Archive through June 13, 2020

Star Fleet Universe Discussion Board: Star Fleet Battles: Rules Questions: SFB Rules Q&A: Archive through June 13, 2020
By Jeff Anderson (Jga) on Tuesday, June 09, 2020 - 12:33 am: Edit

Marcel, after you posted your question regarding lab substitutions working with Special Sensors, I posted that I could find nothing in either(G4.3) or (G25.25) that would prohibit a ship with no labs to use a Bridge box as a substitute for a Lab when working in conjunction with Special Sensors.

Given that SPP didn't "Correct" me on it, I'm going to hesitantly guess that I actually got something right for once.

(Satan will soon be buying a snowblower... :))

As far as O-EW appearing to be less utilitarian against Big Plasma than it is against... "Big Direct-Fire(?)," please remember that the whole dynamic of Big Plasma is radically different than the dynamic of the Western Powers. Perhaps a decent example are Wild Weasels. Used properly, they can effectively clear a huge swarm of plasmas and totally change the ebb and flow of a battle. On the other hand, how utilitarian are they in a Hydran vs. Lyran fight?

By contrast, the ability of scouts to use O-EW can, again if used properly, dramatically shift the ebb and flow of the aforementioned Hydran vs. Lyran fight.

The game is LOADED with those complexities; things that are so completely over my head that they give me Athelete's Scalp.

By the way, O-EW isn't completely useless in a Big Plasma fight. Imagine what'll happen if someone "Loans" O-EW to a ship that was planning on using its phasers to fight their way against an incoming torpedo.

By Alan Trevor (Thyrm) on Tuesday, June 09, 2020 - 12:43 am: Edit

O-EW can also be extremely useful against a plasma ship that wants to bolt its torpedoes rather than launch them as seeking weapons.

By Ginger McMurray (Gingermcmurray) on Tuesday, June 09, 2020 - 10:27 am: Edit

Plasma ships also have phasers. Especially Gorn. O-EW is good for keeping your own seeking weapons alive as they close.

By Steve Petrick (Petrick) on Tuesday, June 09, 2020 - 11:42 am: Edit

Marcel Trahan:

I did indeed think that Jeff Wile had answered your question. Was there some detail that was lacking (honest question, I am not being sarcastic)?

As to Scouts against plasma torpedoes. The response is that if a ship lend OEW says "Aha, I will release the plasma to its own tracking" then the plasma has just three EW points, the ship it is targeted on might have six EW points, and of course the Scout could loan the ship an additional 6 EW points.

I would also note that plasma in a battle where there is a scout seldom comes in singles, and could be pseudo, so there tends to be more payoff lending to the target than lending to two plasma-S torpedoes.

Further, plasma has the same edge as drones when supported by a scout. You launch plasmas at a target, and then when it is about to hit, you transfer control of the plasma to one the that has the best EW situation, which might be 30 hexes (Maximum control distance is 35, but I am using 30 so that we can allow for last minute maneuvers) from the target. Indeed, the ship which launched the plasma might have maximum ECM because it is so close to the enemy (plasma-F torpedoes), but the ship it transfers guidance to may have maximum ECM because it is far enough away to be safe.

By Fred Werenich (Phredator) on Thursday, June 11, 2020 - 10:22 pm: Edit

Over-powered starbase

Rule C13.411 says a ship can transfer an amount of power to a starbase up to its damage control rating (eg. 2 for a FedX, 4 for a CC, 6 for a DN, etc.) Further, a starbase can hold 26 docking points of ships in each module. Is there a limit to how much power a base can receive from docked units? I could find no limit on amount of power the base could RECEIVE. Only limit listed I could find is C13.411 listing damcon of DONATING vessel. In theory, one could have many ships docked internally each donating power to the base.
To test this theory by taking it to the extreme:
If I managed to dock 26 FedX delivery ships inside module 1, could I transfer (26x2)=52 units of power to the base? Could I do this for all modules on the base? Is a base capable of receiving 312 units of power from docked vessels? Seems ludicrous, but I can find no rule limiting receipt of power.

Would command limits play a role in effectively limiting the amount of power by limiting the number of ships in a scenario? Is it possible for a base to have a large number of "non-combat" vessels like freighters, skifs, Fedx etc. docked perhaps during a Dunkirk style scenario?

In particular, an Andromedan Desecrator base could theoretically have a substantial number of small units owing to the 2 DisDev rule. Allowing Andros access to extra power is never a good thing.

Common sense suggests that there is a reasonable limit. Can someone enlighten me as to the rule(s) that shows this limitation? If not, is it therefore possible to transfer substantial amounts of power to a base by docking low value ships internally?

By Richard Eitzen (Rbeitzen) on Thursday, June 11, 2020 - 10:28 pm: Edit

You can get as much power as all the ships you dock can give, yes.

If you have to PURCHASE those ships, it's probably not worth it just for the power given. Presuming the enemy gets equal BPV then it's gonna go badly for you if you try this.

By Jeff Anderson (Jga) on Friday, June 12, 2020 - 10:04 am: Edit

I agree with Richard on this one, Fred. Also, please remember that when you're determining forces, you use the economic BPV.

FDX BPV: 70/18

26 of them? 1820 economic BPV points.

If you're going after the Starbase of someone who is trying to use this clever little rule to enhance his power available, you'll likely be able to take in an additional separate carrier battle group to this slobberknocker; a better deal. :)

Still, you asked for a "Rule" to prevent this. While I'm not the best one to offer a suggestion, I think having all of those FDX count as slots under Command Limits (S8.2) should help limit that sort of abuse.

By Ted Fay (Catwhoeatsphoto) on Friday, June 12, 2020 - 10:23 am: Edit

Agree with Jeff and Richard.

Generally speaking, with the BPV you have to use to get those ships giving power, you're better off buying ships. Also, a better way to give the base more power on a BPV basis is just to buy a power augmentation module, assuming it is available by scenario year.

*In practice* this rule is not going to be abused, due to the rules cited above, and in fact will be pretty rare. Generally you will want those ships out of the SB and flying in space to defend the SB. You're really only going to use this rule when a damaged ship is docked inside the SB - and then often the SB is going to more likely being draining power into its repair boxes to repair the damaged ship so that it can get back out and fight.

Can you arrange a scenario where you're giving a SB 20+ more power? Sure, but only if you're playing some kind of oddball home-brew scenario.

By Jeff Wile (Jswile) on Friday, June 12, 2020 - 12:48 pm: Edit

Fred does deserve an “atta boy!”

He is illustrating a common Misconception.

That being more power is better meme.

The truth is a bit more complicated (as all experienced players eventually realize.)

More power is good, if you have the ability to use it effectively.

It’s like early players getting giddy with the Orion Pirates ability to increase a ships power generation. Double power out put is great, but if you fail to use it effectively, it’s just a wasted opportunity.

In the case Fred posted about, a star base can use the power but even there, eventually you reach a point of diminishing returns.

This almost is good enough to be a tactics article.

Lots of problems as ted, Jeff, and Richard have pointed out.

By Andrew Granger (Captaincf) on Friday, June 12, 2020 - 01:13 pm: Edit

Can I get an example on using Ion Pulse Generators to damage incoming units?

By Marcel Trahan (Devilish6996) on Friday, June 12, 2020 - 03:43 pm: Edit

Question regarding ESG's and turn break.

If a ship equiped with capacitors that have energy in them announce his ESG's on imp 29 of turn 1.
Player puts his ESG markers on specifying strenght and radius of each ESG generator. No ESG announcement were cancelled on imp 32.

ESG's will open on imp 1 of turn 2.

G23.311 specifies that the announcement must include the strength ans the radius of the ESG

Rule G23.312 specifies the following: If announced on the last 4 impulses of the turn, the strength and radius need not be decided or recorded until the Energy Allocation Phase.

G23.3121 specifies that the ESG will
either activate with whatever energy is available in its capacitor (assuming enough to create an ESG field), or will be treated as having activated but not created an ESG field.

My question

Can an ESG on a ship with capacitors announced on imp 29 (with its Strength and radius defined at that time) be changed for a new strength and radius during EA before it opens on imp 1 of the next turn?

Or does it means that a ship that announce his ESG on imp 29 without any energy in them could define its str and radius during EA if energy is applied?

By wayne douglas power (Wayne) on Saturday, June 13, 2020 - 12:23 am: Edit

Marcel,

(G23.312) says if announced on the last 4 imps of the turn you do not have to decide or record the radius or strength until EA.
It does not have to be defined until EA, can apply with what ever power available to the ESG.

By Gregory S Flusche (Vandar) on Saturday, June 13, 2020 - 10:06 am: Edit

So it is imp29 of turn 3. The nasty evil Hydan player has moved into overload range of my poor Lyran. I know he is going to overload them nasty helbores and let me have it imp1. There is no energy stored in my ESGs. However I announce imp 29 any way. Then put max into the ESG in EA and blam I am safe from them Helbores.

Sounds like a TERM paper?

By John L Stiff (Tarkin22180) on Saturday, June 13, 2020 - 12:29 pm: Edit

Temporarily safe...

There are things the Hydran can do.

It depends on the range announced for the ESG's and which way you are traveling. If closing, Shuttles and/or fighters in or launched in the Hydran's hex can take down the ESG's once contact is made.

A range 1 ESG may allow the Hydran to get to the "sweet zone", i.e. range 2. Gatling phasers and overloaded Fusion Beams, not to mention other phasers are nasty. An ESG is likely to come down just by taking internal damage. Then the overloaded HB's kick in next impulse.

If you are running away, the Hydran can pursue and wait you out. If memory serves, ESG's last but 16 impulses.

It goes without saying that the Lyran is not "helpless" in the fight. His byte is pretty nasty as well. But "safe" is a relative word.

By Richard Eitzen (Rbeitzen) on Saturday, June 13, 2020 - 12:42 pm: Edit

ESGs last 32 impulses.

By MarkSHoyle (Bolo) on Saturday, June 13, 2020 - 12:43 pm: Edit

Depending on what the Hydran Ship is,
it may have Fusions also....
A HB or 2 may just be used to bring down the ESGs
to facilitate his overrun with Fusions....

By Jeff Anderson (Jga) on Saturday, June 13, 2020 - 01:34 pm: Edit

I'd like to try and answer that, Andrew, but not only am I not a good player, but there're also quite a few things I don't understand about the IPG. :(

Still, I'll give it a try.

First things first, one of the few things I undestand about the IPG is that it affects all non-plasma size class six and seven units within two hexes of the ship that releases the ion pulse. If I understand it right, a Vudar ship in hex 2215, on releasing the ion wave, will do damage to all shuttles and drones in a two hex radius. Something in hex 2213 will be damaged, but something in hex 2313 will not. Also, all nineteen of the hexes in a two hex radius are impacted, whether you want them to be or not. In that example, if there's a friendly fighter in hex 2317, it's going to be hurt.

Next, if I am reading things correctly, anything size class five or larger will remain untouched. As a (possible) example, the aforementioned Vudar ship in 2215 is attacked by a G-1DL in 2217; the Klingon has launched a trio of drones at it; two type I and one type IV. When the ion wave is released, the G-1DL will take zero damage, regardless of the energy released, but all three drones will take damage.

The amount of damage also looks pretty straightforward to me (but I could be wrong :)). If, in the above example, the Vudar has the maximum amount of energy allowed, four points, each of the drones will take four points of damage. The two type I drones will be destroyed and the type IV will have two damage points remaining.

Also, if I read (G36.332) correctly, if the G-1DL has a shuttle attached, it will also be untouched.

Again, this is all IF I understand the rules on it, and that's a mighty big "IF."

One thing I am totally lost about is whether the Ionic Wave Mode is a single impulse event or whether it, like the Jamming Mode, lasts for four impulses. The rules talk about switching modes, but only really discuss how going to Defensive Wave Mode automatically cancels out the ECM benefits of the Jamming mode.

Any corrections would be appreciated.

By Kenneth Humpherys (Pmthecat) on Saturday, June 13, 2020 - 02:36 pm: Edit

Sounds like you have been doing ESGs slightly incorrect. While you have to record the strength and radius of ESGs when announcing, you do not tell your opponent anything until the ESGs actually are raised. This is why the imp 29-31 announcement gives a huge tactical advantage. Just remember that if you cancel on imp 32, you cannot announce again until imp 8 of next turn. If you have capacitors, you can always announce r0, power 0 ESGs but will give up using the ESG for the entire turn.

By Charles H Carroll (Carroll) on Saturday, June 13, 2020 - 03:01 pm: Edit

(FQ1.38) DAMAGING QUANTUM WAVE TORPEDOES: Quantum wave torpedoes may be weakened by phaser fire, asteroid damage, nebulae damage, pulsar damage, or dust damage. Asteroid (P3.24), nebulae (P6.73), pulsar (P5.33), and dust (P13.3) damage is computed exactly as for plasma torpedoes except that it takes half again as much damage, i.e., three points instead of two.

Now....am I reading this right? That QWTs are damaged at a higher rate than regular Plasma. As an example...you shoot a QWT with 9 points of phaser damage. A Plasma take 4.5. But this says a QWT takes 6? Or at least that is how I read it.

By Steve Petrick (Petrick) on Saturday, June 13, 2020 - 03:10 pm: Edit

Andrew Granger:

You announce the release of a Ionic wave and the amount of power in that wave, and any size class 6 or size class 7 unit that is within two hexes of the IPG is hit by the wave for the amount of energy you put into it.If there were 6 drones and two shuttles within two hexes and you put four points of into the IPG capacitor, all six drones and both shuttles would be hit by four damage points.

There is no differentiation between a unit that is one hex from the IPG, or two hexes from the IPG, both are hit by what ever was in the capacitor (maximum of four points for a non-X capacitor).

If you are concerned that there may be some type-IV drones, you can release an ionic wave from two capacitors (if the ship has such, and cruisers and a above do) so that you can can choose the strength of be six (leaving two points divided between the two capacitors of two points in one of the capacitors).

By Charles H Carroll (Carroll) on Saturday, June 13, 2020 - 03:34 pm: Edit

Actually...rereading it....it appears that the QWT takes 1 and 1/2 damage from phasers. So if shot for 10 damage would take 15? Just got the books so needing clarification.

By Marcel Trahan (Devilish6996) on Saturday, June 13, 2020 - 04:03 pm: Edit

Question regarding ESG's.

If a ship equipped with ESG capacitors and with power in them announces his ESG in impulse 29, setting a specific radius and power for the ESG.
The ESG is not cancelled on impulse 32 (last impulse possible for cancelling). Can it changes the radius and power of the ESG during EA or does the ESG opens with de defined radius and power defined on imp 29?

G23.311, G23.312 and G23.3121 seems to contradict each other.

Marcel Trahan

By Steve Petrick (Petrick) on Saturday, June 13, 2020 - 04:11 pm: Edit

Charles H. Carroll:

As it says in the succeeding paragraphs, it takes six (6) damage points to destroy the splash elements and 11 damage points to destroy the central warhead. So it always, even though the central warhead loses strength with range, takes 17 damage points to kill it.

Marcel Trahan:

The operation of ESGs over a turn break requires you to announce with out knowing what it will be. You may want it to be full strength at the point you announced planning to add power to the capacitor over the turn break, but that rascally Kzinti wrecked more of your power than you thought, so you raised it with what you had in the capacitor. You get to adjust based on what is best for you, and can even increase the power due to the changing dynamic over a turn break.

By Charles H Carroll (Carroll) on Saturday, June 13, 2020 - 04:42 pm: Edit

Steve Petrick I got that. BUT....it says the damage done to a QWT is not the damage the Phaser does. But the damage the phaser does plus 1/2 more damage.

So a phaser does 2 points. Nope....it does 3 vs a QWT. Which makes them actually something worth killing maybe.

Having to treat them as plasma...and doing half damage with a phaser...means it takes 34 points of damage to kill a single QWT. This way you can kill one for 12 damage from a phaser. While that is still high...considering the damage a QWT does. It still might make it worthwhile. Also 4 points of phaser damage + 1/2 will kill the splash. That can be done 2/3s of the time with a phaser 3. So that also makes it more feasable.

By Richard Eitzen (Rbeitzen) on Saturday, June 13, 2020 - 05:21 pm: Edit

Your math is wrong.

Early year quantum torpedoes took 4 damage to lose the splash element and 7 more to lose the center element.

Non early year quantum torpedoes are tougher, not weaker.

They require fifty percent more phaser damage to destroy, not less, hence the 6 and 11 damages required (totalling 17 damage as SPP has said).

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