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[PbP] Flash Point: Fire Rescue - Game 2 Begins!

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Posts

  • TayrunTayrun Registered User regular
    I think Daemonis is rooting for Vanilla.

  • Mr. Mojo RisinMr. Mojo Risin Registered User regular
    Ok going to start adjacent to 1,8 and hack my way in there with 2 ap
    Move to 1,7 with 2 movement ap.
    Extinguish the smoke with my last 2 regular ap.
    Move to 1,6.

    Fire at 6,7 also on a hotspot so rolling again.
    5,6 which I believe is another fire.

    steam_sig.png
  • ArcSynArcSyn Registered User regular
    0o2l6.jpg
    Damage: 4/24
    Hotspots: 1/6

    Tayrun!

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  • TayrunTayrun Registered User regular
    A brief glance at the rules didn't reveal anything about multiple characters occupying the same spot, so I'll assume that's all fine.

    I'll start adjacent to 6,3.

    Move to 6,3. 1AP.
    Extinguish both fires adjacent to my position. 2x2AP.
    Move to 5,3. 1AP.

    All 6AP used.

    Rolling for fire.

    1,6, causing Mojo to start coughing.

  • ArcSynArcSyn Registered User regular
    edited July 2012
    Mental note there's smoke under Mojo on 1:6. Not sure how I can easily show both at the same time.

    BARk9.jpg

    SeGaTai!

    ArcSyn on
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  • TayrunTayrun Registered User regular
    ArcSyn wrote: »
    Mental note there's smoke under Mojo on 1:6. Not sure how I can easily show both at the same time.

    Half and half the token images?

  • ArcSynArcSyn Registered User regular
    Tayrun wrote: »
    ArcSyn wrote: »
    Mental note there's smoke under Mojo on 1:6. Not sure how I can easily show both at the same time.

    Half and half the token images?

    Yeah, I can half (well, it's essentially a quarter of the size) one of the tokens for now. I don't see a way to do it that looks nice right now, but I'll look into something in the future.

    4dm3dwuxq302.png
  • MrTLiciousMrTLicious Registered User regular
    Does it not look good with a split (i.e. the same size circle where the left half is the player token and the right half is the smoke)?

  • TayrunTayrun Registered User regular
    MrTLicious wrote: »
    Does it not look good with a split (i.e. the same size circle where the left half is the player token and the right half is the smoke)?

    This is what I meant.

    Though I guess that would get annoying having to do it every time, rather than the more permanent solution of size-changed tokens.

    We're chatting more about how to play the game than the game itself.

    Fire Chief! Direct us!

  • MrTLiciousMrTLicious Registered User regular
    While we're waiting, is it possible for the chief to move me when I'm not on the board yet? And more importantly, is it possible for him to allow me to drive the engine?

    The only useful place for it right now is the right side of the building, and I won't be able to use it at all if I try to get over there.

  • SeGaTaiSeGaTai Registered User regular
    Sorry for the hold up-

    Start on ambulance adjacent to 6,3.
    Move up, left, left to POI-3AP
    if victim resuscitate, if false alarm save remaining 1 AP

    rolling for fire.
    6,7
    Fire and a hotspot-awesome
    Explosion expands the fire in each direction-I think taking out a POI and possibly some walls.
    I think I roll again for the hotspot?
    1,8

    that right?

    PSN SeGaTai
  • DaemonisDaemonis Registered User regular
    It would be nice, if someone destroys the wall between 6:3 and 6:4. I'd take care of the dangerous substance.

  • MrTLiciousMrTLicious Registered User regular
    edited July 2012
    OK, so start at the engine and fire the deck gun. Lands at 3:2

    Save 2 AP

    Smoke at 2:3

    Edit: I guess the back of the engine, starting adjacent to 2:1

    MrTLicious on
  • ArcSynArcSyn Registered User regular
    Sorry for the hold up, I left my laptop at work but I'm going to pick it up tonight. Had a funeral today and didn't know how long it was going to go and thought I would be back to work before going home.

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  • ArcSynArcSyn Registered User regular
    edited July 2012
    Lost a victim in that explosion from SeGaTai's turn. :( But he did find and resuscitate a victim during his turn!
    Lost: 1/4
    Damage: 7/24

    I extinguish the smoke at 1:8, then move to 3:8.
    Command Daemonis to 6:3, and Mojo to 2:6 and find a victim there.
    I'm going to try and put out the fires in the room below me since there's a destroyed wall I can get in from this side now.
    uZbjr.jpg

    Daemonis!

    ArcSyn on
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  • DaemonisDaemonis Registered User regular
    Destroy the wall. Move to 6:5. Dispose the hazmat. 0 AP left.
    Fire at 6:4

  • SammyFSammyF Registered User regular
    ArcSyn wrote: »
    Lost a victim in that explosion from SeGaTai's turn. :(

    The explosion coupled with the superabundance of highly volatile chemicals which these cats are stockpiling in their spare bedroom lead me to conclude that they're probably a bunch of meth-cooking felons. You shouldn't feel too bad about losing one or two of them.

  • ArcSynArcSyn Registered User regular
    edited July 2012
    jhVfd.jpg
    Lost: 1/4
    Damage: 8/24
    Hotspots: 7/11

    Mr. Mojo Risin!

    ArcSyn on
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  • Mr. Mojo RisinMr. Mojo Risin Registered User regular
    Spend 6 ap to carry victim to 1,8 save 1ap
    Roll for fire 1d6, 1d8=[3], [6]

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  • TayrunTayrun Registered User regular
    Extinguish 4,3. 2AP
    Step to 4,3. 1AP
    Extinguish 4,4. 2AP
    Step to 3,3. 1AP

    All AP used.

    Fire spread: 2,2 gets a smoke marker.

    ---

    Can we get the names of the roles and descriptions of what they can do in the OP please? I'm constantly having to load the manual PDF on my phone and it's not happy.

  • MrTLiciousMrTLicious Registered User regular
    FYI, I can't use the engine in quadrants where people are located, so people need to clear out of the lower right :P

  • ArcSynArcSyn Registered User regular
    cnz7N.jpg
    Lost: 1/4
    Damage: 8/24
    Hotspots: 7/11

    SeGaTai

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  • ArcSynArcSyn Registered User regular
    I added the role information to the OP for you, so you don't have to keep checking the PDF.

    Here's a snip of the vehicle rules as well, as I believe we'll need them shortly for the rescued people.
    Drive – Use the Engine or Ambulance to get around the building quickly.
    Drive a Vehicle: 2 AP
    Firefi ghters can only Drive the Engine when in the same space as the Engine. Using their radios, a Firefi ghter can cause the
    Ambulance to Drive without having to be in the same space as the Ambulance. Th e Firefi ghter that Drives the Engine must
    go with the Engine. It is optional for a Firefi ghter to go with the Ambulance.
    Vehicles can be Driven in either direction, clockwise or counter-clockwise around the building. Vehicles must always start
    and stop in their respective Parking Spot. Driving a Vehicle to the Parking Spot on the opposite side of the building takes
    two Drive Actions (4 AP).
    Firefi ghters that are in the Vehicle Parking Spot of a Vehicle while it is being Driven can Ride the Vehicle for 0AP. Riding is
    optional, and any number of Firefi ghters may Ride a Vehicle at one time. After Riding, Firefi ghters may choose to exit the
    Vehicle in either space of the Vehicle’s Parking Spot.
    If the Ambulance is Driven to a Parking Spot with a Victim, that Victim is rescued at 0 AP cost.

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  • TayrunTayrun Registered User regular
    ArcSyn wrote: »
    I added the role information to the OP for you, so you don't have to keep checking the PDF.

    Here's a snip of the vehicle rules as well, as I believe we'll need them shortly for the rescued people.
    Drive – Use the Engine or Ambulance to get around the building quickly.
    Drive a Vehicle: 2 AP
    Firefi ghters can only Drive the Engine when in the same space as the Engine. Using their radios, a Firefi ghter can cause the
    Ambulance to Drive without having to be in the same space as the Ambulance. Th e Firefi ghter that Drives the Engine must
    go with the Engine. It is optional for a Firefi ghter to go with the Ambulance.
    Vehicles can be Driven in either direction, clockwise or counter-clockwise around the building. Vehicles must always start
    and stop in their respective Parking Spot. Driving a Vehicle to the Parking Spot on the opposite side of the building takes
    two Drive Actions (4 AP).
    Firefi ghters that are in the Vehicle Parking Spot of a Vehicle while it is being Driven can Ride the Vehicle for 0AP. Riding is
    optional, and any number of Firefi ghters may Ride a Vehicle at one time. After Riding, Firefi ghters may choose to exit the
    Vehicle in either space of the Vehicle’s Parking Spot.
    If the Ambulance is Driven to a Parking Spot with a Victim, that Victim is rescued at 0 AP cost.

    Thank you. :)

  • SeGaTaiSeGaTai Registered User regular
    Move right, right, down to the ambulance-carrying the resuscitated victim to the ambulance-3AP
    Save remaining 1 AP

    New fire:4, 8

    That be a fire-the room is now completely ablaze, damage to the neighboring walls and the door has been destroyed

    New POI:3, 2 is a valid placement(and a good one)

    If someone gets a chance to radio the ambulance around I will go along for the ride

    PSN SeGaTai
  • SeGaTaiSeGaTai Registered User regular
    edited July 2012
    Hmm actually I guess that door is open so fire spreads to 4,6?

    SeGaTai on
    PSN SeGaTai
  • TayrunTayrun Registered User regular
    Moving the ambulance to the west edge would be fantastic.

  • MrTLiciousMrTLicious Registered User regular
    I can't use the deck gun on the hell quadrant because Daemonis is in there, so I'll radio the ambulance to the west unless you think I should stock 4 AP in preparation for next turn.

  • MrTLiciousMrTLicious Registered User regular
    Also, I don't think the door is open, but I think it's destroyed by the explosion.

  • MrTLiciousMrTLicious Registered User regular
    Anyway...

    I I radio the ambulance to the west (2AP)

    Stock the remaining 4 AP

    Smoke at 3:1


    Does anyone know if ArcSyn can drive me around in the engine?

  • TayrunTayrun Registered User regular
    Daemonis should be out of the southeast quadrant next turn - I expect he'll be dealing with the other two hazmats - so that 4AP saved should come in handy to get the engine in position.

    Based on reading the rules for vehicles and specialisations a few times, I would say that ArcSyn can't order you to drive the engine. It's quite specific that "Drive" is one type of action, and ArcSyn can only order "Move" or "Open/Close Door" type actions.

    Would love to be wrong though!

    I think we're doing alright so far. Only one junkie has perished and Daemonis has looted 1/3 of their stash. We can finish this raid in style.

  • TayrunTayrun Registered User regular
    Segs, I was thinking for my turn I'd deal with the smoke in the northwest room. I can check the POI while I'm there and start dragging a survivor out of the room, but that's a waste of AP compared to letting you deal with that POI after dealing with the one in the doorway where you're coming in.

    Want me to deal with the POI in the northwest room or just put the smoke out then head to the next cluster of fire?

    Arc, for reference, if I'm headed towards a patch of fire I'll always be appreciative of an extra Move in the appropriate direction!

  • SeGaTaiSeGaTai Registered User regular
    Deal with the smoke since I'm useless at it compared to everyone else, keeping the fires contained to one corner should make things easy for us

    PSN SeGaTai
  • TayrunTayrun Registered User regular
    SeGaTai wrote: »
    Deal with the smoke since I'm useless at it compared to everyone else, keeping the fires contained to one corner should make things easy for us

    Sorry, I wasn't clear.

    I'm definitely dealing with the smoke. I'm asking if, after I've done that, you'd rather I deal with the nearby POI or move towards the nearest fire/smoke?

  • SeGaTaiSeGaTai Registered User regular
    Maybe identify the one at 1,2 to check for false alarms.

    PSN SeGaTai
  • ArcSynArcSyn Registered User regular
    edited July 2012
    Our first rescue! And I can't believe how much that one room has exploded! It's out in the hallway now since there was no door there from a previous explosion.

    Rescued: 1/7
    Lost: 1/4
    False: 1
    Damage: 10/24
    Hotspots: 7/11

    Commanding Tayrun to 2:3 for 1AP
    Commanding Daemonis to 5:4 for 2 AP
    Commanding SeGaTai to 3:2 for 2 AP
    Banking 1AP
    Fire: 6:4 turning smoke to fire
    POI: 6:4 invalid, followed path to 4:4

    0gVKL.jpg
    Daemonis!

    Oh, and I did check over the rules and the forums at board game geek and it seems like the consensus is I can move a firefighter, even if they're carrying a victim, or command them to open/close doors, but I cannot command you to drive a vehicle. :( I was kinda hoping it'd be like the ambulance, since I'm radioing you, but oh well. At least you've got the AP saved up, you can get that fire engine around to this side and fire the deck gun twice with that AP.

    ArcSyn on
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  • MrTLiciousMrTLicious Registered User regular
    I don't think you can move Tayrun more than once. FYI

  • ArcSynArcSyn Registered User regular
    edited July 2012
    MrTLicious wrote: »
    I don't think you can move Tayrun more than once. FYI

    Crap, I forgot the CAFS limitation. I'm correcting my turn.

    edit: Fixed.

    ArcSyn on
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  • MrTLiciousMrTLicious Registered User regular
    Does the blue button on SeGaTai mean that was a false alarm, or is it unrevealed until his turn?

  • TayrunTayrun Registered User regular
    edited July 2012
    I have a limitation? Not seeing it on the CAFS description. :/

    Ah it's a limitation on what the Fire Chief can do.

    Makes sense. I am already the overpowered hero of this piece.

    Just as it should be.

    Tayrun on
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