Gerade heute hat der brückenkopf von einem aktuellen Kickstarter zu einem Brettspiel mit der Thematik "Raumkampf zwischen großen Schlachtschiffen" berichtet. Und dabei handelt es sich um den KS zu "Fleet Commander - Genesis" von Casicum Games. Evtl. erinnert sich einer daran - ich hatte das Spiel vor ca. anderthalb Jahren hier mal reviewt, nachdem ich mir die Box zur Spiel 2014 gekauft habe. Offensichtlich versucht man nun eine Art "Relaunch" über kickstarter. Hier mal die wichtigesten Auzüge:
Hier mal der Link zur Kampagne:
https://www.kickstarter.com/projects/338597945/fleet-commander-genesis?ref=nav_search
Und hier noch der Link zu meinem Review in der gw-fanworld:
http://www.gw-fanworld.net/showthread.php/206057-Fleet-Commander-1-Ignition-Brettspielreview
Fleet Commander is a space battle game for 2 to 4 players. The game is fast and agressive; set it up in less than 1 minute and play it in less than 1 hour! The rules are so simple and the mechanics so deep that you can as much teach it to young children than experiment epic tactical team battles with experienced players.
- A 2 to 4 players space battle game, setup the game quickly and recreate the sensations of space opera battles in less than 1 hour!
- Innovative dice mechanics to constrain your tactics and fasten the choices, but zero randomness on damage dealt. Wise commanders will make the difference every time.
- Build your battle area with 50 tiles including fields such as asteroids or gates to jump between different boards. Play multiple scenarios and campaigns worthy of the most epic space opera battles: each game will be different!
- 6 different ship classes to compose your own fleet, many special weapons, commanders and support abilities to explore and let you imagine various combined strategies!
In Fleet Commander, the gameplay is based on an innovative mechanic in which dice determine the direction of your moves, your attacks and your shields, but not the amount of damage your ships deal.
So even if you roll dice, control plays a major part in the game. Your capacity to sense the best ship placement is a significant new way of dealing space battles, making Fleet Commander a new experience to feel!
Now it's time to discover what makes Fleet Commander so new and easy-to-play...
Ships
Each ship is defined by only 4 things:
- Class number, from 1 to 5.
- Hull points, most of the time 6 times its class.
- Attack points, from 0 to 5.
- Special abilities (advanced propulsion, long range attack, special weapons...).
Among the different ships included in the box, you can compose your own fleet. At the beginning of each game, you have 12 class points to divide between your ships. So whether you want to lead a huge swarm of 12 frigates or command a small pack of 3 battlecruisers, with 3 different special weapons, it's your call!
Battle area
The battlefield is divided into sectors. 50 reversible tiles let you compose 2 5x5 boards or a big 7x7! Scenarios will introduce new battle area shapes (such as L, X...), and you will be able to compose your own and create unique areas.
Some sectors can be occupied by asteroid fields, gas clouds, jump gates or other items which will interfere in the battle. Each expansion introducing new fields to multiply your strategies.
From front to back, Asteroid Fields, Jump Gates or Gravitic Fields are some of the several special fields included in the game and its expansions.
Dice
As a commander, you have 9 dice representing energy for your engines, weapons, and shields.
At the beginning of each turn, choose any 3 energy dice, roll them and apply each result on a sector where your ships are located.
All the dice have the same faces, 5 of them indicating directions where you can move, attack, or defend.
Finally, all the dice show one special symbol on their last face. You can use 2 of them to trigger special weapons, or 1 of them for reaction manoeuvres (dodge, drain or counterstrike).
At the end of your turn, you can save up to 4 results on your command board (2 standard and 2 special), delaying your action for better effect later in the battle.Your command board is really an essential part of the gameplay, giving you even more control on you fleet!
Moves
Use your blue dice to move your ships. With one die, you may move all or part of your ships from one single square to another single square. You can use several dice to move more than one square.
Attacks
Red dice are used to attack. During an attack, add the fire powers of the attacking warships, and if no shield are used, deduce them from the hull points of one ship on the targeted sector. A ship with no hull point left is destroyed.
Use your movements to deploy effectively, because attacks are supported by allwarships surrounding the targeted sector, triggering dreadful damages. You can also use several red dice to launch ranged attacks.
Shields
Finally, the green dice are for shields, and must be kept on your command bridge to be used in your opponent's turn, in order to block their attacks. In the same way as for the moves and attacks, your green dice indicate in which direction it could be used. Each shield die is able to completely block the attack from one square, even if the selected square is only suppporting the attack.
Victory
In pitched battle mode, you have to destroy 8 classes of ships of your opponent's fleet.
In scenario mode, you will have many different objectives to claim the victory, such as escorting a ship from a sector to another, or destroying a specific ship.
Campaign mode put scenarios together to tell you complete stories of the Fleet Commander universe, and will propose specific victory conditions.
Hier mal der Link zur Kampagne:
https://www.kickstarter.com/projects/338597945/fleet-commander-genesis?ref=nav_search
Und hier noch der Link zu meinem Review in der gw-fanworld:
http://www.gw-fanworld.net/showthread.php/206057-Fleet-Commander-1-Ignition-Brettspielreview