Showing posts with label starship gaming. Show all posts
Showing posts with label starship gaming. Show all posts

Thursday, December 9, 2010

Invading the solar system with Full Thrust

Tim and I found ourselves with a random weeknight free, so we got together for a game of Full Thrust. A couple months ago Tim picked up a fleet of Cold Navy ships at an auction, and this was his first outing with his newly painted fleets. They ended up being two separate factions: the brown/yellow asteroid pirates and the green/blue...somethings. Yeah, we haven't done much with the backstory yet.

I managed to come up with names for my fleet of blue-and-gray ships — all Scandinavian names from various cultures throughout history. I have this idea that they're a quasi-Germanic far-future federation that's exploring the stars, etc. I definitely had a lot of fun saying stuff like "OK, the Rensselaer is going to open up with its laser batteries while the Gothenburg II tries a torpedo run."

Tim had been on a planet-making bender over the last couple of weeks...he literally showed up with a dozen painted planets, so we put about half of them on the table and came up with a quick scenario: the invasion of an alien solar system. Our two fleets would compete to land ground forces on the planets in an attempt to conquer and subjugate them. To land a strike team, a ship (any ship, we said) had to enter orbit around the planet and spend a turn orbiting it to drop sufficient troops and supplies. We came up with some fast-and-dirty rules to accomplish this, based around the Full Thrust framework, and then went at it.

My kitchen table is large and square, but it's only 5x3, whereas my space hex mat is 6x4. So we were playing on a slightly smaller area than our previous game. In retrospect, we could have compensated by changing all measurements from inches to centimeters, but we realized that midway through the game. Oh well — it just meant that our two fleets crashed together one or two turns ahead of schedule.

Tim sent his smaller ships to the planets nearest his side of the table, and I did the same on my side. Our largest battleships all converged on each other in an attempt to engage and destroy the most dangerous ships in the opposing fleets. Thus there developed a huge scrum between battleships in the center of the table, with little support ships flitting around on the fringes, landing troops and supplies in the middle of a huge firefight.

This proved to be my undoing. I was doing fine at mauling his big ships, but I had trouble getting my smaller ships into orbit to land strike teams. In the end, both of our fleets were hurting badly — note the raging inferno engulfing the bridge of the battleship Ostrogoth in the pic below — but he had claimed a decisive victory by occupying 4 planets to my 2.

Interestingly, one of those planets was occupied by one of his strike teams and one of mine. Full Thrust dovetails nicely with Dirtside and Stargrunt, two other sci-fi games published by Ground Zero Games, so it's possible that we could play out the fight between the two landing parties at a later date using either of those two other systems. Both include rules for orbital bombardment, which could definitely be interesting considering we both had ships in the vicinity of the planet when the game ended...

Friday, November 12, 2010

Full Thrust, the way it was meant to be played


At GenCon last summer, I got bitten big-time by the spaceship wargaming bug. I demoed War Rocket and had a blast, but the pulp sci-fi setting didn't really resonate with me. I wanted more of a deep-space naval experience, kind of like Star Wars/Trek but without the added burden of a well-developed setting.

Enter Full Thrust, the granddaddy of spaceship wargames that's still going strong almost two decades after it was first published. The game is officially in its second edition (free on the Web) but a fan-made, creator-sanctioned PDF offers an updated representation of the game. It's called Full Thrust: Cross Dimensions, and it's also available as a free download.

The best part about Full Thrust is that players are explicitly encouraged to use any miniatures they want to assemble their fleets. There's an established universe for the game, and the publisher sells miniatures to go with this setting, but it's not essential for the playing experience. The creator notes several times in the rules that the game can be grafted onto any number sci-fi settings, including (of course) homebrew universes.

So, in true Full Thrust fashion, I assembled two mishmash fleets using miniatures from 4 different game lines and manufacturers. For smaller escort ships, I'm using the starfighters from Silent Death. For medium-sized destroyers and light cruisers, I'm using a handful of BattleTech/AeroTech miniatures. Heavy cruisers and battleships were drawn from Starfleet Battles and Firestorm Armada, both of which have some beefy, cool-looking ships.

To a casual player who's more familiar with branded miniatures games, my fleets might look like a mess. But to me they're a perfect example of the Full Thrust ideal: generic fleets composed of the various miniatures, painted up and ready to hit the battlefield (er, space-field?).

I'll make a little universe one day to go along with my fleets, but right now they're just the Gray Fleet and the Green Fleet. Original, huh?

We played our first game of Full Thrust the other night. Thankfully my opponent had played the game a time or two before, so between the two of us we were able to get up to speed quickly.


In Full Thrust, players plot each ship's movement on a piece of paper at the start of each turn. Then, all ships are moved at once. This puts players in the interesting position of trying to anticipate their opponents' maneuvers, and react accordingly. It's also possible that your ships will find themselves with nothing to shoot at because of your opponent's maneuvers. It took some getting used to, but by the second game I was really enjoying the movement system.

Combat is fairly simple, with most ships mounting huge banks of beam weapons, or various missile/torpedo systems. I'm told the combat resolution system inspired similar systems in Uncharted Seas and Firestorm Armada.

The deep space felt mat in these photos is from Hotz ArtWorks. It was a custom job, like almost all of his products, and it took about a month and a half to get to me in Chicago. But the wait was worth it...while playing at our local game store, about a dozen gamers wandered over throughout the evening to ask about our game, drawn solely by the gorgeous spectacle of two fleets exchanging volleys on the pretty felt mat.

The asteroids were pieces of lava rock mounted on flying bases, and the planet was a decorative bamboo ball I snagged from a hobby store. It looked great as a storm-wracked gas giant looming in the middle of the battlefield!