May 2019

Star Fleet Universe News

THE BIG NEWS:
SHAPEWAYS
 
        Our store on Shapeways continues to expand with 59 new items released on 1 May.
        Ships released for both 3788 and 3125 scales include: Federation Fast Cruiser and Light Tactical Transport (both in plain or grid style), Klingon D5H (plain or Aztek style), Romulan FlameHawk (original and cranked arrow), Gorn large scout, Neo-Tholian heavy dreadnought and heavy command cruiser, Orion Double Raider Cruiser, Hydran Buffalo Scout (DWS), the Lyran War Cruiser Escort, ISC tug with two pods, the Vudar Heavy War Destroyer, and the Seltorian Light Dreadnought. The Andromedans continue to arrive with their Eel, Courier, and Terminator.
New for 3788: Frax Mobile Carrier (DWV).
New for Omega: Ymatrian battlecruiser, Iridani Sloop, and Sigvirion Command Cruiser.
New for Omni Scale are the Andromedan Satellite Base, Hydran Large and Small Freighter, and the Lyran Large and Small Freighter. The Lyran Large Freighter comes in two styles, wide or long.
        You can check out the store here:

  

MORE BIG NEWS
Captain's Log #53 will be released sometime in June.
Modules G3 and G3A have now been released!

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.

Facebook
FACEBOOK:

        Jean continues to improve our page on Facebook, adding many new photos and other features.
        If you haven't seen the 1,000+ pieces of art in the albums, you should drop by and visit. You don't have to be a member of Facebook to see our page, but if you are, please become our friend so you can get information in your newsfeed.
        If you've already liked us on Facebook, but are not seeing our posts, then remember to check your new "Pages Feed" on the left menu. You can also go to our page and hover over the "Liked" button. Be sure that "Get Notifications" is checked.

TWITTER:
        ADB has a Twitter feed. We are ADBInc_Amarillo. You'll find news as well as links to pictures. Check us out and retweet news of interest to your own followers. We're excited and our next goal is to get 200 followers. Help us reach that, please.

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:

Star Fleet Marines Part 1
Star Fleet Marines Part 2
ADB Late May 2011
Starline 2500 Miniatures Review
Star Fleet Battle Force in the box

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:
        Our StarBlog has moved to a new URL and all links on StarFleetGames.com websites have been changed to match. The new site is http://federationcommander.blogspot.com
        The blog covers all aspects of the company.

STAR FLEET'S LEGIONS EXPAND:

         Star Fleet Legions isn't a new game; it is all of you who play any of our Star Fleet Universe games.
         For a game universe that is 36 years old, it seems odd (but very gratifying) that the number of active players is growing, not diminishing. We can tell this by the number of people on the fan pages, the number of Rangers and battle groups, the number of new Starlist entries, and of course by the sales numbers.
         Starlist is growing by an average of 10 new entries and five updates per month. There are 1,240 active names on the list (plus overseas, Canada, and those who last contacted us in 1991-2004). Not on Starlist? Fill out your application here:http://www.starfleetgames.com/starlist.shtml.
         Battle groups have been forming up left and right. We started with one in Tennessee. Now there are battle groups in California, Colorado, Florida, Idaho, Indiana, New York, North Carolina, Ohio, Texas, and Washington. We've gone international with groups in Canada, England, and Taiwan. Battle groups are doing demos, tournaments, and game days in stores and conventions. Do you have a group you game with? Join us here: http://www.starfleetgames.com/battlegroup/index.shtml
         How have these battle groups been forming? Usually through the hard work of a Ranger. Rangers run demos, start game days, contact conventions, reach out to stores, and promote Star Fleet Universe games. Do you want to be a Ranger? Start here: http://www.starfleetgames.com/rangers/index.shtml  

       
       This month we feature Battle Group Alpha Strike, headquartered in Rockridge, Florida. CO Lee Brandt reports they play Star Fleet Battles. Read more here: http://www.starfleetgames.com/battlegroup/battlegroup_alphastrike.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

         If you are on Facebook, you have no doubt heard of ADB's page on Facebook. Did you know there are fan pages galore? Fan pages are groups that are started and administered by fans. They are independent of ADB, so we may not know about all of them. These are ones we know about that support the Star Fleet Universe:

So join us on Facebook and get a fix of your favorite game there, too!

RANGERS:
        The Rangers are up, fully operational, and doing demos! There are currently 50 Rangers listed in our database with 30 of them having advanced past Ranger Recruit, meaning they've held at least one demo.
        Star Fleet Rangers are our front-line recruiters in introducing new people to our games. They are hard working, tireless promoters of the SFU. They go to conventions, stores, game clubs, and other public venues to show our games and to teach potential players some basics.
        Why should you be a Ranger? Well, one of the reasons is purely selfish -- you teach people to play your favorite games and "grow your own" opponents. With enough interested people you can form a battle group and even get in on playtesting if you want. You get your name in Captain's Log and awards on your plaque on the Wall of Honor. You even get Star Fleet Bucks which will help you with purchases from our storefront. Still, being able to play games face-to-face has to be one of the best reasons to do it.
        So visit our Ranger page here: http://www.starfleetgames.com/rangers/index.shtml
        Register and join the the Star Fleet Rangers!
        And there is exciting news for Rangers on Facebook! We've started up a closed group for Rangers to discuss ideas, best practices, and to simply hang out with serious enthusiasts. You must be on Jean's list of Rangers before you can become a member. Join it here: https://www.facebook.com/groups/517647465103651/
Ambassador Badge
AMBASSADORS:

        Jean Sexton has succeeded in recruiting two ambassadors (Michael C. Baker and A. David Merritt) to carry the word of the Star Fleet Universe to other websites. They (and Jean) were awarded the first ever "Star Fleet Ambassador Badges" as well as appropriate medals for their service to date. These ambassadors do not just repeat press releases; they answer questions, encourage discussion, and help people find the relevant documents on our website. Contact Jean Sexton if you want to volunteer for ambassador duty.
Forum
BBS

JAGDPANTHER
        Take a journey with us to an ancient age, just one step up from carving game rules on clay tablets. The year 1973 was at the very dawn of the independent wargame publishing companies. Typesetting was done with a manual typewriter, print-on-demand meant the photocopier at the library, counters were printed on paper (and drawn by hand), page layout was done with scissors and cellophane tape, and two guys in a garage could turn out a wargame magazine that won two Origins Awards. The point was creativity, new ideas, and imagination. Production values would have to come later.
        That magazine was JagdPanther (Hunting Panther), created and run by the same Stephen V. Cole who later co-founded Task Force Games and then went on to found Amarillo Design Bureau. We found the ancient archives of this game company (which ran from 1973-1976, producing 15 magazines, about 50 games, hundreds of variants, and dozens of game reviews) and have placed them on Warehouse 23 so they are available to collectors. (Old issues have been selling on Ebay for over $100 each.) Issue #1, Issue #2, Issue #3, Issue #4, Issue #5, Issue #6, Issue #7, Issue #8, Issue #9, Issue #10, Issue #11, Issue #12, Issue #13, Issue #14 and Issue # 15 are uploaded.

Custom Decals for Starline ships

        Tenneshington Decals continues to provide custom decals for all currently produced Federation Starline 2500 miniatures.
        In addition to the legacy fleet and squadron box sets, decals for each of the ships are available as individual sheets, along with special sheets to detail any ship with additional window blocks, sensors, hatches, and even phaser scars.
        As with all of their products, the names on the ships are up to the customer and all sheets are custom-printed to order.
        *** Newly announced in November, decals sheets for Starline 2400 Federation miniatures are well into design, with decals for other empires in both Starline 2400 and Starline 2500 lines in development. ***

        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

        Masters 2018 has all of the 16 Round 1 games played; five of the Round 2 games are completed. Andy Koch is the judge in this "just for fun" tournament.

       Rated Ace Tournament 48 is being played with only the final game left to play. Ron Brimeyer has withdrawn as the judge and Steven Petrick has stepped in to usher the tournament to its conclusion.

DEMOS AND CONS WITH SFU GAMES

       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.

       COMMANDER'S CIRCLE: We continue to improve the Commander's Circle. All of the ships and scenarios are available as separate documents (the ships are organized by empire) so you can quickly see what is available. The FC Scenario Database and Master Ship Chart documents are also here. Our newest project was suggested by our players and is uploading low-toner Ship Cards. The Commander's Circle is the best place to find free additions to Federation Commander!

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.
       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 lots of interesting conversations about a wide variety of subjects. 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 communications.

F&E Strategy of the Month
A "C" IS BETTER THAN AN "A"

      Since elementary school we all knew an "A" was better than a "C." This is not true when comparing the Federation new heavy cruiser with the Federation new command cruiser. Simply changing the "A" to a "C" can make a huge difference.
        The Federation starts building one NCA (new heavy cruiser) a turn in Y175. This 8/4 ship costs six economic points, a bargain, but for eight economic points you can substitute the new command cruiser (NCC) which is 10-9/5. This gives you two extra offensive combat points and converts a ship that is inefficient to repair into one that repairs quite excellently (since 9/5s are one of the most efficient-to-repair ships out there). In addition, beginning in Y175 every starbase you have that remains standing can be converting new light cruisers into new command cruisers as they are a four-point minor conversion.
(End of F&E Strategy of the Month)

A Call To Arms: Star Fleet Tactic of the Month
FLEET SELECTION

     This is where the tactical choices begin. After a conflict intensity is selected, you must purchase your forces. Everyone has a different play style and no one style is right or wrong. Do you select a lot of small ships, a few big ones, or a balanced force containing both small and large ships? Again, it¹s up to you, and there are no "command" and "formation" rules from SFB. Here are some things to keep in mind for force selection:
    Quantity: Since ACTA uses the you go/I go method for movement and fire, having more ships than your opponent gives you an advantage during both movement and attack.
    Quality: Dreadnoughts and other big ships are nice but make enticing targets. They can dish out an astounding amount of fire in a single turn, but your opponent can field three smaller ships for the same price. You have to weigh the potential of your dreadnought against what those three smaller ships can do.
     Ability: Each ship has multiple traits and those traits should be considered. Is your opponent¹s force a drone-using empire? Then consider getting units with the Anti-Drone trait. Does your opponent have Stealth? Consider ships with Accurate weapons.
(End of A Call to Arms: Star Fleet Tactic of the Month)

 

 

New Releases

Communique #161 has been posted to the Commander's Circle

Click here to see our previous issues of Hailing Frequencies.

Recently Released
F&E ISC War Chart Book, SKU 3210-4, $4.00
Kzinti Master Starship Book
Stock #5435 $21.95
Romulan Armada Unity
Stock #6132 $16.95
Scenario Log #2
Stock #4071 $6.95
Klingon Armada Unity
Stock #6131 $16.95
LDR Master Starship Book
Stock #5444 $14.95
Lyran Master Starship Book
Stock #5441 $19.95
Captain's Log #52
Stock #5752 $24.95
Captain's Log #52 SSDs Stock #5752-2 $3.50
Captain's Log #52 Supplemental File Stock #5752-S $1.00


To be released in 2019
A new Starmada book for both editions.
Federation Commander Reference Starship Book
Traveller Prime Directive Core Rulebook
New starships for the 2500 (1/3125) range including Klingon B10
New starships for the 2400 (1/3788) range including heavy war destroyers and the jumbo freighter.

 

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:
       
Click here and you can see all of the products we have avaliable as PDF and Ebooks.

RECENTLY RELEASED ON Warehouse 23
Module G3
Module G3A
Nexus #11
Captain's Log #46
Captain's Log #46 Color SSDs
F&E ISC War Chart Book
Battle Damage: Code Red 
McPherson's Ridge
Nexus #10
Nexus #9
Nexus #8
Nexus #7
Alien Armada Unity

Nexus #6
Nexus #5
Kzinti Master Starship Book
SFB: Kzinti SSD Pack #1 - Color
SFB: Kzinti SSD Pack #1 - B/W
Ship Pack for 2018 April Fool's Ships



RECENTLY RELEASED ON DRIVETHRU RPG and WARGAME VAULT
Module G3A  (DriveThru RPG or Wargame Vault)
Module G3  (DriveThru RPG or Wargame Vault)
Captain's Log #46  (DriveThru RPG or Wargame Vault)
Captain's Log #46 Color SSDs  (DriveThru RPG or Wargame Vault)
Captain's Log #46 Supplement  (DriveThru RPG or Wargame Vault)
Nexus #11 (DriveThru RPG or Wargame Vault)
Captain's Log #28 (DriveThru RPG or Wargame Vault)
F&E ISC War Chart Book (DriveThru RPG or Wargame Vault)
Battle Damage: Code Red (DriveThru RPG or Wargame Vault)
McPherson's Ridge (DriveThru RPG or Wargame Vault)
Captain's Log #27 (DriveThru RPG or Wargame Vault)
Nexus #10  (DriveThru RPG or Wargame Vault)
Nexus #9  (DriveThru RPG or Wargame Vault)
Nexus #8  (DriveThru RPG or Wargame Vault)
Nexus #7  (DriveThru RPG or Wargame Vault)
Alien Armada Unity (DriveThru RPG or Wargame Vault)
Nexus #6  (DriveThru RPG or Wargame Vault)
Nexus #5 (DriveThru RPG or Wargame Vault)
Kzinti Master Starship Book (DriveThru RPG or Wargame Vault)
SFB: Kzinti SSD Pack #1 - Color (DriveThru RPG or Wargame Vault)
SFB: Kzinti SSD Pack #1 - B/W (DriveThru RPG or Wargame Vault)
Ship Pack for 2018 April Fool's Ships (DriveThru RPG or Wargame Vault)
Nexus #4 (DriveThru RPG or Wargame Vault)
Hex Map Pack #1 (DriveThru RPG or Wargame Vault)
Nexus #3 (DriveThru RPG or Wargame Vault)
SFB: Module S1 - Scenario Book #1 (DriveThru RPG or Wargame Vault)
Nexus #2 (DriveThru RPG or Wargame Vault)
Nexus #1 (DriveThru RPG or Wargame Vault)
Captain's Log #44  (DriveThru RPG or Wargame Vault)
Captain's Log #44 Color SSDs  (DriveThru RPG or Wargame Vault)
Captain's Log #44 Supplement  (DriveThru RPG or Wargame Vault)



RECENTLY RELEASED ON AMAZON - KINDLE
For the Glory of the Empire



Star Fleet Fiction

        Then she sat back in her chair and closed her eyes. On the face of it, the incident was simple and obvious. Two drunks, an attractive woman, angry words, a violent outburst, a weapon of opportunity, and a lethal stab wound. Eleven pages.
(Continue reading here)

Ask Admiral Vanaxilth

Mind Monster
       
        Russ Simpkins asks: A previously disabled ship has the worst luck and is attacked by a mind monster. Unable to adequately counter the monster or escape, it is completely drained. All crew and computers are wiped. How long does the crew have to live without help? Crew are helpless "vegetables" but is there life support still on the ship or has that been lost when computers are wiped? Special rules in Captain's Log #34 state all power systems go offline. Without power everyone dies immediately (which I have always found a little silly) but it would be beneficial to me if they could survive a little while. Perhaps life support has some fail-safe hard-wired into the batteries? If some crew were away in a few shuttles and return after the mind monster leaves, could they restore life support and save crew? Transporter logs on the ship are wiped so they cannot use those to restore crew. If it has been a week or two since they were last transported (last base they were on), could the crew's minds be restored from those logs per (SM6.452)? They would of course have no memory of anything for the last few weeks.
         Kommodore Ketrick replies: Rule (SM6.452) assumes that you did not "lose" the encounter. Your ship was never left completely drained, so the transporter records on the ship are still available. If the ship was completely drained, then all of the operating systems and computer files are gone, and there is no way to restore the crew. That is why the consequences of such an encounter can be "lethal," but if you "win" (or disengage before you completely lose) you can essentially not have had any losses.
        Now, how long could the crew survive on a completely drained ship? A "mind-blanked" individual can be thought of as being in a coma. The autonomous systems such as breathing, blood circulation, digestion, etc., all continue, but there is no "motive control." The crew are not walking around like brain-dead zombies, they floating around unconcious since there is no artificial gravity. They will "live" until one of several things occurs. They can die of starvation or thirst because they cannot act to eat or drink (this varies by species). The life support systems on the ship are completely shut down. Loss of heat will eventually cause them to freeze to death; loss of cooling may cause them to dehydrate faster. This depends on external heat sorts such as a nearby sun. In any case, the available air in the ship will grow increasingly foul and lack oxygen. Absent any special situation, it would be fair to assume that the crew will begin dying in 72 hours and all have expired in 96.
         You can literally be in a situation where the mind-blanked individuals on the port side of the ship all froze to death because that side of the ship radiated away heat faster than the starboard side which was exposed to the sun (and close enough to benefit), and those on deck #6 died because there were more of them than on deck #3 and they used up all of the oxygen.
        If the ship is completely drained, the fail-safes detect errors in the various programs and shut them down until your ship is dead in space. Some battery power might have remained (emergency lighting) but all major systems would be shut down. Your returning crew could, under the rules, eventually use back-ups (non-operating disk files) to get the ship operable again, but there does not seem to me to be anything you could do for the crew who were on the ship when this circumstance came about.
        The key point is not to lose the fight with the mind monster.
(End of Admiral Vanaxilth)


F&E Q&A
BASES: CHAINS OF SUPPLY

      
      Q: Rule (506.3) specifically prohibits the Romulans from building any kind of base in their off-map area, but a ruling in CL#38 said they could and a response to a rejected tactical note in the CL#40 Supplemental File said they could not. Can this be clarified, please?
       A: This is an issue as old as the game. It was clarified in F&E2010 that the Romulans can build a mobile base or a colony there to provide Strategic Movement or a place to accumulate EPs. F&E2010 also provided the Klingons with an "assumed base" in their leased area in the Lyran outback.
       Q: In a confusing situation, an Hydran fleet in Lyran space was out of supply and drained the supply tug so that they would be treated as in supply. Later in the turn, the fleet re-established supply, and then lost the supply link. Did the supply tug get refilled or not?
A: It depends on when supply was re-established. Rule (509.53) is only part of the solution; the Sequence of Play establishes certain points at which supply is evaluated. If the supply tug was back in supply at one of those points, it was refilled. If not, it wasn¹t.
       Q: A diplomatically aligned neutral planet (540.24) generates EPs but is not connected to adjacent grids and is in its own partial grid until such time you are at war with the other neighboring power. They accumulate EPs which may be used to locally construct defenses and/or accumulate. May one use Orion smuggling to transfer EPs to the planet to augment its indigenous EPs for construction projects?
       A: Sure, if you have them per (410.34). You would have to obey all rules concerning the use of EPs for your empire at that time based on your economic condition. If you are at Peace, you could cancel PWC or use other diplomatic income to do this. Or, if you were at War but this was an inactive fleet you could use money from the general treasury at the local Orion¹s rate of exchange. The local planet would not allow you to remove such income via the Orions as they know it would just make their situation more untenable.
(End of F&E Q&A)

ASK AUNT JEAN

     Dear Aunt Jean, Is there any word about Shapeways miniatures for Prime Directive?

     A: Currently, that isn't on the radar. We needed to let the new pricing take effect to see how it would affect our models. We are going to have to look at this in the future after things shake down a bit more.

      Send questions to Jean at marketing@StarFleetGames.com and she will answer as soon as she can.
(End of Ask Aunt Jean )


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 recently updated the look and design of the Rangers Page, check it out here: Rangers Page
       Here are links to various flyers you can use to advertise your Demos and Game Days: Ranger Resources
       Here are links to the new pages of Starline 2500 miniatures pictures.
       Starline 2500 Battleships page
       Starline 2500 Federation Miniatures
       Starline 2500 Klingon Miniatures
       Starline 2500 Romulan Miniatures
       Starline 2500
       Traveller Prime Directive
       Call to Arms Star Fleet

       We have also uploaded new Xander wallpapers to our Wallpapers section on the website: Wallpapers
       We have new images of our game Star Fleet Marines posted on our BBS topic page.

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

Alert 190309 Distribution (Adobe Acrobat Required)
Alert 170327 CL52
(Adobe Acrobat Required)
Alert 160531 Cart
(Adobe Acrobat Required)
Alert 160518 Captain's Log #51 (Adobe Acrobat Required)
Alert 160317 For the Glory
(Adobe Acrobat Required)
Alert 150331 Captain's Log #50
(Adobe Acrobat Required)

FC Tactic of the MonthCLOSING THE GAP

      When fighting in an asteroid field with web caster-equipped Tholian ships, look for opportunities to trap an unwary opponent in the gap between two asteroid hexes.
       Here¹s how it works. Since ships tend to avoid asteroid damage by staying out of asteroid hexes and remaining in clear space, the enemy will often fly through single-hex gaps between the asteroids.
        If your opponent finishes his movement in such a gap, you can exploit this with your web caster. Throw a three-hex web of 16 strength points per hex (at up to ten hexes¹ range), anchoring the ends in the asteroid hexes to either side, with the middle web hex in the same hex as the enemy ship. This will trap the enemy ship immediately, and at worst will ruin his plans for the turn. At best it may well trap him for long enough for you to hit him with a seeking weapon or two. Since Tholians are not big on seeking weapons, this trick is best performed when fighting alongside allied ships that do have such weapons, such as the Gorns. A web hex forms a perfect anchor situation and makes the enemy ship a sitting target for plasma/drone strikes from hexes off to the side of the web strand. The trick still works with larger gaps of course, but it will not slow your opponent as much.
       The counter tactic to this is to avoid single-hex gaps. Use maneuver, speed, and acceleration/deceleration to make sure that you finish the movement sub-pulses a hex or two away from such gaps, and then dash forward to clear the gap in a single impulse. This works because the web caster can only fire after movement is completed for that impulse. If your ship has already been trapped in a web, or has just broken out of it, it can sometimes even be worth decelerating upon release in order to avoid a similar gap and being trapped again. Then move forward in a burst of speed as above.
         As this is taking place in an asteroid field, you will need to maneuver carefully to avoid entering asteroid hexes at the sorts of speeds required to break out of webs of that strength; unfortunately these are also the same speeds required to avoid those gaps in the first place. Still, the increased speed will likely give you the initiative, since the Tholians will not necessarily want to be moving at that speed in an asteroid field either ‹ and it can also put your ships into some interesting attacking positions!
(End of FC Tactic of the Month)


SFB Tactic of the Month
DO NOT LET THE WEASEL RUN WILD
- Commander Andy Vancil, USS Colorado

        Under (J3.11), you can program a course for a wild weasel, and as a matter of habit, you should do this. If there is any chance that the wild weasel will not be destroyed, having a programmed course can be very useful. You never know when those plasma torpedoes might turn out to be pseudoes, or when your opponent might drop tracking on some drones. If you did not program a course, your weasel will be sailing off in a straight line, to eventually collide with a tournament barrier or be lost in the depths of space. If the seeking weapons do impact as expected, you did not lose anything by programming a course.
       If you anticipate that you will be stopped or moving slowly for very long, a good plot for your wild weasel would be a circle of radius 1. If it survives, it will stay within tractor range for easy recovery later. On a fixed map, a circular path is usually a good bet. Keeping it away from enemy units is another consideration when plotting a course.
        Make a habit of programming a course for every wild weasel you launch. Most of the time, it will not matter, but sometimes ‹ perhaps when you least expect it ‹ it can make a difference.
(End of SFB Tactic of the Month)

 

Mini of the Month
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This starbase is by Kent Ing.



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