Firestorm Armada: Änderungen in Version 2.0
Spartan Games haben einige Änderungen in der neuen Edition von Firestorm Armada vorgestellt.
Das neue Regelbuch wird die bisherigen Spielregeln von Firestorm Armada gleich an mehreren Punkten verändern:
Zum einen gibt es künftig stärker differenzierte Waffensysteme mit unterschiedlichen Fähigkeiten:
We have expanded out the current Primary weapons class to encompass different Weapons Systems, including Kinetic Weapons such as the high energy Dindrenzi Rail Guns, Beam Weapons like Aquan laser systems and Nuclear Weapons such as the infamous ‘Decimator Warheads’ used by the Terran Alliance.
These Weapons Systems can be used in conjunction to gain bonuses, for example focused Beam Weapon attacks are better at bypassing enemy shields. This gives a greater range of tactical flexibility; players will need to use the right weapons at the right time to overwhelm their opponent’s defences. Furthermore, as each race has a predisposition for particular Weapon Systems, it instantly gives every race its own distinct feel on the tabletop.
Darüber hinaus können die Spieler gezielt einzelne Systeme feindlicher Schiffe attackieren:
We have also given players the option to make ‘Targeted Strikes’. Declared when a Squadron makes an attack, this allows you to target particular areas of an enemy ship, in the hope of taking a specific system offline.
Again, this adds tactical nuance to the game, as you use Targeted Strikes to set up favourable situations. A Strike against an enemy Battleship’s defences could take out its Point Defence, leaving it vulnerable for a crippling Torpedo volley. An attack directed at a fleeing vessel’s engines could leave it drifting whilst your ships close in for the kill.
Die Enteraktionen wurden ebenfalls verändert:
We have kept the Boarding Assault system streamlined so as not to bog down a game which is primarily focussed on big ships with big guns. We have also made Boarding difficult, but potentially very rewarding. This is to encourage players to use their varied tactical options, such as ‘Targeted Strikes’, to set up a successful boarding action that can cause heavy damage.
The principle with the new system is that your boarding teams will be heading for a particular area of the huge enemy vessel, aiming to knock out certain systems whilst they disrupt the enemy crew as much as possible.
Spezialmanöver sollen mehr Taktik ins Spiel bringen, hier kommen Erinnerungen an Raumflotte Gothic hoch:
Squadrons now have the option to perform special ‘Tactical Manoeuvres’ when they activate. The idea being that ships can divert power from certain areas in order to boost up a particular system. For example, a vessel might be able to deactivate its Weapons Systems in order to gain a sudden burst of speed, or it might drain its engines to reinforce its Shields against an incoming attack.
Träger und Jäger wurden verändert und Träger müssen jetzt mitten ins Gefecht:
Flights, now referred to as Short Ranged Spacecraft (‘SRS’ for short) have also undergone some changes.
The primary aim here was to keep these craft a fun and effective tool, whilst boosting the role of the Carriers that bring them to battle. With this in mind, SRS are now kept orbiting their carriers until they are able to dart out in an ‘Attack Run’ against an exposed enemy vessel. This emphasises the need to get your Carriers in to the fight, so that their attendant SRS are in place to attack when the opportunity arises.
Taktische Karten statt STAR-Cards:
Replacing the existing Game Cards are a set of ‘Tactical Ability Cards’. These are special ‘orders’ that your Fleet Admiral and their bridge crew can give, to provide your fleet with certain bonuses.
Rather than drawing from a random deck each turn, you will be able to select a number of Tactical Ability Cards before a battle commences, which you can then employ at crucial moments throughout the game. This gives an extra level of preplanning, and allows you to tailor your special abilities to the sort of fleet you like to play.
Veränderter Flottenbau und modulare Schiffe:
The way that Fleets are constructed has been altered to make the process quicker and easier, without invalidating your existing Fleet builds.
On top of this, we have also put more flexibility into the models’ Statistics Profiles, in the form of ‘Upgrades’ and ‘Hardpoints’.
Many models will have access to particular Upgrades; additional special rules that a Squadron can purchase which will increase their points cost but make them better suited to a particular battlefield role.
The larger models in your Fleet will also have a number of Hardpoints that they can fill. These will allow you to tailor these models to suit your play style – allowing you to create a tougher Battleship to soak up enemy fire, an assault oriented Dreadnought with increased boarding potential or a faster Carrier that can quickly deliver your Short Range Spacecraft to the fight.
The role of Terrain within Firestorm Armada has also been expanded, to include more varied effects and increase the impact that the battlefield has on the game being played.
Whilst the majority of space is an empty void, there is relatively little to be gained by fighting over a vacuum! As such, we see most space battles taking place ‘in system’, around space stations and asteroid fields and near objectives that are worth committing vast resources to capture.
In turn this will make your games of Firestorm Armada more varied and engaging. You will need to plan your tactics to take advantage of asteroid cover, gain slingshot speed boosts from planetoids and avoid particle clouds that can disrupt your communications networks.
Und zu guter letzt soll es künftig mehr Missionen geben:
The existing ‘Orders’ system is being replaced with a rounded set of Scenarios. This should help to make your games even more varied and exciting, and continually present you with new challenges to overcome.
To coincide with this we have introduced the idea of a ‘Battle Log’. This is an easy way to track the progress of a battle, and various effects will kick in as the Battle starts to swing one way and the enemy’s morale begins to crumble.
Wie man sieht, wird sich Firestorm Armada recht deutlich verändern, an einigen Stellen erinnert das neue System stark an Raumflotte Gothic. Insgesamt könnte das Spiel von diesen Veränderungen durchaus profitieren, es bleibt allerdings abzuwarten, ob die vielen Optionen nicht für zu viel Komplexität sorgen und das Spiel künstlich aufblähen. Wenn es allerdings gleichzeitig gelingt, bisher eher träge Module wie Jäger und Torpedos zu verschlanken, dann könnte Armada durch das neue Regelwerk massiv an Spaß gewinnen.
Quelle: Spartan Games