Archive through March 09, 2017

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Galactic Conquest: Galactic Conquest Rulebook/R&D Additions/Corrections: Archive through March 09, 2017
By Howard Bampton (Bampton) on Tuesday, August 30, 2016 - 06:25 pm: Edit

This is one of the areas where GC imperfectly conforms to the SFU. Basically compute the 'tactical' speed of a ship while ignoring the speed 31 limit. If the ship could make speed 36 or better, the ship is for GC purposes elgible to use High Powered Movement and move 4 strategic hexes per turn.

In practice this means most War Cruisers (24 warp, 2/3 movement cost), many War Destroyers (18 warp, 1/2 movement cost), and nearly all Frigates (12 warp, 1/3 movement cost) are considered "fast" for movement purposes.

Only ships which are noted as "fast" in G3 and/or their ship description are treated as fast ships as far as combat modifiers. In practice this is the DNL (light dreadnought), CF (fast cruiser), and new fast cruiser for most empires. A few have fast battleships, fast destroyers, and/or mission variants of the above.

The Federation Express civilian hull also qualifies as fast based upon warp power, but not fast in terms of combat modifiers.

X-ships are also generally fast (I'm sure there are a few that can't move speed 36), don't suffer the fast ship combat modifiers, and form a partial exception to the need to have developed HPM in order to move that 4th hex.

By Bennett Snyder (Planner) on Wednesday, August 31, 2016 - 09:33 pm: Edit

Thanks, gentlemen.

By John D Berg (Kerg) on Saturday, September 03, 2016 - 09:11 am: Edit

Howard is correct

By Bennett Snyder (Planner) on Friday, September 30, 2016 - 02:43 pm: Edit

Been trying to find a rule concerning the building of hangar bay modules. Is it one per? Size class is 5, so I have been trying to find a build limit for shipyards and starbases.

By Kurt Byanski (Kurtski) on Friday, September 30, 2016 - 03:11 pm: Edit

To the best of my knowledge, there is no build limit. If they are attached to BS/BATS/SB/SF/SP then you just pay for them and they show up...just like bases. If an SB can hold 6 HBMs, you would just indicate in your turn that your are building 6 HBMs at that base...and spend the EPS.

By Ryan Opel (Ryan) on Friday, September 30, 2016 - 03:30 pm: Edit

I've always considered HBM and associated to be under (B8.40) or (B8.403). But I could be wrong.

By Bennett Snyder (Planner) on Friday, September 30, 2016 - 03:40 pm: Edit

I've looked at those rules but the modules aren't mentioned.

By Ryan Opel (Ryan) on Friday, September 30, 2016 - 03:46 pm: Edit

I saw that when you asked the question. That's the rule I'd been using for my builds.

Also works out 2 HBM and 12 fighters for a SB and 6 HBM and 36 fighters for a SY.

I could be wrong.

By Kurt Byanski (Kurtski) on Friday, September 30, 2016 - 04:21 pm: Edit

See B11.70....There is no limit (other than funds and crew availability) on the number
of basic bases that can be built or converted each turn. It is my understanding augmentation modules bit in this category. Also see B11.60.

By Howard Bampton (Bampton) on Friday, September 30, 2016 - 09:24 pm: Edit

Kurt is correct- so far as I've seen, there isn't any 'shipyard' (or similar substitute) needed for base modules.

By Bennett Snyder (Planner) on Friday, September 30, 2016 - 10:15 pm: Edit

Thanks, fellow members.

By Charles "Lucky" Coleman (Mwmiyd) on Saturday, October 01, 2016 - 12:08 am: Edit

Bases that have pods as part of the base (Mobile Bases for example). When you build the base, you can also build all the pods that go with it.

Example: MB(2xCargo pod, 2xbattle pod, 2xHBM) all at the same time. With no limit on quantity other than location limits and funding.

So for those of you who need a fully operational base with good AF/DF in a single turn build, MB with attached pods and modules is the way to go. However, you pay extra when you upgrade it to a BS... it is the penalty you pay for getting a base quick.

By John D Berg (Kerg) on Sunday, October 02, 2016 - 09:55 am: Edit

So for those of you who need a fully operational base with good AF/DF in a single turn build, MB with attached pods and modules is the way to go. However, you pay extra when you upgrade it to a BS... it is the penalty you pay for getting a base quick.

I may be having a brain fart, but what would I be paying EXTRA for?

By Howard Bampton (Bampton) on Sunday, October 02, 2016 - 11:34 am: Edit

It has been noted that our costs for almost all base upgrades is the difference between the BPVs of the old and new bases. The MB is the sole exception- the cost of MB->BS is higher than a direct build of the BS.

By Kurt Byanski (Kurtski) on Friday, October 14, 2016 - 05:44 pm: Edit

Can you convert a BSSY directly to a BATS??

By Howard Bampton (Bampton) on Friday, October 14, 2016 - 06:09 pm: Edit

That has never come up. I'll pass it on to the rules committee and follow up here afterwards.

By Bennett Snyder (Planner) on Friday, October 14, 2016 - 10:36 pm: Edit

Odd. Been wondering the same lately.

By Howard Bampton (Bampton) on Saturday, October 15, 2016 - 11:41 am: Edit

There are some related things that we are talking about so as to cover all the bases (decision soon)-
SCx upgrade to a larger one including making it auto or specialized
specialized/auto SCx to a larger one including making the end one specialized/automated
on further reading there is yet another corner case which I missed in my listing- adding compact SY to the mix.

By John Stiff (Tarkin22180) on Saturday, October 15, 2016 - 01:14 pm: Edit

My two cents - SMILE

BSSY to BATS - I say yes. Though one will lose the SY capability.

SY conversion to a larger SY with specialized, auto, compact at the same time.

Assuming one has all three of the techs...

I say yes. Paying the total costs and one turn of inactivity to do it are what is required. There is a caveat, that specialized sy tech is needed before compact sy tech can be researched - but I assumed all three were available.

A corollary, converting a regular SY to all three specialized shipyards techs would be allowed.

By Kurt Byanski (Kurtski) on Saturday, October 15, 2016 - 01:43 pm: Edit

I like that thought.

By Kurt Byanski (Kurtski) on Tuesday, October 18, 2016 - 11:34 am: Edit

An word on these items? They may be critical to impending turns. :)

By Howard Bampton (Bampton) on Tuesday, October 18, 2016 - 01:12 pm: Edit

The consensus is that upgrading a base or shipyard and converting/unconverting a base/shipyard can be done in tandem.

In other words:
BSYS->BATS
SC4SY->SC3SY
KESYA->KCNSYA (that'd be a automated KE/SC3 to automated KCN BB/SC2 yard change)
SC4SY->SupSY (SC4 to specialized SC3)

all take one turn plus applicable funds and crew units.

While realism would dictate that it would take several turns, record keeping encourages the done in one path.

By Ryan Opel (Ryan) on Thursday, March 09, 2017 - 02:12 pm: Edit

How are isolated parts of an empire handled?

Example:
The Klingons have their main imperial space.
They also have a section of space cut off from the main space by space owned by another empire.

What happens to the planets and forces in the partial empire?

By Howard Bampton (Bampton) on Thursday, March 09, 2017 - 02:57 pm: Edit

Ryan- are we talking about what seems to be the case in U6 with the Klingons (wormholes are providing locality), or what is occurring to the Gorns in U6 where several systems are being cut off from their homeworlds?

By Ryan Opel (Ryan) on Thursday, March 09, 2017 - 02:59 pm: Edit

I think the wormhole one I know since it's connected through the wormhole.

Either the Gorns or if one end of a wormhole was captured by an opposing race.

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