April 2011
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Star Fleet Universe News THE BIG NEWS: this month is that GURPS Federation is now available on e23 and that Star Fleet Marines: Assault is approaching the final stages before release. WEBSITE: Our combined and reorganized website, www.StarFleetGames.com, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Joel Shutts, 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. One of our newest pages is the Wall of Honor where we recognize our volunteers and their contributions. FACEBOOK: Jean continues to improve our page on Facebook, adding many new photos and other features. VIDEOS: StarFleetGames has taken its act to YouTube and we now have a YouTube channel. Our goal is to create a video for the new product releases during each month. We have "In the Box" videos to show you what you will see when you unpack your new game. We have also done "Spotlights" on a single product or product line. So pull up a chair and join us at the movies! Our newest uploads are: STARBLOG: Our StarBlog has moved to a new URL and all links on the Federation Commander websites and the first site have been changed to match. The new site is http://federationcommander.blogspot.com
Fight For A Cure is a far bigger success than we ever dreamed it would be in its first year. The tournament has 36 people who entered and many people who donated. ADB, Inc. was able to send a check for $600 to the National Breast Cancer Foundation. Play continues and you can keep track from this page on SFBOL: Fight For A Cure Tournament Tree 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: The latest Communique brings you more Ship Cards, scenarios, and more news from the Star Fleet Universe! It can be downloaded from the Commander's Circle. FC Forum Recent Posts
We are very pleased to see the medals, honor bars, and ribbons awarded to players being incorporated into their signatures. It is exciting to see an explosion in the Federation Commander Play by Email topic and even more exciting to see more FCOL Tournaments taking place. Get in on the activity! While for new players the Federation Commander Forum is a little easier to
manage, the original (Discus-based) BBS is where most product development
takes place. If you have a proposal you'd like to see worked on, don't forget to
make sure it is mentioned here. It also has active F&E and SFB forums where
players run campaigns, Rated Ace tournaments and other SFB tournaments are organized (most FC tournaments are organized on the Forum), SVC's "My
Day" appears, along with current news and strategies dealing with Prime Directive, and each issue of Captain's Log is created. While less colorful
(no avatars or sigs), it is a vital part of ADB, Inc.'s communication. Let's assume you want to turn around as fast as possible. Fulfill your Turn Mode so that on Sub-Pulse #4 you can make a 60° turn. Then, during the Speed Change Phase (1E2a) of the next impulse, announce Emergency Deceleration, and on Sub-Pulse #4, perform a Tactical Maneuver in the same direction as your first turn. When facing an opponent that you have movement preference on (i.e., you are faster or have a better turn mode if you are at the same speed), this is a neat trick to try when you are planning to exchange close-range alpha strikes. This is usually best when you have a ship that can generate a good deal of shield reinforcement while still arming weapons, like many Orion and WYN auxiliary ships. F&E Strategy of the Month While most of Federation & Empire is based around predetermined values (economics, pin count, Combat Potential, etc.), there is some small room in the game for luck: rolling for damage in combat. What some may not realize is that one can minimize (or maximize!) the influence of luck upon your battles. The variance in damage that is dealt is due to rolling damage at a particular Battle Intensity Rating, but the amount of variance depends upon the Battle Intensity Rating itself. Look at the variation in damage one gets at a Battle Intensity Rating of 2 and a Battle Intensity Rating of 8. At a Battle Intensity Rating of 2, the damage varies between 15% to 27.5% while at a Battle Intensity Rating of 8, the damage varies between 30% to 42.5%. Look at what that actually means. At a low Battle Intensity Rating, you have the potential (you roll a 6, your opponent rolls a 1) for almost a 2-to-1 advantage in damage dealt while at a high Battle Intensity Rating you have (at best) a 40% advantage in damage dealt. To see how this works out, consider two fleets with identical combat potential and you are going to fight until you suffer 100 points of damage upon your fleet. Assuming amazing luck, fighting many rounds at low Battle Intensity Rating will net you 180 points of damage on your opponent's fleet while fighting a few rounds at high Battle Intensity Rating will net you only 140 points of damage on your opponent's fleet. As to how to make this work for you, if you feel that your luck is hot you might choose a low Battle Intensity Rating to let that luck have the most effect, while if the dice seem to have it in for you and yours, you should pick a high Battle Intensity Rating so as to mitigate the pain.
ASK AUNT JEAN What are the Fralli? Can I play one? Why does SVC always threaten to kill them
off? Send questions to Jean at design@StarFleetGames.com and SVC will decide which one Jean will answer next. Mini of the Month Klingon B-10 and Fighter Escort |
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New Releases Communique #64 has been posted to the Commander's Circle TO BE RELEASED MAY JUNE-ORIGINS FALL RECENTLY RELEASED ON e23
RECENTLY RELEASED ON DRIVE THRU RPG NEW MINIS
It's April and spring has sprung. Try out our newest design: Exercising to get into shape? Don't forget your water bottle:
Introduce your children to the SFU -- let them wear a shirt "just like yours"!: We'll be adding even more items soon and we want to hear from you! Please contact Joel Shutts (Graphics Director) with your request. Visit our Star Fleet Cafe Press Store for a complete listing of the products available (or click on the items above to go directly to them). PDF SALES: ADB, Inc. continues its relationship with Steve Jackson Games and their e23 Warehouse. We chose e23 because they have a philosophy that agrees with ours -- our customers are honest and honorable and wouldn't aid people who want to steal our products. Furthermore, we know from experience how devastating a computer crash can be and want our customers to know that they don't have to worry about the loss of their e-products bought through e23. What do we have there? We have created a new page that allows easy access to our PDFS for sale on e23. From here you can see what we currently have posted and have links to those products.
Star Fleet Fiction In our previous installments of this series, we presented the class histories of some of the most famous Federation old-series destroyers in Star Fleet history. Their tales of valor and glory, of missions accomplished and victories won, of worlds explored and civilizations contacted, reflect the highest standards of the Star Fleet. Destroyer crews were, it would appear from those earlier entries(particularly Part 2 and the DDG sub-class), the hand-picked elite of the best space navy in the galaxy.
Peter Thoenen asks: After being boarded by a friendly crew (J1.861), when can a former seeking shuttle (which is now inert and moving at Speed Zero) do a speed change (to the maximum allowed, that is, Speed 3)? Non-fighter shuttles are not allowed unplotted speed changes, but is this an exception? Ken Kazinski asks: Captain's Log #38 included rule (G32.0) for Prime Teams. I could not find any difference between this rule and the rule in the Master Rulebook. Why did you print it? Follow-up question: Was rule (G32.0) changed to an optional rule by the heading in Captain's Log #38? Q: A fleet is in Hex Z, out of supply and in combat. I have a reserve fleet which can open a supply path. There are two ways to do this. One is to move the reserve fleet to Hex A, and the other is to move it to Hex C. For tactical reasons, I'd rather send the reserve to Hex C. The problem is that there is no way to reach Hex C without going through Hex B, which has an enemy ship, and that would require the moving reserve fleet to leave a ship behind to resolve pinning. Is this ok? 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. Alert 110221 Schedule (Adobe Reader Required) The Vudar Fleet
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