Hey all! SeerK here just with a couple updates. I have been pretty busy this week painting, job hunting and planning tournaments.
I had the chance to sit down and record a segment with Phil over at Firebase Delta About our upcoming demos and Tournament, The 2nd annual Storm Zone Brawl:The Battle At Omicron Theta, at UCON on November 15th. I also got to talk a little about our events planned at this years Adepticon.
The episode should be up by the end of the week, so give it a listen. Speaking of the end of the week.
The Michigan GT is this Saturday, but if 40K and War Machine is not your bag, then we have a Firestorm Armada Tournament set up for this Saturday at Evolution Games in Lansing. I have a Facebook page with all the details.
Doors open at 10 A.M. Dice will roll at 11ish. Entry into the Tournament is $10.00. In addition we will be having a drawing for a Battle Station!
Sooo that's all for now, just a quick update. I am working on some posts about Omnidyne and some more fluff for our "Fluff Friday" series.
Until next time crush the Alliance and as always....
REMEMBER DRAMOS!!!!!
Wednesday, October 8, 2014
Friday, October 3, 2014
UCON Pre Reg Is Open!

Pre registration is now open! You can reserve your spot in the tournament by going to the UCON website. Entry is the cost of a day badge, or weekend badge if you want to come play a bunch of games, and $6.00 for the tournament. It is going to be a 4 round tourney starting at 10 A.M. so I would suggest a hotel room if you are coming from a decent distance away.
We have boxed sets and Battle Stations up for grabs. There may be some more surprises as I have some things cooking on the back burner. We are hard at work getting tables and terrain done for this event. This is going to be a taste of whats to come for Adepticon as well.
Stay tuned for the missions. We are hard at work testing them out as they are brand new and geared to give you an excellent tournament experience.
That is all for now. I just wanted to make sure you get your spot reserved as the tournament has 20 available slots. Hope to see you there.
Until then crush the Alliance and as always....
REMEMBER DRAMOS!!!!
Wednesday, October 1, 2014
Maruders Fleet Manual Pt 1: The Oroshan

So Lets start with my personal favorite
in the book. The Oroshan. I have always liked these models. The
Armageddon Dreadnought is big. The Defiler Cruisers are also have a
good heft to them. The only ship I am not a fan of design wise is
the Slayer class frigate. The snail like design is a little weird to
me. I am hoping when they eventually release the new models we have
a big more consistency in design. I digress a bit though.
The Oroshan are strait up mercenaries,
which means it does not matter if you have a Kurak Alliance or Zenian
League fleet. Even though the Blood Tribes of the Oroshan hail from
Directorate controlled space they work for anybody who has currency.
This means any fleet can have up to 25% of its points total made up
of mercenary ships. For the Dindrenzi and the RSN this works out
rather well as the Oroshan add some major fire power and have a fleet
tactics rating of 3. SO Dindrenzi and RSN fleets do not suffer from
a lower tactics rating by including allies. Lets take a look at the
ships.
The Armageddon class Dreadnought lives
up to its name and class in every sense. This ship is big, extremely
well armed and very tough. The Armageddon sports impressive and long
range fore power in pretty much all of its arcs. Range band 2 is
lethal distance for all of the weapons. For max fire in the fore arc
you need to be at 20 inches. In the side arcs you need to be about 16
inches. You have many options for your 3 hard points. I personally
like to take weapon shielding, +2 move and second assault. I then
add the Special Forces MAR and give the Torpedos Decimator Warheads.
Being able to force disorder checks on individual ships and squadrons
is nice. You can also add wings and more AP, which is nice if you
give the ship Grief Escorts. The escorts are armed decently and you
have the choice of adding point defense or assault points. I usually
give it the point defense upgrade as I tend to use the escorts to
bolster the Armageddons point defense and take out small ships. I
love the Armageddon. The couple games I have fielded it, the ship
has really decimated my opponents tier one vessels. Its ability to
engage several targets effectively is impressive.

The Oroshan's only tier 2 choice is the
Defiler Cruiser. I really like this ship. You can take them in a
squadron of 4 and give them the Pack Hunter MAR. Its Beam weapon is
only in the fore arc, but it does go out to range band 4. With the
Pack Hunter MAR this gives you 7 dice and 40 inches. Not to bad.
The Torpedos can be fired in any arc. They can also be given
Decimator warheads. The Defiler is on par with a heavy cruiser in
terms of fire power. It cannot take fire like a heavy cruiser
though. It does have a DR of 4 and a CR of 7 with one shield die so
they can take some fire. I like to send my Defilers after big ships
as they have 22 beam dice in range band two when they are at full
strength. This can really lay the hurt on even dreadnoughts. The
only real issue is they become targets after one good volley of fire.
All in all the defiler is a real solid cruiser class vessel.
The Tier three choice is the Slayer
class frigate. These ships can be fielded in squadrons of 6 and have
the Pack Hunter MAR. They are decently armed, but only have a fixed
fore weapon. This can mean it can be a little difficult to get all
the Slayers lined up on some targets in a full squadron. The other
issue you can run into is the fact they only have 1 crew point. This
makes the ships unsuitable for hanging out in debris fields,
surviving boarding assaults from pretty much anybody and also makes
them easy pickings for assault robot torpedoes. The Grief Escort
also has one crew point so be wary.
All in all the Oroshan are a good hard
hitting fleet. They are a good anchor for a Marauder or mercenary
fleet. They also are great additions to regular fleets. I am going
to be using them a whole lot more since I acquired a fleet. I may
start running them in tournaments once I also get another frigate
squadron. The minimums for a battle fleet fit into 900 points as
fate would have it. A dreadnought, 4 cruisers and 12 frigates. Not
to bad.
Until next time crush the Alliance and
as always
REMEMBER DRAMOS!!!!!!
Friday, September 26, 2014
Fluff Friday: The Liberation Of Omicron Theta pt 1
“Sir I have multiple fold signatures
with vessels inbound to our position”
“Are they Friend or Foe Mr. Carlson?”
“I.F.F. Signals verified sir....Its
Task Fleet Corvus”
Alex slumped in his command chair.
Task Fleet Corvus. That was Fleet Marshal Groniers' Task fleet. It
was a bulk of the RSN ships in this sector of space. It was part of
the 101st Combined fleet. Judging by the signals lighting
up his screens it was a big chunk of the combined fleet. A thought
occurred to Alex. Why did she bring so many ships? Wasn't the 101st
currently engaged with the Liberation of Omicron Theta?
“Mr. Carlson are there any troop
ships with the fleet?”
“Just a sec Sir.......negative no
troop transports or bulk landers Sir.”
That didn't bode well. The 101st
was designated as a Planetfall Division as it contained Legions and
ships from the Caros League of systems. Fleet Marshal Groniers' Task
Fleet Corvus supplied the intelligence and major offensive punch to
the already impressive fire power of the 75th Caros
Assault fleet.
“Sir incoming message from the
Agamemnon”.
“Put it through Mr. Ross”
The Agamemnon was the Groniers
flagship. It was one of the few Banshee class Dreadnoughts in the
RSN fleet.
“Message is text only sir....it reads
“briefing on your vessel in one hour”. Its gold level encoded”
A gold level encoded message just
telling me to expect company? Something is not right. Alex pondered
the information at hand. A feeling of dread suddenly filled him.
“Mr. Carlson do we have a visual of
the Task Fleet vessels yet?” His voice was steady despite the fear
that was very quickly overtaking him.
“Yes sir, leading vessels coming into
visual range now”
“On my screens if you please Mr.
Carlson....zoom in on the lead ship and enhance.”
The cruiser on Alexs' screen looked
like it had been to hell and back. It looked like it was lucky to be
still moving under its own power. How the hell did it make the fold
jump to here? Why did they make the jump?
“Mr. Carlson signal the Agamemnon
affirmative and tell sick bay to get ready to receive injured.”
“Aye sir!”
Alex sat in his command chair, silent,
for a good two minutes. It was clear the Armada that had been sent
to Omicron Theta had been hit hard and this was likely a retreating
section of the fleet. Given Fleet Marshal Gronier was in over all
command of the action, she would not be here to discipline a junior
officer with a full scale planetary liberation in process. Alex
chastised himself for thinking the Fleet Marshal was here just to
dress him down. It was ego and pure vanity on his part.
“ I just have to get over
myself.....” Alex trailed off in thought as he muttered out loud.
“What was that sir?”
Alex snapped out of his reverie, “ I
will be in the briefing room awaiting our guests Mr. Carlson, you
have the Bridge”
“Aye Sir.”
Alex stood and put on his uniform coat.
He buttoned it up as he walked out of the bridge and down the hall.
He arrived in the Briefing room a few minutes later. He sat down at
the long table in the chair at the head of the table. He summoned
the steward to bring refreshments to the room and added a bottle of
30 year old single malt scotch from his own private stock to the
order.
The steward arrived a few minutes later
as Alex was going over the com traffic from the new arrivals.
“Would you like a glass sir?”
Alex looked up and saw the steward had
quickly set up the refreshments and was holding the bottle of scotch.
“Yes, make it a double if you would
please.”
Alex nursed his drink while listening
to the com traffic from the incoming fleet. He became lost in the
damage reports, casualty reports and the off hand remarks of the comm
officers relaying the traffic. It was very clear the battle to
liberate Omicron Theta did not go as planned. In fact it sounded as
if it had been a disaster. A coded message from an unknown source to
the Agamemnon did catch Alex's attention though. The coding was
utterly alien, but very familiar. It was from a Relthoza Barb Fleet.
The message was simply a time. Two standard hours. The signature
that followed the time brought a smile to Alex's face.
“Panzer you crafty old spider, looks
like we will be hunting somebody together again” Alex muttered .
Shvar'ss'kovar'shen, or “Panzer” as
Alex Nicknamed him. Relth names were very difficult for non-Relthoza
to pronounce, so nicknames abounded. Panzers actually name meant
“Implacable hunter with a will of Iron”, or something to that
effect. Alex had nicknamed him “Panzer” after the Ancient Terran
German legend of Der Panzer Mensch or “Tank Man”. It was a very
apt comparison. In his powered exo Armor the Relthoza Warrior was
almost literally a tank, both in size, firepower and resiliency.
Time passed quickly as Alex thought
about his old hunting companion. A chime awoke him from his reverie.
It was the bridge signaling the Fleet Marshals Shuttle was inbound.
This was going to be interesting. The “Silver Fox” herself was
going to be on board his ship. Honor and fear in equal measure
gripped Alex's being. He stood and Straightened his uniform. Gave
himself a re assuring smile and girded himself to meet a legend.
Tuesday, September 16, 2014
Event Info: Come One, Come All!

First off on October 11th we
have The Battle At Cyrax Prime Firestorm Armada tournament on October
11th at Evolution Games in Lansing. I have a facebook
Event page set up for it but I will repeat some of the information
here. Registration will start at 10 A.M. And dice will roll around
11:00. The entry fee will be $10.00. All the entry fees are going
towards Prize Support. This is a 900 point tournament and you are
allowed 2 lists. The same core fleet must be used for both lists.
No battle stations are allowed. We will play 3 rounds. First place
will receive a Battle Station as well as the normal prize support. I
want to thank Spartan Games for donating a clutch of Battle stations
for this tournament and for our next two events. Evolution games is located at 6323 Saginaw hwy in Lansing Michigan. Here is a link to their Facebook Page.
Marriott Ann Arbor Ypsilanti at Eagle Crest1275 South Huron Street, Ypsilanti Township, MI
(734) 487-0600
(734) 487-0600
Our Next event is at Ucon gamesconvention which is November 14th-16th. Our
Tournament will be on Saturday November 15th with a start
time tentatively of 10 A.M. The entry fee should be right around
$16.00. This includes a day pass to the convention. Pre
registration starts at the end of September. We have 20 spots
available. First, second and third place will receive a battle
station. We have other prizes as well courtesy of Spartan Games and
Evolution Games of Lansing Michigan. These include Patrol fleets and
Dreadnought groups. This tournament will be 4 rounds so it will go
all day. You can still reserve a hotel room at the convention site,
which is the gorgeous Marriott on Eaglecrest in Ann Arbor. I will be running demos of Firestorm Armada for those not familiar
with it and I will have Planetfall there as well to Demo and play.
SO make it a weekend trip. There is lots of games to play and lots
of pick up games of Firestorm and Planetfall to have before and after
the tournament.

Well that is all for now. I just wanted to keep you all posted and
make sure our first big events are good ones. Spread the word and
sign up!
Until then crush the alliance and as always.......
REMEMBER DRAMOS!!!!
Friday, September 12, 2014
Fluff Friday: Corporate Recruiting
Fort Kinzer military installation - Dindrezi space
Operations-Director Vogin Winterborn sat at the head of a classic, wood oval-shaped boardroom table, looking at his subordinate officers as one of them completed his report.
"... and with the latest resupply convoy, we are topped off at 100% of our basic combat load of munitions and fuel. Spares inventories are at 97%, and crew establishments are at 94% of authorized strength. We should be ready to resume operations as soon as BATCRURON 102 finishes topping off their torpedo bays from the tender."
"Thank you for that report, George," Vogrin smiled in approval. "Now, was there any final business before we get underway?"
"Just one minor report, Sir." A junior officer about 2/3rds of the way down the table stood up. "BioTech says they've finally got that interesting new gene cluster nailed down, the one adopted from the Soryllian warrior class lizards. They send their thanks for the last batches of prisoners - the increased sample size let them engage in some destructive testing that sped things up considerably. We've received several platoons of new cyborgs that incorporate the enhanced strength and reaction speed. Higher headquarters wants it well tested by the disposables before we begin adding it in to our Alpha or Beta genetic lines."
"Excellent. Have them assigned to CRURON 104 - Captain Marwin of the ZEUS has been complaining about the outdated troops assigned to them," Vogrin nodded to a highly-decorated officer close to the head of the table, "and the heavies are always in the thick of the fight - we'll get good testing results." The lieutenant nodded, and sat down. "Anything else?"
When there was no response, Vogrin stood up and looked over the room. "Very well, fellow officers. We get underway at 1500 - ENCHANTER and DOMINION should be done at the tender by then. Operation 'Majestic Diver' begins in 1 week."
As he sat down, the boardroom dissolved around him, leaving the reality of his stateroom aboard his flagship as the Virtual Reality construct shut down. He gave a satisfied sigh as he leaned back on a high-backed leather chair, his neural lace showing green status reports from his various staff members aboard the battleship. Taking a sip of a fluted glass of Terran brandy, he smiled as he thought of where he would be next week. Time for a bit of personal business, mixed with professional pleasure.
Operations-Director Vogin Winterborn sat at the head of a classic, wood oval-shaped boardroom table, looking at his subordinate officers as one of them completed his report.
"... and with the latest resupply convoy, we are topped off at 100% of our basic combat load of munitions and fuel. Spares inventories are at 97%, and crew establishments are at 94% of authorized strength. We should be ready to resume operations as soon as BATCRURON 102 finishes topping off their torpedo bays from the tender."
"Thank you for that report, George," Vogrin smiled in approval. "Now, was there any final business before we get underway?"
"Just one minor report, Sir." A junior officer about 2/3rds of the way down the table stood up. "BioTech says they've finally got that interesting new gene cluster nailed down, the one adopted from the Soryllian warrior class lizards. They send their thanks for the last batches of prisoners - the increased sample size let them engage in some destructive testing that sped things up considerably. We've received several platoons of new cyborgs that incorporate the enhanced strength and reaction speed. Higher headquarters wants it well tested by the disposables before we begin adding it in to our Alpha or Beta genetic lines."
"Excellent. Have them assigned to CRURON 104 - Captain Marwin of the ZEUS has been complaining about the outdated troops assigned to them," Vogrin nodded to a highly-decorated officer close to the head of the table, "and the heavies are always in the thick of the fight - we'll get good testing results." The lieutenant nodded, and sat down. "Anything else?"
When there was no response, Vogrin stood up and looked over the room. "Very well, fellow officers. We get underway at 1500 - ENCHANTER and DOMINION should be done at the tender by then. Operation 'Majestic Diver' begins in 1 week."
As he sat down, the boardroom dissolved around him, leaving the reality of his stateroom aboard his flagship as the Virtual Reality construct shut down. He gave a satisfied sigh as he leaned back on a high-backed leather chair, his neural lace showing green status reports from his various staff members aboard the battleship. Taking a sip of a fluted glass of Terran brandy, he smiled as he thought of where he would be next week. Time for a bit of personal business, mixed with professional pleasure.
Tuesday, September 9, 2014
Ships Of The Rense pt7: The Banshee Dreadnought
SeerK here again. Well we are finally
down to the last ship in the “Ships Of The Rense” series. We are
down to our main command ship. The ship that strikes fear into the
hearts of the enemies of the federation and in the hearts of disloyal
citizens of the Federation. I speak of course of the Banshee
Dreadnought. The dreadnought is currently the biggest class of ship
in Firestorm Armada. They are capable of devastating firepower and
can take as much as they can dish out. They also are rather
expensive points wise, justifiably so.
The Banshee is no exception. As
Dreadnoughts go the Banshee in my opinion is a good ship, but a
little under gunned as compared to other Dreadnoughts. It has the
customary Dindrenzi style kinetic weapons in the fixed fore position,
but it is not as strong as the kinetic weapons on the Dindrenzi
Battleships. The secondary fore arc weapon is a powerful beam
weapon, but its limited to 20 inches of range. This gives the
Banshee, like the other tier one RSN vessels, the lack of a one two
punch that they really need to deal with vessels of the same weight
class. The starboard and port beam weapons are very nice though.
They have good range and strength for dealing with smaller vessels.
Now despite my opinion the Banshee
needs more in the way of weaponry, what it lacks in punch it make up
for in secondary systems and tricks to help deal with the enemy
fleet. The Ops Center and Dirty Secrets MAR's come standard. This
gives you some nice tactical advantages. You can take 4 TAC cards
and you can force your opponent to waste a TAC card when he plays it.
Dirty Secrets, although you can only use it once a game, can be
pretty clutch. This is especially true when facing the new TAC cards
in the Marauders fleet manual. Being able to prevent your point
defense from being shut off or a ship from shunting out can really
give you an advantage to hang over your opponents head.
The Banshee, like all the RSN ships,
also has the advantage that it is way more maneuverable than your
average Dreadnought. With the ability to reduce your turn limit to
one inch and being able to move up to eight inches you can bring your
weapons to bear much more easily. I once got in a firefight with a
Nausica Battleship and a Retribution Dreadnought with just my
Banshee. Spellduckwrong had wiped out my entire fleet say for the
Banshee. It was mostly untouched and with 2 shield dice it was
proving hard to take out. I was able to out turn both ships in very
close quarters and keep my main weapons on target. The game ended
before the Battleship died completely sadly. If another turn or two
had taken place the Nausica would have died and the Retribution would
not have been far behind.
So yes I think its under gunned, but
you can use the weapons more effectively. I almost always use the
same load out for my Banshee. I add a shield, -1 on the turn limit
and add 2 inches to movement. I run at least two Sirens as well. I
also add Special forces as I like to run the Banshee in close
quarters.
In my experience this is probably the
best way to actually run your Banshee. Up close and personal. The
fluff refers to Dindrenzi commanders charging headlong into combat.
The Banshee cannot really slug it out with other Dreadnoughts or even
squadrons of heavier craft at a distance. Basically your lethal
operating range is 12 to 20 inches from the enemy vessels you are
engaging. With Sirens as escorts this means more accurate fire at
your ideal range and you have the ability to bring it to bear in such
a way that more ponderous vessels cannot bring their most lethal
weapons to bear. Out maneuvering your targets is one of the key to
success in running the Banshee. Picking your targets is as well. Be
mindful of your targets weapon arcs and ideal ranges. Obviously the
rear arc is vulnerable on most vessels. Hitting the vessel in the
aft can be difficult and its an obvious tactic. Mine fields and
other vessels can easily cover the hind quarters of targets. Hitting
the port and starboard arcs or even the Fore can be more desirable to
attack as long as the weapons in that arc are weak.
For example, Sorylian vessels tend to
have very weak Fore arc weapons. They are set up to broadside enemy
vessels. Vessels with lots of turrets can be problematic, but this
is when attacking from multiple arcs comes in. I have always said
you have to play RSN fleets smart. They are a fleet based on
synergy. Dreadnoughts are big targets and you can use this to your
advantage. Drawing fire with the Banshee and hitting your target
with another squadron helps give you the one two punch that destroys
tier one vessels quickly.
Dreadnaughts are big and tough and
generally not to be taken in low point lists. Battle fleets benefit
from the presence of a Banshee, but a totally kitted out ship can
take a big chunk of your points. So choose wisely and make sure the
benefits outweigh the negatives.
Well thats all for the “Ships Of The
Rense”. I am going to start delving into the Marauders next. They
are new and change the game up quite a bit. I will also be covering
Planetfall at the end of October. Its up for pre order as of the 9th
and is slated for an October 22nd release. I have to say
I am pretty excited for this game. Firestorm combined with
Planetfall for joint games and campaign play is going to be awesome.
I also want to remind everybody I am
hosting a Tournament on October 11th at Evolution Games in
Lansing Michigan. The Battle At Cyrax Alpha has an event page on
Facebook. All the details are there.
Until next time crush the Alliance and
as always.............
REMEMBER DRAMOS!!!!!!
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