![]() Of all the games discussed, this is the only one that I would consider to actually be "fleet scale" - a typically fleet is several dozen ships, whereas all the other games discussed typically feature 10-20 ships tops, sometimes less. ![]() There is an active facebook community trying to keep the game alive through community created rules and minis that can be purchased from shapeways and whatnot if you're interested, but again its not cheap and finding opponents may be an issue. I dont know much about the game other than the fact that the company behind it (Spartan Games, same as Firestorm) collapsed a few months after launch, so they didn't release much for it and what they did release commands a big price tag from collectors. While we're on the topic of dead game systems, you can try doing some research into Halo Fleet Battles. You can still find the minis online though they aren't necessarily cheap, but finding an opponent may be a challenge. It was great, though it had some bad balance issues with certain factions, but at this point its a dead game system that has been officially out of print for over a decade. I have experience with the Babylon 5 variant of A Call to Arms. As such theres a bit of a cat and mouse dynamic to the gameplay as sound maneuvering and signature management is needed in order to minimize the risk to yourself while you position yourself for maximum striking potential. The other big difference is that in space weapon ranges are effectively unlimited so what matters is not your ability to reach a target but rather your ability to see it - as such your weapon range is basically variable dependant on your targets "signature" which is itself variable depending on what actions your opponent takes - things like firing weapons, or revving up your engines will raise your signature while other actions you take might decrease it. This is easy enough to mod out if you want to just fight a more traditional "void navy" battle in deep space though i feel the gsme loses a but of its rock/paper/scissors type inteeraction as a result, but there are certain ships in each faction that are essentially atmospheric and can only operate at the lowest altitude level, youll need to decide how to handle these. ![]() rather than simply being in the middle of a solar system, etc. ![]() The first is that they assume the vast majority of space combat occurs in gravity wells rather than deep space or the interplanetary void, as such the rules are designed around 3 "altitude" levels that the ships move through with the goal of delivering dropships to planet surface or orbiting stations, etc. The major difference is that Dropfleet is a much harder scifi setting from 40k, so there are certain fluff assumptions made which impact the way the game plays. Dropfleet has been heavily streamlined and modernized however and is much less clunky and unwieldy as a result. Firestorm Armada is semi-dead, it will be rebooted, eventually, but with new minis and updated rules.ĭropfleet is a spiritual heir to Battlefleet Gothic, the same guy wrote the rules, many of the core mechanics are similar or identical, and the core 4 factions in each game have somewhat similar playstyles to one another.
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