March 2020
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Star Fleet Universe News THE BIG NEWS:
The big news this month is that we released Distant Armada Unity to the PDF stores. If you bought either the Admiral or Nova editions as PDFs, then your library already includes the new PDF. If you bought it in print and would like the new PDF, please email us at marketing@starfleetgames.com to make arrangements for that to happen.
GURPS Prime Directive was released in print on February 14. Greatly expanded from the 2005 edition, this two-volume work is also available as a PDF.
A Call to Arms: Star Fleet, Volume 2.2 was released to the PDF stores just recently. This version clarifies some rules and fixes some typographical issues.
Romulan King Eagle- X MORE BIG NEWS ADB Releases Ships for March, 2020On March 6, 2020, ADB released a total of 42 new items to its shop on Shapeways with over 2,000 items available in total. Notably, we added the first advanced technology ships (sometimes called X-technology or X-ships) to the shop. There are some styles of ships designed to work within the price increase that Shapeways imposed. We also added more ships in the 7000 Scale that is designed to allow you to play with multiple ships on a regular map with 5/8-inch hexes. Please note that all ships are available in both 3788 and 3125 scales unless specifically noted, then they are only available in the scale noted. The Federation starts with the Fast Carrier and the X-Ship Command Cruiser, These are available in both the Federation (gridded saucer) and Fed Classic (smooth saucer) styles. The Klingons gain their D5L War Cruiser Leader and D5LK Refitted War Cruiser Leader. The Romulans gain a KE5 Escort, KE7 Medium Cruiser, and their X-Ship King Eagle-X. The Hydrans gain their Thoroughbred Fast Cruiser, Pegasus Light Cruiser, Count Destroyer Leader, and Picador Minesweeper. They get a sprue of six Omni Scale Super-Stinger Heavy Fighters. They also get a good number of ships in the 7000 scale. The Fusion Collection includes the Hunter Frigate, Buffalo Hunter War Destroyer, Lancer Destroyer, Mongol Medium Cruiser, Ranger Heavy Cruiser, and Mohawk New Heavy Cruiser. The Hellbore Collection includes the Cuirassier Frigate, Rhino Hunter War Destroyer, Knight Destroyer, Tartar Medium Cruiser, Dragoon Heavy Cruiser, and Iroquois New Heavy Cruiser. The Command Collection includes the Paladin Dreadnought, Overseer Heavy Battlecruiser, the Mohawk and Iroquois New Heavy Cruisers, and the Mongol and Tartar Medium Cruisers. The Builder Collection includes the Hunter and Cuirassier Frigates, the Buffalo Hunter and Rhino Hunter War Destroyers, and the Knight and Lancer Destroyers. Finally they get the 7000 Scale Monarch Battleship as a standalone ship. The Kzintis get their Heavy Command Cruiser and X-Ship Light Cruiser. The Tholians get their X-Ship Patrol Corvette which is available singly or on a sprue of three. They also get their X-Ship War Cruiser.
SHAPEWAYS
On February 11, 2020, ADB released a total of 41 new items to its shop on Shapeways with nearly 2,000 items in total available. There are some styles of ships designed to work within the price increase that Shapeways imposed. We also added more ships in the 7000 Scale that is designed to allow you to play with multiple ships on a "regular" map with 5/8-inch hexes. Please note that all ships are available in both 3788 and 3125 scales unless specifically noted. Then they are only available in the scale noted. The Federation starts with another collection of ships: the New Light Cruiser Collection which has two New Light Cruisers, a New Scout Cruiser, and a Light Command Cruiser. The Light Command Cruiser was also released as a single ship. These are available in both the Federation (gridded saucer) and Fed Classic (smooth saucer) styles. The Klingons also have a collection, the F5-Based Frigate Collection. This collection includes the F5L Leader, F5S Frigate Scout, and two F5 Frigates. The F5L is also available as a single ship. The F5KL Refitted Frigate Leader was also released. The F5LB was released in the 3125 Scale only as it is designed to go with the original metal Starline 2500 F5. The Kzintis get their New Drone Bombardment Cruiser. The WYN gain two money-saving kits for the 3125 Scale Pocket Battlecruiser and 3125 Scale Pocket Battleship. The Andromedans have two collections in the 7000 Scale. One collection is an Andromedan Dominator with its four satellite ships (three Mambas and a Python) and a Satellite Base. The other collection is an Andromedan Intruder with four satellite ships (three Cobras and a Terminator) and a Satellite Base. The simulator empire known as the Frax get ships in the 7000 Scale. The Core Collection (dreadnought, heavy battlecruiser, heavy cruiser, war cruiser, war destroyer, and frigate), Builder Collection (war cruiser, war destroyer, war drone destroyer, missile destroyer, frigate, and drone frigate), and Submarine Collection (submarine missile cruiser, submarine war cruiser, submarine light cruiser, submarine destroyer, and two submarine frigates) combine to make a powerful challenge. Add to it the 7000 Scale Battleship and you have a force to be reckoned with. The Flivvers, another simulator empire, also get a good number of ships. In the 3788 Scale, they get their Frigate, War Destroyer, War Destroyer Scout, War Cruiser, and Dreadnought. They get some of these ships in money-saving combinations: the War Destroyer and Frigate, the Heavy Cruiser and War Cruiser, and the War Cruiser and War Destroyer. They also get some ships in 7000 Scale: their Core Collection (dreadnought, heavy cruiser, war cruiser, war destroyer, war destroyer scout, and frigate) and their Builder Collection (war cruiser, two war destroyers, and three frigates). The Omega Octant Iridani Questors get their Man-O-War, Tugboat, and Supply Dock. 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
Kzinti new Drone Bombardment 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 third tournament in the Sapphire Star series is well underway with all eight first-round games played. Steven Petrick is the judge for this series of tournaments.
DEMOS AND CONS WITH SFU GAMES Star Fleet Battles was demoed at the Steam Maker Workshop gaming club in San Diego, California. Ranger Tim Foat and other club members report that they had a good time. 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/ 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.
Mini of the Month Kent Ing painted this Romulan SparrowHawk (3125 Scale Smooth Fine Detail Plastic).
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New Releases EXTRAS FOR THE MONTH: FC Senario 8CM155 You can look at Hailing Frequencies Extras here. Click here to see our previous issues of Hailing Frequencies. Recently Released GURPS Prime Directive Vol 1, SKU 8406, $29.95 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 Distant Armada Unity (DriveThru RPG or Wargame Vault) USS Mallory (Continue reading here)
Ask Admiral Vanaxilth High Energy Turns
Marc Elwinger asks: When does a high energy turn occur when the ship is not moving? We have a Speed 16 F5E (no front shield) chasing Speed 13 F-18s. If the fighters choose to do a high energy turn on the second impulse when they are not scheduled to move, does this happen before or after the F5E's move? (If the F5E moves last he can turn a fresh shield.) I think (C6.33) is the controlling rule "HETs are conducted at whatever point in the Order of Precedence (C1.313) that the unit conducts normal movement." But, the fighters do not conduct normal movement that impulse.
ANSWER: Kommodore Ketrick replies: Rule (C1.313) is the Order of Precedence. It specifically notes that high energy turns are performed during the step where they move, and "A non-moving unit is (within its category), the slowest moving unit, so a Speed Zero ship will high energy turn before other ships move in the ship step." Movement of ships (step 2) precedes movement of fighters and shuttles (step 4), so the F5E, even though at Speed Zero, will high energy turn on a given impulse before any fighters move, even if no fighters are going to move on that impulse. This does mean the fighters can observe the ship do its high energy turn and even if not scheduled to move themselves, do a high energy turn on the same impulse as a high energy turn uses no energy nor does it cost any movement (J4.122). Addition: Note that if the F5E were moving at Speed 28 (13.5 points of warp engine power and one point of impulse engine power leaving 2.5 points of warp engine power to do the high energy turn) and the fighters were moving Speed Zero, the F5E would still move before the fighters (ships move in step 2) and the fighters could do a high energy turn after they saw the F5E high energy turn (because doing a high energy turn requires no energy or movement for the fighters) because fighters normally move in step 4. Fighters (and shuttles) always make their movement decisions under the Order of Precedence (C1.313) after ships, and can always react to the movements of a ship, even nimble ships (which move in step 3). Note that in the Order of Precedence monsters normally move before ships, which is why in monster scenarios there is often a rule defining a different point in the Order of Precedence for a monster to move. Thus the "Creature that Ate Sheboygan III" always moves before all other units [has no rule providing an exception to (C1.313)], while "Starswarms" move as fighters (as defined in their rules). F&E Q&A
HEAVY METAL Q: There are carriers of heavy fighters on the SIT whose YIS is earlier than the empire's heavy fighter introduction date, e.g., the Lyran CSV and Kzinti CVH. Are these ships available for production at their YIS, or not?
A: Specific heavy-fighter carriers on the SITs are available for production prior to the general heavy-fighter introduction date, although the SITs are periodically updated and if anything was in error it will be fixed (so most or perhaps all of those will eventually disappear). By (530.223) "Each empire may, on and after the date specified for the introduction of heavy fighters (or availability of specific ships with heavy fighters), produce one carrier per turn (by substitution or conversion) for use with heavy fighters." That one-per-turn limit can be taken to include any pre-introduction heavy-fighter carriers. Q: When can "changeovers" (as distinct from conversions) to heavy fighters begin? The current wording on the online Order of Battle refers to the date of "building or conversion" of heavy fighter carriers, so it is not clear that date governs changeovers. Moreover, heavy fighters do not require a counter or well-defined class (530.2) so it is not clear that YIS for heavy-fighter carriers limits this process either. A: There is a limit of one free heavy-fighter changeover per turn and this begins on the heavy-fighter introduction date. Q: Rule (530.222) says that some heavy-fighter changeovers count against PFT limits. Can those be done prior to PF introduction, or what happens if they are done earlier? A: You are reading it wrong. It says "After the PF introduction date, the construction of a heavy-fighter carrier or conversion of a non-carrier to heavy fighters may be counted against that empire's PFT limit (530.223) or against its carrier limit." The rule effectively allows you to do more HF conversions or changeovers than the HF limits by counting them against the PFT limit. Obviously, you cannot use the PFT limit before it appears in your production schedule.. (End of F&E Q&A) ASK AUNT JEAN Dear Aunt Jean, when will we see the print version of the revised GURPS Prime Directive?
A: It is now out. I admit I set the print version's date to February 14 for Valentine's Day -- my gift to the fans of this game. You'll see a sample of what was enhanced as an "extra" for this issue of Hailing Frequencies.
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 MonthGETTING THROUGH THE SHIELDS!
Because of the burn-through rules, even a small ship can manage to score some damage against a larger ship, assuming it can get close enough!
The trick is to make sure that you hit the target with at least 10 points of damage, and to make a real difference, you should target weapons. Because burn-through damage can be targeted, your one point of internal damage will still have a 50% chance of hitting a weapon on the target ship. If you still have the enemy in your firing arc during the direct-fire part of the next impulse, do the same thing again. That way you can score a few good points of internal damage even without breaking his shields. Standard-load photon torpedoes with one phaser-3 are a good way of achieving this damage. This is better than nearly knocking down a shield and getting the one point of internal damage.
When flying a drone ship in a duel against a plasma ship, sometimes you are forced to use a wild weasel, losing all of the drones your ship was guiding (unless they were capable of and had achieved their own lock-ons). Get them back faster by launching a ballistic scatter-pack just before you launch your wild weasel. Launch the scatter-pack on Impulse #N, the wild weasel by Impulse #N+4, and then reactivate your fire control by Impulse #N+5. Your fire control will be fully active by Impulse #N+9 ‹ just in time to pick up the scatter-pack's drones when it releases them on that impulse.
(End of SFB Tactic of the Month) F&E Strategy of the Month In almost every game the Hydrans rapidly lose their capital. One thing Hydran players can do to slow down this event is to build a planetary repair dock (PRD) (425.1) over their capital planet. While this will cost you three economic points because you cannot use your engineer unit in the capital hex, it does some things to help your cause.
First, you can use all 12 points of repair after the approach battle to make life more difficult on your enemies. Second, the PRD itself cannot be targeted by directed damage at the same time as PDUs. This forces your opponent to fight another round in the capital planet that he may not have been planning on. Third, the planet itself cannot be devastated until the PDUs and PRD are all destroyed first. Fourth, it can help you evacuate more ships that have not been crippled when you have reached your limit for pain in the capital itself. Note that you have to make a very careful calculation of when to use the rapid combat repair (RCR) (425.31) ability of the PRD. Deficit spending limits under (430.6) or advanced deficit spending (447.0) may limit the number of economic points you can spend on rapid combat repair with your PRD.
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.
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.
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. (End of A Call to Arms: Star Fleet Tactic of the Month)
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