FC: Battle Group for Captain's Log

Star Fleet Universe Discussion Board: Federation Commander: FC: Battle Group for Captain's Log
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READ THIS FIRST: Only one battle group may be submitted for each empire. The first player to submit a valid battle group for an empire is the only player who may use that empire.

* The scenario this Battle Group is tied to will be revealed at a later date. The year of this battle group is 2575.

* Submissions can be made using any ships available in Federation Commander, subject only to the rules herein.

* NOTE: No more than ONE Federation Commander Battle Group may be submitted by any given author without the permission of ADB, Inc. Submission of more than one Federation Commander Battle Group without the permission of ADB, Inc. will result in automatic rejection of all Federation Commander Battle Groups submitted by that author for this Battle Group article.

* Author A cannot submit a Klingon Battle Group after Author B has done so, and no Author A (or Author B) can submit two Battle Groups, whether both are for the same empire, e.g., two Klingon Battle Groups, or separate empires, e.g., a Klingon and a Romulan Battle Group. If all empires do not have a submitted Battle Group when the publication date draws near, this restriction may be lifted.

* Submitters must post their force selection into this topic for review by their peers.

* Note that we are NOT going to provide the opposing force at first. The players will have to create their Battle Group "blind." The scenario and opposition will not be defined until some time after 30 August 2014. If you do not submit a force prior to 30 August 2014, you will not be allowed to submit a force.

* Tactics articles (written after the opposing force is revealed) must be submitted by the end of September 2014 by email to Steven Petrick at: Rules@StarFleetGames.com (which must include a copy of the force selection and the submitterís NAME AND STATE/PROVINCE IN THE BODY OF THE SUBMISSION SO THAT THE NAME GETS DOWNLOADED WITH THE BATTLE GROUP AND NOT LOST IN THE EMAIL HEADER).

* The general idea for tactics is that they should be at least three paragraphs, but not more than a column (half a page) in Captainís Log. We are continuing the format used by Star Fleet Battles Battle Groups for Captainís Log, as some readers like the tactics articles associated with the Battle Groups, and some simply like the Battle Groups created to the points value.

* If a submitter needs to revise his Battle Group (before the enemy is revealed) and resubmit it, he may do so, but must note that it is a revision and include the revision date and the date of the post revised. No revisions will be accepted after 30 August 2014.

1. The points that can be spent to construct the force are limited to 500 points in Squadron Scale, including the points of all ships and fighters. The Battle Group must adhere to the strictures set by these Battle Group instructions. No ship can have a movement cost greater than 0.50.

2. Other than the restriction that no ship can have a movement cost greater than 0.50, you may select your force entirely from ships of any movement cost of 0.50 or less.

3. For purposes of this scenario, no ship may have a web caster.

4. Ship cards that have appeared in any edition of Captainís Log, Captainís Log Supplemental File, or Communique can be used, except for Borders of Madness and Omega Octant ships.

5. Mercenaries: No Orion ships can be included as mercenary units within an empireís Battle Group, e.g., a Gorn group cannot use a mercenary Orion DW. An all-Orion group may be used. (Obviously a mercenary group hired to support the Empireís operations.) Orion option mounts must be selected and specifically noted as part of the force and cannot be changed.

6. A WYN Battle Group may be submitted, but such a WYN force must consist of ships that are able to exit the WYN Radiation Zone as manned combat units, and in the year of this Battle Group this limits them to WYN-Orion ships and fish ships. WYN option mounts must be selected as part of the battle grop submission and cannot be changed. Andromedans can participate in this Battle Force. No more than one Andromedan ship may have a displacement device, e.g., a Python.

7. Auxiliary warships, to include WYN auxiliary warships, cannot be included in any Battle Group. Tugs, light tactical transports, and freighters of any type (to include free traders and armed priority transports) cannot be used in this battle group.

8. All Federation Commander staff officers are requested to submit a group for their assigned empire(s). Others may also submit groups. Selected entries will be published in Captainís Log #50 and possibly its supplemental file.

9. Detailed cost breakdown must be included. List each ship and its cost. See the Federation Commander Battle Group articles that have appeared since Captainís Log #45 for the correct format.

10. All of the above limits are cumulative. ALL of the limits apply. No item provides an exception to any other item unless specifically noted as doing so.

11. Tactics that rely on evading combat will result in automatic rejection. You are required to fight, not simply show the flag.

12. All Battle Groups need to be submitted by 2400 hrs CST, on the evening of 30 August, 2014. The opposing force has been selected and will be revealed early in September 2014. Tactics articles must be completed and submitted by 30 September, 2014.
By Jean Sexton (Jsexton) on Friday, August 08, 2014 - 06:12 pm: Edit

This topic is now open for business.


By Gary Carney (Nerroth) on Friday, August 08, 2014 - 06:15 pm: Edit

To clarify, should rule 4 be updated to also cover Lesser Magellanic Cloud Ship Cards, so long as they (as with their Omega Octant counterparts) remain in playtest?

And would the preview Ship Cards published in Captain's Log #48 for SFB Module C6's "lost empires" now be available? (Granted, this would essentially be limited to a DW for each faction in question.)

By Lee Storey (Storeylf) on Saturday, August 09, 2014 - 03:42 am: Edit


Eel (92)
Cob * 2 (166)
VIP * 4 (240)

498 total

Subject to change, just quickly getting in with an Andro force.

PS - it says 1 andro with a DisDev, e.g. a python. But a pyhton has a move cost of 0.75. I assume that is a bad example, but just to check, is the move cost limit for the scenario meant to be 0.75 or 0.5?

By Richard B. Eitzen (Rbeitzen) on Saturday, August 09, 2014 - 03:49 am: Edit

Assuming this is the same parameters as the SFB one reference to a Python is a mistake (you cannot take one).

The SFB Andro player used a Recon Cobra (dunno if that's in FC).

By Terry O'Carroll (Terryoc) on Saturday, August 09, 2014 - 04:00 am: Edit

Yes, IIRC Recon Cobras are in FC.

By Tony L. Thomas (Scoutdad) on Saturday, August 09, 2014 - 11:05 am: Edit

Tholian, Tholian Rocky Road Defense Force

Tony L. Thomas, USS Tennessee

TK5: Exile (86 points)
DD: Helix (86 points)
DD: Matrix (86 points)
PC: Resolve (55 points)
PC: Recluse (55 points)
PC: Resolute (55 points)
PC: Trenchant (55 points)

Total Points: (478 points)

[Edited by J.Sexton to change the name of the squadron]

By Steve Petrick (Petrick) on Saturday, August 09, 2014 - 02:40 pm: Edit

Gary Carney:

I think those need a wider player base before they are opened up. It is not quite the same thing as the Borak and Peladine in the Alpha Octant because while those are new empires in playtest, there is nothing really odd about their technologies as there is with Magellanic shielding and mass driver missiles. The Peladine simply mix plasma torpedoes and drones, while the Borak largely use phasers (and turrets) which are not difficult to understand.

By Gary Carney (Nerroth) on Saturday, August 09, 2014 - 02:49 pm: Edit


To clarify, I would not contest keeping the LMC Ship Cards out of contention for the time being. I was more curious if it was worth editing Rule 4 to make this explicit.

On the other hand, I recall that the (Alpha-)Paravian and Carnivon Ship Cards in CL48 were disbarred from the CL49 submission round, since it had been too soon since the former's publication for enough people to get a grip on them before the due date of the latter.

But now that a few additional months have passed, would there have been enough lead-in time to allow these "lost empires" to be in the mix for CL50?

By Loren Knight (Loren) on Saturday, August 09, 2014 - 03:52 pm: Edit

I was about to call Tony on a problem of too many ships for his best command rating... until I realized I was in the Fed Com thread which doesn't have command ratings!


By Art Trotman (Drneuro) on Saturday, August 09, 2014 - 06:32 pm: Edit

Klingon Frigate Frenzy

Art TROTMAN , HMS Ontario
F5WL (110)
F5W (108)
F5L (103)
F5D (108)
F5J (68)

Total points: 497

By Art Trotman (Drneuro) on Saturday, August 09, 2014 - 06:34 pm: Edit

Klingon Frigate Frenzy

Art TROTMAN , HMS Ontario
F5WC (110)
F5W (108)
F5L (103)
F5D (108)
F5J (68)

Total points: 497

By Sean Johnson (Seanxor) on Saturday, August 09, 2014 - 08:39 pm: Edit

Federation Advanced Scouting Party
Sean Johnson, USS Indiana

War Destroyer x3 (294)
Scout (124)
Frigate (78)

Total Points: 496

By Terry O'Carroll (Terryoc) on Monday, August 11, 2014 - 05:28 am: Edit

Hydran Battle of Hydrax Squadron

3x Cuirassier frigate (61) = 183
3x Lancer destroyer (77) = 221
9x Stinger (10) = 90

Total = 494

Note: Each Lancer begins with three Stingers. One fighter box on each ship will be empty.

By Patrick H. Dillman (Patrick) on Thursday, August 14, 2014 - 07:01 pm: Edit

Romulan Eagle Class Squadron
Patrick H. Dillman, USS State of Jefferson California

3x BH (88) =264
3x SN (75) =225

Total = 489

By Fred J. Kreller (Kreller1) on Friday, August 15, 2014 - 10:10 pm: Edit

Gorn Ironscale Squadron
Fred J. Kreller USS Colorado

BDD Forked Tongue 98
BDD Gila 98
DD Bane of Romulus 91
DD Tail Rake 91
FF Gecko 50
FF Dragon 50

Total 478

By Terry O'Carroll (Terryoc) on Saturday, August 16, 2014 - 12:42 am: Edit

Hydran Battle of Hydrax Squadron
Terry O'Carroll, HMAS New South Wales

3x Cuirassier frigate (61) = 183
3x Lancer destroyer (77) = 221
9x Stinger (10) = 90

Total = 494

Note: Each Lancer begins with three Stingers. One fighter box on each ship will be empty.

Rev 16-8-14 to add name and state of author

By Lee Storey (Storeylf) on Saturday, August 16, 2014 - 04:27 am: Edit

Andromedan: Raiders of the Lost Dominator

Lee Storey, Yorkshire

Eel (92)
Cob * 2 (166)
VIP * 4 (240)

498 total

Added name and location.

By Richard B. Eitzen (Rbeitzen) on Saturday, August 16, 2014 - 06:02 am: Edit

Lyran Heavy Picket Group.

Richard Eitzen, Florida

DWL (110)
DW (102)
DW (102)
DW (102)
FF (67)

483 total.

By Steve Petrick (Petrick) on Saturday, August 16, 2014 - 02:00 pm: Edit

Groups Submitted so far.

by Lee Storey, Yorkshire

Eel (92) = 92.
2xCob ra (166) = 166.
4xViper (240) = 240.
Total = 498.

by Tony L. Thomas, USS Tennessee

TK5: Exile (86) = 86.
Destroyer: Helix (86) = 86.
Destroyer: Matrix (86) = 86.
Patrol Corvette: Resolve (55) = 55.
Patrol Corvette: Recluse (55) = 55.
Patrol Corvette: Resolute (55) = 55.
Patrol Corvette: Trenchant (55) = 55.
Total = 478.

by Art Trotman , HMCS Ontario

F5WC (110) = 110.
F5W (108) = 108.
F5L (103) = 103.
F5D (108) = 108.
F5J (68) = 68.
Total = 497.

by Sean Johnson, USS Indiana

3xWar Destroyer (294) = 294.
Scout (124) = 124.
Frigate (78) = 78.
Total = 496.

by Terry OíCarroll, New South Wales

3xCuirassier (183) = 183.
3xLancer (221): Each: Fighters: 3xStinger (+30) = 311.
Total = 494.
Note: Each Lancer begins with three Stingers. One fighter box on each ship will be empty.

by Patrick H. Dillman, USS California

3xBattle Hawk (264) = 264.
3xSnipe (225) = 225.
Total = 489.

by Fred J. Kreller, USS Colorado

Battle Destroyer Forked Tongue (98) = 98.
Battle Destroyer Gila (98) = 98.
Destroyer Bane of Romulus (91) = 91.
Destroyer Tail Rake (91) = 91.
Frigate Gecko (50) = 50.
Frigate Dragon (50) = 50.
Total = 478.

by Richard Eitzen, Florida

War Destroyer Leader (110) = 110.
3xWar Destroyer (306) = 306.
Frigate (67) = 67.
Total = 483.

By Mike West (Mjwest) on Monday, August 18, 2014 - 12:00 am: Edit

After talking up the Vudar on the FC Forum, I think I will go with them. It really doesn't hurt that the math ends up being perfect.

War Destroyer Forked Tongue (100) = 100.
War Destroyer Unblinking Eye (100) = 100.
War Destroyer Smooth Skin (100) = 100.
War Destroyer Wallclimber (100) = 100.
War Destroyer Treacherous Thoughts (100) = 100.
Total = 500.

By Steve Petrick (Petrick) on Monday, August 18, 2014 - 03:32 pm: Edit

So far we have 9 battle groups including Mike West's just submitted one.

By Steve Petrick (Petrick) on Wednesday, August 20, 2014 - 01:28 pm: Edit

Remember, 30 August is the last day for CL#50 Battle Group Submissions or any edits to submitted groups.

By Steve Petrick (Petrick) on Tuesday, August 26, 2014 - 05:55 pm: Edit

Remember, 30 August is the last day for CL#50 Battle Group Submissions or any edits to submitted groups. So far we have nine submissions.

By Jeffery Smith (Jsmith) on Wednesday, August 27, 2014 - 03:26 am: Edit

let's give this a try:

Lyran Democratic Republic "Blazing Claws Group"

Heavy Frigate Declaration (CL37) (86)
Heavy Frigate Brotherhood (CL37) (86)
Frigate Fraternity (79)
Frigate Liberty (79)
Frigate Equality (79)
Frigate Commune (79)
total= 488.

By Steve Petrick (Petrick) on Monday, September 01, 2014 - 03:52 pm: Edit

Submissions are closed.

To get everyone to start thinking. The scenario is going to be "force on force," with a complication.

The map will consist initially of nine map panels. A map panel with the blue planet will be the middle panel surrounded by eight open space panels. One player will set up his ships along the north edge, while the other player sets up along the south edge. To this add two additional open space map panels to the center map panels. Along the far edge of this map panel will be seven freighters, no more than two per hex, heading towads the planet. These freighters will move at Speed 8. They will only move directly ahead (no turns or sideslips) until they reach the planet. If a friendly tractor beam is applied to a freighter that is not currently being held by an opposing tractor beam, the freighter will "self destruct." In short, you can have a tractor auction with an enemy over one of your freighters, but once he announces that he will not further contest the tractor link, you must drop your own tractor at the same time.

The freighters will only turn when they reach a point where a turn is necessary to head towards the planet. Thus if a freighter is tractored by the enemy and dragged off and released, it will continue moving in its previous direction unless it is on a line of hexes where a 60 degree turn will have it heading directly towards the planet. If the freighter is pulled past the planet, this creates an exception and the freighter will turn as quickly as it can to move the shortest number of hexes to reach the planet.

Freighters cannot be boarded and captured, but hit-and-run raids can be made against their systems.

The freighters have no crew and no shuttles. If damaged, and unable to make Speed 8, they will make the best speed they can but continue towards the planet. If a warp engine is damaged, it will apply its repair rating to fix the damaged engine. It will only use its damage control to fix warp engine boxes.

Excess power above that needed to move Speed 8 will be used first to refill the battery, then repair damaged shield boxes. Before any shield boxes are damaged, excess power will be applied as shield reinforcement. Depending on which happens first in a turn, battery power will be used either to reinforce a shield, or to repel a tractor link.

The freighters will not fire their phasers for any reason.

Once a freighter reaches a hex adjacent to the planet, it is immune from any further damage, it is removed from the map and any undamaged cargo boxes are considered to have been delivered. The side that delivers the most cargo wins. If both sides deliver the same amount of cargo, the side that did this with the largest number of freighters wins. For example, both players had 25 points of cargo reach the planet, but one player did this with one freighter while the other did it with two freighters, the second player is the winner. If both players are completely tied on cargo delivered to the planet (same number of cargo boxes delievered by the same number of freghters), use the normal victory conditions (the freighters do not count for this) to determine the winner.

So when the pairing are made, you must figure out how to keep the enemy from destroying your freighters, which you cannot control in any way, they simply keep moving towards the planet at Speed 8, while somehow destroying the enemy's freighters.


By Lee Storey (Storeylf) on Monday, September 01, 2014 - 06:31 pm: Edit

I'm confused.

Can you better describe the map, do we join by long or short edge (which determines how far the freighters have to travel to reach the planet).

For those without all map boards can you describe the planet - how big is it and what hex does it sit on?

Is that small or large hexes?
are those 2 extra maps added to the center 'row' of maps. Are they added one each end, or both to one side? You say 'this' map edge suggesting both maps go together on one side as below:-

player 1
|oxooo| <- freighters
player 2

x= planet.

That looks odd, but how I'm reading it though!

What size are the freighters?

You talk about being able to have a tractor auction over one of 'your' freighters - but their is no explanation of which are our freighters. You can't board or capture them, so how do they become 'yours'?

Are freighters removed the moment they reach the planet - or is it end of turn removal? Immune to further damage suggests it is not immediate removal, so can it be tractored away again?

By Mike West (Mjwest) on Monday, September 01, 2014 - 06:54 pm: Edit

It isn't that hard. All of the particulars will be answered when Steven posts the full scenario rules. This is just so you can start thinking about it. So, things like the exact type of freighters are current irrelevant. He is just describing the basic setup.

You start with a 3x3 arrangement. One force along the top edge, one force along the bottom edge. I am not willing to dig out the planet maps, but I think the blue planet is just a single hex planet. I assume small hexes, as that seems to be the "normal standard".

Now, add two more map panels on either side of the center row. (Take how you showed it, move the "x" map to the middle of the row, and center the top and bottom rows on the "x" map.). Two independent sets of freighters will enter the map from the edges of the new map panels, one for each side. (So, for example, perhaps the freighters associated with the force on the top enters from the right, and the freighters associated with the force on the bottom enters from the left.) So, basically, there are two sets of freighters; one set is yours, and the other set is your opponents.

Let's assume your force is on the top. Do you go to the freighters on the right to protect them, or to the freighters on the left to attack them? How do you split your forces to do both. It's a nice setup.

By Steve Petrick (Petrick) on Monday, September 01, 2014 - 06:59 pm: Edit

Lee Storey:

Player A's freighters
Player A's ships
Player B's ships
Player B's freighters

The two outer X's should be seen as centered on the center map panels.

The planet is a single hex in the middle of the center map panel.

The freighters are small ones.

The seven freighters coming in behind your ships are your freighters.

The seven freighters coming in behind your opponent's ships are his freighters. They are basically operating under robot control seeking the planet.

Once a freighter reaches a hex adjacent to the planet, it is removed from play immediately after determining how many cargo boxes it had remaining at that point.

By Lee Storey (Storeylf) on Monday, September 01, 2014 - 07:10 pm: Edit

NVM - ninja'd

Thanks, that makes more sense.

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