April 2021
|
||||||||
Star Fleet Universe News THE BIG NEWS APRIL
THE BATTLESHIP B10 GURPS ROMULANS 2021 This completely re-edited edition of our GURPS ROMULANS book brings it into the new year with new weapons, revised tables, and a deep-dive proofread that made Steve Cole blush over how many typos had slipped into the 2005 edition. This is now available in print and has been updated on the PDF stores. If you bought the old version of the GURPS ROMULANS PDF, then the new one is already in your library. SFB MODULE R4J: SHADOW OF THE EAGLE This new SFB module is an exploration of five alternate timelines in which the Romulans developed tactical warp drive on their own. Each proceeds from a single point of change (better great house cooperation, the sun snake destroys the primary Gorn planet not the Paravian homeworld, a wrecked warp ship is found, and others) and traces the result through history. This includes four new scenarios and 55 new SSDs. The PDF version of this product is in the PDF stores even now (rulebook, SSD book, color SSD Book) and the hard copy edition will be released this summer. However, the counters are already for sale as a spare part so you can have the whole new product right away! SFB MODULE R4T: THE THOLIAN WILL This new SFB product has been on the PDF stores for a couple of weeks. The hard copy will be released later this Spring. However, the counters are already for sale as a spare part so you can have the whole new product right away!
ADB Releases Ships for April 2021 No joke! On April 1, 2021, ADB released 56 new items to its shop on Shapeways, which has over 2,600 items available in total. This month, we released new ships for the Federation, Klingons, ISC, Orion Pirates, and Tholians. The Lyrans and LDR get combinations of their police ships. Please note that all miniatures are available in both 3788 and 3125 scales, except when noted. The Federation starts with two police ships: the Improved Police Cutter and the Police Destroyer. The Klingons make a grand presentation with variations of the B10 Battleship: The B10P Stellar Exploitation Ship and the B10S Space Control Ship. They make an even enormous splash with the WB10 Super Battleship and its six engines. With two dozen Z-Y fighters and a dozen gunboats, it became the WB10P Super Domination Ship. The ISC gains its Heavy Scout and Gunboat/PF Tender. The Orions get their Salvage Tug, which is hauling off two unfortunate freighters for nefarious purposes. The Tholians gain many ships, most from Star Fleet Battles: Module R4T - The Tholian Will. They have their Battleship Carrier, Destroyer Leader, Heavy Fighter Carrier, Improved Police Destroyer, Improved Police War Destroyer, Police Destroyer Carrier, Police Destroyer Leader, Police Destroyer Scout, Police War Destroyer Carrier, Police War Destroyer Leader, and Police War Destroyer Scout. The Heavy War Cruiser and War Cruiser Leader are both from Module R10. The Lyrans and their wayward county of the Lyran Democratic Republic gain pairs of police ships and a squadron of police ships. They get pairs of Manx Police Corvettes and their Caracal Military Police Corvettes. The squadron has a Caracal commanding two Manx Police Corvettes. Note that LDR ships are only in the 3125 Scale. The Lyrans also get the same ships in a "refitted" version with aztecking in the 3788 Scale. Check all these out here: https://www.shapeways.com/shops/amarillo-design-bureau-inc
WEBSITE:
Our website, www.StarFleetGames.com, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Simone Dale, our graphics director, continues to update the website, do covers for the new products, shut down pirate websites, help out around the company, and learn more about the game business.
TWITTER: VIDEOS: Star Fleet Marines Part 1 DOING VIDEOS OF THE SFU
A customer asked about posting "tutorial videos" for our games. We like it when people do that (and even give commendation medals) but you need to have us check the videos to make sure you aren't violating something somehow (or that you didn't make a rules error). Doing such videos to make money is not cool. Please drop us an email before you post the videos.
STARBLOG: STAR FLEET'S LEGIONS EXPAND: This month we feature Battle Group Hampton Roads, headquartered in Hampton, Virginia. CO William Phillips reports they play Star Fleet Battles and Federation & Empire. They also enjoy attending gaming conventions. Read more here: http://www.starfleetgames.com/battlegroup/battlegroup_HamptonRoads.shtml
Do you have a battle group? Be sure to report your activities here: http://www.starfleetgames.com/battlegroup/report.shtml
Do you want to see if there's a battle group near you? Check out the map here: http://www.starfleetgames.com/battlegroup/gather.shtml#US
Facebook Fan Pages
So join us on Facebook and get a fix of your favorite game there, too! JAGDPANTHER
Custom Decals for Starline ships Tenneshington Decals continues to provide custom decals for all currently produced Federation Starline 2500 miniatures. For more information or to download the order sheet, check them out at www.tenneshington.com. Or if you prefer, email Will McCammon at: will@tenneshington.com or Tony L. Thomas at: scoutdad@tenneshington.com.
Jupiter IV Decals is a source of decals for the 2400 line and will do custom decals as well as all official SFB names. In the near future Jupiter IV will move into the 2500 line and will work to get every listed name on the Starfleet registry completed in both scales.
Their website is: JupiterIvdecals.com
ONLINE TOURNAMENTS The next Sapphire Star tournament (#8) is scheduled to have signups start on May 1. Stay tuned for more information! This tournament has proved to be popular with players, so sign up quickly once it is opened.
In the meantime, players have banded together to start a Masters Tournament. In this challenging tournament, each player at the start has a different ship, assigned at random. After each match, the winner takes the loser's ship and goes on to fight in that. The winner of the tournament has proved to be the master at fighting the most different ships to victory. Check it all here: http://www.starfleetgames.com/discus/messages/12031/41630.html?1618510813
DEMOS AND CONS WITH SFU GAMES Due to the COVID-19 virus, many conventions have been cancelled. We encourage you to check out Star Fleet Battles Online where there is a free demo version. It is a good way to hang out with others who play Star Fleet Battles and Federation Commander. Check it out here: https://www.sfbonline.com/index.jsp
Star Fleet Battles games are played regularly in Columbus, Ohio, on Sunday afternoons at the Soldiery. Lee Hanna is the contact person. Games are held in Spokane, Washington on an irregular basis. Contact them to see if there's a game scheduled. They meet at The Gamer's Haven, 2114 N. Pines St., Suites 1 & 2, Spokane Valley, WA 99206, (509) 443-5992 http://www.thegamershaven.net/ Download Transmissions HAILING FREQUENCIES: This is our newsletter and will let you know all the news for all our games. You can subscribe here. Have you missed an earlier newsletter? Click here to get caught up! COMMUNIQUE: This monthly magazine repeated much of the same information that Hailing Frequencies does. December 2019 was the last month it was published. Old issues can be downloaded from the Commander's Circle.
|
||||||||
New Releases EXTRAS FOR THE MONTH: You can look at Hailing Frequencies Extras here.
Click here to see our previous issues of Hailing Frequencies.
Recently Released GURPS Romulan 2021 SKU 8404, $24.95 SHAPEWAYS:
We’re now offering some of our miniatures and some new designs on Shapeways. You can check out the store here: https://www.shapeways.com/shops/amarillo-design-bureau-inc?sort=newest
PDF and EBOOK SALES:
RECENTLY RELEASED ON Warehouse 23 Ask Admiral Vanaxilth HIGH ENERGY TURNS
David Zimdars asks: So I was digging through the rules trying to find the rules that construct the "you cannot spend more movement in an impulse as an instantaneous rate" so as to show somebody the 31 power cruiser cannot do a high energy turn at speed 26 even if a mid- turn speed change allows enough total power in the turn. I thought the operative rule was: (C12.38) WARP RESTRICTION: A ship cannot, at any given point in time, use more warp engine power for movement than it had available at the start of the turn. But then I read (C6.13): HETs ARE NOT MOVEMENT: The act of making an HET is not movement and is not included within the practical speed (C2.411) or effective speed (C2.412) . . . HETs are not movement, but do count as part of the maneuver rate; see (C2.42). Since (C6.13) categorically states that high energy turns are not movement it would appear that (C12.38) does not apply. I cannot find any rule that limits maneuver rate. Am I missing something?
ANSWER: See (C12.383), which says rule (C12.38) applies to "movement-related expenditures," and high energy turns are specifically mentioned in the example. Erratic maneuvers (C10.0) would also be included, although note you can also use impulse power for those to avoid hitting the limit. Braking energy (C3.5) would be included (on the impulse it is applied). Technically, so would warp tactical maneuvers, although, as a practical matter, if you have the power to do the tac, there is no possible way for (C12.38) to come into play. Seth Shimansky asks: My tournament King Eagle (30 warp, movement cost one) goes Speed 31 for most of the turn, then speed changes down to Speed 24. Can it do a high energy turn at speed 24 but the turn total movement cost was 27 from warp? ANSWER: No. High energy turns require warp engine power (C6.21). If you spent 27 warp power on movement, and five on a high energy turn, that makes 32 warp engine power, which is more than you have. Follow-up question: I was going Speed 24 not Speed 27 or 30 so it seems I can do it. ANSWER: You are thinking about (C12.38), which limits the amount of warp engine power you can spend at any point. This would come into play in this example: You go Speed 27 for Impulses #1-#16 (13 moves) and Speed 20 for Impulses #17-#32 (10 moves). To do this, you spend 22 points of warp engine power, and one point of impulse power. This leaves eight points of warp engine power, of which you could use five to do a high energy turn. But, due to (C12.38), you could not do a high energy turn on Impulses #1-#16, because that would boost your instantaneous warp usage to 32 (27 + 5), which is more warp engine boxes than you have. You could do the high energy turn at some point during Impulses #17-#32, though. However, in your example, you are using 27 points of warp power for movement. That only leaves three to do other functions that require warp power. You cannot spend more power than you have. Dennis Surdu asks: Can a ship with 30 warp, moving at Speed 31, ever do a high energy turn? ANSWER: Assuming it has a movement cost of one, no (C12.38). The maximum speed at which it could do a high energy turn is 26, assuming it is using one point of impulse power. (End of Admiral Vanaxilth) F&E Q&A
WHEN IS A SHIP NOT A SHIP? Q: Rule (549.42) refers to armed combatants as being able to garrison provinces and planets. Obviously, LACs and SACs are armed combatants (it is in their names) but are LAAs and SAAs considered armed combatants? My opponent says they are, but I am dubious. LAAs and SAAs (armed auxiliaries) are not otherwise explicitly mentioned in this rule. My opponent is wanting to garrison a province with two LDR armed auxiliaries.
A: Armed Auxiliary Freighters have the same speed and equivalent combat power as armed auxiliary combatants. That being the case, they can perform similar functions and can act as garrisons. Cool Stuff on the Website In this section we will provide links to various web pages and items that we think you will find "cool". We have also uploaded new Xander wallpapers to our Wallpapers section on the website: Wallpapers STAR FLEET ALERTS These are the press releases we send to the wholesalers, retailers, and media. You can get on the mailing list for them by asking Marketing@StarFleetGames.com to add you to the list. (Obviously, they are free.) They are uploaded to the Star Fleet Alert page FC Tactic of the MonthLYRANS ATTACK! Hydran Stingers are dangerous, and you should use maneuvers to avoid letting them get close. Keep your speed at 16 (with a few acceleration points) and stay ahead of the fighters.
Never engage the fighters and the ship at the same time, and if he tries to get his ship close before launching, stay away from him (to avoid playing to his strength). Stingers are expensive, and either you have a much bigger ship or you have more ships than he has. So before his fighters launch, you outnumber and outgun the Hydran. Use that to your advantage! If the fighters are deployed, fire phasers and disruptors at the fighters at Range Five, and either save some for your alpha strike for his ship or use all your weapons on the fighters and stay away from his ship! After the fighters are destroyed, you can rearm and then go ship-to-ship with an outnumbered enemy. If he keeps the fighters on board and tries to close, stay away from him, but pound him with whatever weapons you can bring to bear without going head-to-head (which lets him get close and I told you not to allow that). If you get close to a Hydran ship, go in on the oblique (his ship should be to one side of straight ahead) so that he cannot use all of his gatlings on the same impulse, and then use all of your weapons (phasers, disruptors, and an offensive burst of ESG) and target his weapons. At Range 1, two ESGs will do as much damage as four overloaded disruptors without the die roll (but using more power). If he fires his hellbores, take the damage and tractor him, to allow you to use your ESGs on him again next turn while his Hellbores are rearming. You can do a second full alpha strike next turn; he cannot. Against Kzintis (or WYNs), go straight at him on the first turn to avoid letting him build up a drone wave. Approach obliquely to avoid his centerline firepower. (LS and RS weapons fire straight ahead.) Use phaser-3s to take down the drones, and then offensive burst your ESGs at full power. Target weapons as this will cut down on his drone throw weight. You're going to take some damage in any head-on pass, but you can give better than you get and absorb punishment better. Tractor him so you can repeat your attack next turn, and put enough into tractors to hold him and then spend the rest on weapons. You're already close to the Kzinti and you don't need to move. If Mister Kzinti stays away, fire every turn (in overload range) as you will have more phaser-1s in arc than he does (if you avoid his centerline like I told you to). Build up power in your ESGs which have no holding cost and overrun him at speed 24 when the ESGs are full.
Concentrate the mines to create "kill zones." For a "one standard package" minefield, each individual 60° sector must contain at least 10% of the mines, but this is by total number of mines, not type. It is legal to concentrate all the large mines in one or two sectors and place only small mines in the others. For most empires this would be risky as they cannot control the direction from which the attacker will approach the base, but when attacking a Tholian base, the enemy will need to place ships in the web such that they have a clear line-of-fire to the Tholian ships powering the outermost ring. Thus the Tholians can better predict where the attacking ships will enter the web and concentrate their large mines to inflict maximum damage. This works less well against the Andromedans and Seltorians but is devastating against the Klingons.
Place automatic explosive mines at Ranges 6 and 7 from the base. The effect of web weakens mine explosions traveling either into or out of the web hex. Automatic explosive mines in a web hex are likely to detonate when the enemy moves adjacent to the hex, and not damage the enemy at all (or by a reduced amount if the web is weak). Since mine explosions are at full strength in the web hex, place units the attacker wishes to shoot at so as to lure him into the hex of a command-detonated mine. Place command-controlled captor mines on the inner web ring, three hexes from the base. The attacker must be adjacent to a mine to sweep it. A captor mine in the middle ring will get multiple turns of fire at the attacker trapped in the outer ring (two hexes away). Your command-controlled captors should have phaser-2s rather than disruptors so they can also fire at ships just outside the outer web ring. If you place automatic captors in the middle ring with the command-controlled captors you can restrict their sectors of fire to prevent them from shooting at your base, but they will still shoot at Tholian ships between them and the outer ring. You can mitigate this by restricting the size classes at which they will fire. If the automatic captors (with phasers or disruptors) are in the outermost ring, they can be swept more easily but you can ensure the enemy cannot get adjacent to them without encountering explosive mines. Consider putting automatic captors at Range 4 from the base, between the middle and outer rings. They will be more effective than captors in the middle ring, and still cannot be swept unless the enemy enters the web and traps himself. Unless placed at a "vertex" of the web, there will only be two hexes from which the captor can be swept. Place a command detonated large explosive mine in each of those hexes. (End of SFB Tactic of the Month)
Instead of repairing crippled E4As, consider using them as garrisons for isolated provinces or planets. In this way if these places are attacked, instead of losing an FF or whatnot, you just lose a crippled E4A, saving you the economic points for repairs, as a crippled ship can garrison as well as a non-crippled ship, and E4As are not otherwise particularly useful.
Keep in mind that being crippled such a ship cannot react. You could station a few ships with it and give it up against a serious attack (as long as you do not have to use a higher command rating ship or are required to have more than one ship in the battle force). Other small and weak ships are suited for this as well, or alternatively small ships with a high repair cost (e.g., SNBs and CRs) can serve in this role. This works best in basic Federation & Empire games, raids can make short work of small garrison units, saving ships using operational movement the need to deal with token garrison units such as these. (End of F&E Strategy of the Month)
A Call To Arms: Star Fleet Tactic of the Month In other Star Fleet Universe games we all know one of the big perks of the Orion player is engine doubling. With all of that power comes the dark side: having to keep doubling those engines as you slowly devour your own power systems one warp box at a time. A Call to Arms: Star Fleet is really no different but instead of losing one warp (and/or impulse) engine box at a time you take a critical to your "Dilithium Chamber." The upside to this is while you are "doubling" those engines you do not suffer from "Power Drain." How does this help? Any time you have taken at least one hit in two or more critical locations you have the opportunity to go ahead and use the All Hands on Deck! special action. Because you are already immune to "Power Drain" you can still move and shoot like normal and during the End Phase you get an opportunity to make repair attempts to multiple system locations all with a plus two to your Crew Check roll. (This is even easier under the ACTASF-1.2 rules.)
(End of A Call to Arms: Star Fleet Tactic of the Month)
Mini of the Month Kent Ing painted these 7000 Scale Klingon Fleet Core Collection ships (Smooth Fine Detail Plastic).
|
||||||||