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Flash Point: Fire Rescue – Extreme Danger» Forums » Sessions

Subject: 2nd Story with the basement rss

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Jack Byrd
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Gladwyne
Pennsylvania
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My 6-year old son (hereafter Mr. Bear) is inordinately fond of my game collection. So much so that he drew a picture of Ginkgopolis for a school assignment about "what you like to do with a family member."

So when the Flash Point expansions came in from the Kickstarter, he was clamoring to play every day; even attempting to (unsuccessfully) teach his babysitter the game.

Today we had a long afternoon at home, his sister was sleeping, and we got the 2nd story villa to the table with the basement expansion board (and all the lightly wounded and heavily wounded victims, plus the victim on oxygen in the mix, and the hydraulic basket as well - my kid thrives on novelty).

We played 2 firefighters each on Recruit. Him: CAFS and Driver/Operator. Me:Paramedic and Hazmat Specialist.

Unclear quite how to resolve the initial setup, I went with the base rulebook - 3 explosions with a flipped black (12-sided) die for the third one. 2 on the second floor, one at the southeast corner of the first. Basement clear of fire, but with a number of hotspots and 2 POIs. The third POI was completely surrounded by flames up on the second floor.

Mr. Bear started his two firefighters on the truck, and immediately grasping the utility of the hydraulic platform, brought the CAFS up to a window broken by the initial explosion, fired the water cannon, and charged the CAFS inside to battle the flames.

Meanwhile I opened a window at the northwest of the ground floor and defused the first hazmat, then brought my paramedic downstairs to tend to the victims.

As Mr. Bear battled the sea of fire in the southwest of the second floor, the unrevealed POI was engulfed in flames. Luckily, it was a false alarm.

As the game progressed, an inordinate number of smoke rolls started to fill the basement. With only the paramedic down there, I prioritized firefighting over rescuing, and spent many of my paramedic turns putting out smoke that immediately cropped back up. Despite my efforts (one of the victims was lightly-injured and the other I managed to treat and get near the stairs, but they remained in the basement) a fire filled the northwest room, and an explosion damaged the floor in the space accessing the stairs.

Meanwhile Mr. Bear's CAFS had the 2nd floor well under control, and despite his D/O's propensity to joyride needlessly on the hydraulic platform, favorable dice rolls and hazmat's efforts kept the fires above ground at bay. When the floor got damaged and there was not even a single smoke on the 2nd floor, Mr. Bear erected a ladder so the CAFS could come down to the truck, and switched both of his roles to a nerve-wracking combo of Fire Captain and Structural Engineer. He was worried that a second explosion would make access to the basement stairs impossible, despite my assurances that we could chop in from another direction. After one turn to get to the floor and another to fix it and retur to the truck, the Structural Engineer returned to CAFS duty.

Mr. Bear's Fire Captain proved to be a huge asset during his tenure; getting both basement victims to the ambulance in a single saved-AP enhanced 10-action megaturn and helping position everyone else.

Meanwhile Hazmat had made his way downstairs to the basement and was putting out smoke all over the place - adding the extra floor seems to put movement at a premium over firefighting - lots more smoke seems to build up before flashing over, but when it does the fires are bigger then on a 6x8 map (Generalist would seem to be a clear pick over CAFS for 3 floors).

Up on the second floor, CAFS (invigorated from his break to let the Structural Enginner do his thing) had revealed the first critically-injured victim (who couldn't even be moved before being treated by the paramedic.) Luckily Mr. Bear had thrown up a ladder to the window nearest the victim, and my medic was able to get to them without too much trouble. Except on the very next turn a false alarm was revealed in the basement, and another 2nd-floor POI appeared. At this point nobody capable of seriously fighting fire was on the 2nd floor, and the place was filling up with smoke (despite some nice water cannon work from Mr. Bear). The paramedic dashed around the corner to the closet with the POI, and found a false alarm. The Fire Captain took another megaturn to get the Paramedic back to the critical victim and start dragging him slowly towards the window with the ladder. On the Paramedic's turn she was able to finish the job.

Meanwhile the CAFS spent a number of big firefighting turns putting out a blaze that had flared up in the southwest of the ground floor. Wall damage from an earlier explosion made chopping into the back hallway from the southeast room a no-brainer as getting the CAFS to the hallway door would have taken two more turns. Meanwhile Captain had switched back to Driver/Operator and was making sure nothing near an open window upstairs was anything but soaking wet.

In the end, we got 7 victims and 3 hazmats out with no losses (except the false alarm), no knockdowns, and 17 damage cubes remaining.

I had thought that adding 50% to the board size with no modifications to the firefighters was going to be a bloodbath, but the inability of basement exterior walls to become damaged, and the lower explosion probability (we had 3 explosions all game) with so many more spaces to roll made this call (admittedly on recruit level, and the hazmat POI never made it to the board) a cakewalk.
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Lines J. Hutter
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jackbird wrote:

I had thought that adding 50% to the board size with no modifications to the firefighters was going to be a bloodbath, but the inability of basement exterior walls to become damaged, and the lower explosion probability (we had 3 explosions all game) with so many more spaces to roll made this call (admittedly on recruit level, and the hazmat POI never made it to the board) a cakewalk.


Well, only until you discover the modified set-up rules for the additional board.
As far as I remember there is a 4th initial explosion, two additional hotspots on set-up and three more in the in the available pile.

Have fun with these :-)
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Lutz Pietschker
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Lines42 is right (or almost right: you add 3 initial horspots, plus 3 more for the pool). The larger play area "dilutes" (reduces the probability of) explosions and hotspot re-rolls, so I had to add some intial and ongoing trouble. The hydraulic platform and portable ladders partially compensate for the longer distances.
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Garry Rice
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Perkasie
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Lines42 wrote:
jackbird wrote:

I had thought that adding 50% to the board size with no modifications to the firefighters was going to be a bloodbath, but the inability of basement exterior walls to become damaged, and the lower explosion probability (we had 3 explosions all game) with so many more spaces to roll made this call (admittedly on recruit level, and the hazmat POI never made it to the board) a cakewalk.


Well, only until you discover the modified set-up rules for the additional board.
As far as I remember there is a 4th initial explosion, two additional flashover counters on set-up and three more in the in the available pile.

Have fun with these :-)


...and from another post, there needs to be an initial explosion on each floor, iirc. My son and I have enjoyed three games of the expansions so far
 
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Matt Smith
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Troy
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You are correct: there needs to be at least one explosion on each floor, including the basement. Also, adding either the basement or attic requires a 4th (or 5th at Heroic) initial explosion, and the additional hot spots that Lutz mentioned.

I found playing with the basement/attic board on Recruit to be too easy. The extra floor really spreads out the smoke/fire, causing very few explosions and flare ups. I replayed the Mechanics Garage + Basement on Veteran and it was much tougher.

Consider this one a good learning game with a lot of new stuff. Now go fight a real fire!
 
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Jack Byrd
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Gladwyne
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Well, the messed-up setup would explain the difficulty. Still a fun time.
 
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Tim Nelson
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Hmm. The rules indicate one explosion on each floor *of the labratory*, but never indicate that there has to be an explosion in the attic/basement. Has there been some ruling from the developers of which I am unaware?
 
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Lutz Pietschker
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wayland wrote:
The rules indicate one explosion on each floor *of the labratory*, but never indicate that there has to be an explosion in the attic/basement. Has there been some ruling from the developers of which I am unaware?

No, other than the additonal explosion (and hotspots) you have to place if playing with 3 levels (as the rules state in the attic/basement sections). This additional explosion may be anywhere in the house. Of course, if the dice are against you, you could start with more than one explosion in the basement/attic.
 
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