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Miniatures Adventure => Future Wars => Topic started by: blacksmith on 22 November 2014, 09:41:44 PM

Title: Fighter Command AAR
Post by: blacksmith on 22 November 2014, 09:41:44 PM
This is one of the encounters from the campaign of Carrier Command, a supplement soon to be release for 5150 Fighter Command by Two Hour Wargames:
http://javieratwar.blogspot.com.es/2014/11/space-bartering-carrier-command.html (http://javieratwar.blogspot.com.es/2014/11/space-bartering-carrier-command.html)
There are fourteen pics so to make it easy I post the first one here and you can read the rest at my blog above:
(http://2.bp.blogspot.com/-BHau7uwindU/VHEAd_G-u1I/AAAAAAAAD4A/CU9KG_XD6sA/s1600/SPACEBARTER01.png)
Cheers,
Title: Re: Fighter Command AAR
Post by: BlackWidowPilot on 23 November 2014, 08:55:31 AM
Fun bat-rep and nice to see two of my favorite sci fi starship genres - Space Battleship Yamato and Silent Death: The Next Millennium - being put to good use! Excellent. 8)
Title: Re: Fighter Command AAR
Post by: blacksmith on 23 November 2014, 09:25:03 AM
Fun bat-rep and nice to see two of my favorite sci fi starship genres - Space Battleship Yamato and Silent Death: The Next Millennium - being put to good use! Excellent. 8)
Thank you Leland!
Title: Re: Fighter Command AAR
Post by: BlackWidowPilot on 25 November 2014, 08:33:05 PM
Thank you Leland!


You're quite welcome! Your AAR has inspired me to (1) finish my three EDF cruiser models as Silent Death DDGs, and (2) get me some of those nice EDF carrier models before I shed my mortal coils (to say nothing of building those shiny new Yamato 2199 Garmillas warships I've got stashed in my closet at the moment).... :D
Title: Re: Fighter Command AAR
Post by: blacksmith on 25 November 2014, 09:50:40 PM

You're quite welcome! Your AAR has inspired me to (1) finish my three EDF cruiser models as Silent Death DDGs, and (2) get me some of those nice EDF carrier models before I shed my mortal coils (to say nothing of building those shiny new Yamato 2199 Garmillas warships I've got stashed in my closet at the moment).... :D
Well, glad to be of help  :D
Title: Re: Fighter Command AAR
Post by: The_Beast on 25 November 2014, 11:00:36 PM
That's

just

beautiful.

And I haven't had time to check out the blog report. May have to have a good cry first.

Doug
Title: Re: Fighter Command AAR
Post by: blacksmith on 26 November 2014, 12:50:19 PM
Glad you like them Doug, thank you  :)
BTW and FIY, Carrier Command has just been released: http://www.twohourwargames.com/51caco.html (http://www.twohourwargames.com/51caco.html)
Cheers,
Title: Re: Fighter Command AAR
Post by: YPU on 26 November 2014, 12:54:52 PM
Very interesting, 5150 star army was somewhat of a disappointment to me but this might actually get me to look at fighter command.
Title: Re: Fighter Command AAR
Post by: blacksmith on 26 November 2014, 01:00:28 PM
Very interesting, 5150 star army was somewhat of a disappointment to me but this might actually get me to look at fighter command.
FC is different to SN. It's about tiny space fighters dogfighting in space and it has more chrome. Please check my blog to see many AAR as well as some reviews from players who bought FC.
Cheers,
Title: Re: Fighter Command AAR
Post by: YPU on 26 November 2014, 05:41:15 PM
FC is different to SN. It's about tiny space fighters dogfighting in space and it has more chrome. Please check my blog to see many AAR as well as some reviews from players who bought FC.
Cheers,
Cheers for the note!
Title: Re: Fighter Command AAR
Post by: YPU on 30 November 2014, 03:30:19 PM
Sorry for the double post, but this appeared as good a place as any to ask. I must say CC appeals more to me then FC (I'm more of a dreadnought person then a fighter person, sue me ;))

As far as I understand Fighter command allows you to play a fighter ace trough a campaign with many other fighters who get upgraded throughout play, with capital ships being more of a background element then foreground. Carrier command on the other hand allows you to guide a (single?) Capital class ship trough a campaign, with fighters being a part but not as important? Am I correct here?

If I were to buy Carrier command (and I likely will) what would buying Fighter command add to my game specifically?


On a more personal note, I have been considering getting myself some brigade models fleet scale ships, but not sure if i want to go all in full fleet warfare, it sounds like I could do a bit of a "micro game in a box" with this game if I were to get myself a few of the (cooler) dreadnoughts and other capitals. And then add a decent array of fighters, based individually (probably with magnet bases) am I right in thinking this?

Cheers,
YPU
Title: Re: Fighter Command AAR
Post by: blacksmith on 30 November 2014, 04:53:22 PM
Sorry for the double post, but this appeared as good a place as any to ask. I must say CC appeals more to me then FC (I'm more of a dreadnought person then a fighter person, sue me ;))

As far as I understand Fighter command allows you to play a fighter ace trough a campaign with many other fighters who get upgraded throughout play, with capital ships being more of a background element then foreground. Carrier command on the other hand allows you to guide a (single?) Capital class ship trough a campaign, with fighters being a part but not as important? Am I correct here?

If I were to buy Carrier command (and I likely will) what would buying Fighter command add to my game specifically?


On a more personal note, I have been considering getting myself some brigade models fleet scale ships, but not sure if i want to go all in full fleet warfare, it sounds like I could do a bit of a "micro game in a box" with this game if I were to get myself a few of the (cooler) dreadnoughts and other capitals. And then add a decent array of fighters, based individually (probably with magnet bases) am I right in thinking this?

Cheers,
YPU
Carrier Command is a supplement for Fighter Command, so you must buy FC to be able to play CC. Carrier Command is still Fighter Command but with new rules specific for big ships like Carriers or Dreadnoughts, and fighters are still very important.
In CC your ship is a capital ship with fighters in it and not just a single figther or a flight of them, and there are two campaigns in the ruleset. A narrative one with 15 linked encounters and a generic one with 8 generic encounters that can be played endlessly as they are never the same.
I think you can perfectly do as you say with brigade model ships as far as fighters are based individually.
Cheers,
Title: Re: Fighter Command AAR
Post by: YPU on 30 November 2014, 04:58:54 PM
Carrier Command is a supplement for Fighter Command, so you must buy FC to be able to play CC.

Ah right, I seemed to recall somewhere it being stand alone but can't find anything about that so I must have miss understood.

Sounds good, I might find myself doing a report of a solo campaign on here. Funny, solo normally doesn't appeal to me but this sounds like it would. Cool.

Thanks for the fast reply!
Title: Re: Fighter Command AAR
Post by: blacksmith on 30 November 2014, 05:05:02 PM
Ah right, I seemed to recall somewhere it being stand alone but can't find anything about that so I must have miss understood.

Sounds good, I might find myself doing a report of a solo campaign on here. Funny, solo normally doesn't appeal to me but this sounds like it would. Cool.

Thanks for the fast reply!
Thanks to you my friend :)