Letters from the Front
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[NOTICE: This message has been censored by Terran Satellite Charter Military Security Services]
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My Darling,
Not a day passes that I do not think of you, remembering fondly the time that we spent together on Tamsa station. I miss you more than words can describe, and I wish I could hold you in my arms again. Command School has been difficult to say the least. I feel as if I am living on the edge of exhaustion: We are up at the earliest hours, and I find find myself awake and studying until the wee hours of the morning. At this rate I fear I will die of exhaustion long before I graduate - that is, if the horrible food doesn't kill me first!
After weeks of classes an textbooks, we have finally begun simulated fleet battles, and I had my first opportunity at command this past week. Unfortunately, it hasn't gone well. I won my first engagement, but I have been defeated twice since. The last defeat could hardly be called an error in command, as my opponent managed to rupture the reactor containment on my battleship with his opening salvo, and the resulting detonation consumed the vessel instantly. My cruiser squadrons were forced to take evasive maneuvers to avoid the distortion field left in the wake of the collapsing reactors, and within moments my carefully designed formations were left in shambles, and my fleet found itself facing down a full [CENSORED] armada without the support of a heavy capital ship. The instructor even used me as an example to the rest of the class of how quickly things can go awry! I fear at this rate, I will find myself commanding an squadron of frigates instead of a battleship.
It was not a complete loss, as it did provide me with some insight into potentially more effective tactics to employ in future engagements. You see, Terran Alliance vessels depend on their main beam weaponry, which fires in a fixed fore arc. This essentially means the ship needs to be pointing directly at the target it wishes to engage. Typically, this results in port and starboard broadsides lacking proper targets, as your ship is pointing directly at the enemy formation. In response, I am experimenting with the idea of deploying my heavy firepower at opposite ends of my formation, and then maneuvering those capital ships in a crossing pattern, allowing me to bring my fixed fore weaponry to bear against the opposite end of my opponents formation while still providing targets of opportunity for my port and starboard guns.
One thing is for certain, I need to develop more effective strategies quickly. Fighting in the [CENSORED] quadrant has escalated recently, and the Alliance desperately needs to move additional fleet support into that theater. Recent news suggests that our [CENSORED] allies engaged the enemy at the [CENSORED] jump point, but were crushed utterly, giving the enemy access to [CENSORED] and the systems beyond. Resources are stretched thin throughout the fleet, and rumors suggest that we may see action sooner than expected. Let's hope I'm ready.
I cannot wait until I see you again. My love always.
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I played my third game of Firestorm Armada this week, this time scaling up to a 1,000 point game that included multiple cruiser squadrons, carriers and full flights of fighters. Unfortunately, the game ended up somewhat anti-climatic, as my opponent managed a critical hit on my battleship with his first shot, and then rolled boxcars on the critical table, which equals instant death. Without a battleship, I was at a huge disadvantage, and we eventually called the game as we both realized it was likely to turn into an extended game of cat-and-mouse as I tried to wear down his fleet.
One shot, a bright flash of light, and my battleship was no more.
I'm starting to wrap my head around the game at a meta-level and getting a better sense for proper fleet construction and some of the tactics that should pay off. While I'm still enjoying it, I do have a couple of issues with the game at this point: It is a very random game, and the dice often seeming to have more influence over win-or-lose than I would like, although I may just be jaded by the outcome of this last game. It's also tends to play somewhat long. It may just be that we're still learning the rules, but it seems to take a while to play, and playing to eradication takes forever. I guess you are supposed to just shunt out once you know you have lost, and then add up the VPs. Better scenarios that allowed for quicker, objective-based games would be definitely be welcome.
I do think the game is ripe for a campaign system. Having some kind of game-to-game attrition in play would force you to make the decision of when to shunt ships out of combat - when each battle is a stand-alone, why not fight to the death? But if losses somehow carried over, weakening you... I would also be interesting to let the loser take on a defender role, giving him additional mine deployments or fixed gun emplacements to represent defended territory. If anyone has or has seen something like this, let me know.
I did order a slew of little fighters from Studio Bergstrom this week, and I'll provided pictures of those when they show up. My goal now is to get the rest of my fleet painted up (I picked up some additional cruisers and frigates), and then I really need to get back to painting my Warmachine.
Only 42 days until PAX!
Labels: Firestorm Armada, miniatures, PAX, wargaming




