April 2013

Star Fleet Universe News

THE BIG NEWS this month is the impending release of STAR FLEET MARINES LAST STAND on 15 April and the summer release of SFB MODULE C6 LOST EMPIRES.

Counters for Star Fleet Marines: Last Stand and Module C6 .

Hydran Commando Hydran Heavy Weapons C6 Counters

In other news this month, the second annual Platinum Hat International Online SFB tournament has finished and Paul Scott is this year's champion. We look forward to seeing the third annual tournament start this summer. Stay tuned here for more news, but remember you can always find the most up-to-date information on the BBS: http://www.starfleetgames.com/discus/.

WEBSITE: Our website, www.StarFleetGames.com, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Joel Shutts, our graphics director, continues to update the website, do covers for the new products, shut down pirate websites, help out around the company, and learn more about the game business. One of our newest pages is for Starline 2500 where we display photos and 3d renders of the new starships.

FACEBOOK: Jean continues to improve our page on Facebook, adding many new photos and other features.
If you haven't seen the 1,000+ pieces of art in the albums, you should drop by and visit. You don't have to be a member of Facebook to see our page, but if you are, please become our friend so you can get information in your newsfeed.

If you've already liked us on Facebook, but are not seeing our posts, then remember to check your new "Pages Feed" on the left menu. You can also go to our page and hover over the "Liked" button. Be sure that both "Show in News Feed" and "Get Notifications" are checked.

VIDEOS: StarFleetGames has taken its act to YouTube and we now have a YouTube channel. Our goal is to create a video for the new product releases during each month. We have "In the Box" videos to show you what you will see when you unpack your new game. We have also done "Spotlights" on a single product or product line. So pull up a chair and join us at the movies! Our newest uploads are:

Star Fleet Marines Part 1
Star Fleet Marines Part 2
ADB Late May 2011
Starline 2500 Miniatures Review

STARBLOG: Our StarBlog has moved to a new URL and all links on StarFleetGames.com websites have been changed to match. The new site is
The blog covers all aspects of the company.

AMBASSADORS: Jean Sexton has succeeded in recruiting two ambassadors (Michael C. Baker and A. David Merritt) to carry the word of the Star Fleet Universe to other websites. They (and Jean) were awarded the first ever "Star Fleet Ambassador Badges" as well as appropriate medals for their service to date. These ambassadors do not just repeat press releases; they answer questions, encourage discussion, and help people find the relevant documents on our website. Contact Jean Sexton if you want to volunteer for ambassador duty.
Ambassador Badge

Take a journey with us to an ancient age, just one step up from carving game rules on clay tablets. The year 1973 was at the very dawn of the independent wargame publishing companies. Typesetting was done with a manual typewriter, print-on-demand meant the photocopier at the library, counters were printed on paper (and drawn by hand), page layout was done with scissors and cellophane tape, and two guys in a garage could turn out a wargame magazine that won two Origins Awards. The point was creativity, new ideas, and imagination. Production values would have to come later.

That magazine was JagdPanther (Hunting Panther), created and run by the same Stephen V. Cole who later co-founded Task Force Games and then went on to found Amarillo Design Bureau. We found the ancient archives of this game company (which ran from 1973-1976, producing 15 magazines, about 50 games, hundreds of variants, and dozens of game reviews) and are now placing them on e23 so they are available to collectors. (Old issues have been selling on Ebay for over $100 each.) Issue #1, Issue #2, Issue #3, and Issue #4 are already there and further issues are being prepared for upload.

Custom Decals for Starline ships

Tenneshington Decals now provides custom decals for all currently produced Starline 2500 miniatures, as well as special sets encompassing the contents of the Federation Fleet Box, the Federation Squadron Box 1, and Squadron Box 7 - Federation Reinforcements. Decals for each of these ships are available individual sheets and we now have a sheet of "windows" which can be used to detail any ship with additional window blocks, sensors, hatches, and even phaser scars.

As with all their products, the names on the ships are up to the customer and all sheets are custom-printed to order.

Tenneshington Decals currently has each of the three new Federation minis in hand (Federation BB, CB, and DNL) and are laying out the decal sheets for these miniatures. These decals will be available on our website before the end of March, 2013.

In addition, we are nearing completion of decals sheets for the Starline 2400 Federation Fleet Boxes

For more information or to download the order sheet, check us out at www.tenneshington.com. Or if you prefer, email Will McCammon at: will@tenneshington.com or Tony L. Thomas at: scoutdad@tenneshington.com.

Demo Promo Pic


      Rated Ace Tournament 41 is in the sign-up phase. Andrew Koch will be the judge. Be sure to get your name in here: http://www.sfbonline.com/tourn_signup.jsp You have until midnight on April 16! I wonder if we can get 40 players.  

      Rated Ace Tournament 40 is moving with Geof Clark as the judge. Round 1 is finished and there is only one game left in Round 2. One game in Round 3 is through! This one is rocketing along!

      Andromedan Playtest Tournament has been restarted and games are being played. Peter Bakija anticipates it picking up even more after some of the intense tournaments wind down.

      Spring 2012 FCOL Tournament is ready to start. Matches have been assigned with deadlines. Jim Dauphinais is the judge for this.

      NetKill Patrol has completed the open play for the first quarter with Joshua Driscoll coming in first, Matthew Potter coming in second, and John Rigley placing third. We should have reports on the elimination round in the next issue. The second quarter is now under way. Richard Schirmer maintains the statistics that make this tournament possible.

      The Platinum Hat 2013 International Online SFB tournament should start up this summer, probably right after Origins so we can really focus on it.

      The 2-on-2 Tournament 2012 is looking for a new judge as the original organizer had Real Life interfere with gaming.

       GURPS Prime Directive campaign in motion on the Federation Commander Forum. Check out the Donjebruche Campaign here:

      http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?t=3193 The GM is Jeff Johnson.

      On the radar: the Masters 2013 tournament seems to be in the formative stages. If you are interested in this fun, but challenging tournament, give a callout here: http://www.starfleetgames.com/discus/messages/12031/28362.html?1362758648


Please send information to Jean via the email in her BBS profile, PM on the Mongoose or Federation Commander forums, or Message on Facebook. If you want convention support, please contact Mike Sparks at support@StarFleetGames.com. Your convention must meet a few simple requirements (one of which is being held in the United States due to shipping costs) which are here: http://www.starfleetgames.com/sfb/tournament/tourn_main.shtml

Questing Knight in 6 Old Bakery Row, TF1 1PS Wellington, United Kingdom, phone: +44 1952 417747 is having an SFB Open play event at S.T.A.G.S wargames club on April 14. On April 20, they are also hosting an SFU Day organized play at Questing Knight Games store UK for SFB and Star Fleet Marines Assault in Morning time slots and Star Fleet Battle Force games in the afternoon time slots. Check in with them here: http://www.questingknightgames.co.uk/

Gnomecon will be held on April 20 in Savannah, Georgia. Mike Baker will run the Star Fleet Battles Cadet Game "The Stasis Box." Ships of various fleets come upon readings indicating the possible presence of one, or more stasis boxes in an asteroid field.  Everyone wants one, but there are only a few or maybe none and the readings belong to one that expired centuries ago.  There will be room for up to 6 players in this multiplayer treasure hunt. For more information check out the con's page at http://gnomecon.org/ or contact Mike at gamemaster@gnomecon.org.

Nashcon 2013 will be held May 24-25, 2013 at Cool Springs / Franklin Embassy Suites. Tony L. Thomas will be running the latest revision of The Battle For Kh'rtis Rock, ­ a massive scenario involving over 60 Federation and Klingon ships (with a battle station and some civilian units thrown in case 60 ships isn't a large enough number!). In addition, a three round ACTASF tournament will be played on Saturday 25.  Contact Tony (tony.l.thomas@comcast.net) with any questions concerning this event.

Origins Game Fair 2013 will be held June 12-16 in the Greater Columbus Convention Center, Columbus, Ohio, 43215. Demos will be held of ACTASF. Federation and Empire has a huge group of players who conquer the universe over the space of five days. All SFU games will be played there and demos will be held upon request (some will be formally scheduled closer to the event). Both Steve Cole and Steven Petrick will be available to players and there will be seminars about what is in store for the games and what  you, the players, want.

Games and demos are being run in Oklahoma City, Oklahoma. OKC WarS has games of ACTASF run by James Kerr. You can find them at  Hampton Inn Midwest City, 1833 Center Dr., Oklahoma City, Oklahoma 73110-2810 http://www.okcwars.com/forum or contact them through email:  okcwars@okcwars.com

Games and demos are being run in Spokane, Washington. They meet every Thursday (may move to Friday) at 2:00 pm and play till 9:00 pm, games  open to start every time. You can find them at The Gamers Haven, 2114 N.  Pines St., Suites 1 & 2, Spokane Valley, WA 99206, (509) 443-5992 http://www.thegamershaven.net/gamers_haven.php

Games and demos are being run in Jacksonville, Florida. They start at 6:00pm and play till 11:00 pm, There will always be ACTASF games open to play or you can learn ACTASF every Friday. Contact Ray at Suncoast Comics, 5509 Roosevelt Blvd., Jacksonville, Florida 32244  904.771.2776 service@suncoastcomics.com

Do you want to run demos  and promote SFU games? Consider becoming a Ranger! You have the advantage of "growing your own" opponents and of making new friends. Read more about it here: http://www.starfleetgames.com/rangers/index.shtml

Download Transmissions

HAILING FREQUENCIES: This is our newsletter and will let you know all the news for all our games. You can subscribe here. Have you missed an earlier newsletter? Click here to get caught up!

COMMUNIQUE: The latest Communique brings you more Ship Cards, scenarios, and more news from the Star Fleet Universe! It can be downloaded from the Commander's Circle.

COMMANDER'S CIRCLE: We continue to improve the Commander's Circle. All of the ships and scenarios are available as separate documents (the ships are organized by empire) so you can quickly see what is available. The FC Scenario Database and Master Ship Chart documents are also here. Our newest project was suggested by our players and is uploading low-toner Ship Cards. The Commander's Circle is the best place to find free additions to Federation Commander!

FC Forum Recent Posts

The Federation Commander site and Forum continue to grow as more gamers continue to find them. All of our games currently have topics in the Forum. If you have any comments, questions, or requests for our Graphics Director, this is the place to let him know. Come see what the commotion is about and join the Federation Commander Forum now.

We are very pleased to see the medals, honor bars, and ribbons awarded to players being incorporated into their signatures. It is exciting to see lots of interesting conversations about a wide variety of subjects. Get in on the activity!

While for new players the Federation Commander Forum is a little easier to manage, the original (Discus-based) BBS is where most product development takes place. If you have a proposal you'd like to see worked on, don't forget to make sure it is mentioned here. It also has active F&E and SFB forums where players run campaigns, Rated Ace tournaments and other SFB tournaments are organized (most FC tournaments are organized on the Forum), SVC's "My Day" appears, along with current news and strategies dealing with Prime Directive, and each issue of Captain's Log is created. While less colorful (no avatars or sigs), it is a vital part of ADB, Inc.'s communications.

F&E Strategy of the Month

     The Klingons should use their penal PF flotilla for the (528.42) "special attack" mission instead of their D6J, D5J, or DWJ penal cruisers. "Special attacks" by penal units allow Klingon battle lines a battle intensity modifier of plus one. This is just the thing to do when defending a starbase with stasis field generators!
     The penal PF flotillas have the added benefit in this mission of causing the Alliance to waste more damage on the penal PF flotilla than a crippled penal cruiser. A "crippled" penal PF flotilla absorbs 30% damage like any other "crippled" casual PF flotilla. So being crippled merely destroys two of the five PFs in the penal PF flotilla, since PFs are a two-combat-factor unit with no crippled side [See Rule (302.611)].
     The upshot is that there are three PFs with six combat potential left after completing the special attack mission, more than the four combat factors left over after a penal cruiser is crippled.
     Unless the Alliance uses directed damage to kill the last PFs in the penal PF flotilla, it can do the "honor duel" mission on the next combat round. At a "crippled" six combat factors, they are better at that mission than a F5J or F6J!
(End F&E Strategy of the Month)

Call To Arms Tactic of the Month


     With the quasi direct-fire manner in which seeking weapons are handled in A Call to Arms: Star Fleet, many old school Star Fleet Universe players are lamenting the lack of escort ships and aegis fire control. Well never fear, with a bit of creative maneuvering and the Intensify Defensive Fire! Special Action, the escort ability can be duplicated in A Call to Arms: Star Fleet.
      By pairing ships up and assigning one the Intensify Defensive Fire! Special Action, it can assist the other ship in defense against incoming seeking weapons. Ships with multiple attack dice of phasers in multiple arcs are the best choice for this role: the Federation war destroyer, light cruiser, and new light cruiser and the Klingon D5 and D6 are excellent examples, as are the smaller, less expensive frigates and the Federation police ship. While not packing as many phasers as the light cruisers, they are comparatively inexpensive points-wise and a well-designed fleet can contain a lot of them.
      The key to a successful use of this tactic is in the maneuvering. Once movement is complete, the escort must be within effective range of the escorted ship and have phasers that bear. If you are very careful when maneuvering, you can use one ship to escort two regular ships in this manner. In larger battles (conflict intensity of war), this is even easier to accomplish as you can group the escorts and the escorted ship(s) into squadrons before the battle begins. This allows you to move all of them simultaneously which greatly simplifies the task of keeping them in arcs that allow mutual covering fire.
(End ofCall to Arms Tactic of the Month)


Throughout the month our graphics director places on the website various cards called Demotivationals. These are like postcards with an image and a phrase that is often used for humor.
These are the Demotivationals for the month of February:
Joint Task Force
Free For All

To see our previous Demotivationals click here.

Mini of the Month
Every month we will feature one or more of our miniatures that has been painted by a fan. If you paint miniatures, submit pictures of your minis and they may be selected for the next Mini of the Month!

Starline 2500 Kzinti Battlecruiser
Bill Stec

Klingon D7's

New Releases

Communique #88 has been posted to the Commander's Circle.

Click here to see our previous issues of Hailing Frequencies.

Recently Released
Federation Commander: Reinforcements Attack, Stock # 4110, $29.95
Federation Commander Booster Pack 34 Escorts, Stock #4234, $9.95
Federation Commander Booster Pack 35 Cops & Raiders, Stock #4235, $9.95
Federation Commander Booster Pack 36 Heavies, Stock #4236, $9.95
Captain's Log #46, Stock #5746, $24.95
Starmada: Battleship Armada, Stock #6105, $16.95
Starmada: Battleship Armada Nova Edition, Stock #6105N, $16.95
Alien Armada Nova Edition, Stock #6103N, $16.95
Distant Armada Nova Edition, Stock #6104N, $16.95

To be released during April-May 2013
SFB Module C6 Lost Empires, $TBA
A Call to Arms: Star Fleet Reference Cards, Stock #30001, $14.99
Traveller Prime Directive Core Rulebook, $TBA
Star Fleet Marines: Last Stand, $34.95

To be released in 2013
Tribbles vs Klingons. $TBA
A Call to Arms Star Fleet #2, BattleFleets, $TBA (JV-Mongoose)
Federation Admiral, Stock #4080, $TBA

PDF SALES: ADB, Inc. continues its relationship with Steve Jackson Games and their e23 Warehouse. We chose e23 because they have a philosophy that agrees with ours -- our customers are honest and honorable and wouldn't aid people who want to steal our products. Furthermore, we know from experience how devastating a computer crash can be and want our customers to know that they don't have to worry about the loss of their e-products bought through e23. What do we have there? We have created a new page that allows easy access to our PDFs for sale on e23. From here you can see what we currently have posted and have links to those products.

Star Fleet Battles Commander's Edition Volume II
Star Fleet Battles Commander's Edition Volume III
Federation Commander: Klingon Ship Pack #2
Star Fleet Battles: Tactics Manual
Captain's Log #46 Supplement
Federation Commander: Federation Ship Pack #2
SFB: Stellar Shadows Journal #1
PD One: Graduation Exercise
PD One: Uprising! 1994
Star Fleet Times #41-45

PD One: Federation Sourcebook 1994
PD One: Prime Directive Core Book 1993 
Introduction to the Star Fleet Universe
Prime Directive PD20M
Klingons PD20 Modern
Federation PD20 Modern
Romulans PD20 Modern

Star Fleet Fiction

      The sleek Federation frigate slid silently through the depths of space. Starlight glinted softly off the saucer-shaped hull as the winds of interstellar space gently caressed the ship. A soft glow emanated from the ship's two warp nacelles, indicating to any chance alien observer that here were a people advanced enough to tame the hellish reaction between matter and antimatter.
      Every sensor the ship possessed was pointed outward, probing the dark reaches between the stars toward the Romulan Neutral Zone - not that it was neutral any more.
      The bridge was quiet. Only the low hum of electronics and the hiss of the life-support system broke through the layer of silence that lay preternaturally heavy upon the members of the bridge crew. They moved about their duties with the stiff movements of automatons, an effect of the stress they had been under from the constant threat of attack they had endured since the Romulan horde had stormed over the borders in what was too large an operation to be a raid. Rommel's crew now seemed more like machines than intelligent creatures - machines fit only to do the tasks that had been pounded into them through countless drills that in retrospect seemed to have scarcely prepared them for the harsh realities of war. They had been tired, at the end of a three-month patrol, when the war started.
      Commander Ronald McGilland felt the tiredness, too. He smoothed down the ever-present cowlick in his sandy brown hair. Then he rolled his head around on his neck, and tried to massage the tension knot away from his right shoulder blade, but the ache would not go away, no matter how hard he tried. At last he gave up, and focused his attention back on the main viewscreen. It showed only the typical, slowly-scrolling starscape common to warp-powered travel as the frigate steadily moved along its patrol route in a universe turned topsy-turvy by war.
He checked the ship's chronometer which was positioned over the main viewscreen. It had been fashioned after an old-style chronometer often found on old Earth naval vessels. Only a few more minutes before we reach the rendezvous point with Guderian.
      Guderian was their sister ship and would be taking over the patrol sector while Rommel headed back to the nearest base that was clear of Romulans for refueling and resupply. The sector was a gap between two Federation squadrons, both of which were under heavy attack by Romulan fleets. A ship had to be here, just to warn either squadron if they were about to be outflanked, but it was lonely and dangerous duty. The warning that a Romulan squadron was breaking through might well be the last word anyone ever heard from Rommel.
(Continue reading here)

Ask Admiral Vanaxilth

     A. David Merritt asks: Can you replace type-I drones one-for-one with type-VI drones in an A/B/C/H/or other non G-rack, if you wanted to?
     ANSWER: Only type-G and type-E racks and ADDs (plus type-H racks that have a type-VI magazine), per (FD2.51), can hold type-VI drones, so, no.

     Roch Chartrand asks: Can someone explain or give me an example of ballistic targeting (F4.0), especially the procedure in (F4.11)?
     ANSWER: A ship in hex 2008 launches a drone in direction A, targeted at hex 1908. The drone moves ahead to 2007A, then turns to 1907F, then turns to 1807E. [Note these are the only moves that satisfy (F2.21) and (F2.22), unless the drone does a high energy turn, which it is not required to do.] At that point, it would begin evading its target hex, and could move to 1708E, 1707E or 1707F.

     Roch Chartrand asks: I have an ECM drone that was protecting a ship moving in direction A, for an entire turn, following the same path and facing as the protected ship. On the following turn my ship went to Speed Zero and made a few warp tactical maneuvers bringing its facing to E. The ECM drone went to Speed Zero to keep pace with the ship. Does the drone do tactical maneuvers to keep the same heading as the ship? I ask this because if my ship starts moving again it will head in direction E, but if the drone is still facing A it will not protect the ship for a few impulses!
     ANSWER: When your ship drops to Speed Zero, so will the ECM drone. It will not change facing, as there is no provision for drones doing tactical maneuvers. However, nothing prevents you from having the drone execute a high energy turn at some point to match the facing of your ship.
     David Zimdars asks: There is an interesting implication here. The ECM drone is at Speed Zero. While it may make a high energy turn at any point (and more than one if at Speed Zero for more than 32 impulses after its first high energy turn), a seeking weapon normally skips its next movement if it does not move during the impulse it uses a high energy turn. This might imply that after an ECM drone did a high energy turn in this situation, it would be unable to follow the ship out of its hex on the first impulse on which it moved. As the drone is at Speed Zero and never moves during this period, one might argue that the drone could accelerate, on a pro forma basis, to some "speed," gain its move but stay in the hex, just for one impulse. This would always work for a Speed-32 weapon, but slower ECM drones might face some perverse circumstances when even this may not be possible.
     ANSWER: I sent this one to Kommodore Ketrick who replied: As I read rule (F2.13) and the specific case of (FD9.182), the player can order an ECM drone to use a high energy turn and provided that the target is moving slower than the ECM drone, this will not cause the ECM drone to "lose a hex of movement" (specific overriding general) because the lost movement is one of the movements it will not use. In the case of slow drones this would have more impact, e.g., a Speed-8 drone moving with a Speed-8 ship which does a high energy turn is going to be left behind because it lost that hex of movement. But a Speed-8 drone accompanying a Speed-7 ship which does a high energy turn can be assumed to have used the unused hex of movement to stay with the ship [under (FD9.182)].
(Ask Admiral Vanaxilth continues here)


      Q: When can the Coalition attack the Tholians?
      A: There is some potential conflict here, but (603.16) is general where (602.11) is specific. So, only the Klingons can attack the Tholians on Turn #7 or later, and only if at war with the Federation. The other Coalition members must wait for Turn #10.
      Q: Rule (312.45) says an SFG unit in "single combat" is hampered by this rule. I assume that if an SFG unit is in Small-Scale Combat, but has two consorts, then these penalties don't apply and the SFG can freeze targets normally. The question is, how do you resolve damage in SSC then? Does each frozen ship take only "one casualty" to destroy?
      A: Remember SSC has two die rolls: One by the attacker's offensive ComPot on the defender's defensive ComPot; and one by the defender's offensive ComPot on the attacker's defensive ComPot. If the SFG ship freezes a unit, the frozen unit cannot use its offensive ComPot. There is no provision for "directed" or double casualties; the frozen unit simply has zero offensive ComPot to offer which affects this die roll under (310.2).
      The specific rule you asked about (312.45) applied to the old OLD Single Combat rules, before the addition of Advance Small-Scale Combat rules (318.7) in AO. This rule (312.45) will need to be reworded when CO is updated.
      Q: When taking voluntary SIDS (308.84), each one resolves 4.5 Damage Points, but you lose the half point to rounding, so does scoring two SIDS on different battle rounds lose a point? I mean, if I score two SIDS in the same round I resolve nine points but if I score the same two SIDS in separate rounds I resolve only eight! That does not seem fair.
      A: Fair or not, that's what the rule says. The rule has no provision to "carry over" the last half point. This was a deliberate design decision, both to reduce record keeping and to reflect the fact that the same damage over a longer period is inherently less effective.
      Q: Can a retreating force capture a pursuing ship during a pursuit battle (307.4)?
      A: No, see (305.12).
(End of F&E Q&A)


    Q: Are you going to have anything for Free RPG Day? Will we ever find out more about the crew of the Amarillo?

     A: Sadly this year we were far too swamped with designing Star Fleet Marines: Last Stand and then Steve Cole had to try to do the Highland Fling in the shower and broke his leg, slowing everything down even more. Still, we do have plans to let the brave crew of the Amarillo have more adventures. Stay tuned for after my retirement!

     For the original adventure of the crew, check out Starship Aldo: http://e23.sjgames.com/item.html?id=ADB8997It is set up for either GURPS or PD20M.

     Send questions to Jean at design@StarFleetGames.com and SVC will decide which one Jean will answer next.
(End of Ask Aunt Jean )

Cool Stuff on the Website

In this section we will provide links to various web pages and items that we think you will find "cool".
Here is a links to our new page about our new upcoming game:
Tribbles vs Klingons
Here are links to the new pages of Starline 2500 miniatures pictures.
Starline 2500 Battleships page
Starline 2500 Federation Miniatures
Starline 2500 Klingon Miniatures
Starline 2500 Romulan Miniatures
Star Fleet Command
Starline 2500
Traveller Prime Directive
Call to Arms Star Fleet

We have also uploaded new Xander wallpapers to our Wallpapers section on the website.

We have new images of our next game Star Fleet Marines posted on our BBS topic page.


These are the press releases we send to the wholesalers, retailers, and media. You can get on the mailing list for them by asking Marketing@StarFleetGames.com to add you to the list. (Obviously, they are free.) They are uploaded to the Star Fleet Alert page

Alert 130402 Madule C6 (Adobe Reader Required)
Alert 130326 Last Stand (Adobe Reader Required)

FC Tactic of the Month

     One of the most often overlooked rules (especially by those more familiar with Star Fleet Battles) is (3C3b) shield transfer, or as the members of Battlegroup Murfreesboro refer to it: the shield ballet. This rule allows you to rotate five undamaged boxes from one shield to an adjacent shield. True, five boxes does not sound like a lot, but it can be the difference between life and death.
     For Klingons performing the saber dance, use of this rule can turn the saber dance into a work of art. By steadily rotating fresh boxes onto the facing shield during your oblique approaches, you can keep a stronger shield towards your opponent.
     If you do lose a shield, do not panic; do the shield ballet. A disabled shield cannot be reinforced to reduce incoming damage, but a five-box shield can be. Sometimes, the difference between no reinforcement and five shield boxes plus batteries may be enough to save your ship (or a key weapon) for another turn. Or in a worst-case scenario, the shield ballet may allow it to survive long enough to disengage, thereby denying your opponent the victory points accrued by destroying a ship.
(End of FC Tactic of the Month)

SFB Tactic of the Month

     It is easy to be consumed with the campaign/strategic wisdom of fighters and fast patrol ships being attrition units, and treat them as throwaway distractions that are lost when they are damaged, even in tactical battles. In contrast, it is important to remember that fighter repairs are some of the most efficient uses of your few Repair Points.
     Consider a crippled Stinger-2. With three Damage Points remaining and only firing a single phaser-3 burst, it may hardly seem worth saving. However, with the application of two Repair Points (which two deck crews can do for "free" in a turn) it becomes uncrippled with room to spare. With the application of four of the host ship's continuous damage Repair Points (counting as only one system) the fighter could be brought up to 70% of fully repaired! Either choice is easily done in a single turn.
     In comparison, to repair two fusion beams and three phaser-3s on a proper starship would cost nine points of continuous damage repair, and take more than two turns to accomplish on most cruisers. Further, repairing a fighter from one or two points of damage remaining all the way up to fully undamaged status (sixteen or more points in the case of some two-space heavy fighters), only counts as a single system repaired. This is regardless of how many phasers, torpedoes, or drone rails are recovered in the process. Quite a savings!
(End of SFB Tactic of the Month)


Starline 2500 C5 Light Raiding Dreadnought
See the other images here.

BC AboveF