Protect Your Starbase Campaign 2017-2018

Discuss information about Federation Commander campaigns here.

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rfeceo
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Protect Your Starbase Campaign 2017-2018

Post by rfeceo »

Our local group has just started an 8-player online hybrid game modeled very, very closely to (ok, outright stolen from) Lee Storey's campaign system. Five of us are local and we will fight the battles for our own ships, and the ships of the other 3 (well 2, one is recently vacated) players who are too far away to join us at the table. Currently we have position open (Tholians).

If anyone is interested in giving the Tholians a fighting chance, even if only strategically, please let me know by email (rfeceo@yahoo.com).

Currently in the game are the Feds, the Gorn, the Kzinti, the Lyrans, the Klingons, the Hydrans, the Romulans, and the Tholians. We are using only the freely available Fleet Scale ship cards and my set of Fed and Klingon cards. Most races have a couple of non-standard ships converted from SFB, primarily to ensure every race has a Tug and a Fast Cruiser (for Raiders). We're using the 6th Edition Rules Reference, plus rules for Fighters, Maulers, and Ground Bases.

The online strategic turns are comprised of an Orders Phase (typically one week to issue orders) and a Reaction Movement Phase (also one week to get responses for everyone), followed up by a week or two of battles, as necessary.

We are currently finishing up the Reaction Orders of Turn 3, and will have at least one battle coming up.
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rfeceo
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Quick overview of rules

Post by rfeceo »

Because I can't remember how to force the board to accept pasted text without it truncating off everything past line 5 - if you would like to see the full rules, drop me an email - it is basically Lee Storey's rules from a few years ago.

PART ONE: Orders

Object: First person to land the killing shot on another player's starbase wins.

Economics: You get 24 econs a turn plus 1 econ per sector under your control. Plus you cash in any convoys that arrive at your starbase last turn and survived combat. Planets create a convoy each turn valued at the value of the system (5,10,15,20,or 25 econs). Convoys can be damaged and cash-in value reduced by Raiders and hired Orion Pirates.

Fleet. You start with no ships, and 1 Construction slip capable of building 1 Move Cost (Fleet Scale) 1/8 ship a turn. Each turn, another Slip comes on line at the next higher Move Cost (ie, 1/4, 3/8, 1/2, etc.) until on turn 8 all 8 Slips are operational. Each slip may only build that Move Cost or smaller (ie, the 1/8 Move COst slip can build Frigates, but not Cruisers; and 3/8 Move Cost slip can build Frigates, Destroyers, and War Cruisers, but not Cruisers and DNs).

Ship Production is ordered and paid for. Rushed Ships appear immediately at your Starbase and may be given Move Orders. However, they are Degraded Crews. Ships built with Standard Production are available after Combat is concluded.

Each turn you pay 5% of the Squadron Scale Point Value of your Fleet and Bases in Upkeep. For each Command Ship (FLAG or "Command"/"Leader" in its title) you pay an addition 1 econ. For each ship/base capable of carrying Fighters you pay an additional 1 econ., and for each ship/base equipped with at least 1 Special Sensor you pay an additional 1 econ. You can reduce this by voluntarily Degrading crews of ships/bases until you come to an Upkeep you are willing to pay. At the end of the turn there is a 50% chance any Degraded Crew ship will return to normal.

Bases and DefSats are built on location by Tugs. Bases must be built in order: MB -> BS -> BATS -> SB by paying the full amount each upgrade.

Movement. Ships and CONV move 1 sector each turn. SHips that Fast or have Speeds less than 3/8 may be designated as Raiders for turn and are placed in the Raider Pool, and are available during the Reaction Phase.

Ships will pass in the night. There is no interception or pinning. For there to be a battle, both sides must end their movement in the same sector. MON and LMN cannot move by themselves, they a require a TUG to escort them.

Offensive supplies equal to 2x Move Cost must be paid per ship assigned to the Raider Pool or to enter another player's claimed sector.

Damaged Ships retain their damage battle to battle but may be repaired at bases, planets, or FRDs for 1 or 2 econs each. Bases repair themselves.

These orders are submitted to me, and update the Reaction Map.
Last edited by rfeceo on Mon Oct 16, 2017 12:10 am, edited 1 time in total.
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rfeceo
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RULES PART TWO: REACTION

Post by rfeceo »

Players receive a Reaction Report (summary of orders for the turn); a Reaction Map, and a Jayne's Fighting Ships report (definition of abbreviations).

Players engaged in a battle due to movement must now declare their intention to Fight, Hold, or Run. IF both sides decide Fight there is a battle. If one side was in the sector previously and Holds, then they Fight if the Enemy Fights. IF the Attacker Holds and the Defender Runs, it stays. If the Attacker or Runs, it withdraws to the sector it came from (potentially initiating another battle, one that it cannot Run from). If both sides decide to Run, the attacker retreats and there is no battle. IF both entered the sector on the same turn and both run, both retreat out of the sector.

Players may now reinforce any battle with their assigned Raiders, or attack any sector on map. Players may hire 1 Orion Pirate to fight for them as well.

Only Raiders/Orions can attack/defend a Convoy. Convoys may upgrade a single freighter to a Q-ship for the immediate expenditure of 3 or 5 econs.

Raiders may also be withdrawn to your Starbase.

After the battle, all Raiders are Returned to the Raider Pool.

Surviving Orion Pirates repay 1/2 of the econs spent to hire them - they do not join your fleet.

Damaged Convoys are reduced in value in proportion to the damage taken in Cargo boxes. If a CONV-15 loses 33% of its Cargo Holds, it is a CONV-10.

Battles. Battles last 10 turns, after which the Attacker disengages. There is no Command Limit - any number of ships can participate - including representatives from multiple empires. Its a free for all - you can aid or harm to your heart's content. At the beginning of the Battle both sides have a second opportunity to declare a withdraw prior to the battle beginning. Once the combat starts, you may disengage as per FC rules.

Captured ships may be returned to your Starbase and converted into Econs equal to 1/4 its build cost.
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rfeceo
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PART THREE: RESOLUTION

Post by rfeceo »

After the battle is over, control of sectors is determined. Sectors are owned by the last empire that Moved into the sector and was the sole empire with ships in the sector after combat was over. Raiders and Orions cannot claim a sector.

Purchased ships are now placed. Damaged ships at FRDs, Planets, or your SB are now repaired.

Tug Stuff is now placed.

Convoys that have arrived at your Starbase and survived combat are now converted into econs.

A new map is produced and new reports are sent out to all players, including a new Jayne's for newly built ships.
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rfeceo
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TUrn 3 Reaction Phase

Post by rfeceo »

Empires are expanding quickly, but the Federation and Gorn seem to have both laid a claim to Cestus.

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Sgt_G
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Re: Quick overview of rules

Post by Sgt_G »

rfeceo wrote:Because I can't remember how to force the board to accept pasted text without it truncating off everything past line 5....
The problem is this board can't handle curly quotes and apostrophes, so it makes it hard to copy/paste from a Word document. You have to do a Replace All to change them to straight quotes/apostrophes before you can copy the text.
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Steve Cole
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Post by Steve Cole »

Confirming Garth's post. I figured that out a while ago when I had problems.
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