August 2022
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Star Fleet Universe News THE BIG NEWS: The big news this month is the release of the 2022 version of F&E Strategic Operations. The PDF is now in the online stores; the print copy will follow in a few weeks.
Included with this newsletter is a new ship, the Helix CA, for both SFB and Federation Commander.
Steve Petrick is back at his desk and has completed the update for the SFB Module R1 SSD Book. He is working on updating the rulebook. These will be released in PDF and hard copy as soon as they are ready.
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! As announced in Captain's Log #54, Jean Sexton Beddow's husband, Al Beddow has been appointed to take over the day-to-day of running the SFU Ranger demo team. He comes with a bit of experience both teaching various types of games as well as having been in quite a few demo teams (and ran/helped run a few). He is most familiar with GURPS Prime Directive but early on played ACTASF and spent Gencon 2012 demoing it in the Mongoose Publishing booth there. So, we are asking each of you to email Al at the address below with the following: - Name Al will add you to the Ranger group on the forum once he has this info, which will let you access our area there. He is looking forward to working with all of you to spread the news of the Star Fleet Universe! Current stats: We have heard from 22 of our Rangers and have three new ones! We are excited to see the Rangers becoming active as playing in person and cons once again start up. Jean Sexton Beddow Al Beddow Ranger Email: adbrangerhq@gmail.com FB Group: https://www.facebook.com/groups/517647465103651/ ADB Forums: http://www.starfleetgames.com/federation/phpbb2/index.php ADB BBS: http://www.starfleetgames.com/discus/
JAGDPANTHER
Custom Decals for Starline ships
Tenneshington Decals is proud to announce that, as of June 10th 2022, they are now accepting orders for decal sets made to fit Federation starships in ADB's Shapeways 3788, 3125, 7000 "Elite", and 2500 "Prestige" scales. A wide selection of ships are available now, with more to come in the following months. The 3788 scale decals are also great to use on ADB's metal Starline 2400 ships and the 3125 scale decals can be used on ADB's metal Starline 2500 ships. Tenneshington will also continue to offer their legacy decals for Starline 2500 ships as special orders, for customers wishing to match their existing minis.
As with all of their products, the names on the ships are up to the customer and all sheets are custom-printed to order.
Additional decal sets are available for shuttlecraft and to sets to detail any ship with additional window blocks, sensors, hatches, and even phaser scars.
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 Update to Sapphire Star IX: With Sapphire Star tournaments IX and X finished, XI is now running. The second Sapphire Crown tournament will kick off on 1 June with the four most recent winners.
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. 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. Mini of the Month Kent Ing painted these specialty shuttles.
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New Releases EXTRAS FOR THE MONTH: Helix CA
You can look at Hailing Frequencies Extras here.
Click here to see our previous issues of Hailing Frequencies.
Recently Released
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 FIGHTERS
Alex Lyons asks: Using tactical intelligence, you cannot tell an electronic warfare fighter apart from the other fighters of its squadron until Level K. I was not sure if that level were changed if the electronic warfare fighter were loaning electronic warfare to its squadron?
ANSWER: If it were lending electronic warfare to its squadron, you would be always able to tell which fighter was the electronic warfare fighter (D17.194). Mike Kenyon asks: A Klingon dreadnought and a Seltorian carrier are in the same hex. One Seltorian fighter is in the same hex. The fighter asks permission (granted) and lands on the Klingon dreadnought. Is the Seltorian fighter required to drop its drones before landing? 1. There are no fixed alliances between the two, although they are known to be in a hand-shake alliance. 2. The only rule we can find at the moment is (J4.34), which defines the conditions under which you do not need to drop drones, but we cannot find the rule that requires their being dropped. ANSWER: I can see where you might be confused by (J4.34), where it says "Fighters do not have to eject or discharge their weapons before landing on a ship which has fighter facilities for that type of weapon." However, this does not imply that fighters have to drop or discharge weapons when landing in other cases. I believe the intent is just to clarify that you do not have to discharge or drop anything before you get reloaded. There is no rule requiring the Seltorian fighter to drop any of its weapons before landing. Depending on the status of the alliance, the Klingon might insist that he do so as a condition of getting permission to land, but there is no requirement. A. David Merritt asks: When a fighter equipped with mega-packs is crippled, is its crippled speed half of the base fighter or half of the mega-packed fighter? For example, a Stinger-2's base speed is 15; its crippled speed is 7. A mega-packed Stinger-2's speed is 30, is its crippled speed 7 or 15? ANSWER: The addition of the mega-pack increases the base speed of the fighter, even though it does not increase the fighter's death-dragging speed. The crippled speed is 1/2 its base speed, so a crippled Stinger-2 with a mega-pack would have a maximum speed of 15. Follow-up Question: If the crippled speed of a mega-packed Stinger-2 is 15, we are assuming the crippled speed of a mega-packed Stinger-X would be 20; is this correct? ANSWER: No, the mega-pack only increases its base speed to 30, not 40, per (J16.248); its crippled max speed would be 15. Matthew Potter asks: Is the Federation FB-111 [Module J2, (R2.F16)] a heavy fighter or a bomber? There is data that could support either argument. What module are the heavy fighter ground bases in? ANSWER: The errata for Module J2 has the following: "The FB-111 is a two-space fighter that uses the bomber damage system and can only operate from ground bases." The heavy-fighter ground bases were introduced in Module R8. FB-111s could operate from a medium or small heavy-fighter ground base. F&E Q&A
RESIDUAL DEFENSE FACTORS Q: Does a Residual Defense Unit...
A: Stop right there! It's a Residual Defense Factor (RDF) not a "unit" at all. Being a "unit" triggers a bunch of rules that we do not want to be bothered with. Start over... Q: Ahem. Does a Residual Defense Factor exist on an un-devastated planet that has never been captured (508.16)? A: Yes, the RDF comes into existence as soon as the attackers leave the hex and the combat phase is over. Q: Can a planet which has never been devastated have an RDF? A: Yes. The RDF exists after "the defenses" have been destroyed, and as per (508.16) the defenses of a planet are the PDUs and other units on the planet. The 10 points to devastate represents civilian and economic targets. Q: If planet is devastated and recovers (508.161) does it "lose" its RDF? A: No, the RDF remains present until the original owner of the planet returns some kind of unit with defensive capability to the planet, i.e. a PDU. Q: If planet is devastated, captured, liberated or un-garrisoned, and then recovers, does it "lose" its RDF? A: No. Until some other kind of defense is placed on the planet the RDF will continue to exist. Remember that the RDF is a defense element, not an economic one, and isn't really related to devastation and recovery at all. 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 MonthLET ME WIPE THOSE OFF FOR YOU If a Lyran ship is holding drones in tractor beams, another Lyran ship may destroy them by using its ESGs in the Offensive Fire Phase. By firing one more pulse than the number of drones held, the "target" ship will take four points of damage to the shield facing the ESG-pulsing ship. However, its tractors will now be clear for use in the following turn, and it will not have to waste phasers and energy to destroy the drones.
A carrier's strength is in its fighters. A fighter's durability comes from its capability to land back on its carrier and reload its weapons. When a ship starts to take damage to its bays that capability becomes endangered.
A method to reduce the chance of damage to a fighter's ready rack within the bay is to transfer standard shuttles over to occupy those boxes while the fighters are deployed. This empties out a shuttle box to absorb damage while protecting the shuttle and the fighter's ready rack. When the fighters need to land back at the box to rearm, simply launch/move the shuttle and have it land/moved back at another box in the bay later. Moving the shuttle does not require a deck crew action so the deck crew can be waiting for the fighter to land to start work immediately. A shuttle could still be prepared for all special missions (i.e., wild weasel . . . etc.) in the fighter's box just as well as its own. [Rule (J1.594) says it takes a full turn (starting from Impulse #1) to move a shuttle to another box within the same bay. You could speed this up simply by launching and landing the shuttle in another box within the same turn, eight impulses later. However, this would be a tell-tale sign for the opposing player to know just what you are doing.] You could even transfer fully loaded scatter-packs over to the empty fighter boxes as a means to prevent a chain reaction within the bay. A prepared wild weasel/suicide shuttle could not do this without first dumping its charged energy [see (J3.121)]. Even the transfer of a fully loaded fighter or a standard shuttle to a destroyed box will also help preserve the fighter/shuttle to an extent. You can also move a shuttle to an empty fighter box, and then move the shuttle to a destroyed shuttle box where it will at least absorb a "shuttle" Damage Point on the Damage Allocation Chart and thereby protect that fighter box just a little bit more. But in most cases the shuttles are launched to support the ship or its fighters in my experience. It is rare for shuttles to be held on a ship unless they are armed for that special mission. (End of SFB Tactic of the Month)
Destroying valuable enemy ships, such as tugs carrying pods or specialty cruisers or most scouts, can be made difficult when your opponent takes measures to protect them. However, the drone-using empires (Klingon, Federation, Kzinti) are well-positioned to have a decent chance of selectively destroying one of these units each turn. The key is to recognize from the Sequence of Play that espionage and sabotage prime team missions take place before drone raids. If you succeed on a "cripple a ship" sabotage mission with a prime team against a unit with a crippled defense factor of four, then a subsequent eight-point drone raid will automatically destroy the newly crippled unit.
The base chance of success is 27.8% versus a size-class-3 unit, or 41.7% against a size-class-4 unit, or 16.7% against a size-class-2 unit. You may make one attempt per enemy empire per turn; so if the Coalition is at war with the Feds, Kzintis, and Hydrans, then the Lyrans and Klingons combined can use three of their four espionage and sabotage attacks to make one attempt against each enemy. If you make three such attacks, your odds of one of them succeeding are fairly good (roughly 45%). Then send two drone ships on a drone raid to kill the one you succeeded against; if you are lucky enough to succeed against two or all three, then be thankful and pick the best target to kill. The downside to this strategy is that it costs you two economic points per espionage and sabotage mission, which is quite expensive, plus the drone raids' 0.8 economic points. Three such attacks per turn is a whopping six economic points per turn, and roughly an average of 12.8 economic points per success (assuming you only do a drone raid when you succeed). Bear in mind that you will also have a steady drain on prime teams as some of them will die. However, roughly every other turn you will be killing a unit such as a battle tug, a carrier tug, a drone cruiser, a cruiser scout, or some other key unit. Most of these units will cost 12 economic points or more to replace, and more importantly you will be limiting their numbers. Better yet, there is very little defense against these attacks because the enemy will not have enough defensive prime teams to protect all such valuable units. Of course, the enemy may concentrate his units in zones surrounded by picket ships that will prevent the drone raid, but the enemy is unlikely to concentrate all such units in such a "picket park." Overall, the investment is likely to pay off in the long run. While any drone-using empire can use this tactic, the Klingons are well suited early in the game to take advantage as they have a budget large enough to support it. However, they may very well be on the receiving end from the Federation later in the game.
This strategy can be used against dreadnoughts or units with a crippled defensive value of five or six; however, your odds of success are much lower. For one, the espionage and sabotage mission is much less likely to succeed; and even a 12-point drone raid has only an 84% chance of success. However, if the destruction of such a unit would be particularly valuable on a given turn, it might be worth the attempt. (End of F&E Strategy of the Month)
A Call To Arms: Star Fleet Tactic of the Month One of the more important things to master in games of A Call To Arms: Star Fleet is the correct use of terrain. Terrain can provide cover for your direct approaches and flanking moves, screen vulnerable initiative sinks from enemy fire, and reduce the likelihood of enemy ships being able to target you, never mind hit you.
Terrain can mean the difference between life and death for small or heavily damaged ships as those rocks and dust and other things completely block line of sight, protecting ships from enemy fire. Initiative sinks (small cheap ships bought to provide "ship count" and allow you to move more units late in the battle) benefit greatly from this, especially on a large table, as they can stay well away from enemy craft. (If the enemy blows those up, you lose the iniative benefits, so keep them out of range.) Read through the sections on each type of terrain carefully and think about how your particular fleet can benefit from each type. While dust clouds disrupt a cloak, they can provide some protection for a ship reloading its torpedoes. Be aware of little things like the fact that a dust cloud reduces the Crew Quality of ships within it by one; this can mean some special orders are that much harder to use. Take a moment or two to look at the asteroid field densities which dictate how easy or difficult it is too safely navigate the terrain. If playing with variable Crew Quality scores, it might be that a normally dangerous asteroid field is actually relatively safe. Powering through an asteroid field and putting yourself out of reach behind it (and safe from enemy fire) may be a tactic of last resort or merely a bold maneuver. While asteroid fields can be dangerous to enter, if you start the game within them, you gain the benefits without the risks. When the table is set up, examine your deployment area carefully for advantages and your opponent's for the same. It may be that an asteroid field or dust cloud will dictate how ships and even fleets move in the game. The game can be won or at least heavily slanted in your favor at this point so important can terrain be in games. Orbiting a planet rather than moving across it may alter how you can move your ships and perhaps catch your opponent off guard.
Lastly, Romulan players should be aware that the special six-inch move used when de-cloaking means that should you so wish you can "jump" terrain to put yourself on the other side, something that can spoil the day of an unwary opponent.
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