June  2021

Star Fleet Universe News

THE BIG NEWS: Things are seriously starting to happen at ADB.

       


STAR FLEET BATTLES: SFB Module R4T has been available as an early bird PDF but Steve Petrick says he will have it ready for final print/PDF release soon. SFB Module R4J will be released in midsummer and the revised SFB Module R2 will be released in late summer.


FEDERATION & EMPIRE: In a few days, some of the finest minds of Federation & Empire will assemble in Amarillo to play their annual "big
game" event. Taking advantage of this unique opportunity, Steve Cole has reformatted four F&E books (Combined Operations, Advanced Operations, Strategic Operations, and Planetary Operations) and (with the help of the staff) is working his way through thousands of reports, line items, questions with answers, rules with rulings, and other items) to get those four books up to "Warbook standards." Reformatting and inserting the published new/changed rules is only part of a grueling process, but we should be able to release those updated books in early-bird PDF form (one per month) during August to November. (Final print versions will be released in February through May of 2022. With the
impending releases of Tactical Operations and Civil Wars, the combined interleaved version of "The F&E Warbook" (including F&E2KXX, Minor Empires, ISC War, and Fighter Operations) just might appear in July 2022 at StratCon 2022.


A CALL TO ARMS STAR FLEET: Reinforcements One is ready for Early Bird release, lacking only a cover. Our graphics expert is wrapping that up even now so we should see this product hit the PDF stores within a week. We coordinated the release of that book with the Shapeways sculptor team to make sure all (well, almost all) of the 100+ new ships are available as miniatures. Which is why...

ADB Releases 55 New Ships for June 2021



       On June 7, 2021, ADB released 55 new items to its shop on Shapeways, which now has over 2,700 items available in total. This month, we released new ships for the Federation, Klingons, Gorns, Kzintis, ISC, and Orion Pirates. Many of the starships support the forthcoming release of A Call to Arms: Star Fleet - Reinforcements One. Please note that all miniatures are available in both 3788 and 3125 scales, except when noted.
       The Federation starts with the Battle Frigate Scout, Bismarck BCF Battlecruiser, Destroyer, Destroyer Escort, and Destroyer Leader that are available in both the Federation (gridded saucer) and Fed Classic (smooth saucer) styles. Notably, we add the first Middle Years ship, which is the Middle Years Destroyer, also available in both the Federation (gridded saucer) and Fed Classic (smooth saucer) styles. While it is available in both 3788 and 3125 scales, the Police Corvette is only available in the Federation style since it doesn't have a saucer per se.
       The Klingons gain their FWC War Destroyer Leader. Since it matches the Mongoose style of windows on the boom, the FWCB War Destroyer Leader is only available in the 3125 Scale. With more aztecking, the ship is also available as the FWL War Destroyer Leader in both 3788 and 3125 scales. The Klingons also gain the G2C Police Leader. The Klingons' Internal Security Forces (ISF) benefits from the ISF Police Collection containing a G6 heavy police ship, a G2C police leader, and two G2 police ships.
       The Gorns gain more X-ships with the appearance of the Advanced Frigate and X-Light Cruiser in both the regular and refitted versions.
       The Kzintis add their New Fast Cruiser and Police Flagship.
       The Orions get more of their X-Ships with the X-Ship Battle Raider, X-Ship Raider Cruiser, and X-Ship War Destroyer.
       The ISC gets its Fleet Sustainment Convoy Collection in 7000 Scale. It includes a tug, a light tactical transport, two small freighters, one large freighter, one heavy freighter, a pair of cargo pods, and one light tactical transport pod.
       Finally, in Omni Scale, everyone can use the Small Auxiliary Scout.

       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.

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 400 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 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

         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 Beddow 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 Beddow 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

SAPPHIRE STAR UPDATE: Sapphire Star VIII has moved along and is currently down to three players in the semi finals with a Hydran (Brian Evans), having defeated a WYN AX (John Ridley), circling while he waits on a Lyran (Jason Gray) and a Romulan FireHawk (Justin Royter) to conclude their duel to see who will be his final opponent.

 

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  played regularly in Columbus, Ohio, on Sunday afternoons at the Soldiery. Lee Hanna is the contact person.

      

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.

       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!

 

 

 

New Releases

EXTRAS FOR THE MONTH:

FC - Federation Attack Cruiser

ACTASF - Federation Destroyer Escort

You can look at Hailing Frequencies Extras here.

Click here to see our previous issues of Hailing Frequencies.

 

Recently Released

GURPS Romulan 2021 SKU 8404, $24.95
ACTASF Book 2
SKU M30002, $29.95
Tholian Master Starship Book
SKU 5437, $24.95
SFB: Module J – Fighters! 2020
, SKU 5604, $19.95
Distant Armada Unity
, SKU 6134, $16.95
Gorn Master Starship Book
SKU 5436 $23.95
Captain's Log # 54
, SKU 5754, $24.95
Captain's Log # 54 SSDs, SKU 5754-2, $3.50
Captain's Log # 54 Supplement, SKU 5754-S, $4.00
GURPS Federation Revised 
SKU 8402, $24.95
GURPS Prime Directive Vol 1 SKU 8406, $29.95
GURPS Prime Directive Vol 2, SKU 8407, $29.95
GURPS Prime Directive Vol 1 & 2, SKU 8405, $49.95
FC Booster Pack #37, SKU 4237, $9.95
FC Booster Pack #38, SKU 4238, $9.95
Alien Armada Unity Starmada, SKU 6133, $16.95
Captain's Log # 53, SKU 5753, $24.95
Captain's Log # 53 SSDs, SKU 5753-2, $3.50
Captain's Log # 53 Supplement, SKU 5753-3, $1.00
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


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


Captain's Log #33
SFB: Module R4J - Shadow of the Eagle - Rulebook 

SFB: Module R4J - Shadow of the Eagle  - Black/White SSDs
SFB:Module R4J - Shadow of the Eagle - Color SSDs 
GURPS Romulans Revised

Captain's Log #32

Star Fleet Marines Battle Manual

SFB: Module R4T - The Tholian Will - Rulebook

SFB: Module R4T - The Tholian Will -  Black/White SSDs
SFB:Module R4T - The Tholian Will - Color SSDs
Captain's Log #31

Captain's Log #49

Captain's Log #49 Color SSDs
SFB: Module E5 - North Polar Republic (Black/White)

SFB: Module E5 - North Polar Republic (Color)
SFB: Module J – Fighters! Rulebook

SFB: Module J – Fighters! Black/White SSDs
SFB: Module J – Fighters! Color SSDs
Captain's Log #30

SFB Commander's Edition, Supplement #2 
 
Tholian Master Starship Book

Battleships Armada Unity
 
Nexus #18
 
Star Fleet Marines: Counter-Punch

Nexus #17
Captain's Log #54 Supplement

Federation Commander: LDR Ship Card Pack #2

Star Fleet Marines: Counter-Strike
Federation Commander: Lyran Ship Card Pack #2
Star Fleet Marines: Counter-Attack









RECENTLY RELEASED ON DRIVETHRU RPG and WARGAME VAULT


Captain's Log #33  (DriveThru RPG or Wargame Vault)
SFB: Module R4J - Shadow of the Eagle - Rulebook (DriveThru RPG or Wargame Vault)
SFB: Module R4J - Shadow of the Eagle -  Black/White SSDs (DriveThru RPG or Wargame Vault)
SFB:Module R4J - Shadow of the Eagle - Color SSDs (DriveThru RPG or Wargame Vault)
GURPS Romulans Revised (DriveThru RPG)
Captain's Log #32  (DriveThru RPG or Wargame Vault)
Star Fleet Marines Battle Manual (DriveThru RPG or Wargame Vault)
SFB: Module R4T - The Tholian Will - Rulebook (DriveThru RPG or Wargame Vault)
SFB: Module R4T - The Tholian Will -  Black/White SSDs (DriveThru RPG or Wargame Vault)
SFB:Module R4T - The Tholian Will - Color SSDs (DriveThru RPG or Wargame Vault)
Captain's Log #31  (DriveThru RPG or Wargame Vault)
Captain's Log #49 ( DriveThru RPG or Wargame Vault)
Captain's Log #49 Color SSDs  (DriveThru RPG or  Wargame Vault)
SFB: Module E5 - North Polar Republic (Black/White) (DriveThru RPG or Wargame Vault)
SFB: Module E5 - North Polar Republic (Color) (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Rulebook (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Black/White SSDs (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Color SSDs (DriveThru RPG or Wargame Vault)
Captain's Log #30  (DriveThru RPG or Wargame Vault)
SFB Commander's Edition, Supplement #2  (DriveThru RPG or Wargame Vault)
Tholian Master Starship Book  (DriveThru RPG or Wargame Vault)
Battleships Armada Unity (DriveThru RPG or Wargame Vault)
Nexus #18 (DriveThru RPG or Wargame Vault)
Star Fleet Marines: Counter-Punch (DriveThru RPG or Wargame Vault)
Nexus #17 (DriveThru RPG or Wargame Vault)
Captain's Log #54 Supplement  (DriveThru RPG or Wargame Vault)
Federation Commander: LDR Ship Card Pack #2 (DriveThru RPG or Wargame Vault)
Star Fleet Marines: Counter-Strike (DriveThru RPG or Wargame Vault)
Federation Commander: Lyran Ship Card Pack #2 (DriveThru RPG or Wargame Vault)
Star Fleet Marines: Counter-Attack (DriveThru RPG or Wargame Vault)








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

 

 

 



Ask Admiral Vanaxilth

PATROL SCENARIO RULES PART ONE

       Francois Lemay asks: Can the flagship be changed during a battle? We  are playing (SH187.0) Operation Tribune. The Gorns have a base station and battlecruiser as of Turn #1. A dreadnought arrives on Turn #4. Can the dreadnought assume command of the battle now, taking over for the battlecruiser or base station?
       ANSWER: In general, command limits do not matter during the battle, per (S8.21). However, specific scenario rules can override the general case. Based on the wording of (SH187.45), for purposes of command limits, the flagship can change each time reinforcements arrive. The new flagship could be part of an arriving force or a ship already on the map.
       Follow-up question: Ted Fay asks: Do pods dropped from a tug count against the command rating of the flagship if the tug leaves the scenario?
       ANSWER: Per (G14.353), I would say that if a pod is capable of independent operations then it counts as a ship. In fact, it would count as one even if the tug were still present.
       Kommodore Ketrick adds: Normally, there simply is no problem. If the tug and pod arrive as a linked unit and the "command rating" was met when the force arrived, the fact that the pod separates is irrelevant. Even if the tug and pod combination were the flagship when the force arrived and dropping the pod (a battle pod for example) reduced the tug's command rating from 10 to eight, the fact that there are now 12 units on the map (11 original ships joined by the pod) is irrelevant. The force was legal when it arrived. This is no different than if you arrived with 10 frigates and a frigate scout to support a dreadnought and the dreadnought was destroyed. You arrived with a command rating of 10 unit and were legal at that point (S8.21).
       However, for purposes of (SH187.0), it must be noted that if a pod can act as a ship in its own right (Federation battle pod, most troop pods, etc.) and if it is dropped, it is a ship. It remains a ship as long as it is on the map. If the pod has no capability to act independently (Klingon battle pod, any cargo pod, etc.) then it is just a target and does not count against command ratings. A dropped troop pod is a ship, albeit sublight, and is subject to command as long as it is on the map. As long as it is attached to the tug it is not a separate ship, but once the tug drops it, it is.

       Follow-up question: Francois Lemay asks: If the Romulan Commando Eagle (or either of the two War Eagles) in (SH187.0) land on the planet using (P2.433), do these ships continue to fill a command spot even though they are on the planet?
       ANSWER: Yes. Any undestroyed ship on the map counts.

       Francois Lemay asks: A dreadnought is leading a fleet of six light cruisers and four destroyers. The dreadnought gets blown up. Does this cause an issue with command limits since none of the light cruisers or destroyers can take over, or is this ignored since the battle started with proper command limit control?
       ANSWER: See (S8.21). Command limits do not matter once the battle starts (special scenario rules excepted).
(End of Admiral Vanaxilth)



F&E Q&A

SUPPLY


       Q: Is it legal for a homeless carrier supplied under (410.51) to transfer its surviving fighters to an out-of-supply carrier which is short on fighters during the transfer phase of combat, and for the homeless carrier to receive replacements at the end (or start of their turn) of a player turn?
       A: See (501.61). This rule is clear and there is no other limiting language. Eligible units of the same empire in the same hex can transfer fighters between each other between combat rounds as long as the receiving unit has the capacity to hold the fighters. There are no exceptions made for homeless ships, homeless adopted units, or expeditionary units as either the donor or recipient of the such transfer.

       Q: How do APTs/PTRs/FXPs actually supply other ships? Does there need to be something done beforehand to accomplish this, like pay for the supply? What if there were several APTs stacked on a friendly base with a friendly fleet and that base were destroyed, rendering the friendly fleet Out of Supply? Can the APTs co-located with that friendly fleet supply ships in that fleet after the destruction of the base?
       A: Any APT/PTR/FXP [(539.134), or (539.234), or (539.334)] used for supplying ships or replacement fighters can pay 0.25 EP per ship-turn of supply or 0.25 EP for four fighter replacement factors. This mission can be assigned during the Economic Phase, or at the beginning of the Operational Movement Phase, or during the Strategic Movement Phase, or is placed in a reserve fleet, or as part of the Final Activity Phase (10C), or at the moment they are assigned to the raid pool for blockade running. The APT/PTR/FXP must be on a valid supply point at the moment of assignment. Ships can be resupplied during any supply check so long as the supplying unit and the receiving unit are co-located in the same hex. Fighter replacement factors cannot be stockpiled and are lost if not used by the beginning of the controlling player's next phasing turn; Federation special fighters can only be purchased within the Federation main supply grid. Replacement fighter factors are replaced during any player's retrograde stage of the sequence of play per (501.51). Furthermore, this mission should be assigned at the beginning of the Operational Movement Phase or during the Strategic Movement Phase, or is placed in a Reserve Fleet, or as part of the Final Activity Phase (10C). We would also add that the mission could be assigned at the moment they are assigned to the raid pool for blockade running. We would further add that the APT/PTR/FXP must be co-located at a valid supply point that can fund the mission at the moment of assignment.

       Q: How and when the supply status is evaluated for ships doing special raids?
       A: See rule (314.248), (320.25), and SoP (105.0) 1A2. This supply check is the most relevant supply check made prior to any special raids and raid related combat. Therefore, units out-of-supply during this check cannot use special raids without resorting to special supply units.

       Q: Can a tug (509.32) that was changed to mission-M (unassigned) during the Economic Phase of Turn X be assigned another, non-economic phase mission later during Turn X?
       A: See the SoP (105.0) 1D3. All tug missions are reset to Mission-M at the beginning of the phasing player's turn unless otherwise defined by the owner, which many players do.

       Q:  Rule (411.722) requires every ship of an expeditionary fleet to be within six hexes of every other ship in the expeditionary fleet. Can ships in an off-map area be mixed together with on-map ships that are within six hexes of the off-map area in an expeditionary fleet under this rule?
       A: No, they must all be on the map or in the off-map area. Further, under (411.712) units in an allied off-map area could be designated as part of a expeditionary fleet but since their expeditionary supply path cannot extend into the an allied off-map area, they would be out-of-supply under (411.711) until they enter the map and move back into supply.
(End of F&E Q&A)




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 190709 CL53 (Adobe Acrobat Required)
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 MonthDOWNGRADE THOSE PHASER-2s
by Cadet Jonathan David Amery, HMS Cambridgeshire

        "Speed is life" is true in Federation Commander. Movement has been simplified, but there are still interesting options and game mechanics to consider. You can accelerate without complex accounting, and without increasing your turn mode, but only to a limited extent. You can decelerate more freely, at a price. So, the question is, should you move faster or slower? Let's look at both options.
        Moving slowly has its good points. You have more power available during the turn, it is less obvious what your plan is for the turn, and your turn mode is lower. The key is, though, that you can only accelerate by one each impulse. If your opponent moves at a higher base speed, then the best you can do is match his speed, if you pay for acceleration. If he accelerates too, he will control the range.
        Moving faster, on the other hand, is more expensive, and your turn mode is higher. But you can decelerate as much as you need to. You have a good idea where your slower opponent can move to, and you can control the range. You can possibly force an engagement, or delay a turn if that better suits your plans. Also, in Federation Commander you may have to deal with slightly faster suicide shuttles, drones screaming at you three hexes per impulse, or plasma at four hexes per impulse. Moving faster allows you to get away if necessary, or to optimize your defenses. The downside to decelerating is that you essentially pay two points of power to move zero hexes, not a great bargain.
        Be careful, and as always take each situation on a case-by-case basis. The biggest disaster you can get yourself into is paying far too much power, rushing too quickly into danger, and then having to pay still more power to save yourself. That said, my conclusion is that generally, faster is still better.
(End of FC Tactic of the Month)




SFB Tactic of the Month
SPEED IS STILL LIFE
Senior Lieutenant Benjamin Moldovan, USS Ohio

        Many invasion fleets include one or more ships that are capable of landing on planets. No rule restricts the amount of crew that can be on board even a small ship for a short time. Feel free to beam a hundred Boarding Parties onto that free tanker, using it as a gigantic shuttle that never suffers from overcrowding. Even at combat rates, a ship landed on a planet can disgorge vast amounts of manpower and equipment in a short period of time, far more than can be sent down via transporters or shuttles, and more safely as well. It will take an additional turn or two to get through the atmosphere, but if the landing ship spearheads the attack, this is irrelevant.
        Even once landed on the planet, such a ship makes a great rallying point for wounded squads (especially if you have a Legendary Doctor available - one who does not have to be a regular member of the ship's crew). It is also a waypoint for transport of additional troops at non-combat rates, or a place to recover damaged ground combat vehicles if the ship in question is equipped to handle them. Unlike Boarding Parties beaming down into "remote areas," Boarding Parties on board a landed ship cannot be attacked by transporter artillery or search-and-destroy missions. Ground units such as headquarters that do not need to directly participate in combat might be able to use their ability from safely inside the ship as well.
        Also not to be overlooked is the ability of a landed ship to quickly evacuate ground forces, if the battle seems like it will be lost. Ground troops can board a landed ship just as quickly as they can disembark, and be evacuated or relocated to an area where their services may still be of use.
(End of SFB Tactic of the Month)



F&E Strategy of the Month

DO NOT SACRIFICE THE SACs!


        The Armed Combatants (and Armed Auxiliaries) introduced in Minor Empires have three brilliant uses in a full General War Grand Campaign. The LAC and SAC (not LAA or SAA) can garrison enemy territory, freeing up other ship equivalents in territories like say eastern Hydran space that are unlikely to be raided or attacked. They can provide additional ComPot in attacks against undefended BATS locations, again likely in eastern Hydran space. Thirdly, consider the Infiltration of a Resistance Movement under (537.12). One of three ships with the lowest defense factors is chosen as the target. On a 10 it is crippled, and on an 11 or 12 it is destroyed. Given that the SAC and SAA are likely the lowest defense factor unit in your fleet mix, they protect small ships like the E4R and Lyran FCR from attack if three SA units are present. Their repair cost is negligible at 0.5 economic point. The Lyrans need to maximize production of SACs in its build queue, and earmark trios of these units for the garrisons of Pthaa III, Hydrafahl, and Hydraxaport, as well as the capital!

(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, it's 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 opponent's 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)

 

 

 

Mini of the Month
         Every month we will feature one or more of our miniatures. If you paint miniatures, submit pictures of your minis and they may be selected for the next Mini of the Month!

Nick Samaras painted this Federation Light Tactical Transport (3788 Scale Smooth Fine Detail Plastic).



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