February 2020
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Star Fleet Universe News THE BIG NEWS:
This month's PLAY VALUE EXTRAS include the Tholian PWL for Federation Commander and the Planet Killer for ACTASF.
Tomorrow we will release dozens of new ships on Shapeways.
We just released A CALL TO ARMS: STAR FLEET BOOK 2.2 in the PDF stores and the print version of the revised GURPS PRIME DIRECTIVE rulebook (now expanded to 360 pages!).
On our BBS we are reviewing and discussing the first X-Ship miniature for Shapeways, the Federation CX. Visit the BBS and comment on the development of this new technology ship.
MORE BIG NEWS NEW PRODUCTS Soon we will release a Federation Commander Ship Card Pack of 12 variants of the Tholian Police Destroyer and Tholian Police War destroyer. This is in response to a player request posted on Facebook.
In December, we did release Federation Commander Booster Packs #37 and #38 each with eight "leaders" for war destroyers and war cruisers.
SHAPEWAYS
There will be new Shapeways later on this week.
Check all these out here: https://www.shapeways.com/shops/amarillo-design-bureau-inc Don't forget to follow us: https://www.shapeways.com/designer/adbinc WEBSITE:
Our website, www.StarFleetGames.com, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Samantha Todd, 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 Sapphire Star:
The Sapphire Star 3 tournament is still in the sign-up phase. Hurry and get your entry in; there are only two slots available.
Sign up on SFBOL here:Â https://www.sfbonline.com/tourn_signup.jspDEMOS AND CONS WITH SFU GAMES Star Fleet Battles will be demoed at the Steam Maker Workshop gaming club in San Diego, California. They will be meeting at 4619B Mission Gorge Place from 6-9 pm on February 13, 2020. Ranger Tim Foat will be running the demo. Star Fleet Battles games are held weekly in Tempe Arizona each Friday at Game Depot from 2:00 -7:00 pm. Eric Phillips is the person to contact. Star Fleet Battles games are held regularly in Indianapolis, Indiana at Family Time Games. Anthony Harding is the contact person. For more information see: http://www.meetup.com/Star-Fleet-Battles-Indy/.
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/ A Call To Arms: Star Fleet Tactic of the Month These are the most devastating form of terrain in ACTASF. All models (including other terrain) will be pulled towards a black hole during the Compulsory Movement Phase of every turn. The distance by which a model is moved, is dependent on its original distance from the black hole. The closer a unit is, the more it is sucked in. This is considered to be Compulsory Movement and the units heading does not change. Once a model makes contact with a black hole, it is instantly destroyed. (End of A Call to Arms: Star Fleet Tactic of the Month)
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
The Federation Commander site and Forum continue to grow as more gamers continue to find them. All of our games currently have topics in the Forum. If you have any comments, questions, or requests for our Graphics Director, this is the place to let her know. Come see what the commotion is about and join the Federation Commander Forum now.
FEDERATION COMMANDER QUESTION OF THE MONTH
Q: Sometimes the Reference Ship Chart (on the website), the PDF version of a card, and the laminated version of a card have different point values. Which is right?
A: If the Reference Ship Chart has a note saying "corrected" or "confirmed" or something similar, that is the correct point value. If not, then the printed and laminated card has the correct value (in which case let us know to correct the PDF copy). If the printed and PDF copies agree but the Reference Ship Chart does not (and isn't marked) then the RSC is probably a typo. Let us know to fix it.
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New Releases You can look at Hailing Frequencies Extras here. Click here to see our previous issues of Hailing Frequencies. Recently Released A Call to Arms: Star Fleet, Book Two To be released in 2020
FC Federation Epack #5
GURPS Klingons Revision
Star Fleet Universe Index
To be released in 2020
Captain's Log #54
SFB Module R13
The rest of the Starmada Unity Edition
A new F&E module to be named later
ACTASF Book 3
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 Prime Time Newsletter #1-4(DriveThru RPG) Auxiliary Control, USS Mallory (Continue reading here)
Ask Admiral Vanaxilth Plasma Torpedoes
Thomas Mathews asks: I know you have eight impulses to launch a pseudo plasma torpedo or armed plasma torpedo once the launcher is destroyed under (FP1.71). What I cannot find is how long of a delay is there between launching a real torpedo and pseudo torpedo from the same launcher.
Wayne Douglas Power replies: Per (FP6.12), the pseudo plasma torpedo can be launched at any point in the sequence of play and under any conditions at which a real torpedo could be launched. Per (FP6.22), a pseudo plasma torpedo may not be launched on the same impulse as a real torpedo from the same launcher. So, the next impulse after (or before) launching the real torpedo, you can launch the pseudo plasma torpedo from the same launcher. Web Van Hensen asks: Do web generators need to discharge unused energy or is it just lost? ANSWER: Kommodore Ketrick replies: No, web casters, snares, and web generators do not "discharge energy." Any energy in them is simply lost at the end of the holding interval if not used. (In the case of a standard web generator, any energy provided to it that is not used by the end of the turn is simply lost because there is no rule saying that the energy must be discharged, but there is also no rule allowing energy allocated on one turn to be carried over to another.) Ron Brimeyer asks: A ship at Speed 30 hits a web at Strength 12. We agree ship has to roll for breakdown. I say the ship takes no shield damage, only losing 12 movement. The other guy says 18 damage, one point for all movement over 12. Who is correct? ANSWER: The ship takes no damage, per (G10.591). Basically, the damage will be the lesser of the ship's speed over 12, and the web's strength over 12. The ship's speed is 18 more than 12. The web's strength is zero more than 12. The lesser of 18 and zero is zero. F&E Q&A
CAPTURED SHIPS Q: Regarding the conversion of captured carriers to combat duty (302.25). I managed to lose a big carrier and we¹re not sure what to do with the situation.
A: First you have to pay the 3EP general cost to convert a captured ship to your technology, plus the cost of repairs. If the original carrier had special fighters (e.g., Federation F-14s), these are replaced by your own standard fighters, which would lower the fighter factors of the carrier. This switchover is a "minor" conversion. The capturing player will have to provide his own fighters for the carrier (this is a new ruling which answers a unanswered question nobody asked before), paying the 2EP cost or using free fighters. Federation F-111s would be replaced by your own PFs or, if you prefer, by your own heavy fighters. Q: May a player decline to make a capture (305.11) die roll and pass on the chances of capturing a ship? Example: 30 Kzinti ships attack 12 Lyran ships on Turn X. Knowing that the hex cannot be won, the Lyran player decides he will fight one battle round as required, and then retreat. During combat, using legal battle lines, the Lyrans score 12 damage and the Kzintis score 24 damage. The Lyrans use directed damage to kill a Kzinti FF. The Lyran self-kills two CAs for (8+4+8+4 =) 24 damage. This way, there are no crippled ships and no pursuit battle. The Kzinti player, hoping to force a pursuit by forcing the Lyran player to accept a captured (and crippled) Kzinti FF in his forces, points out that (305.11) simply instructs the Lyran player to roll two dice and if the result is "2" then the ship is captured. If the FF is captured, then a cripple will be present and pursuit possible. The Lyran points out that all he has to do to not capture a ship is to not order Marines to try to capture it or to not try to tractor it. The Kzinti player replies that F&E is an abstraction and is unconcerned with such localized tactics, so the captured roll is required as written. He mutters "Vulcan logic" under his breath.
A: There is no permissive language in (305.11) which states that "...one enemy ship has been captured." Fleet admirals do not have time to tell minor ship captains to not capture an enemy ship any more than a football coach can (during the middle of a play) point out to a player that intercepting that pass actually gives the team a worse field position since this is fourth down. Stuff happens in war. One of your ship captains wasn¹t thinking of the big picture. The game designer was, however; see the Rulings section where "abandon it" is now an option. (End of F&E Q&A) ASK AUNT JEAN Dear Aunt Jean, when will the print version of the revides GURPS Prime Directive main rulebook be available?
It should be added to the shopping cart just before Valentine's Day this year. Send questions to Jean at marketing@StarFleetGames.com and she will answer as soon as she can. 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 MonthUSE YOUR TRANSPORTERS, DAMMIT!
Ships with less crunch power, such as the Klingon D7 and Kzinti battlecruiser, often have large numbers of transporters and Marines. When flying these ships, always use Marine raids (5F1) whenever you can. The raids can target specific boxes on the enemy¹s ship display, swinging things in your favor. The large number of transporters makes it more power-efficient for these ships than for other ships, and they have enough Marines to lose some without worrying about defending the ship from enemy counter-boarding attempts.
Good targets depend on the tactical situation, but warp engines are almost always worth attacking, especially on smaller ships. Multi-turn-arming weapons, especially with energy already allocated to arm them, are good targets, as are drone racks. If flying a drone-armed ship, attacking the enemy¹s drone defensive systems (ADDs, drone racks, and phasers) can help you score more hits with your drones. Enemy tractor beams holding drones or suicide shuttles are always prime targets.
Some ships have systems that are critical. Romulan cloaking devices should be attacked at every opportunity for example.
One of the realizations that separates the excellent from the merely pretty good at Star Fleet Battles is that Star Fleet Battles is less about doing damage to your opponent than it is about collapsing their option sets.
For example, many, many words have been written on the optimum range, angle, timing, and point in the turn to launch plasma torpedoes, or to fire shock weapons like photon torpedoes. Very little has been said about the benefits gained from maintaining the option to fire or launch them and use that potential as a deterrent to hinder what an opponent does. An opponent who suspects you might be able to launch 50 points of plasma (a plasma-S and a plasma-F torpedoes) will be less likely to point the front of his ship at you inside of Range 7 (where it will take a High Energy Turn to respond to the launch). An opponent who knows you have photon torpedoes ready to fire will be cautious about getting inside Range 9, and may dither rather than trying to draw the photon torpedoes out while he still has the maneuver angles to do something about it. Every ship with seeking weapons should see those seeking weapons not only as terrain they put on the map, or as phaser sponges, but also as a threat to launch, and that threat may be more useful than an actual launch when it comes to keeping your opponent¹s options limited. (End of SFB Tactic of the Month) F&E Strategy of the Month Once the later war years come around, technologies and counter-technologies emerge at a breakneck pace as the warring powers try to eke out every bit of combat advantage that they can. No sooner did heavy fighters arrive, but PF gunboats outdid them. But PF domination was itself challenged with enriched carrier groups and enhanced drones. Then the combinations came into play with the BCS and the SCS, mixing fighters and PFs in the ultimate SFU carriers. But within no time at all the X-ships were built, shattering the hitherto almighty carriers and driving what few economic factors remained to the aging war factories into advanced technology spending.
So potent are X-fleets that you might wonder at the wisdom of building costly DN-based space control ships. If you wish to mix PFTs with X-ships, you will probably want the maximum combat efficiency, which comes from three full PF flotillas. So why mix fighters into the equation at all? Plus, the SCS lacks the EW support of either the heavy fighter carriers or the new NCA/CW-hulled PFTs. So, if building an SCS costs you both EW and combat efficiency, why not just substitute another X-ship for your DN hulls? Well, besides the sheer firepower contributed by the SCS, you actually gain another advantage over the pure PFT in the new world of X-ships. X-ships auto-kill an attrition factor (to a maximum of six such factors) per round of battle, meaning that against a force of six or more X-ships, you will lose six fighters or three PFs per round just for showing up. Lost fighter factors are free to replace; PFs are not. If you deployed three PF flotillas in your battleforce against X-ships, you lose 1.5 economic points every round of battle. But the situation is even worse than this, when you evaluate your stockpile of fighter-carrying ships (carriers and FCRs) compared to your stockpile of PF-carrying ships (PFTs and PF pods for your tugs). Even late in the war the number of PF flotillas in any given fleet is likely very small compared to the full wartime production of fighters. You need those few PF-carrying ships to send their PFs forward during multiple battle rounds. What is unacceptable for the PF player is throwing away half a flotilla every round just because the enemy deploys X-ships! Fortunately, the X-rules allow the owner of the attrition units to select which attrition units ‹ fighters or PFs ‹ he will take the auto-kill losses on. And that is why, even in the age of PFs and X-ships, you still need fighters. How many? Six, i.e., a single squadron. And how do you sneak that single squadron into every battle without wasting a command slot? Answer: the space control ship.
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