October 2020
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Star Fleet Universe News THE BIG NEWS: ADB Releases Ships for October 2020
On October 1, 2020, ADB released a total of 37 new items to its shop on Shapeways with over 2,300 items available in total. Notably this month we released our first armored vehicles and tanks in 285 Scale; these are for the Klingons and Romulans. Please note that all ships are available in both 3788 and 3125 scales, except when noted. The Klingons gain their B8 Combined Dreadnought. With more aztecking, it is also available as the B8K Combined Dreadnought. The name for the Klingon armored vehicles is "Kral." The vehicles and tanks are all in 285 Scale and in sprues of four except as indicated. The Klingons have Armored Personnel Vehicles (APVs), Ground Assault Vehicles (GAVs), Ground Combat Vehicles (GCVs), Ground Weapon Vehicles (GWVs), and Air Defense Vehicles (ADVs). The Combat Engineer Vehicles (CEVs) and Command Vehicles (CPVs) are combined with two of each on the sprue. The Kraz'Nik Tank also comes in 285 Scale with four to a sprue. The codename for the Romulan armored vehicles and tanks is "Cassowary" after the ground-based bird. The vehicles and tanks are all in 285 Scale and in sprues of four except as indicated. The Romulans have Armored Personnel Vehicles (APVs), Ground Assault Vehicles (GAVs), Ground Combat Vehicles (GCVs), Ground Weapon Vehicles (GWVs), and their Tanks. The Combat Engineer Vehicles (CEVs) and Command Vehicles (CPVs) are combined with two of each on the sprue. To bring in supplies for all those armored vehicles and tanks, there is the General version of the Ground Cargo Truck. In the 285 Scale, these are four to a sprue. Space Tarantulas appeared in Captain's Log #54 as a danger to shipping, planets, and to smaller warships. Miniatures of these creatures are available in increasingly larger sizes in 7000, Omni, 3788, and 3125 scales. The Borak, neighbors of the Hydrans (according to Hydran disinformation, in reality, they were conquered by the Hydrans), gain more ships. They now have their Destroyer Scout, Destroyer Leader, Fast Destroyer, Gunship, and Battlecruiser. They also have two types of fighters: the Fighter-Destroyers which are manned and the Hunter-Killers which are not. Two types of gunboat flotillas are also available: the regular Gunboats and Assault Gunboats. The Paravians were thought to have been wiped out by a sun snake that destroyed their sun while the Gorns had them blockaded on their homeworld. (The Gorns had good reason to do blockade them as the Paravians had decided the Gorns were demons and needed to be eliminated from the galaxy.) The Paravians gain their Fleet Raiding Collection which includes a heavy cruiser, war cruiser, two war destroyers, and two frigates in 7000 Scale. 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. 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 5 Tournament was a classic match-up of Madjack's (Jack Taylor) Klingon against Kingzilla's (Seth Shimansky) Hydran in the final. In a hard-fought battle, Jack Taylor came out the victor. Congratulations! Steven Petrick was the judge for this tournament.
Sapphire Star 6 has gotten 16 people signed up, so the tree is being prepared by Steven Petrick, the judge for the tournament, as this newsletter is being released. Good luck to all involved!
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.
Mini of the Month Daniel Bostwick painted this Andromedan Conquistador (3788 Scale, Fine Detail Plastic).
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New Releases EXTRAS FOR THE MONTH: SFB Scenario (SL33.0) THE DILITHIUM CRYSTAL ASTEROID You can look at Hailing Frequencies Extras here. Click here to see our previous issues of Hailing Frequencies.
Recently Released Captain's Log # 54, SKU 5754, $24.95 To be released in 2020
FC Federation Epack #5
GURPS Klingons Revision
Star Fleet Universe Index 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 Ask Admiral Vanaxilth WILD WEASELS
Clayton Krueger asks: A Klingon ship is in hex 3519. A Hydran ship is in hex 3617. The Hydran has a wild weasel, six hexes away in hex 3623, in its explosion period. If the Klingon ship launches drones at the Hydran ship, are the drones launched with the Hydran ship in their forward arc (direction A or B), or must they be launched facing the wild weasel (direction C or D)?
ANSWER: Kommodore Ketrick replies: While the wild weasel will distract and attract the seeking weapon after launch, the seeking weapon is required to be launched with its target, i.e., the Hydran ship, in its forward arc. Follow-up question: David Cheng asks: Rule (J3.452) states that, "A ship protected by a wild weasel cannot be tractored (until the end of the explosion period)." If I cannot lock-on to a wild weasel-protected ship to tractor it, how does it make sense that ship can be declared a valid target of new seeking weapons (even if such weapons will track the wild weasel until voided)? Kommodore Ketrick replies: Unless you are specifically targeting the wild weasel, the target of the drone is the ship, not the weasel. The ship must be in the drone¹s forward arc when it is launched. Tractors are not the same thing as weapons. You can fire your phasers, disruptors, photons, tractor-repulsor beams, plasma bolts, etc. at a ship protected by a wild weasel. (The wild weasel does provide an electronic warfare benefit in such a circumstance.) You are trying at this juncture to say that a wild weasel would protect a ship from direct-fire weapons because it protects the ship from a tractor beam. Sorry, but wrong. The tractor beam situation is specific to tractor beams; there is nothing in the rules for wild weasels that says the ship cannot be the target of a seeking weapon. So for example you cannot launch your FA plasma-R torpedo at a wild weasel in direction D and claim that if your opponent in direction A from your ship voids his wild weasel the plasma torpedo can accept his ship as the target. The plasma torpedo can only be launched if the ship is in the launching arc of the launcher and the launched torpedo must have the real target in its FA arc, even though, on launch, it must begin to seek a wild weasel that ship launched earlier that may well be outside of its FA arc (or the launching arc of the launcher) when it was launched. Ken Lin asks: Turn #3 I am at Speed Zero. On Impulse #2, I do a high energy turn to bring my overloaded plasmatic pulsar device to bear on the Klingon. Later in the turn (more than four impulses after the high energy turn), I launch a wild weasel to decoy some drones, which I suspect might be illegal because my high energy turn might "count" towards my speed for the whole turn. Is this the case? ANSWER: Your wild weasel works. Maneuver rate (C2.42) is used for the speed restrictions on being able to use a wild weasel. A high energy turn does affect maneuver rate, but only on the impulse you do it (C2.422). Most ships (unless they have an outstanding crew or something) would void a wild weasel if they were to do a high energy turn while it is active, but performing the high energy turn beforehand is not a problem as long as you do not forget rule (C6.38) which says, for the remainder of the impulse you did the high energy turn, and the subsequent four impulses, you cannot launch shuttles (including wild weasels). I have lost at least one battle by forgetting that rule. (End of Admiral Vanaxilth) F&E Q&A
PRODUCTION Q: The Kzinti annex (705.2) says: "No more than one drone ship can be produced by substitution each year (432.44)." Does this mean that they can produce any number through conversion? Q: Does the one allowed CPX count against the CPF production limit?
A: Yes, it does. The CPF limit includes the one CPX. Q: Rule (524.14) says that the CPX is to be the second casual flotilla build. Does a regular CPF have to be built first? A: Yes, that is what the rule requires. You have to walk before you can run. Q: Rule (524.14) says that the CPX can be carried by X-ships and raid pool ships. Does that mean a CPF cannot be? A: Yes, that is what the rule says. While the CPX is not X-technology, it is the only casual flotilla that can work with X-ships. Q: Can a planet upgrade an operational base to a base station in the same way it can upgrade a mobile base? A: Yes. An operational base is just a moveable mobile base (453.13) so it can be upgraded the same way. Q: Can a planet upgrade a mobile base or operational base to an X-technology battle station? A: Assuming that the planet has the resources, including the XTPs, then sure, go ahead. Q: Is it legal to place an un-crippled variant hull into depot for the purpose of returning it to the base hull configuration at no cost? (Other than losing two years out of service, of course!) A: No, (424.35) specifically states that only crippled ships can be placed in the depot tracks. Q: If I assign three theater transports to a task (that takes three) and one is destroyed, the task is only 2/3 finished. Can I then assign two or three theater transports to complete the task? A: Nothing says you cannot do this, and many players assign two LTTs (1+1/3 what is needed) to a tug task. You can, if you want, assign surplus capacity so that you can afford to lose one (or just to keep the boys busy). ASK AUNT JEAN Dear Aunt Jean, You've been working hard on Captain's Log #54, but have you at least thought about the RPGs?
A: Of course I have! In Captain's Log #54, you'll find that GURPS stats for the Gorn tank. You'll also find a write-up for the planet Vega that includes Traveller information. The space tarantula is going to become a monster for the RPGs, but mostly between when they hatch and when they leave the ravaged planet. Hopefully our adventurers will kill the beasties before they hatch, because afterward, they become quite nasty. After all, when they are fully grown, they are a challenge for a starship!
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 MonthPATROL CORVETTE AND 40-STRENGTH WEB Since a Tholian patrol corvette does not have web generators, many players think it cannot provide support for a web. This is both correct and incorrect. The patrol corvette cannot directly provide power to the web, but it can indirectly make the web more effective.
When an enemy ship becomes stuck in a web that it can escape from, a patrol corvette can apply a tractor beam to that ship. This immediately lowers the enemy ship's base speed by one level. That's up to eight movement points that the ship can no longer use. Additionally, the ship must expend more power to accelerate. With a single point of power (assuming no auction), the patrol corvette has effectively increased the web strength by as much as eight points in that hex. If the web strength is at the maximum of 32 points, the patrol corvette has given the web an effective strength of 40! This allows the rest of the Tholian ships to use power for other things such as firing at the enemy ship. Furthermore, if the enemy ship tries to fight the tractor beam, that will use up precious power. Escaping web requires a lot of power. If the enemy ship wins the auction and escapes the web, it is likely to have little to no power left. If the enemy ship is in a 25 or higher strength web hex, it will be impossible for the enemy ship to break free (a tractored ship's maximum speed is 16+1). Let¹s look at an example using a Federation heavy cruiser. Assume the Federation heavy cruiser is at Baseline Speed 16 and hits a web with strength 16. The Federation heavy cruiser will break free after eight impulses. However, if a patrol corvette were to tractor the Federation heavy cruiser, things quickly change. We will assume the patrol corvette used a tractor after the Federation heavy cruiser was stuck for two impulses. The Federation heavy cruiser has at most 24 points of power at this point. It is likely that the Federation heavy cruiser was powering photon torpedoes, and this reduces it to a maximum of 16 points of power. Against Tholians behind webs, it is also likely the Federation heavy cruiser was using evasive maneuvers to defend against the Tholian phaser fire. That leaves the Federation heavy cruiser with only 10 points of power, and evasive maneuvers are terminated by the web. If the patrol corvette succeeds with the tractor, the Federation heavy cruiser is immediately reduced to Baseline Speed 8. It has used four movement points so far and needs 12 more movement points to break free. The reduced speed from the tractor only gives the Federation heavy cruiser six more movement points. In order to get the additional six movement points, the Federation heavy cruiser must accelerate every impulse with a move cost of 1.25 for a total cost of 7.5 power. If the Federation heavy cruiser does nothing else, it breaks free from the web with 2.5 points of power left over. If the Federation heavy cruiser used power prior to hitting the web, the situation will be even worse. In the meantime, the other Tholian ships are probably using their power in ways the Federation heavy cruiser will not like. You could use another ship to do this same thing, but the patrol corvette without web generators is an easier trade off (or sacrifice if the enemy decides to fire). You can focus the patrol corvette on this task while the ships with web generators can focus on the other tasks you are trying to accomplish.
Tholians can use their web pass ability to "jumpstart" from very slow speeds to battle speeds by using the web. It starts with the Tholian ship being at low speed and in or near a web. Get into the web and turn off the ship¹s web-pass ability (it would be clever to make sure you are going slow enough to avoid the web deceleration damage). Change speeds (being sure to stay too slow to actually get out of the web). Wait until the earlier, lower speed limitation is over (usually 32 impulses). Change speed again if you want (to your desired speed) and turn on the ship¹s web-pass ability. You can go from Speed Zero to Speed 31 over the course of a couple turns without moving at all. F&E Strategy of the Month The Klingon Empire¹s production schedule allows them to freely substitute E4s in F5 and F5L construction slots. While F5s are more effective combat units and should continue to be used for specialty variants (like the F5S, FV, and F5E), the humble E4 frigate is something that the Klingons should consider building instead of some of those F5s on a regular basis, for the following reasons:
1. It saves money. While you only save half of an economic point every time you substitute an E4 for an F5, over time, it adds up. If the Klingons replace an average of three F5s with E4s per turn over the length of a 34-turn game, that adds up to 51 economic points saved. 2. A hull is a hull. An E4 is just as good for the purposes of pinning or counter-pinning opposing fleets as an F5, and they count the same for the purposes of victory point calculations (603.3).
3. Most of the things that F5s end up being used for are better off done by E4s in the first place. Certainly in a basic unexpanded game of Federation & Empire, where Battle Groups (315.0) are not being used, F5s rarely see combat in fleet battle lines after the first few turns of the game. Instead, they generally are used as province guards or province raiders where they tend to just get killed outright by larger ships in small-scale combat (310.0), or as ad-hoc escorts in single-round carrier fights where the biggest thing that can be shot down is an ad-hoc frigate escort. In either of these cases the lower combat value of the E4 is unlikely to be an issue and if you are going to lose a ship to small-scale combat or directed damage, it might as well be a cheaper E4. It is unlikely that the Klingons would ever replace all their F5 builds with E4s, as F5s continue to make better specialty ships and are very efficient combat units. But in the long run, the Klingons can benefit from regularly replacing some of their F5 builds with E4 builds. (End of F&E Strategy of the Month)
A Call To Arms: Star Fleet Tactic of the Month When playing a multi-ship engagement, do not lose track of the damage and which weapons enemy ships have fired. If a unit becomes crippled, there is a chance that it may have lost the ability to fire some or all of its weapons due to critical hits to its weapons systems. Another aspect of being crippled is there is a coin-flip chance that a unit will lose any special traits that it could use for defensive fire such as anti-drone or tractor beam.
At a time like this, a seeking weapon (be it a drone or a plasma torpedo) will automatically hit a crippled unit making it a sitting duck. This may make it more than worth your while to chunk a seeking weapon or two at him. Even if you do not manage to outright kill him on impact, you still have a fair chance of causing more critical hits, which can push its escalation level higher resulting in its destruction in the end phase. (End of A Call to Arms: Star Fleet Tactic of the Month)
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