Sunday 5 February 2023

Firefight: Ready for Battle

It's always nice to get to the end of project and I have completed all the Firefight models and terrain I started back at the end of October. So I got all the models and some of the terrain out and took a few photos. Both armies had a decent core of models from their Deadzone counterparts so not everything has been painted in that time, but a sizeable majority has.

Looking at the size of game people are currently playing in the Facebook group it seem 1000-1500 points is the most popular, I think I should have around 3000 points for each side.


The Forge Fathers are mostly a shooting focused faction and with the addition of an extra 30 Steel Warriors and their missile launchers they should be able to put down good quality shots. They don't pump out lots of shoot dice so perhaps the Weapons Platforms with quad hailstorms and the all cannon armed Iron Ancestor can help with that. 
The addition of the Thorgarim and expanding the Brokkr up to ten models has given the force a strong melee component for when the enemy get close. The Rekkhyr with their flamethrowers should generate a good number of fire dice (2 per model) but the short range of their weapon means they will need to be careful against foes who will often have a longer charge / shooting range.


The tank looks like it should be largely indestructible against Veer-myn so it should provide a solid anchor for the force. I'm also interested to see how the Forge Guard in their heavy armour perform, again they should be very hard to shift and with the number of special weapons they can field an adaptable fire-base.





The Veer-myn on the other hand a melee focused army, lacking good ranged troops they instead want to get in close and mix it up in claw to hand combat. To the base Deadzone strike team I've added a lots more Stalkers and Nightmares who form the main melee fighting component of the army. I've also added several units of Crawlers, the ranged basic troop type. The Crawlers aren't good at shooting but they do bring the option to field smoke launchers. This gives the rest of the army a height 4 screen to move up behind, and the toxic version can even damage the enemy. My suspicion is that I may need some more Stalkers in the future but some games will need to be played first to confirm that.


The other trick the Veer-myn have to get close is their subterranean deployment units, the Tunneller and Tunnel Runners. The Tunneller is an impressive model and you can buy transport sections to increase it's carrying capacity. Up to two sections can be added at an extra ten capacity each, so that could be 30 Veer-myn being deployed at just over 6" from the enemy. The one area of weakness for the Veer-myn is a relative lack of anti-aircraft weapons which is OK against the Forge Fathers but could be an issue in a tournament setting. But they do have the Rumblers which I think are much more characterful models than the Forge Father equivalent. 


I'm looking forward to getting the models on the table and playing some games, I expect that Firefight will be up next once we have finished the current Napoleonic's campaign.
I've also finally based up the flyer I got from TT Combat at the same time as the Ogres, it was part of their sci-fi halflings campaign. It's quite small so could make a good Forge Father flyer perhaps in the future.




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