[Post New]](/s/i/i.gif) 2022/04/27 21:36:59
Subject: Firefight-Worth Getting?
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Humming Great Unclean One of Nurgle
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I'm semi-interested in Mantic's Firefight... But I want to learn from people who've played it what's good and whatnot before I buy into it.
Anyone got experience?
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2022/04/29 17:35:43
Subject: Firefight-Worth Getting?
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Skink Chief with Poisoned Javelins
Michigan
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No experience yet but my copy is on its way, so hopefully soon.
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![[Post New]](/s/i/i.gif) 2022/04/29 17:59:51
Subject: Firefight-Worth Getting?
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Not as Good as a Minion
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Harry, bring this ring to Narnia or the Sith will take the Enterprise |
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![[Post New]](/s/i/i.gif) 2022/04/30 07:59:21
Subject: Firefight-Worth Getting?
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Dominating Dominatrix
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A mistake there - the reviewer says it is IGOUGO when here https://www.manticgames.com/news/firefight-second-edition-your-questions-answered/ Mantic says it is alternating activations?
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This message was edited 3 times. Last update was at 2022/04/30 08:17:17
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![[Post New]](/s/i/i.gif) 2022/04/30 08:56:26
Subject: Firefight-Worth Getting?
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Not as Good as a Minion
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IGoUGo is not the opposite of AA
It just means that during your activation, the opponent is doing nothing (not even rolling saves), except for deciding which models he removes first
but your activation only last for 1 unit
edit: PS: exception here are reactions to a charge, if the target unit is not pinned and un-activated (yet not all units have access to reactions)
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This message was edited 2 times. Last update was at 2022/04/30 09:09:10
Harry, bring this ring to Narnia or the Sith will take the Enterprise |
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![[Post New]](/s/i/i.gif) 2022/04/30 12:19:12
Subject: Firefight-Worth Getting?
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Dakka Veteran
Lincoln, UK
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It's hard to say, it's a bit of a reworking of the original ruleset, moving from D6s to D8s.
My copy arrived yesterday. Some initial thoughts:
The 40k lineage still pokes through in places, but this ruleset feels influenced by the OnePageRules game Grimdark Firefight. That's not a bad thing - that game is fast and sleek. The number of stats feels right - unit strength is explicit, for calculating ownership of objectives, height is also given as a number (low walls are 1, humans are 2, each floor of a building is 4). Most stats are roll-over, and expressed as e.g. 5+.
Like Kings of War, the Armour Rating is expressed from the attacker's point of view as "exceed this number to score a hit", so 6+ is tougher than 5+. With other stats, a lower value is better.
There's a decently small number of universal special rules (keywords) that seem to do sensible things. Not too many rerolls or modifiers - several just negate an existing rules penalty for shooting at things or moving over difficult terrain.
There are command points and orders (stratagems) but they don't seem to dominate. More of a "keep one for the right moment". They regenerate each round, a base force will average around 3. There are 2 universal orders (to un-pin units or force a second activation), each army has another three, and each leader has one unique to them. You may want to keep command points free to un-pin units at the end of the turn.
Alternating activations, each allows 2 short actions or 1 long. First turn initiative is the winner of a recon roll-off. In subsequent turns, the person who finished activating first gets initiative. You can spend a command point to make a second unit activate, but no more - and in tight games, you may be handing initiative to your opponent next turn.
Seven armies, most easily proxied if you don't like Mantic models - although I do. There seems to be a decent range of options for each, and heavy weapons look to be reasonably available. A definite scifi feel to them - several units have the "antigrav" keyword, which negates movement penalties for difficult ground, low walls and so on. Enforcer armies lack ground vehicles - they are drop troops supported by aircraft.
The £75 Strike Force boxed sets, with 4-6 units, a couple of support options (jetbikes, walkers) and a vehicle provede a normal-sized 1000-point game. A big game is 1500 points and may require an extra 1-3 unit purchases.
Hard to say without playing a game how tough vehicles are. Vehicle rules are nice and simple.
Each faction appears to function differently, with different strengths and weaknesses. One thing slightly lacking is vehicles - Mantic only has 10 (I think) base scifi vehicles, plus another 3 or 4 sold separately as variants. Three of the armies use variations on the same 2 vehicles.
On the other hand, plenty of jetbikes, monowheel cycles and walkers in the army lists. Also, Mantic vehicle kits are great - thick plastic, easy to build and paint.
The background and 16 scenarios (8 battle, 8 narrative) give a good rationale for the kind of battles that will be fought - small-scale actions to grasp or protect vital resources, or even just get out with your lives.
The one gap for me is a Rebs list. The line is not available in HIPS, includes some of Mantic's oldest restic models, and is clearly not ready for the "big time". Recruit-level GCPS marines or Forge Father Brokkr lists cover that somewhat, not to mention Plague forces when it all goes wrong, but the background focuses on colony worlds, research labs and mining operations facing attack - I just feel that a "scrappy underdogs" list is needed.
The Lancer tank is missing from the GCPS list, but there's no model for that yet either.
Speaking of HIPS models, Mantic gets a lot of mileage out of the few plastic kits it does have for the game. The GCPS marine box, for example, provides for 4 troop units in the list. With resin upgrades (in the Deadzone boxes), it forms the base for another 4 specialist units. So army lists feel fleshed out, more than you might guess from the options on the Firefight store pages.
Overall - looks like a lovely, straightforward game that's smooth to play. It certainly looks like it will play like a battle game, and there's enough flavour in the army lists, keywords and faction orders. It feels pretty much complete as it stands. The missions and background place the game in the context of ownership squabbles on the frontier, rebellions and hijacking (there really are rats in the walls...), corporate skulduggery, militarised xeno-archaeology and dodgy bioweaons research gone wrong.
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This message was edited 9 times. Last update was at 2022/04/30 15:33:54
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![[Post New]](/s/i/i.gif) 2022/04/30 12:41:31
Subject: Firefight-Worth Getting?
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Decrepit Dakkanaut
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^ I have edited my OP, I would generally consider it AA rather than IGOUGO per se. The irony is actually it was an autocorrect of IMHO to IGOUGO  which tells you plenty about the acronyms my phone has learned.
I agree with Momotaro about the lack of Rebs content, though equally the lack of Nameless puzzles me, especially with psionics referenced in the core rules.
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Theophony"... and there's strippers in terminator armor and lovecraftian shenanigans afoot."
Solar_Lion: "Man this sums up your blog nicely."
Anpu-adom: "being Geek is about Love. Some love broadly. Some love deeply. And then there are people like Graven. |
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![[Post New]](/s/i/i.gif) 2022/05/02 16:03:40
Subject: Firefight-Worth Getting?
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Longtime Dakkanaut
Central Valley, California
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I haven't played it yet, but I love what I'm seeing on YouTube and in articles. Especially the terrain rules having a designated size rather than true line of sight. -- TLoS is a concept that is sometimes unpleasant depending on the opponent.
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~ Shrap
Rolling 1's for five and a half decades.
AoS * Konflikt '47 * Conquest Last Argument of Kings * Trench Crusade * Horus Heresy * The Old World * Armoured Clash |
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![[Post New]](/s/i/i.gif) 2022/05/10 09:55:00
Subject: Firefight-Worth Getting?
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Fresh-Faced New User
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I usually dislike special command abilities or stratagems in my war games, but I like the way command abilities are handed here. There are just enough abilities to give some faction flavor without requiring players to stick their heads in the rules every turn. I also really like how they only affect units in range of commanders, since this adds more depth to their role (instead of just being inspire aura generators).
On an unrelated note, stratagems are one of my most hated gameplay mechanisms from modern 40K rules.
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![[Post New]](/s/i/i.gif) 2022/05/10 13:13:37
Subject: Firefight-Worth Getting?
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Skink Chief with Poisoned Javelins
Michigan
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I've played one little game, and I liked it. It's fairly fast and the rules don't feel overwhelming. The command abilities aren't too crazy too.
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![[Post New]](/s/i/i.gif) 2022/05/10 13:37:31
Subject: Firefight-Worth Getting?
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Longtime Dakkanaut
Central Valley, California
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cpugeek13 wrote:I usually dislike special command abilities or stratagems in my war games, but I like the way command abilities are handed here. There are just enough abilities to give some faction flavor without requiring players to stick their heads in the rules every turn. I also really like how they only affect units in range of commanders, since this adds more depth to their role (instead of just being inspire aura generators).
On an unrelated note, stratagems are one of my most hated gameplay mechanisms from modern 40K rules.
Strategems are the main reason I don't play 9th edition 40K. You hit the nail on the head here.
If Firefight can equate some command and faction flavor without ruining the game I think it has a lot going for it.
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~ Shrap
Rolling 1's for five and a half decades.
AoS * Konflikt '47 * Conquest Last Argument of Kings * Trench Crusade * Horus Heresy * The Old World * Armoured Clash |
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![[Post New]](/s/i/i.gif) 2022/05/10 14:46:43
Subject: Firefight-Worth Getting?
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Dominating Dominatrix
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cpugeek13 wrote:I usually dislike special command abilities or stratagems in my war games, but I like the way command abilities are handed here. There are just enough abilities to give some faction flavor without requiring players to stick their heads in the rules every turn. I also really like how they only affect units in range of commanders, since this adds more depth to their role (instead of just being inspire aura generators).
On an unrelated note, stratagems are one of my most hated gameplay mechanisms from modern 40K rules.
Agree with every word!
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![[Post New]](/s/i/i.gif) 2022/05/10 15:19:14
Subject: Firefight-Worth Getting?
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Decrepit Dakkanaut
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Yeah, and interestingly my kids feel the same way. The game is more accessible, smoother and just more fun
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Theophony"... and there's strippers in terminator armor and lovecraftian shenanigans afoot."
Solar_Lion: "Man this sums up your blog nicely."
Anpu-adom: "being Geek is about Love. Some love broadly. Some love deeply. And then there are people like Graven. |
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![[Post New]](/s/i/i.gif) 2022/05/11 02:05:22
Subject: Firefight-Worth Getting?
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Longtime Dakkanaut
Central Valley, California
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~ Shrap
Rolling 1's for five and a half decades.
AoS * Konflikt '47 * Conquest Last Argument of Kings * Trench Crusade * Horus Heresy * The Old World * Armoured Clash |
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![[Post New]](/s/i/i.gif) 2022/05/11 14:16:18
Subject: Firefight-Worth Getting?
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Using Inks and Washes
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I understand they learned from Deadzone (which is my fav sci fi game) and used that as a model for simplicity, alternating activations, the d8, etc. All of that means I've preordered the rules, and will give it a try when it comes.
I have no interest in playing 40k. I've tried it several times, and it just wasn't fun for me.
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I play...
Sigh.
Who am I kidding? I only paint these days... |
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![[Post New]](/s/i/i.gif) 2022/05/11 21:18:30
Subject: Firefight-Worth Getting?
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Decrepit Dakkanaut
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It plays like streamlined Deadzone, so I reckon you are golden
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Theophony"... and there's strippers in terminator armor and lovecraftian shenanigans afoot."
Solar_Lion: "Man this sums up your blog nicely."
Anpu-adom: "being Geek is about Love. Some love broadly. Some love deeply. And then there are people like Graven. |
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![[Post New]](/s/i/i.gif) 2022/05/13 22:12:13
Subject: Re:Firefight-Worth Getting?
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Using Inks and Washes
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UniversalHead just posted an unboxing and rules discussion:
https://www.youtube.com/watch?v=4BlU_GcrT9Q
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I play...
Sigh.
Who am I kidding? I only paint these days... |
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![[Post New]](/s/i/i.gif) 2022/05/16 09:16:24
Subject: Firefight-Worth Getting?
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Fireknife Shas'el
Lisbon, Portugal
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I'm entering this realm as well. Liked the models and the streamlined rules. Got a Deadzone starter for Enforcers and will split the new box with a friend
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AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2022/05/16 09:57:38
Subject: Firefight-Worth Getting?
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Decrepit Dakkanaut
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Excellent to hear! I've just painted up my Enforcer starter force here (with a few wee extras).
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Theophony"... and there's strippers in terminator armor and lovecraftian shenanigans afoot."
Solar_Lion: "Man this sums up your blog nicely."
Anpu-adom: "being Geek is about Love. Some love broadly. Some love deeply. And then there are people like Graven. |
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