By Mike Dowd (Mike_Dowd) on Wednesday, February 17, 2021 - 04:25 pm: Edit |
If you decide to use an electronic gameboard, like a Vassal module or Cyberboard, you won't have to worry about the counter issues. It's a LOT cleaner, takes up less space and isn't subject to cats deciding to take a nap on the board or little cockatiels thinking that it would be fun to run away with a pilfered counter (and chew on it too).
By Richard Eitzen (Rbeitzen) on Wednesday, February 17, 2021 - 04:44 pm: Edit |
A lot of Hydran hybrid counters and a good number of carrier counters changed, incorporating triangle fighter factors and ending up with slightly changed combat strengths.
A good scenario for new players can be the Fed Gorn war, it is short without too many units. I forget which Captain's Log it is in. It's not what I'd call a very polished scenario but is relatively simple.
By Alex Chobot (Alendrel) on Wednesday, February 17, 2021 - 05:45 pm: Edit |
Mike E.
The new countersheets you would need are ALPHA and BRVO - but BRAVO is out of print for another couple of months (the core game comes with three of each). This lists what's on each: http://www.starfleetgames.com/documents/F&E_Counterlist1.pdf
Also old ship cost charts and formulas have been replaced with the Ship Information tables, which you can find in the folders here: http://www.starfleetgames.com/discus/messages/37/6548.html?1613464877
A lot of the old Captains Log info, including scenarios, are available in a couple of F&E Compendium products, physically from ADB and a s PDF's from Warehouse23 and other stores.
By Ryan Opel (Ryan) on Wednesday, February 17, 2021 - 05:46 pm: Edit |
I would get Fighter Operations. That gives you the needed carrier and escort counters. As well as another good intro scenario The Four Power War.
By Alex Chobot (Alendrel) on Wednesday, February 17, 2021 - 05:55 pm: Edit |
Ryan, as FO 2016 is designed to work with F&E 2K10, does it come with enough counters for the base game carrier and escorts types?
By Alex Chobot (Alendrel) on Wednesday, February 17, 2021 - 05:57 pm: Edit |
(Oh since this is the Q&A topic we should prob move this over to General Discussions!)
By Steve Cole (Stevecole) on Wednesday, February 17, 2021 - 06:00 pm: Edit |
Somebody email me a note to update the countersheet list. Include the link
http://www.starfleetgames.com/documents/F&E_Counterlist1.pdf
By Ryan Opel (Ryan) on Wednesday, February 17, 2021 - 07:41 pm: Edit |
SVC,
Done
By Chuck Strong (Raider) on Thursday, February 18, 2021 - 11:23 am: Edit |
PeterB:
I answered your question above regarding SWAC transfers - short answer is that they are treated like fighters.
By Peter Bakija (Bakija) on Thursday, February 18, 2021 - 12:55 pm: Edit |
Thanks, Chuck!
By Graham Cridland (Grahamcridland) on Saturday, February 20, 2021 - 05:15 pm: Edit |
This one has been argued about extensively before, but there wasn't a clear answer. So, I'll cite to the prior discussion (Ted Fay, Peter Bakija, Paul Howard, Dana Madsen)
Discussion: Q&A Board: (Wednesday, February 13, 2019 - 03:53 pm)
Associated game thread: (The Art of Zin) By Dana Madsen (Dfm330) on Monday, February 18, 2019 - 03:08 pm
So here is our situation:
2105 is a Combat Hex (a bunch of Feds stomping a lonely E4.)
1502 contains two Klingon reserves.
1803 contains an (undefended) BATS.
1904 contains a lonely Fed SEQ.
2105 is NOT out of supply (it is in supply from 1807 and 1707)
203.731 does not apply because 2105 is in supply.
203.732 is the issue. I would like to save the E4 and fight the Feds in 2105. Ideally, however, I would like to go fight the Feds and also land a full reserve on 1803 to kill the BATS "out of turn." So the question is; Can 203.732 be used to permit a COMPLETE reserve to access a legal objective hex, even if the reserve could still get there in part by leaving two ships behind, one each on 1803 and 1904?
In Ted and Dana's game I believe they answered "Yes." (see above), but I am skeptical.
This is a nice simple scenario for the rule as there is only one possible reserve movement path, as it is a straight shot six hexes down the hexrow.
Also, if a reserve moves under 203.732, is it actually required to then move the "subsequent" reserve to the objective hex? It seems cheap NOT to, but there doesn't appear to be a rule requiring the subsequently moving reserve to move in the manner opened up by the prior moving reserve moving by 203.732.
By Jeffrey Coutu (Jtc) on Friday, February 26, 2021 - 04:19 am: Edit |
On Friday, January 31, 2014 - 04:44 pm, the following question was posted:
*In (624.27), the Inter-Stellar Concordium is at a peacetime economy for the duration of the Gathering Winds scenario. According to (431.21) in F&E 2010, an empire can build a mobile base in addition to its scheduled production "if at war". However, in this case, the Y168 ISC OOB in (624.43) has only six pre-constructed MBs available, yet has twelve on-map BATS locations to attempt to place bases into. Should there be an exception made for the ISC allowing them to build MBs while at a peacetime economy, or is there a pre-existing detail which I may have overlooked?
The answer was provided by Chuck Strong (Raider) on Saturday, February 01, 2014 - 12:10 pm:
1. The ISC start with extra MBs that allow them to build 1 per turn so they have enough MBs to complete the original border bases at the rate of 1 per turn using the existing rules. The extra at start MBs were purposely added to avoid a special rule about producing more than one MB in a given turn. See (431.21). If the ISC player loses a MB that results in VPs for the Romulan/Gorn player(s), and is accounted for in the Victory Conditions.
My question is, doesn’t the Gathering Winds scenario (624.0) need errata to provide an exception to (431.21) in order to allow the ISC to build the one mobile base per turn (or am I missing something that already allows them to do so)?
By Thomas Mathews (Turtle) on Friday, February 26, 2021 - 09:19 am: Edit |
Jeffrey, the scenario itself provides the exception to (431.21) about building MBs.
By Jeffrey Coutu (Jtc) on Sunday, February 28, 2021 - 07:10 am: Edit |
(625.Z423) This rule indicates the Romulans built a colony in 5601; however, this hex is in Gorn territory and is clearly incorrect. In the Maelstrom scenario (starting in Fall Y178), per (675.69), the Rumulans built a colony in 4916. Since hex 4916 is not listed in (625.Z423) as a colony location, should the colony in 5601 actually be 4916 (or was that colony destroy and it there a colony in another hex)?
Note that (675.69) also lists Romulan colonies in 4519, 4318, 4119, 4918, 5318, and 4718, but the colonies in 4918 and 5318 are already listed in (625.Z423), and the other colony locations listed are not in the cordon zulu play area (which only leaves the colony in 4916 as a possibility).
By Jeffrey Coutu (Jtc) on Monday, March 08, 2021 - 06:25 am: Edit |
(600.0) What is the correct date for ISC PFs? Per (600.0) in F&E-2K and F&E-2010 the ISC-PF1 date Fall Y181. However, Captain’s Log #40 on page 95 (published 16 November 2009) has the following under Rules & Rulings “(713.0) The ISC PF1 turn should be Y182F.” SFB Module G3A on page 10 lists the ISC PF year in service of 183. I therefore believe that the ruling in Captain’s Log #40 is correct, and the ruling was missed when other F&E products were published after 2009, but just want confirmation.
Unfortunately, if Captain’s Log #40 is correct, it means that all the dates based on the ISC PF dates are incorrect. This includes dates in the SIT, (600.0), (713.0), and possibly other rules.
By Ryan Opel (Feast) on Monday, March 08, 2021 - 05:03 pm: Edit |
Jeffrey,
Looks like you are correct. Based on the PF and PFT dates from G3 the correct PF1 date should be Y182F.
I will correct the online OOBs and put in a correction for the SIT.
Ryan
By Zac Belado (Pixelgeek) on Wednesday, March 17, 2021 - 06:26 pm: Edit |
Hi folks. Just getting into F&E and I have an old copy of the game. 1986 print date and Rev 0--1 on the rulebook.
I noticed that the core game isn't in stock at the moment. Is there a simple way to update the counters and judt get the PDF rulebook?
By Nick Blank (Nickgb) on Wednesday, March 17, 2021 - 07:13 pm: Edit |
I believe the game is out of stock because counters have run out. But they are getting reprinted in the near future, so the game and countersheets should be back soon.
You can get the .pdf rulebook now:
SJ Games
or
DriveThruRPG
By Zac Belado (Pixelgeek) on Wednesday, March 17, 2021 - 08:11 pm: Edit |
Thanks Nick. Maybe I will just play the old version until the most recent one comes back
By Alex Chobot (Alendrel) on Thursday, March 18, 2021 - 12:21 pm: Edit |
More specifically, the out-of-stock counters are at the printers currently and the *very rough* estimate of the core game being available again would be sometime in May.
By Steve Cole (Stevecole) on Thursday, March 18, 2021 - 05:48 pm: Edit |
It will be 4-8 weeks, sometime in April or May.
By Karl Mangold (Solomon) on Thursday, March 18, 2021 - 08:18 pm: Edit |
Welcome back to F&E, Zac
By Ted Fay (Catwhoeatsphoto) on Thursday, March 18, 2021 - 10:53 pm: Edit |
Welcome!
By Zac Belado (Pixelgeek) on Thursday, March 18, 2021 - 11:25 pm: Edit |
Thanks folks.
Currently reading the rules and getting ready to clip a *lot* of counters
By Ted Fay (Catwhoeatsphoto) on Friday, March 19, 2021 - 09:58 am: Edit |
@Zac Belado: You can also play F&E using electronic boards, including playing by email if you're willing to be a bit flexible. That's my primary mode of playing F&E, having limited blocks of time for play and no place to setup and leave a map.
You can choose from Vassal and Cyberboard. Both mediums have advantages and disadvantages. Check out both and pick one. There's several folks on this BBS who might engage you in an email game.
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