I strongly disagree. HALO is the first successful implementation I've seen in ages (if ever) of having really LARGE fleets on table, with whole squadron elements on a single base.
What is your definition of a LARGE fleet? If you're going by distinct models, where HFB has 2-4 models per base, then sure, but what really matters is how many Bases are on the table. A 1000 point fleet in FSA can easily hit 20 bases per side, sometimes 30. How many bases are on the table in an 'average-sized' HFB game?
-- I drastically prefer that solution for Frigates over the individual management of FSA (possibly the largest time-waster in FSA).
Sure, if one player insists on moving every single model precisely... which I have never seen except in a few cases where space is tight.
-- Also, it allows for Escort mechanics that feel FAR more natural than FSA.
Of course, as it's built in. Not hard to build into FSA either.
--Maneuver is easier to understand, but also less forgiving - no hexagon 180's or snaking or dreadnought 180's here. I think that's more "space-like" to acknowledge the God Momentum. It could only be better if they'd allow flip-and-burn maneuvers. (Allow the 180 for anyone, but they can't move at all next turn). And there's tons of design space for more maneuverable ships.
Both systems feel more like a naval game than a space game, due to the lack of momentum mechanics.
-- I really like their Fighter/Bomber system, and how they keep it completely separate from Boarding craft. Plus there's no separation between Boarding actions and Boarding Craft - I mean how does FSA work if boarding without SRS? Do they shove guys out airlocks?
No one really likes how FSA handles either system.
Simplification does not mean simple, though it may seem so with only two factions, limited model variety, and attendant limited weapons and "MARs". In ways, it reminds me of Age of Sigmar: an unforgiveable dumbing down at first glance, but later realizing the massive design depth available, simply through special rules by units versus in core rules.
I have no idea why he equates it to checkers, particularly since he's not a checkers Grand Master. Simple can be very deep.
If you gave me a few weeks and paid me, I could convert every Firestorm fleet to HALO mechanics, and you'd love it more than any FSA edition.
That could be fun...
About the only skewed HALO mechanic is boarding, which is massively more destructive/dramatic than any firepower crits, but that's a deliberate choice to highlight the Spartans, and could be removed/tweaked for any adaptation.
I absolutely agree on all points, and this one mechanic is why I don't play. To me, it actually breaks from the HALO theme.
Overall, I have MORE fun playing HALO than FSA, I just miss the variety and background that comes with FSA.
maybe Ruckdog will teach me the game after Adepticon Training.