Squadron Strike by Ad Astra, and WarMachine


Card & Board Games

Liberty's Edge

These are two different games that I have found which seem interesting. I've gone and read all of the information on the main websites of these two games, but I find myself hungry for more.

Squadron Strike,

This is based on the game Attack Vector Tactical also by Ad Astra. Has anyone played that game? Any thoughts about it? Anyone involved in playtesting Squadron Strike? How does it play? I'm thinking of using it to turn the game Battlefleet Gothic into a 3D combat game. Anyone know if this is feasible? I saw on the website that they did Battlestar Galactica and Star Trek conversions that looked pretty good so I have some hope.

WARMACHINE

I'm interested in this game, but finding it difficult to get a handle on the different factions. I can't find anything more than the paragraph or two on the main website. I would like to learn more about the different factions to see if any one of them strikes me as really interesting without needing to buy the book.

Any help or advice would be most welcome.

Liberty's Edge

Never mind. I'm doing more searches and slowly piecing together the information that I need.

Liberty's Edge

Wiglaf wrote:

Squadron Strike,

This is based on the game Attack Vector Tactical also by Ad Astra. Has anyone played that game? Any thoughts about it?

I have a love-hate relationship with AVT. On the one hand, Ken did an excellent job of reducing real Newtonian three-dimensional movement (NOT 2d-flat + altitude) to simple reference-chart look-up and easy-to-remember mechanics. Imagine you are a ship floating in space; you fire up your main drive engines and at the same time put your ship into a horizontal rotation (yaw). Only AVT will allow you to have your ship move along the spiral track a real ship would follow, and it does it WITHOUT causing your head to explode. And you can add a vertical rotation (pitch) and even spin around the axis (roll) to your movement and the game tracks appropriately. Which includes things like firing arcs remaining accurate for relative ship positions.

Once concern is that consensus says that a single player can only manage about 6 ships or so before reaching overload, so it is a game for small engagements. Saganami Island lets you handle more, but only because of some particulars of that setting.

On the other hand, I'm not that fond of some the ship-design decisions for AVT and the campaign-design decisions for the Ten Worlds, so that's why I'm opting-in for Squadron Strike: build my own universe.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I've played Warmachine for some time now. The models are fantastic and the gameplay is excellent. It's a very intense game, because choosing a force involves making sure it complements itself. However, it is a lot of fun. You can get a game-winning result early (i.e. turn 2) or it can become a knock-down drag out brawl. If you like the idea of magically controlled steam powered giant robots smashing away at each other with the raw power of locomotives while warcasters hurl arcane sorceries at each other while foot troops slog into the gaps, then Warmachine is for you. If you want to know more, just PM me or ask. Me, I'm a Cygnar player for Warmachine, and Circle Orboros in Hordes.

Liberty's Edge

My thanks to both of you for your thoughts.

I quite agree that the 'build your own universe' aspect of Squadron Strike has me interested. I'm a little concerned that the only way I can use it appears to be by working with Excel though. I'd rather have a system I can sit down with and use a notepad and pencil to build ships.

As for WarMachine, thank you for the offer. I shall keep that in mind. I'm going to try and find some local players willing to show me the game before I get any further.

Liberty's Edge

Wiglaf wrote:

My thanks to both of you for your thoughts.

I quite agree that the 'build your own universe' aspect of Squadron Strike has me interested. I'm a little concerned that the only way I can use it appears to be by working with Excel though. I'd rather have a system I can sit down with and use a notepad and pencil to build ships.

For that sort of ease, I'd recommend Starmada: Admiralty Edition. It isn't a 3D game, at best 2D + altitude, but has a darned good ship-design system, to the point of which they did a WW1 wet navy module based on it. As well as one starship book and a campaign example so far. Said system needs only pencil, paper, and a basic calculator (unless you can do square roots in your head).

The selling point for Squadron Strike isn't ease-of-design, but ease-of-play in true 3D with true Newtonian physics once designed. Ken loves crunching numbers so much he has them as a breakfast cereal. I'm hoping Nyrath (Winchell Chung) comes up with some simple look-up tables or wonder-widgets to substitute/supplement for the Excel sheets; as an OpenOffice user I can't be sure Ken's Excel sheets will work for me or not.

Me, I'll end up with both. I'm bad that way.


As far as warmachine/hordes I've been looking into it lately myself (mostly cause no one likes facing my space wolves, and I'm disinclined to start another army)
anyway I've found a website that's a great resource for faction info and more importantly pictures of models.

http://battlecollege.wikispaces.com/


Janne Karvonen maintains an Open Office port of the Squadron Strike ship design spreadsheet, and has been doing so for more than two years now.

Mike Zebrowski has made an Adobe AIR utility that can take XML exported from either spreadsheet and generate a pretty SSD.

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