Archive through October 14, 2019

Star Fleet Universe Discussion Board: Federation & Empire: F&E QUESTIONS: F&E Q&A Discussions: Archive through October 14, 2019
By Ted Fay (Catwhoeatsphoto) on Saturday, September 28, 2019 - 02:55 pm: Edit

I seem to recall this question was asked (by me) and answered several years ago. Perhaps I'm mis-remembering though.

By William Jockusch (Verybadcat2) on Saturday, September 28, 2019 - 04:06 pm: Edit

It was asked. Chuck Strong had a proposal, but it was never made official.

By Paul Howard (Raven) on Saturday, September 28, 2019 - 05:13 pm: Edit

Your right :)

I think it probably got overlooked then and again earlier this year.

I have resolved our problem though....I decided to attack!!!

By Mike Dowd (Mike_Dowd) on Saturday, September 28, 2019 - 09:38 pm: Edit

So... to open a can of worms here...

What if, on T10, the Roms decide to attack the ISC and ignore the Gorn completely (aside from strengthening the border)?

By Richard B. Eitzen (Rbeitzen) on Sunday, September 29, 2019 - 12:40 am: Edit

The rules state that any ships entering the ISC neutral zone are destroyed by powerful defensive fleets. Aside from that, the scenario does not provide permission for the Romulans to attack the ISC.

Aside from that, it would be suicide.

By Timothy Linden (Timlinden) on Monday, September 30, 2019 - 03:57 pm: Edit

You can always just set up your own scenario for a Romulan invasion of the ISC instead of them joining the general war. Just take the Romulan home fleet and all new builds from T10, and use the ISC info for what they have.

The general war pretty well much will end fairly quickly with no Romulan attack at all (and so will the Romulan invasion of the ISC).

The ISC have too much stuff for this to be a good idea for the Romulans. It worked sorta with the initial much weaker ISC OOB first put out for testing, but the ISC rules fixed all that.

Tim Linden.

By Mike Dowd (Mike_Dowd) on Tuesday, October 01, 2019 - 12:14 am: Edit

Richard:

Wasn't that statement written long before ISC War was published, and there was no ISC Order of Battle? If that's the case, and we now have that data, should that not be explored as a possibility?

By John Christiansen (Roscoehatfield) on Monday, October 07, 2019 - 04:05 pm: Edit

Is there a guide or template for writing F&E scenarios somewhere?

By Ted Fay (Catwhoeatsphoto) on Monday, October 07, 2019 - 04:06 pm: Edit

Suggest you find a recent captain's log and follow the outline shown there. Try also searching the "starfleetgames.com" website to see if there is an existing template.

By John Christiansen (Roscoehatfield) on Monday, October 07, 2019 - 04:21 pm: Edit

Thanks. Good suggestions.

By Thomas Mathews (Turtle) on Friday, October 11, 2019 - 12:57 pm: Edit

Ted wrote:


Quote:

Q537.12. Can an escorted carrier be attacked by an infiltration attack? Example: Only a {CVT,2*E4A are occupying an enemy planet. May the CVT be designated as one of the ships possibly targeted by the infiltration when it is escorted by the E4As?




Before FEDS ruling that changed how ships were chosen for this, the answer would obviously be no. I still think the answer is no. See (534.224)


Quote:

(534.224) Damage a carrier/PFT. A successful mission against a specific (unescorted) carrier or PFT destroys half of the fighter factors or PFs on the targeted size-3 ship §. These are replaced in the normal Sequence of Play. This is the only PT attack allowed against a carrier/PFT; (534.223) cannot be used against a carrier or PFT.




I know that (537.2) isn't modified by the presence of a PT like (537.1) is.

By Ted Fay (Catwhoeatsphoto) on Friday, October 11, 2019 - 01:38 pm: Edit

Thomas: 534.224 is espionage and sabotage. Infiltration is a whole different rule.

537.12 (infiltration) itself mentions that *unbreakable* groups cannot be attacked. A carrier group is not unbreakable, and thus by implication the carrier *can* be attacked by infiltration when escorted.

So, while it doesn't *feel* right to allow an escorted carrier to be attacked by infiltration, I think there's a pretty good logical argument that it can.

There's *barely* enough wiggle room in the silence of 537.12 to argue that the escorted CV cannot be attacked, so it's worth the Q&A. However, I'm thinking the answer is "yes" - unless the powers that be did not intend for the escorted CVs to be subject to infiltration.

Note also, this situation is usually easy to avoid by having at least 3 ships with a lower defpot than the CV in the hex. Thus, in many ways, this situation will only arise when a planet is "under garrisoned" and a CV is present.

Anyhoo... Let's see what Chuck or SVC say.

By Paul Howard (Raven) on Friday, October 11, 2019 - 04:45 pm: Edit

Just to add to the above, clarity on what 'unbreakable' is would be useful.

As an example, the Romulan 3FE I believe is an unbreakable group - but in the 2010 Rules (and Cyberboard), they have become 3 separate counters (I don't know if the latest counter sets have it as 3 sperate counters or a single 3 ship counter).

This probably leaves the 77th PF/23rd FiCon and Federation LTF as the only unbreakable groups?

By Jason E. Schaff (Jschaff297061) on Friday, October 11, 2019 - 05:29 pm: Edit

The Romulan "2CH" is still an unbreakable group.

By Sebastian Palozzi (Sebastian) on Friday, October 11, 2019 - 06:00 pm: Edit

So, I've found a couple of potential opponents for an F&E training game using Vassal (or Cyberboard) but we need some help figuring out the mechanincs of play by email.

We know die rolls use a third-party server--OK, we know how third-party die rollers work but F&E combat requires a lot of back and forth die rolls. So, does every die roll in a combat require an email to the opponent after every round?
Are there any shortcuts that email players use to speed up the process?

And, if the attacker moves a fleet across a number of hexes I imagine the attacker'e email to his opponenet would indicate something like "Fleet A: 0401-0501-0601-0701-0801-0901-1001"
If the defender wants to react to this movement at any point does the defender send back an email that describes a reaction movement at hex 0701 for example? And, then would the attacker respond with an email with a revised movement? Or does this whole transaction happen with the back and forth transmission of Vassal files?

Finally, we'd like to play The Wind--how long can we expect this to take?

Thanks

By Ted Fay (Catwhoeatsphoto) on Friday, October 11, 2019 - 06:54 pm: Edit

Generally, every die roll requires back and forth entries. You can do this via pbegames.com.

I prefer using a dice server, particularly this one: https://dicelog.com/logdice which is the Hamete dice log server. You can create a log for the rolls, which makes it easier to track them.

As for movement, yes, technically you need to pause each time the opponent has an opportunity to react. However, you generally get a feel for when that might happen, so as long as you and your opponent are OK with "hey, go back a move" you can often do several moves at once and pause for reaction decisions.

Cyberboard is great for this, by generating GMVs. With Vassal I think you have to send the game file back and forth.

The WIND will probably take you a few months to play, less if you're diligent.

By Ryan Opel (Ryan) on Friday, October 11, 2019 - 08:00 pm: Edit

For Vassal games we have used dropbox to store the game files and econ sheets.

Vassal also has a die roller.

By Chuck Strong (Raider) on Friday, October 11, 2019 - 09:05 pm: Edit

Rules & Rulings - From CL48 page 118:


Quote:

(537.12) INFILTRATION: Once per turn, one resistance movement on one planet can attempt to infiltrate one of the ships (not bases) at the planet's location. (Note that this is one attack per turn not one attack per planet per turn.) The attacker first deSignates three targets (which must be any three ships with the lowest defense factors) then the defender may (but is not required) designate up to three of the other remaining ships if available (if less than six targets are available then selections are limited to those ships; no selection may be identical). Roll two dice; if the result is an "11" or "12," a ship is destroyed. If the result is a "10," a ship is crippled (a crippled ship would be destroyed). Any other result has no effect. Roll one die to determine which of the designated targets was infiltrated. This cannot attack an unbreakable group such as a convoy, an SAF, or an LTF. This allows one resistance movement per empire.


By Thomas Mathews (Turtle) on Saturday, October 12, 2019 - 03:29 am: Edit

Mike Dowd wrote:


Quote:

So... to open a can of worms here...

What if, on T10, the Roms decide to attack the ISC and ignore the Gorn completely (aside from strengthening the border)?




Yes, you can set it up. Use the Y168 Order of Battle for the ISC, add their construction schedule for Turns 1-9. Treat the ISC economy as being on a peace time economy until they are attacked. But they go to 100% on the turn of attack. The 105 new ships would be distributed evenly between the on map fleets.

Just realize that you almost double the available EPs to the Alliance. The ISC produces 153 EPs a turn for the next 20 turns before any additions or subtractions. The Gorns produce 87 EPs a turn for the next 15 turns before any additions or subtractions.

The other bad thing about attacking the ISC, is the ISC, unlike the Gorns, can cut supply off to the Romulan Off Map Survey Zone before you can even get there.

By Richard B. Eitzen (Rbeitzen) on Saturday, October 12, 2019 - 08:21 am: Edit

I'm pretty sure the rules do not allow you to attack the ISC on turn 10, but you can of course (with the agreement of your opponent) make your own rules for that, perhaps as is suggested above.

By Steve Cole (Stevecole) on Saturday, October 12, 2019 - 02:44 pm: Edit

Maybe we need a Gorn+Rom vs ISC scenario?

By Stefano Predieri (Preda) on Monday, October 14, 2019 - 06:06 am: Edit

Twice now on games report (first on Overconfidence Killed the cats again in August, right now in Raider of the Lost Dilithium) I've seen Kzinti use FFF after losing the capital and before rebuilding the shipyard.

But 431.741 states that FFF are stored with the shipyard and lost with it.

Richard in August opposed that he kept the initial 6 FFF from the start of the game, but anyway even those should have gone down with the shipyard.

As I read 431.741 there shouldn't be any mean to save FFF when the shipyard goes down.

Am I reading it wrong?

By Peter Bakija (Bakija) on Monday, October 14, 2019 - 08:34 am: Edit

(442.62)

"The stockpile of unused free fighters is evacuated with the treasury in the event that the capital falls (511.35)."

i.e. saved free fighter factors are explicitly saved and moved off map if the capital falls. Losing the capital means you lose free fighter *production*, not the saved stockpile.

By Richard B. Eitzen (Rbeitzen) on Monday, October 14, 2019 - 12:46 pm: Edit

It is a sub-rule of 431.74 which is clearly (if you read it) about free fighter *production*. Rule 431.74 itself is a sub-rule of 431.7 which is about carrier *production*.

So the answer to your quest (are you reading it wrong?) appears to be 'yes'.

By Stefano Predieri (Preda) on Monday, October 14, 2019 - 01:10 pm: Edit

Ok, 431.74 is meant only for games without annualized fighters and their rules in AO, where the FFF production that must be used in each turn is lost (like everything else) with the shipyard.

Annualized fighter supersedes it with 442.62.

Ok Thanks.

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