Wildfire is a 15mm skirmish level war game for those who want a lot of options, but not a lot of complexity. Designed as a generic toolbox for building whatever background you choose, the game is quick to play, yet retains a good tactical base.
Re: [Board/Tactical Game]: Wildfire, reviewed by Chainsaw Aardvark (2/4)
Thank you for the review.
I've got a few questions.
How is the game tied to the 15mm scale?
I assume, much of the 105 pages are filled with unit-construction rules. Right?
Can you compare it to other (less generic) firefight-centric wargames, e. g. Warhammer 40K, Starship Troopers or Warzone?
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Re: [Board/Tactical Game]: Wildfire, reviewed by Chainsaw Aardvark (2/4)
Hi there,
I'm the author, so I thought I chip in...
I don't have it to hand, but most of the book covers the rules - these are quite comprehensive, and littered with numerous large clear photos that help explain key concepts. The infantry and vehicle construction rules are perhaps about twenty pages in total - they are fairly light, just a series of decisions regarding some key values for troops. It's certainly possible to make up a force of infantry and vehicles in about half an hour. The background is another twenty or so pages.
As for comparing it to other games, perhaps I should leave that to others, but I would say the biggest difference is the turn order sequence. In every game I've played you get to points where critical decisions regading what to do with each unit and when to activate them can make the difference beween victory and defeat!
Anyway, any questions for me please let m eknow,
Cheers,
EvilD
__________________
Fire Ruby Studios, makers of the Summerland, the role-playing game of desolation and redemption, and Wildfire, the science fiction skirmish game. Visit my store at:
Re: [Board/Tactical Game]: Wildfire, reviewed by Chainsaw Aardvark (2/4)
The major advantages of Wildfire is the minimal amount of die rolling involved. You have a roll for initiative after the command markers have been placed, and the opposed rolls in combat.
While I haven't had much of a chance to to play Warhammer, I have read through on older edition (1998) of the 40K rules. Provided what I have still read is accurate, there are quite a few major differences.
<ul></li>At least three different die rolls. First there is a roll to hit, the a second to see how many of the hits inflict a wound, and finally a roll to see how many soldiers shrug off the damage rather than fall.
WH40K units can be routed, and fall back until they hit the table edge and retreat from play. Wildfire units can be rendered less effective, but not destroyed by morale loss.
Wildfire is an effects based system - you determine a weapon/units ability and then describe what it is, rather than having a point cost and list of unique items to pick and choose from
No special abilities like shoot twice if only half moved or less appear in Wildfire
Order of battle and specific army lits are a major part of 40K, but not WF.
Information in Wildfire is of a general "WYSIWYG" format - a unit's firepower rating is a bonus to its attack roll, no need to look up on a chart as to what roll is needed.</ul>
As to the 15mm scale - standard humans move 6 inches (though it can vary) and the medium range of firearms is from 4-7 inches depending on class (pistol at one end and rife at the other, though you're free to go beyond the baselines)
A page by page breakdown works out to:
<ul>Contents and Setup: 10 pages
Infantry Rules: 39 pages
Fire Team design: 6 pages (Its not difficult at all)
Vehicle Rules: 12
Vehicle design: 6
Sample Background: 20</ul>
And even in the infantry rules, several of those are one page summaries or half filled with a graphic, so its not too daunting a read.
Thanks for the feedback, I'll include comparisons in my next review if I get the chance. I hope this helped.
Re: [Board/Tactical Game]: Wildfire, reviewed by Chainsaw Aardvark (2/4)
I have a few questions:
Are infantry figures organizes into units or do they operate individually ?
What level of command am I taking as a player ? Platoon commander, company commander or what ? (i,e, am I worrying about the positioning of my squads, or am I worrying about whether Jones is out of ammo)
How many figures make a typical game ?
Im a bit surprised at having weapon ranges consider 5-7" medium range, if standard movement range is 6". Any reasoning there ?
Re: [Board/Tactical Game]: Wildfire, reviewed by Chainsaw Aardvark (2/4)
Hi Fierce Weasel,
I'll pipe in here.
Figures operate as 'Fire Teams', an abstract unit represented by a base about the size of a 2p piece/dime that typically has two to three 15mm figures on it, depending on ascetics. This is the basic element of the game. I use 15mm figs, but there is no reason why you could use other scales and scale the ranges/movement appropriately. You could, for example, change all the measurements to cm and use 6mm figures on your base, with each Fire Team then representing maybe ten men.
It's very much a small scale affair - typically around ten Fire Teams a side (so twenty to thirty men). They act independently (although you can combine some actions from different Fire Teams which leads to a significant tactical advantage). Overally, twenty figures and a vehicle or two would make a decent force. You can play with bigger forces, but you'd need to make more counters.
The listed range is the 'optimum'. Weapons can fire up to twice that range. The idea behind the weapon ranges is not to reflect what is or isn't possible under non-stressful situations, but just what range a weapon could be effectively used in the heat of combat. We aren't tracking the shooting of individual men here, we are tracking the effectiveness of the weapon at damaging the combat effectiveness of the entire Fire Team. The range rules are fairly flexible, so in my games for example I have sniper units that have a considerably greater range reflecting their 'cold' shots compared to the heat of combat.
Anyway, I hope that helps!
Cheers,
EvilD
__________________
Fire Ruby Studios, makers of the Summerland, the role-playing game of desolation and redemption, and Wildfire, the science fiction skirmish game. Visit my store at:
Re: [Board/Tactical Game]: Wildfire, reviewed by Chainsaw Aardvark (2/4)
No worries, if anything else pops up, let me know
And cheers to Chainsaw for the review!
EvilD
__________________
Fire Ruby Studios, makers of the Summerland, the role-playing game of desolation and redemption, and Wildfire, the science fiction skirmish game. Visit my store at:
Re: [Board/Tactical Game]: Wildfire, reviewed by Chainsaw Aardvark (2/4)
I've looked through the various editions of FAD, and its a nice rule set. Somewhat ironically, its just about diametrically opposed to Wildfire. FAD has command distances, resolve checks, modifiers, pinning, and traits - WF does not.
While I would be willing to try the FAD rules (and even write another review) my preferences - and those of my friends - tend towards games where bodies hit the floor than accurate simulation. We're the kind of players that design a 50 ton battle mech with a rear mounted ER-PPC and call it "The Spanish Inquisition" because no one would expect that...
Looking at the number of questions so far - is there anything else I should include in my reviews? If I'm going to help others with their purchasing & playing decisions, I should certainly do a good job of it.
Re: [Board/Tactical Game]: Wildfire, reviewed by Chainsaw Aardvark (2/4)
Quote:
Originally Posted by Chainsaw Aardvark
Looking at the number of questions so far - is there anything else I should include in my reviews? If I'm going to help others with their purchasing & playing decisions, I should certainly do a good job of it.
I'm coming late to the party, here, but I think it's very important to clearly explain the game's basing conventions when you're doing a review. Still, great review and an interesting game--one to take a stab at I think!