March 2021
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Star Fleet Universe News THE BIG NEWS:
TWO NEW F&E PRODUCTS START PRODUCTION While it will be two or three months before we have them in the warehouse, the countersheets for two new F&E products went to press last week. The examples above show counters from TACTICAL OPERATIONS on the top and CIVIL WARS on the bottom.
SFB MODULE R4T: First new SFB module in years! Star Fleet Battles players said they wanted "a real new product" and this PDF is a down payment, the PDF version of the rulebook and SSD book. (The SSDs are in the PDF stores in color and B&W.) When the new counters come back from the die cutter in a few weeks, we will ship the hard copy version of this product. Because this product was done at the same time as F&E Tactical Operations, new ships added to F&E were added to this product (such as the BBV super carrier) and new ships from this product (such as the police war destroyer) were added to F&E Tactical Operations.
STAR FLEET MARINES BATTLE MANUAL in PDF We recently noticed that we had never uploaded Star Fleet Marines: Assault or Star Fleet Marines: Last Stand to the PDF stores. Jean thought this would be a swell time to combine the two rulebooks (which are identical except for scenarios) into a single product including the update in this issue of the newsletter. The result is the Star Fleet Marines Battle Manual in the PDF stores. (While doing the update, Steve Cole had the sudden idea to turn the SFM rules into a World War II tactical combat system. He should have that done in a few years.)
ADB Releases Ships for March 2021
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 Sapphire Star Tournament:
Sapphire Star VII is in the finals with Dana F. Madsen (madman) in the Neo-Tholian facing off with Jack Taylor (Madjack) in the WYN Black Shark
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 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: 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.
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.
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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 ACTASF Book 2 SKU M30002, $29.95 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 ESCORTS
Ken Kazinski asks: Question on how to read table (R0.0E). Under the Escorts column there is 2xAD5, AF5/FWE/F6E or ADW, AD5, FWE/AF5/ F6E and in the Fighters column 12xZ-YC/Z-YCP.
ANSWER: Kom-modore Ketrick replies: The escort group would consist of two size-class-3 escorts (either 2xAD5, or 1xADW and 1xAD5), and one size-class-4 escort, (FWE, AF5, or F6E, whichever was available). The fighters were 12 Z-Ys. Z-YPs were used interchangeably and a given squadron might be entirely Z-Ys, or 11 Z-Ys and one Z-YP, or 10 Z-Ys and two Z-YPs, or nine Z-Ys and three Z-YPs, or eight Z-Ys and four Z-YPs, etc. Note that one of the 12 Z-Ys would normally be a Z-YE, but the player might not be using electronic warfare fighters. Thorin Palladino asks: Can Federation escorts rearm F-14/15 fighters if their carrier flies them? For instance, in a CVB group. It would be pointless to put F-18 ready racks on escorts grouped with a CVB, but the rules I can find say that only ships specifically listed can service the oversized fighters. ANSWER: Steve Cole replies: Escorts are standardized and interchangeable so that argues against the theory of rearming oversized fighters. It may seem pointless to have escorts that do not have F-14 ready racks, but in reality it is not. The escort's job is much bigger than one tiny part of it. What would be pointless is to not include the F-18 racks, which would make it impossible to reassign the escort if the carrier is damaged. William Wilson adds: I would point out that escorts, even if they have the wrong type of ready rack for the carrier's fighters, can still use (J4.8961). It is not as good as having the right kind of rack, but it is a whole lot better than the weightlifting team.
William Wilson asks: I cannot find a rule that allows plasma-D escorts to begin a scenario with the plasma-D torpedoes in their fighter ready racks energized, even at weapon status two or weapon status three. It seems like they ought to be able to, but rules I have found only seem to apply to carriers. Oversight? Or just something that escorts need to deal with? ANSWER: There is no provision for plasma-D torpedoes in ready racks (on escorts or anything else) to be energized at the beginning of a scenario. If the weapon status allows for armed fighters, the plasma-D torpedoes on those fighters will be energized (and the ready racks for those fighters will be empty). But plasma-D torpedoes in ready racks are not energized until the activation energy is paid. (End of Admiral Vanaxilth) F&E Q&A
AND A FEW MORE QUESTIONS Q: Can the Klingons perform WYN trade via blockade running on Turn #1 of the General War? They definitely accumulate trade rights then (449.11). However, (601.161) forbids Klingon ships from leaving their territory on Turn #1 of the GW scenario. I find no enabling rule that provides an exception to (601.161); so my guess is that the answer to my question is "no." However, it makes little sense to me to negotiate trade rights and then be unable to actually trade. So, maybe there's an oversight somewhere and it's meant to be allowed for the Klingons to blockade run EPs to the WYN on Turn #1? Hence, it's possible that the answer might be "yes."
A: The Klingon Empire can use a blockade run to go and return from the WYN Cluster in the Raid Phase (3A). This allows the Klingon Empire to send a transport ship clandestinely to the WYNs to exchange Economic Points with the WYN Cluster. Q: Are E&S missions allowed against future belligerents (in neutral? or enemy? territory)? What about the Federation while they're neutral or using limited war to help the Kzintis?
A: No, that would be declaring war on the future belligerent and the definition of a future belligerent requires you to leave them alone up to a certain point. E&S missions are beyond that point. Q: What is the SFB equivalent of a PDU (defense battalion)? DefSats? GBDS? A mine package? A combination of those? Or something else entirely? A: A two-page article in Captain's Log #22 provides this information. In simple terms, it consists of three ground-based phaser-4s, a ground warning station, and three defense satellites. Over the years, this is increased to include a military garrison, fighter base, power stations, and other things. This varies widely, and the exact combination is unimportant in F&E terms. Your efficient staff makes sure you have the right combination for each planet as you have bigger concerns to worry about. Q: Can I react to the movement of a ship my enemy is selling to the WYN Cluster? A: No. Once the ship is "sold" (which is on declaration, not on arrival) it's a neutral ship (it already belongs to the WYN and nobody wants to intercept it because that would upset the powerful (and feared) WYNCOVIA banking cartel. Q: When an interned ship becomes captured because a future belligerent entered the war (or in the case causing the question the Orion Enclave rejoined the Federation) is the ship just considered an un-crippled captured ship? A: If the Orion Enclave rejoins the Federation, the interned Coalition ship is captured immediately (503.512), is undamaged, and is available to be used in any of the six options in (305.2) by the Federation. Q: Let's say I capture a crippled ship. I want to repair it and then convert it to use in my fleet. Can I do that in one turn or does it take two turns? A: Either, at your option, but if you don't do both on the same turn you will have to keep a written note about what's going on. Q: Does the use of an Engineer regiment (541.34) repairing SIDS on a base reduce the cost by five points per Engineer regiment under (541.31)? A: Yes, (541.31) and (541.34) allow an Engineer regiment to repair up to two SIDS like a tug for eight EPs minus the five for the Engineer regiment for a net cost of three EPs. 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 MonthHYDRANS ATTACK! Hydran fusion-armed ships need to be close to the target to be effective. Stingers can't move faster than speed 16, so you can never chase down the enemy, and if you try, the Klingons and Lyrans will just kill your fighters at long range. To avoid this, the basic tactic is to charge at speed 24 (or 24+1) using Evasive Maneuvering. When you reach firing range, drop Evasive and launch the Stingers. If the target ship has enough weapons armed to hurt you, they are slow enough for the Stingers to overwhelm them. If they are going fast enough to avoid the Stingers, just have the Stingers all fire on his #4 shield to limit his ability to run away from you in the future. (Failing that, take any shot they can get.) In squadron battles, have one of your ships close with the enemy and tractor him (skip power for that ship's weapons so you have plenty for speed and tractors) to slow him down for the Stingers to slice up. Klingons will try to stop this tactic with drones, but as you will always know their target, so have another ship drop Evasive and kill the drones with gatling phasers. That ship might get hurt by enemy fire, but that's why they call it "war".
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)
While the end of game determination may or may not be changed in the future, you can do something to help your cause regardless of what happens. Build colonies. Build them early, and build them often. While you do not need to build them when you get to Turn #30, you want to build them to accomplish two different, but mutually compatible things.
First, each colony you build and protect until the end of the game produces two victory points under (603.3). Second, each colony you build and protect provides you with a supply of EPs until the game ends. Those EPs produced during the game can help you build that extra base or ship you need to keep your capital from being captured. Proper protection of these new colonies, both by distance and by extra defenses can force your opponent into thinking it might be better to destroy these colonies rather than devastating your capital. (End of F&E Strategy of the Month)
A Call To Arms: Star Fleet Tactic of the Month At first glance, the Hit and Run Raid! special action does not seem to be all that great. You have to be within 4" of your target, and you have to drop the facing shield. In addition using this special action means you must take a power drain penalty.
(End of A Call to Arms: Star Fleet Tactic of the Month)But let's take a closer look. Through judicious use of movement, you can often arrange to use this special action with no return action possible. If all of the enemy's ships have moved, you can move your remaining ship (or ships) to within 2" of a target ship with down shields (or shields you expect to knock down during the attack phase) in such a manner as to enable you to drop a facing shield leaving no enemy ships in arc to fire through the gap. Since your opponent has already moved his units, he cannot move anything to a position that will let it take advantage of the gap in your defenses. Two out of six rolls on the die will generate a successful attempt. This gives you a 33% chance of inflicting a critical hit on your helpless target, and it can be done once for every transporter on board in addition to regular weapons fire. That is five times for a Klingon D7 or Federation BC, and if you are flying a Klingon C8 you have eight transporters! Or if you have a crippled ship that is limited to firing only one weapon system, and it can get within 4" of a valid target, go ahead and try for a critical-and-run raid.
Mini of the Month This starbase is painted by Kent Ing.
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