I'm very excited about Hydran attack getting released soon. And I apologize if this has been discussed before, but I'd like a bit more info on the other items.
Have the specific ships for Booster Packs #25, #26, #27 been listed anywhere?
Also, having never played a "campaign" game, what exactly is Federation Admiral? It’s described as a campaign system for FC but I don't know what that means? Just longer scenarios? Or something more robust?
Up coming Products
Moderators: mjwest, Albiegamer
A campaign system is basically a series of connected scenarios, although Federation Admiral is a bit more involved than that.
Boiled down to it's simpliest terms:
The best part of a campaign is the strategic thinking required to determine how to allocate your forces to accomplish all the goals you have set for yourself w/o spreading yourself too thin.
Boiled down to it's simpliest terms:
- 1. Each Commander receives X number of points with which to purchase his starting forces / planetary defenses.
2. Each turn, all sides generate economic points with which additional units can be purchased / upgraded. These are generated in various methods which are spelled out in the campaign specific rules, and can usually be modified by Pirate Raids or enemy attacks.
3. You explore new territory, expand your base of operations, encounter other Commanders, establish treaties / fight battles, etc.
4. Begin the next turn...
The best part of a campaign is the strategic thinking required to determine how to allocate your forces to accomplish all the goals you have set for yourself w/o spreading yourself too thin.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
The simple answer is, Both - Neither - and Either.Atrox7 wrote:That sounds very cool. So is this a stand alone product, or do you fight out individual battles using normal FC, then go over to Fed Admiral and track progress, and switch back and forth?
The system is designed to allow he individual battles to be fought out in Federation Commander (hence the subtitle, a Campaign System for Federation Commander), but it also has an abstracted combat resolution system that can be used to resolve any or all battles - although using it for everything kinda defeatsthe purpose of having a Fed Comm campaign system.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
It's nice that it has its own built-in battle-resolution system though, so you don't have to play out the "boring" or completely one-sided and inevitable battles (unless you want to). Having it both ways lets you and your opponent(s) pick and choose which battle you want to play out in FedCom.
Battles having consequences (as in an on-going campaign) puts a completely different spin and feel to them. Like scoutdad said, throwing your forces into battle to die in a blaze of glory for an evening's fun isn't quite as fun when you're then at a disadvantage in the next battle, and the next one after that, etc.
Protecting your key (usually the bigger) ships becomes much more important. It's a bit like chess; pawns (easier to replace frigates and destroyers) are there to be sacrificed to protect more important pieces that really decide battles (battlecruisers, dreadnoughts).
I've found it adds a whole new layer of "roleplaying" to the games. Names on ships tend to persist, especially if the ship is a consistent performer. Losing that ship later can be very troubling. Getting upset over losing an imaginary ship (which is really just a ship card and miniature) is the mark of some compelling gaming.
I know that when the crippled Fed BC Montana went down, heroically acting as a rear-guard to allow its consorts to disengage, I really felt it (and not just because of what she had cost me to procure).
Battles having consequences (as in an on-going campaign) puts a completely different spin and feel to them. Like scoutdad said, throwing your forces into battle to die in a blaze of glory for an evening's fun isn't quite as fun when you're then at a disadvantage in the next battle, and the next one after that, etc.
Protecting your key (usually the bigger) ships becomes much more important. It's a bit like chess; pawns (easier to replace frigates and destroyers) are there to be sacrificed to protect more important pieces that really decide battles (battlecruisers, dreadnoughts).
I've found it adds a whole new layer of "roleplaying" to the games. Names on ships tend to persist, especially if the ship is a consistent performer. Losing that ship later can be very troubling. Getting upset over losing an imaginary ship (which is really just a ship card and miniature) is the mark of some compelling gaming.
I know that when the crippled Fed BC Montana went down, heroically acting as a rear-guard to allow its consorts to disengage, I really felt it (and not just because of what she had cost me to procure).
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