Knife fight tactics with giant space ships

Just a few ideas that I want to spew out. I classify Firestorm Armada as an old school type of game where the numbers actually dictate how you play each unit instead of special abilities (with the exception of RnD Cruisers).

So how do we at least have a clue on roughly how to play our chosen fleet? I based mine on a few stats. Oddly enough, Move is not one of it.

1) Gun placements and AP: These will determine how your ships will make their approach in attacking. The placement of the guns will give you a clue on how to make your attack runs.

Fixed/Arc forward? Lay back and pepper away shots, keeping your speed low as you want to cause as much damage as possible. With fixed forward though, you might want to overlap your ship placements because of the narrow field of fire.

Starboard/Port? Go in as fast as possible and be in the thick of it. Your side guns work in a drive by kind of attack. So being in the thick of it is the best way to get your shots out as much as possible. Race towards the enemy fast and be mindful to use covers as much as possible to mask your advance.

Aft? As above. Not really an attack strategy but a good defense mechanism.

AP is sort of an attack of opportunity. If you have high AP, then hanging around after the first barrage of guns softened up your target would be ideal as you want to board them. It’s also an indicator if you need to close up on the target or not.

2) Shields and DR: This one will dictate whether you can go full steam ahead in the open on scramble for cover as you go along. A lack of shields or DR would make your advance slow as you try to manipulate terrain to your advantage. An abundance of it means you can go to where you want to go quickly and directly.

3) Flight Wings: Here’s the final clincher. Wings are small insects that can do a lot of harm if left alone. They’re fragile against everything but provide you with a cheap way to spam your activations. Small Wing size don’t last very long and will deteriorate fast every turn. Big wing size is counter productive to your goals to spam activations in the first place.

So buy and split your wings as you see fit. Be warned though, Wings won’t give you any cards. Outlasting an opponent in terms of activations can also be a winning strategy in itself, though it should only be deployed if you don’t have a heavy hitter that can withstand/give a lot of punishment or if your tactics rely on a lot of activations.

So take a good hard look at those numbers and come up with a game plan that fits (or defies, if you want to catch the enemy off-guard and have a damn good way to trap him). Roughly know what arcs of fire are advantageous to you and your opponent and try to use that to your advantage. Deciphering stat numbers will give you a rough idea on how to deploy your fleet as well as anticipating how your opponent will deploy theirs.

Posted on July 20, 2011, in Firestorm Armada, The Little Sensei and tagged , , . Bookmark the permalink. Leave a comment.

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