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2 Welcome to the free example of play for Firefight 2.0 the Ion Age game from Alternative Armies. The following article and its images are all taken from IAG001 Firefight 2.0 Set 1 - Killing Streets which you can see to the right here. The example of play is taken from the introductory ‘learning the mechanics’ Mission 1 - Getting Going which can be found on page 21 of the Set 1 booklet. The example of play covers the first turn of this mission and introduces you to all the core concepts and playing style of the game. We hope you enjoy this example and if you have any questions or requests please send them to us on [email protected] and we will be happy to assist you. A TURN IN THE FIREFIGHT GETTING GOING Here's a replay of the first scenario in Firefight intended to give readers an idea of how the game plays. I make no claims to the validity of the tactics employed. The point of this example is to move figures and roll dice. The scenario starts with the board and figures arranged as in the book, as can be seen on the right of this page. The white squares with the number 3 in the centre of the playing area are cover items, in this case rubbacrete "dragon's teeth" intended to inhibit vehicular movement. In our mission there are no vehicles. However those dragons teeth are great to hide behind when someone is sending rounds your way. Grey A is an Emeritas and B, C, and D, are Privates in the service of Baron Thunderset. All carry Moth Type 6 Rifles. Black 1 is an Emeritas and 2, 3, and 4, are Privates in the service of Baroness Margrette. All carry Moth Type 6 Rifles. All characters are Muster type infantry. The object of this mission is simple. Eliminate the enemy. Once only one player has figures in play, that player is victorious. Turn 1 Each turn of Firefight starts with the Initiative phase. Each player rolls one dice and the higher roll may select which side acts first. Grey score = 3 Black score = 6 With none of his soldiers in a cover and the enemy in the same state, Black elects to act first. Selecting Grey D as his target, Black 2 opts to Move and Fire. This action uses the acting figure's modified Ranged combat score. A Private has a ranged combat factor of 2. The target is 9 squares away and consulting the stats for the Moth Type 6, this give a modifier of 0, so the Private rolls 2 dice for a 2, and a 6. The 6 is a Target on Grey D! The 2 allows Black 2 to move one square. Scenic Object / One Square Size / Free Choice of Type Starting Place P1 / One Square Size / Starting Place P2 / One Square Size / A B C D 1 2 3 4 3 3 3 3 3 3 3

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Firefight

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  • 2Welcome to the free example of play for Firefight 2.0 the Ion Age game fromAlternative Armies. The following article and its images are all taken fromIAG001 Firefight 2.0 Set 1 - Killing Streets which you can see to the right here.

    The example of play is taken from the introductory learning the mechanicsMission 1 - Getting Going which can be found on page 21 of the Set 1 booklet.

    The example of play covers the first turn of this mission and introduces youto all the core concepts and playing style of the game.

    We hope you enjoy this example and if you have any questions or requestsplease send them to us on [email protected] and we will behappy to assist you.

    A TURN IN THE FIREFIGHT

    GETTING GOING

    Here's a replay of the first scenario in Firefight intended to give readers anidea of how the game plays. I make no claims to the validity of the tacticsemployed. The point of this example is to move figures and roll dice. Thescenario starts with the board and figures arranged as in the book, as can beseen on the right of this page.

    The white squares with the number 3 in the centre of the playing area arecover items, in this case rubbacrete "dragon's teeth" intended to inhibitvehicular movement. In our mission there are no vehicles. However thosedragons teeth are great to hide behind when someone is sending roundsyour way.

    Grey A is an Emeritas and B, C, and D, are Privates in the service of BaronThunderset. All carry Moth Type 6 Rifles.

    Black 1 is an Emeritas and 2, 3, and 4, are Privates in the service ofBaroness Margrette. All carry Moth Type 6 Rifles.

    All characters are Muster type infantry. The object of this mission is simple.Eliminate the enemy. Once only one player has figures in play, that player isvictorious.

    Turn 1

    Each turn of Firefight starts with the Initiative phase. Each player rolls onedice and the higher roll may select which side acts first.

    Grey score = 3

    Black score = 6

    With none of his soldiers in a cover and the enemy in the same state, Blackelects to act first.

    Selecting Grey D as his target, Black 2 opts to Move and Fire. This actionuses the acting figure's modified Ranged combat score. A Private has aranged combat factor of 2. The target is 9 squares away and consulting thestats for the Moth Type 6, this give a modifier of 0, so the Private rolls 2 dicefor a 2, and a 6. The 6 is a Target on Grey D! The 2 allows Black 2 to moveone square.

    Scenic Object / One Square Size / Free Choice of Type

    Starting Place P1 / One Square Size /

    Starting Place P2 / One Square Size /

    A B C D

    1 2 3 4

    3

    3

    3

    3

    3

    3 3

  • 3Now it's time to resolve the hit on Grey D. As D has yet to act this turn he isfree to choose any one of the three defensive options; Run for Cover, ReturnFire, or Armour. As Grey D doesn't fancy his chances just letting the armourtake the blow, and does not wish to remain standing out in the open, Grey Dchooses to Run for Cover.

    A figure uses it's Move score when running for cover. That gives Grey D 4dice and he rolls 1, 3, 5, and 2. The 1 is the much needed Dodge that negatesthe Target!

    Grey D must now use his 3 General dice ( 3, 5, and 2) to move up to threesquares to the best or nearest cover. Grey D moves 2 squares forward andshelters behind the dragon's tooth. The third General dice is not needed andso is discarded. Grey D is now marked Turn Done.

    Black 2 moves one square forward and is marked Turn Done.

    Play now continues with Black who activates Black 3. Three chooses tomove and fire nominating Grey C as the target. Just as before with Black 2,the range is 9, giving Black 3 two dice to roll; 1, and 2. That's one Dodge andone General dice. The nearest cover is two squares away and with only oneGeneral dice, Black 3 will not reach it this turn. He elects to re-roll his Dodge.He picks up the one and rolls it again for a 5, and moves two squares towardscover and is marked Turn Done.

    Even though Black has the initiative, Grey C was attacked and now is thenext figure to activate. Feeling a bit exposed standing out in the open, GreyC elects to take a Move action. Consulting his move stat (4) and the movemodifier for the Moth Type 6 (0), Grey C rolls 4 dice for; 3, 4, 4, and 6. That'sthree General and a Target. When taking a Move action any Targets areconverted to General Dice so in effect that is 4 General dice allowing GreyC to move up to 4 squares. Grey C moves diagonally forward 3 squares,sheltering behind a dragon's tooth and discards the remaining General dice.Grey C is now marked Turn Done.

    Play now reverts back to the Initiative player, Black. Black elects to activateBlack 4 to move and fire The target of the attack is Grey C, who can claimhard cover in the event of a hit. Should Grey C be hit, he must rely on theArmour Defensive option as he is already marked Turn Done.

    Black 4 totals his ranged dice (2) plus the modifier for a Moth Type 6 at 6squares range (+1) and rolls 3 dice for; 1, 2, and 6. That's one Dodge, oneGeneral, and one Target. As White 4 knows that Grey C cannot use theReturn Fire option, Black 4 elects to re-roll the Dodge and gets a 6! That'stwo Target dice! The Burst rule prevents Black 4 from applying both diceagainst Grey C unless Black 4 has a Dodge available for discard. He doesnot and so assigns the second Target to Grey B. Black 4 moves forwarddiagonally one square and is marked Turn Done.

    Grey C must now rely on his armour and cover to protect his from Black 4'sTarget. Checking his Armour we see that Grey C can roll 2 dice for; 1, and 6.That's one Dodge and one Target. When using the Armour Defensive optionany Target dice must be re-rolled. Grey C re-rolls the 6 and gets a 2. Grey Cuses the Dodge to negate one Black 4's Target dice.

    Grey B must now choose a Defensive option in hopes of negating the Targetthat Black 4 laid on him. Even though Grey B is already in Hard cover fromBlack 4's point of view, as that cover is not adjacent to Grey B, he choosesto Run for Cover in hopes of reaching a less exposed portion of the battleboard. Checking his Move score (4) and the move modifier for the Moth Type6 (0), Grey B rolls 4 dice; scoring 2, 2, 3, 4. That's four General dice. Beingin hard cover allows Grey B up to two re-rolls. Hoping to score a Dodge, GreyB rerolls two of the dice scoring; 4 and 5, two more General dice. As Grey Bfailed to score any Dodges, his figure is lain on its side, a casualty.

    Now Black must activate another figure and as the only one not marked TurnDone, this must be Black 1. All of Grey's figures are in Full cover from Black1's starting square so Black chooses a Move action. The Emeritas rolls 4dice for; 1, 2, 5, and 6. That is one Dodge, two General, and one Target dice.

    Again when choosing a Move action Targets automatically become Generaldice giving Black 1 a total of 3 General dice and a Dodge. The Dodge couldbe re-rolled or retained for use if Black 1 suffers Opportunity fire while moving.As Black 1 only wants to move forward 3 squares to a convenient dragon'stooth, he retains the Dodge just in case. In the event there is no Opportunityfire and the Dodge is discarded. Black 1 is now marked Turn Done.

    Play now passes to Grey as all of Black's figures are marked Turn Done.

    The only Grey figure eligible to activate is Grey A. Grey A will Move and Fire,targeting the cover behind which Black 1 is cowering! Grey A's ranged score(3) plus his Moth Type 6 at 5 square's range (+1) equals 4 and Grey A rollsfour dice for; 4, 4, 6, 6. Two General and two Target dice.

    Grey A applies the first Target dice to the cover. With a Dodge score of 3, thecover rolls three dice scoring; 3, 5, and 6. No Dodges and the cover isdestroyed.

    Grey A now applies his second Target to Black 1, who is now exposed. Black1 has no choice other than to rely on his Armour (2). Scoring 2, and 3, Black1 fails to Dodge and is lain on his side, a casualty.

    Grey A finishes his activation by using a General dice to move forwarddiagonally behind cover. Grey A is marked Turn Done.

    The action in Turn One:

    A B C D

    1 2 3 4

    3

    3

    3

    3

    3

    3 3

  • 4This now ends Turn 1 and all Turn Done, Aimed Fire, and Stay Frostycounters are now removed from the board and all surviving characters areready for Turn 2.

    At start of Turn 2:

    We hope you have enjoyed and learned from this one turn example of playfrom Firefight 2.0. As you can see its a fast game with unique rules and areal sense of urgency in play.

    A

    B

    CD

    1

    2

    3

    4

    3

    3

    3

    3

    3

    3 3

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