An hour is pretty reasonable, once you have the rules understood, aren't having ot consult the rulebook every sub-pulse, etc. It gets going quicker as you get experience (and playing both sides will definitely slow things down)Grimmshade wrote:I'm embarrassed it took 3 hours, I had heard a duel takes 1 hour, and this was Fleet level!
On your own game table, ship names and numbers can be whatever you want them to be.Grimmshade wrote:That brings me to a story based question, what happens to destroyed ships? Is there a rebuild with a letter or something attached to the name, or is the name entirely replaced?
(I'm a roleplayer, so this is what I think about...)
In the official ADB timeline and history, the ship names are pretty established. There is an official list (for all empires) available HERE (also the NCC for Feds is HERE).
For the Federation, when a particular hull number is lost in service it just goes away. Some ship-names for illustrious ships are carried-forward into replacement builds or even to new ships of later and improved classes (all of the DX advanced destroyers were named for famous Starfleet ships like Hood). The one exception for hull-numbers is the CX advanced cruiser NCC-1701-A (a quiet nod to a famous tri-video series).
Another link you might find useful/entertaining:
http://www.starfleetgames.com/historicaldownloads.shtml
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Welcome to the board.SimpleSquid wrote:Hi!
Be aware that the larger Starline 2500 minis are sold originally targeted at use with A Call to Arms Starfleet, which is hex-less and they ship with large-diameter round bases. They are clear, so they can be used on a hex-map, but just be aware in case the diameter is an issue. ADB does sell their standard black hex-base stands as a "spare-part" if you want to swap them (with added weights for the larger ships). Tony Thomas [scoutdad] and myself both game Federation Commander with the larger minis retrofitted onto weighted hex-base stands.SimpleSquid wrote:I was going to get Academy, some 2500 line ships (I like bigger models) and the corresponding data cards for the ships. I already have a hexed map for other space games.
Totally fine, although you don't need the minis to play the game. Academy (and all the "... Border" box sets and "...Attack" expansion modules) include very nice 1" and .5" counters for all the included units.SimpleSquid wrote:Is this an OK way to start, or will it cause problems? I was going to pick up the full rules reference book and further ships with the cards at a later date and expand that way.
Also, there wouldn't be any need to add other ship cards (either via Booster packs for laminated cards or PDF downloads of card packs) until you buy into the larger game, either with the Master Rulebook or one of the "... Border" boxes (or, as ElizabethB noted, with "Graduation" to convert your Academy copy into the equivalent of them). Many of the ships in the Booster packs would require rules you just won't have in Academy.
Academy is a complete game (if small sliver of the game universe). Once you've played through everything it can offer (which is actually quite a bit), then you can decide where to expand outward.


