We've been playing a fair bit of Armada lately and I hosted Stu & Mr T today in a three player game of Vortex. The aim of the scenario is to get close enough to a vortex to draw power from it but not so close as to be destroyed. At the end of each turn any ship within 8" is moved D3" towards the vortex and if it ends up touching the vortex then it's immediately destroyed.
Stu gave his Salamanders there first outing and in the end they took away the victory for him so presumably he's happy with his fleet. The Salamanders seem to concentrate mostly on their ranged attacks with a good number of guns on the broadside and also have some useful indirect weapon support.
The initial moves saw the Abyssal Dwarfs close in on the vortex and start building a lead but this also meant they took fire from both fleets and started to suffer losses.
Two of my ships where forced to go wide by the presence of the Arbiter of Pain and the Impaler never really got into the action, the Assassin did score some victory points and after going the long way around captured a Salamander ship at the end of the game.
The Salamanders arrived late to the centre but then started to wrack up the points as the Abyssal's and Twilight Kin started to lose ships.
In the end they ran out the winners with the Abyssal Dwarfs second and my Twilight Kin in last place.
The rules are pretty forgiving for naval rules and certainly the sailing aspect is fairly minimal
ReplyDeleteyou can make it more 'realistic' by using the optional wind rules, though I think that gives non-sail powered ships an advantage not reflected in the points.
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