Me and my son just played 2 games of Firefight. Thanks to Wyloch, found hits crafting channel via Black Magic Craft and saw one of the battle reports.
He played High Elf Fleets
2x Jet Bike
1x Dragon Warrior
I played Machine Cult
Vanguard Alpha w/ EMP sword upgrade
Ranger w/ Plasma Burst Carbine
Game rules worked really well, were easy to pick up. We both probably need a few more games to really get down good tactics for our units. Both games we forgot Morale Tests (could have only made the game go farther in my favor as my son was loosing units faster then I was both times).
I am thinking about taking notes the next time we play, so I can give a better "new to the game" thoughts/feedback. But overall it went well.
Any suggestions for dealing with player tactical still differences? would you just give a handy cap via extra build points?
Whilst you can definitely give a points handicap to one of the players you should also look at other factors such as list building, terrain setup, etc.
Maybe try to play at a higher point value so that you have more options, or change the list so that you are taking more regular models and fewer pricey models to try and set up combos (one model stuns the enemy whilst the other finishes them off).
Played a 3rd game against my 8 yr old (he really wanted to play).
I had built 2 new armies based on the above "use more units of smaller point totals" suggestion.
My son wanted to play the Machine Cult, so I played the Tao Coalition this time.
Outcome was that I had lost 2 Grunts and he had lost all but a Shock Priest by the end of round 3 (it routed). points captures were 2/2 at that point, I had units in range to run to the remaining two points.
1x Vanguard Alpha + EMP Sword
3x Vanguard + EMP Rifle
2x Shock Priest
1x Grunt Captain
2x Gun Drone
Gun Drone's Ambush ability is really effective with the 4 attacks from the Twin Pulse Carbine (also can be used to cap points by popping in right on top of the point)
Shock Priest hit really hard on a charge (effectively 4 attacks, one which auto hits), used correctly they can reasonably be expected to one shot non-tough units on a charge.
The Tao Grunts ran into range issues for attacks a few times, would have been really bad, but most of the fighting happened in an area ~ 18" long, so some movements was able to keep them shooting most of the time.
Prioritizing capturing points over kills seems to be a winning strategy.
Ambush is extra effective if the ambusher ends the prior round first (so they get the first activation, so the ambushing unit gets to act first)
Game plays fairly quickly, and with some experience a 150 point game can easily be played in 30-45 minutes (depends on number of units, but it is still fairly quickly)
I missed the Jackal Sniper weapon upgrade, which seems to be the cheapest sniper weapon I have seen, I think it would be worth swapping out a drone for an upgraded jackal + 10 points added to something else (maybe 2 grunts to pulse carbines to get 18" ranges on them)
I really like units with 2x+ attacks as they feel more reliable in taking down enemy units.
At first I thought 4'x4' was going to be to big of a space to play on given the base 6" movement of most units, however with how the deployment zones work out, the game is often being played over only 2' edge to edge and points tend to be in a bit (so getting to all the points isn't as hard as I thought - at least with the 6 units that we played with this time). Also units with scout and Ambush really help with getting the different points captured.
Is there any recommendations or examples for how to lay out terrain? right now I am just scattering things around... however, I figure a good map should create situations that make all the different abilities relevance (even if neither army has that ability).
Why can't the Grunt Captain swap out the weapon like the Grunt?
[Edit add second question]
Last Edit: Jul 6, 2019 22:44:06 GMT by jason: add second question
Terrain placement: When laying down terrain I think you should try to have a good balance of blocking terrain, cover terrain and difficult terrain. This way you allow for more strategies to be used and make sure that all special rules can come into play. As for the actual terrain setup, you can try different methods from scattering it around via dice rolls or to alternate terrain placement with your opponent (or just place the terrain symmetrically).
Grunt Captain upgrades: not sure tbh, I guess I'll amend that in the next update.
Flying special rule: Up to you, but probably it's best to not allow units to be completely unreachable.
Here is what the board looked like at the end of the last game that was played. My son and his friend were playing (and were getting the rules down fairly well after I walked them through 1 game the day before). I had setup the terrain and gave them the following guidance:
Over 2 in tall, blocking terrain
under ~1 in tall, cover, difficult terrain to go over (all of the 'barrier' looking stuff)
House - cover (full of windows), has levels 3" of movement to climb the ladders.
Our play area is currently 3' by 4', so I just cut deployment zones to 6" to keep the 'in the middle' area the same size as it would otherwise be, it seems to work out well enough. I don't see many reasons to deploy more then 6" behind the deployment line, so I don't think it is really impacting play much.
I am still working out what gives good layouts, this angled 'road' layout seems to be interesting.. makes some long channels for long weapons, lots of cover locations for moving around, some blocking terrain to hide behind (I think I need more of this). Could also use some more difficult terrain (was about 2 extra inches to go around the barriers, however the only units I saw charging into melee past them was one with striding). I also want to make a few 'dangerous' terrain elements to add. However, it takes me a few days to do the more interesting game play areas, so that will probably be a while before I get to that.