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Subject: FP:FR replay report [EN + DE] rss

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Lutz Pietschker
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This replay describes one game of Flash Point: Fire Rescue, using the "Experienced" rules at "Recruit" (easy) level. The material is self-made because I do not have my copy yet.
The review is also available at my own website, with nicer formatting and with a complete German translation.

Set-Up
This is my 5th play of the game; I play solitaire with 4 firemen organised into two teams; each team has one "Generalist" (5 AP) and one specialist:
- A team (red/yellow) has a rescue Specialist
(4 AP plus 3 movement AP, double cost for firefighting)
- B team (blue/green) has a Driver/Operator
(4 AP, may use monitor at 2 AP and re-roll monitor target dice).

In the game I will try to apply the buddy principle, i.e. not to separate team members very far. Obviously A team will go for the victims and B team will concentrate on holding the fire down and saving the building.

I place 3 explosions; they caused slight damage to the walls (4 gray cubes) and blew out two doors. Each explosion is also a hot spot (orange marker), and I place 3 more hot spots because I play with 4 firemen. 6 more hot spots may appear because I play on rookie revel. In rookie level I also place 3 HazMat markers randomly (yellow cubes, representing material in the room ready to blow up). Next, I place 3 victim markers (white discs) and put the other 12 markers near the board. Of the 15 victim markers, 10 are real victims and 5 are dummies (false alarms).

In this replay I designate spaces in the format "4-2", the fist number is the red 6-sided die and the other the black 8-sided die. (for example, 4-2 is a space with a yellow HazMat cube.)

Sirens yell, the teams arrive. "A team attack through eastern door, victims are reported there! B team attack through western door, reconnaissance, rescue and try to shut down the kitchen fire, fast attack hose and monitor! Police tells us that they suspect hazardous materials in the dining room, keep an eye open for that. Execute!"



First Attack
I randomly decided that fireman A-Red would go first in each game turn, then the others in the order B-Blue, B-Green and A-Yellow.

Turn 1: A-Red enters the game room, reveals one dummy in 3-7 and one real victim in 4-5.
The fire advance roll places smoke in 2-8, a new victim marker goes to 6-3 just inside the southern door.




Enter B Team
B-Blue enters the building and finds a victim in 1-1. He reduces the fire in 1-2 to smoke.
His fire advance roll creates an explosion in 2-3 that places 3 more gray wall damage markers.

B-Green now fires the deck gun at 3-4, extinguishing the fire there and in 3-3. A second burst cleans 2-2, 1-2 and 2-3. That looks better.
His fire advance roll places smoke in 3-8; it is not ignited by the 2-8 fire because the door between them is closed.
Actually, this is an irregular move, I noticed later– the deck gun may not fire into a quadrant with another fireman. B Blue is quite wet now, and hot with rage. So is the victim.



The First Rescue
A-Yellow enters the game room, picks up the victim in in 4-7, carries it to the ambulance and still saves one AP for later (by the way, I will not give a running tally of AP usage, I think that would be overdoing things). The victim is saved and moved to the hospital station near the top right of the board.
His fire advance roll places smoke in 3-3 that immediately ignites on the adjacent fire. Because 3-3 is a hot spot, he makes another fire advance roll and places smoke and a new hot spot marker on 5-2. I roll a new victim and get 1-6, just inside the northern door.

Turn 2: A-Red moves to 4-8, clears the smoke in 3-8, moves to the ambulance and drives it to the southern parking space. A-Yellow rides with him for free.
The fire advance roll places smoke in 6-3; the victim gives a cough.




Clearing the West Side
B-Blue picks up his victim and carries it to 3-1.
Fire advance: Smoke in 3-7

B-Green moves to 4-1 to do something about that HazMat marker.
Fire advance places smoke on his own field; are his boots on fire?

A-Yellow moves to 6-3, discovers a victim, removes the smoke from 6-3 and carries the victim to the ambulance. With his incredible movement allowance he then moves to 6-4 and carries the HazMat to 6-3.
Fire advance: Smoke in 2-8, ignites immediately. New Victim at to 3-7, but there is already smoke, so it slides along the arrow to 2-7.

Turn 3: A-Red goes to 6-1, picks up the HazMat and carries it to 6-2.
Fire advance: Smoke to 6-1. Something is wrong with that dining table.

B-Blue carries the victim to the western parking space, calls the ambulance (which has an inherent driver) to the western parking space, automatically saving the victim there, then moves to 3-1 and douses the smoke on 4-1 to see whether his buddy is still there.
Fire advance creates an explosion in 5-7. The replacement victim goes to 3-4.

B-Green moves to 4-2, picks up the HazMat there and carries it to 4-1.
Fire advance places smoke in 6-2, and the hot spot there causes a flare-up. The second roll places smoke (and a hot spot) in 3-4 which immediately ignites, killing the victim there– but wait, this one reveals as a false alarm! The new victim goes to 3-1.
Again, a mistake. Placing victims on firemen is only allowed in the family rules, this victim should have moved to 3-2.




All HazMat Secured
A-Yellow carries the HazMat out through the southern door, goes to 6-2, clears the smoke from 6-1 and moves the HazMat from 6-2 to 6-3.
Fire advance causes an explosion and flare-up in 5-6. The second roll places fire and a hot spot at 3-5.

Turn 4: A-Red puts out smoke in 5-2 and 6-1, goes to 6-3 and carries the HazMat out of the door.
Fire advance: Smoke to 6-3. (There is something wrong with that table!)

B-Blue carries the victim to the ambulance and moves on to the engine.
Fire advance places smoke in 5-1. The victim replacement roll is 1-6 where we already have a victim, the new victim slides to 2-6.

B-Green carries his HazMat out of the building and moves to the engine.
Fire advance places smoke in 1-5.

A-Yellow extinguishes the smoke in 6-3, moves to the parking space and summons the ambulance to the southern door.
Fire advance: Explosion and flare-up in 6-6! A second explosion and flare-up in 3-5! The third roll places smoke and a hot spot on 1-4; 1-4 and 1-5 immediately ignite through the blown-out door.




Relocate and Attack
Turn 5: A-Red drives the ambulance north and moves to 1-6 to reveal a victim.
Fire advance: Igniting smoke in 2-7 kills one victim– the first loss soblue. A new victim appears in 6-1.

B-Blue drives the engine to the eastern parking space, dismounts and moves to 3-8.
Fire advance: Explosion in 4-6. Kitchen and nursery are now burning in full extent; a door blew out, but saved B-Blue. That was close.



The Great Flood
B-Green's finest hour comes now: One burst from the deck gun hits 5-6 and also extinguishes all fire in 4-6, 5-5, 5-7 and 6-6. The second burst hits 4-5 and cleans out 3-5, 4-4 and 4-5.
We now already that these actions were illegal; B-Blue was inside that quadrant, so B-Green should not have fire the deck gun.
Fire advance: Smoke in 6-5.

A-Yellow enters 1-6 and carries the victim from there to the ambulance, goes to 2-6 and carries that victim to 1-6.
Fire advance: Smoke to 6-5, smoke + smoke = fire. A new victim appears at 2-3.



Up and Down
Turn 6: A-Red to 1-7, extinguish 2-7, go to 1-8 and reduce the 2-8 fire to smoke.
Fire advance: Smoke in 4-4, ignites immediately.

B-Blue clears the smoke in 3-7 and moves back to the engine.
Fire advance: Smoke and flare-up in 5-3. Smoke and a new hot spot to 1-1.

B-Green drives the engine to the western door; B-Blue rides with him.
Fire advance: The shockwave of an explosion in 4-3 kills the victim in 2-3 soblue; the second loss. A new victim appears in 4-2.

A-Yellow moves his victim to the ambulance.
Fire advance: Smoke in 6-4, ignites. New victim at 6-3 (not yet visible in the photo).



The Turning Point
Turn 7: A-Red extinguishes 2-8 and moves to the ambulance.
Fire advance: Smoke erupts into flame at the 3-5 hot spot; smoke and the last hot spot marker go to 4-7.

B-Blue moves to 4-2 and reveals a dummy.
Fire advance: Smoke ignites in 5-3. A new victim is placed in 5-7.
Again, a mistake: I used up all hot spot markers now, but of course I still should have resolved the flare-up (repeated fire advance roll) from the hot spot at 5-3. That mistake happens two times more in the next turns; put it down to a lack of concentration that comes from the strain of playing a new game solitaire with four firemen.

B-Green again fires the deck gun (and again into a quadrant with a fireman, the security advisor will have a few words with him later that day) and hits 3-2, also clearing 3-3, and then 1-2, also extinguishing 1-1 and 1-3.
Fire advance: Explosion in 3-5 (and again forgot to resolve the flare-up, see above). The walls are now quite weak.

A-Yellow drives the ambulance (with A-Red as a passenger) south, dismounts, reveals the victim in 6-3 and immediately takes it to the ambulance. That was the 7th victim saved! Then he moves to 6-1, reveals a dummy, and goes back to 6-2.
Fire advance: Smoke to 2-8. New victim to 2-7 (not yet visible in the photo). This is the last POI marker, all 15 have now been used, there will be no more victim replacement die rolls.



Put That Fire Out!
The building is very weak now, only two more gray damage blocks are left. Should they be used, the building collapses and kills my men, which means that additional flare-ups could well have cost me that game. I decide to continue playing to see what happens. I need to hold the fire down to avoid future explosions.

Turn 8: A-Red moves to 6-3 and extinguishes 5-3 and 6-4.
Fire advance: Smoke to 5-6 (and forgot to handle the flare-up for the last time; unbelievably I did not roll another flare-up in this game).

B-Blue moves to 3-3, extinguishes the fires in 3-4 and 4-3 and reduces the 2-3 fire to smoke.
Fire advance: Smoke ignites in 2-5.

B-Green moves the engine north and extinguishes 1-5 and 2-5 with the deck gun.
Fire advance: Smoke to 4-2

A-Yellow moves to 6-4 and extinguishes 6-5.
Fire advance: 2-3 ignites to flame.



Advance, Extinguish
Turn 9: A-Red moves to 6-6, extinguishes 5-6 and 6-7.
Fire advance: Smoke to 5-2

B-Blue extinguishes 2-3, moves to 1-3, and reduces 1-4 from fire to smoke.
Fire advance: Smoke ignites in 4-3.

B-Green fires the deck gun twice: 2-6 and 3-6, 2-5 and 3-5 are out.
Fire advance: Smoke in 1-3

A-Yellow moves to 5-7 and reveals a dummy, then moves to the field in front of the ambulance.
Fire advance: Smoke becomes fire in 5-2 and then 5-1.



Progress
Turn 10: A-Red to the ambulance.
Fire advance: Smoke at 6-4

B-Blue extinguishes 1-3 and 1-4, moves to 2-5 and opens the door It would have been smarter to save that AP and open the door only when needed.
Fire advance: Smoke at 1-1

B-Green drives the engine east and fires the deck gun without success.
Fire advance: Smoke at 2-6.

A-Yellow moves to the ambulance and drives it to the northern door, then moves to 1-7.
Fire advance: Smoke ignites at 3-4.



Rescue Completed!
Turn 11: A-Red moves to 1-6, extinguishes 2-6, moves on to 2-7 to reveal the last victim and carries it to 2-6 (he had some APs saved from last turn).
Fire advance: Smoke at 5-7

B-Blue moves to 3-5 and extinguishes 4-7 and 5-7.
Fire advance: Smoke at 6-6

B-Green gets lucky again with the deck gun and clears 5-7 and 4-7, then drives the engine to the South.
Fire advance: Smoke at 3-5

A-Yellow moves to 2-6 and carries the victim to the ambulance. All remaining victims are saved!
Fire advance: Smoke to 4-7

"Rescue completed! Clear that building, get out NOW!"



We won that one
Turn 12: The men put some more fires out before they leave the house; fire advance rolls again only place smoke. Only one field is on fire after that turn, the house is nearly "cold".

This went well. OK, I made some mistakes that were in my favour, but then I have not played the game that often yet. Certainly I got very lucky with my fire advance rolls from turn 8 on.
Basically, I think, the tactics were sound, I believe. I like to play using the buddy principle; it gives no measurable favour with the rules as they are, but it feels more realistic (actually, when using the deck gun the buddy system works against the player).

Flash Point: Fire Rescue is a game I like a lot. It is accessible, has a theme I like, and the rules fit the theme very well. You can also choose between rules with varying degrees of family compatibility.
I can live with the high influence chance has on the result. I certainly will fiddle with one or the other rule, and the game system really invites this; it will also be very interesting to develop scenarios with special tasks for the men. The fun I have with this game will not be over too soon.


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Garry Rice
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You mention the following:

Actually, this is an irregular move, I noticed later– the deck gun may not fire into a quadrant with another fireman. B Blue is quite wet now, and hot with rage. So is the victim.


What is this from? I didn't see this in the rules posted on Indie's website, and the couple of games I got to play at WBC in August, we did this regularly and no one said anything about this. Just curious...
 
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Lutz Pietschker
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garry_rice wrote:
...I didn't see this in the rules posted on Indie's website...
You'll see when you look now (FP:FR page, left side under menu, a bit unobtrusive)
Yes, it is from the rules, Experienced rules, section on Specialists, Driver/Operator.
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Garry Rice
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interesting...I must have just missed that...sure it won't be the last time...sigh.
 
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