December  2022

Star Fleet Universe News



The big news this month is the release of the final 13 Dec 2022 edition of Federation & Empire Strategic Operations, which was released as an "early bird" PDF four months ago. The final edition is available in hard copy and has been updated on the PDF stores.

You can download the Strategic Operations Rulebook from these sources:

Warehouse 23:

DriveThru RPG:

Wargame Vault:

It is available as a complete expansion (including the rulebook and three sheets of double-sided counters) from either your local game store or direct from ADB:

Our best wishes this holiday season, and we hope you can take time to be with family. If you have a spare minute, throw in a prayer for
peace on Earth.



        Our website,, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Simone Dale, 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.


        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 "Get Notifications" is checked.

        ADB has a Twitter feed. We are ADBInc_Amarillo. You'll find news as well as links to pictures. Check us out and retweet news of interest to your own followers. We're excited and our next goal is to get 400 followers. Help us reach that, please.

        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
Star Fleet Battle Force in the box

        A customer asked about posting "tutorial videos" for our games. We like it when people do that (and even give commendation medals) but you need to have us check the videos to make sure you aren't violating something somehow (or that you didn't make a rules error). Doing such videos to make money is not cool. Please drop us an email before you post the videos.

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


         Star Fleet Legions isn't a new game; it is all of you who play any of our Star Fleet Universe games.
         For a game universe that is 36 years old, it seems odd (but very gratifying) that the number of active players is growing, not diminishing. We can tell this by the number of people on the fan pages, the number of Rangers and battle groups, the number of new Starlist entries, and of course by the sales numbers.
         Starlist is growing by an average of 10 new entries and five updates per month. There are 1,240 active names on the list (plus overseas, Canada, and those who last contacted us in 1991-2004). Not on Starlist? Fill out your application here:
         Battle groups have been forming up left and right. We started with one in Tennessee. Now there are battle groups in California, Colorado, Florida, Idaho, Indiana, New York, North Carolina, Ohio, Texas, and Washington. We've gone international with groups in Canada, England, and Taiwan. Battle groups are doing demos, tournaments, and game days in stores and conventions. Do you have a group you game with? Join us here:
         How have these battle groups been forming? Usually through the hard work of a Ranger. Rangers run demos, start game days, contact conventions, reach out to stores, and promote Star Fleet Universe games. Do you want to be a Ranger? Start here:  

        This month we feature Battle Group Hampton Roads, headquartered in Hampton, Virginia. CO William Phillips reports they play Star Fleet Battles and Federation & Empire. They also enjoy attending gaming conventions. Read more here:

         Do you have a battle group? Be sure to report your activities here:

         Do you want to see if there's a battle group near you? Check out the map here:

Facebook Fan Pages

         If you are on Facebook, you have no doubt heard of ADB's page on Facebook. Did you know there are fan pages galore? Fan pages are groups that are started and administered by fans. They are independent of ADB, so we may not know about all of them. These are ones we know about that support the Star Fleet Universe:

So join us on Facebook and get a fix of your favorite game there, too!


        As announced in Captain's Log #54, Jean Sexton Beddow's husband, Al Beddow has been appointed to take over the day-to-day of running the SFU Ranger demo team. He comes with a bit of experience both teaching various types of games as well as having been in quite a few demo teams (and ran/helped run a few). He is most familiar with GURPS Prime Directive but early on played ACTASF and spent Gencon 2012 demoing it in the Mongoose Publishing booth there.
        They announce: We have big changes coming to the program. A new handbook, suggestions for demoing our games, and vastly improved rewards. All we can safely say about the (already approved) rewards is they will include ALL physical products and PDFs – but nothing on
        To kick all this off we are verifying everyone’s email, plus getting their handles on the Federation Commander Forum and BBS. Our official comms will be the hidden Ranger section of the Forum, which are for handling business, answering questions, providing links to resources, etc. The Facebook group will be our more public social space, but no one is required to join FB if they don’t want to. 

        So, we are asking each of you to email Al at the address below with the following:

        - Name
        - Email (preferably the one used on DTRPG/Wargame Vault)
        - Forum Handle
        - BBS Handle

        Al will add you to the Ranger group on the forum once he has this info, which will let you access our area there. He is looking forward to working with all of you to spread the news of the Star Fleet Universe!

        Current stats: We have heard from 22 of our Rangers and have three new ones! We are excited to see the Rangers becoming active as playing in person and cons once again start up.

Jean Sexton Beddow
Ranger Commandant 

Al Beddow
Sergeant-Major for Ranger Operations

Ranger Email:

FB Group:

ADB Forums:




        Jean Sexton Beddow 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 Beddow if you want to volunteer for ambassador duty.

        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 have placed them on Warehouse 23 so they are available to collectors. (Old issues have been selling on Ebay for over $100 each.) Issue #1, Issue #2, Issue #3, Issue #4, Issue #5, Issue #6, Issue #7, Issue #8, Issue #9, Issue #10, Issue #11, Issue #12, Issue #13, Issue #14 and Issue # 15 are uploaded.

Custom Decals for Starline ships



Tenneshington Decals continues to produce decal sets made to fit Federation starships in ADB's Shapeways 3788, 3125, 7000 "Elite", and 2500 "Prestige" scales. A wide selection of ships are available, with sets for the CVo operational ("flatbed") carrier, CVA heavy fleet carrier, CF fast cruiser, and DDF fast destroyer recently added. The 3788 scale decals are also great to use on ADB's metal Starline 2400 ships and the 3125 scale decals can be used on ADB's metal Starline 2500 ships. Tenneshington will also continue to offer their legacy decals for Starline 2500 ships as special orders, for customers wishing to match their existing minis.

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

Additional decal sets are available for shuttlecraft and to sets to detail any ship with additional window blocks, sensors, hatches, and even phaser scars.

For more information or to download the order sheet, check them out at Or if you prefer, email Will McCammon at: or Tony L. Thomas at: .





Update to Sapphire Star IX:

With Sapphire Star tournaments IX and X finished, XI is now running. The second Sapphire Crown tournament will kick off on 1 June with the four most recent winners.



        Due to the COVID-19 virus, many conventions have been cancelled. We encourage you to check out Star Fleet Battles Online where there is a free demo version. It is a good way to hang out with others who play Star Fleet Battles and Federation Commander. Check it out here:

        Star Fleet  Battles games are  played regularly in Columbus, Ohio, on Sunday afternoons at the Soldiery. Lee Hanna is the contact person.

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: This monthly magazine repeated much of the same information that Hailing Frequencies does. December 2019 was the last month it was published. Old issues 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!

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

This is the 3788 Scale Lyran Java Tiger Heavy Command Cruiser (CCH) painted by Nick Samaras.

Help us pick the mini of the month on our page on Facebook. The mini with the most likes and shares will become the mini of the month. Vote for the ones you like!

New Releases


FC Scenario

FC North Polar Small Freighter

You can look at Hailing Frequencies Extras here.

Click here to see our previous issues of Hailing Frequencies.


Recently Released

Federation & Empire: Strategic Operations 2022
, SKU 3211, $24.95
Cadet Training Handbook Reprint Edition
, SKU 5620, $9.95
Federation & Empire: Tactical Operations
, SKU 3216, $36.95
Starmada Battleships Armada Unity
SKU 6135, $16.95
Star Fleet Battles: Module R2 Rulebook Revised for 2021
, SKU 5607-2, $7.95
Federation & Empire: Combined Operations 2021
, SKU 3207, $29.95
SFB: Module R4J –Shadow of the Eagle
, SKU 5638, $17.95
SFB: Module R4T – Tholian Will
, SKU 5637, $25.95
GURPS Romulans 2021 SKU 8404, $24.95
GURPS Klingons 2020 SKU 8403, $24.95
SKU M30002, $29.95
Tholian Master Starship Book
SKU 5437, $24.95
SFB: Module J – Fighters! 2020
, SKU 5604, $19.95
Distant Armada Unity
, SKU 6134, $16.95
Gorn Master Starship Book
SKU 5436 $23.95
Captain's Log # 54
, SKU 5754, $24.95
Captain's Log # 54 SSDs, SKU 5754-2, $3.50
Captain's Log # 54 Supplement, SKU 5754-S, $4.00

       We’re now offering some of our miniatures and some new designs on Shapeways.
       You can check out the store here:

Click here and you can see all of the products we have avaliable as PDF and Ebooks.



Federation & Empire: Strategic Operations 2022 Rulebook
Federation & Empire: Advanced Operations 2022 Rulebook
Captain's Log #51

Captain's Log #51 Supplemental File
Captain's Log #51 Color SSDs
F&E Romulan Civil War Playtest Counters

Captain's Log #50

Captain's Log #50 Supplemental File
Captain's Log #50 Color SSDs
Captain's Log #34

Federation & Empire: Tactical Operations Rulebook

SFB: Module R2 Rulebook Revised for 2021
Federation Commander: Klingon Ship Card Pack #5

Federation & Empire: Combined Operations 2021 Rulebook

Federation & Empire: Planetary Operations 2021 Rulebook

Captain's Log #33

SFB: Module R4J - Shadow of the Eagle - Rulebook 

SFB: Module R4J - Shadow of the Eagle  - Black/White SSDs
SFB:Module R4J - Shadow of the Eagle - Color SSDs 
GURPS Romulans Revised

Captain's Log #32

Star Fleet Marines Battle Manual

SFB: Module R4T - The Tholian Will - Rulebook

SFB: Module R4T - The Tholian Will -  Black/White SSDs
SFB:Module R4T - The Tholian Will - Color SSDs
Captain's Log #31

Captain's Log #49

Captain's Log #49 Color SSDs
SFB: Module E5 - North Polar Republic (Black/White)

SFB: Module E5 - North Polar Republic (Color)
SFB: Module J – Fighters! Rulebook

SFB: Module J – Fighters! Black/White SSDs
SFB: Module J – Fighters! Color SSDs
Captain's Log #30


Federation & Empire: Strategic Operations 2022 Rulebook (DriveThru RPG or Wargame Vault)
Federation & Empire: Advanced Operations 2022 Rulebook (DriveThru RPG or Wargame Vault)
Captain's Log #51 ( DriveThru RPG or Wargame Vault)
Captain's Log #51 Supplemental File (DriveThru RPG or  Wargame Vault)
Captain's Log #51 Color SSDs  (DriveThru RPG or  Wargame Vault)
F&E Romulan Civil War Playtest Counters ( DriveThru RPG or Wargame Vault)
Captain's Log #50 ( DriveThru RPG or Wargame Vault)
Captain's Log #50 Supplemental File (DriveThru RPG or  Wargame Vault)
Captain's Log #50 Color SSDs  (DriveThru RPG or  Wargame Vault)
Captain's Log #34  (DriveThru RPG or Wargame Vault)
Federation & Empire: Tactical Operations Rulebook (DriveThru RPG or Wargame Vault)
SFB: Module R2 Rulebook Revised for 2021 (DriveThru RPG or Wargame Vault)
Federation Commander: Klingon Ship Card Pack #5 (DriveThru RPG or Wargame Vault)
Federation & Empire: Combined Operations 2021 Rulebook (DriveThru RPG or Wargame Vault)
Federation & Empire: Planetary Operations 2021 Rulebook (DriveThru RPG or Wargame Vault)
Captain's Log #33  (DriveThru RPG or Wargame Vault)
SFB: Module R4J - Shadow of the Eagle - Rulebook (DriveThru RPG or Wargame Vault)
SFB: Module R4J - Shadow of the Eagle -  Black/White SSDs (DriveThru RPG or Wargame Vault)
SFB:Module R4J - Shadow of the Eagle - Color SSDs (DriveThru RPG or Wargame Vault)
GURPS Romulans Revised (DriveThru RPG)
Captain's Log #32  (DriveThru RPG or Wargame Vault)
Star Fleet Marines Battle Manual (DriveThru RPG or Wargame Vault)
SFB: Module R4T - The Tholian Will - Rulebook (DriveThru RPG or Wargame Vault)
SFB: Module R4T - The Tholian Will -  Black/White SSDs (DriveThru RPG or Wargame Vault)
SFB: Module R4T - The Tholian Will - Color SSDs (DriveThru RPG or Wargame Vault)
Captain's Log #31  (DriveThru RPG or Wargame Vault)
Captain's Log #49 ( DriveThru RPG or Wargame Vault)
Captain's Log #49 Color SSDs  (DriveThru RPG or  Wargame Vault)
SFB: Module E5 - North Polar Republic (Black/White) (DriveThru RPG or Wargame Vault)
SFB: Module E5 - North Polar Republic (Color) (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Rulebook (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Black/White SSDs (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Color SSDs (DriveThru RPG or Wargame Vault)
Captain's Log #30  (DriveThru RPG or Wargame Vault)

For the Glory of the Empire


Ask Admiral Vanaxilth


         Francois Lemay asks: Once a scout starts to attract a drone, who controls the flight path of the drone: the scout or the drone owner?
         ANSWER: Attracting a drone changes the target of the drone; it does not change the owner. The owner of the drone still controls its movement, within the constraints of (F2.2).

         Roch Chartrand asks: Channel #1 was used to break lock-on on Turn #1, Impulse #31. Can the same channel be used for something on Turn #2 Impulse #1?
         ANSWER: By (G24.12), yes it can.

         Nick G. Blank asks: I would like you to clarify rule (G24.132) and its accompanying example. The relevant part of the rule says "If a scout blinds a channel that is providing ECM/ECCM or self-protection, the channel is considered blinded for the step in which it is blinded ... fire during the same step ... would lose the scout support." The example says that if a fast patrol ship tender (scout) powers channel #1 to loan electronic warfare to its fast patrol ship flotilla, and fires its weapons on Impulse #32 (blinding channel #1), then powers channel #2 on the next turn to again loan electronic warfare to the fast patrol ship flotilla, that the fast patrol ships would never be without electronic warfare support. This seems to contradict the rule, which the way I read it says that the fast patrol ships in this example would be vulnerable (without the fast patrol ship tender's lent electronic warfare) during the Impulse #32 firing step in which the fast patrol ship tender fires its weapons, i.e., an enemy that fired at the fast patrol ships in the same firing step in which the fast patrol ship tender blinded its sensor would not have to deal with the lent electronic warfare.
The example and rule seem to contradict each other; which is correct?
         ANSWER: This one had to go to Kommodore Ketrick who  replied: I hate to say it, but the example is quite clearly wrong. It was probably written originally for some other scout function and was changed to the more common and prosaic electronic warfare lending function at some point without realizing that made it contradict the rule. The rule is pretty clear that electronic warfare lending ends immediately with the firing of the blinding weapon providing no benefits. So the example is wrong and I have made a note to fix it, to wit: (G24.132) The example, following this rule is in conflict with it, and therefore the example is wrong. The PFT could not continue lending to the PF flotilla on Impulse #32 if it fired its weapons and blinded its channel. Any weapons fire directed at the PFs on the same impulse would not be affected by any EW the PFT was lending them.

         Daniel K. Thompson asks: Regarding the scout channel answer for (G24.132): The rule seems to contradict itself since it starts off by saying blinding is done after weapons fire is resolved on the first line of the rule. It then goes on to say it happens before it is resolved. Can this be clarified some please? Which is correct?
         ANSWER: Kommodore Ketrick replied: I can see where the first sentence of (G24.132) could be a little confusing relative to the fourth sentence. However, there is no contradiction. The scout channel is considered blinded after weapons fire is resolved in terms of functions other than electronic warfare lending, and for purposes of when the 32-impulse blinding period begins. However, any electronic warfare lending from the channel will be canceled during the phase the scout fired the blinding weapon.
         Follow-up question: So, for example, if the scout fires a phaser-1 during the exact step where all similar weapons are fired, any electronic warfare it is generating does not count for any purpose?
          ANSWER: You have the gist of it, but let me give an example to make sure we are all clear. A Hydran scout has two special sensors powered. One has been used to break lock-ons of some drones. The other is being used to lend four ECCM to a friendly Tartar.
         On Turn #2, Impulse #15, the scout fires a phaser-1. This will blind one channel through the direct fire phase of Turn #3, Impulse #15. The scout player chooses the one that had been used to break lock-ons, so the ECCM lending continues. Impulse #16, the Tartar has reached optimal firing range, but the scout needs to fire all four pulses from one of its phaser-Gs at some drones that are getting close. This fire will blind the other scout channel. The Tartar fires one of its hellbores in the first hellbore firing option. It will benefit from the ECCM. However, the phasers it fires this impulse will not benefit nor will the other hellbore that it fires during the second hellbore firing option.

         Francois Lemay asks: A Kzinti battlecruiser has just launched four drones and is then placed in stasis. There is a Kzinti battle station in the battle and it has all three channels powered. Can the battle station use one of these channels to take control of the battlecruiser's just-launched drones even though it has not already declared the use of that special sensor for this purpose?
         ANSWER: Yes. There is no defined point in the Sequence of Play or in (G24.24) for activating a special sensor's seeking-weapon control function, so it you can use a scout channel for this purpose at the point the control channels are needed. Normally, this would be at one of the steps in the 6B6 Seeking Weapons Stage, but in this case, we have an involuntary transfer, which overrides the normal sequence of play.

         Ed Crutchfield asks: If you put a scout pod on a tug, do you pay the economic BPV for the tug or do you just pay the combat BPV? You would still pay the economic BPV for the scout pod. Also, how would that apply any other pods attached?
         ANSWER: This one went to Kommodore Ketrick who replied: If the tug has a scout pod, the tug is a scout, i.e., any power systems on the tug and the second pod can be used to power the special sensors and operate them. Firing the weapons of the tug or the added pod will blind the special sensors, and if the tug was on passive fire control the pod could still lend the whole combination ECM. If you do not want to pay this penalty, do not fit your tug with a scout pod and other pods. When the tug drops the scout pod it will still be considered (for scenario victory point purposes) to have been the scout it was when it arrived if it is destroyed in combat.

         Lieutenant Kilgore asks: My squadron is deployed with its back to an asteroid field. The Kzinti dreadnought has 12 drones in flight, some of them targeted on badly crippled ships in my squadron. The dreadnought transfers control of six of those drones to the scout (the only other ship), and launches six more. I then blow up the dreadnought and the scout. What happens?
          ANSWER: You win.
(End of Admiral Vanaxilth)



         Q: Rule (430.24) describes what happens if the enemy occupies one of my provinces then leaves. My question is just what constitutes occupation. If the enemy entered the province on a given turn, destroyed my only units in the province, and then withdrew on the same Player Turn, did he "occupy" the province or was he just passing through to attack units?
         A: To "occupy" a province you have to stay in it (at least temporarily) which means leaving ships in it at the end of the combat phase (not retrograding them out).

         Q: At what point in the turn is the roll made for planetary rebellion?
         A: This die roll is made in Step 3A-3K on the latest versions of the Sequence of Play.

         Q: Rule (305.24) allows for two warring empires to exchange captured ships in neutral territory. Once the Federation enters the war, the WYN Cluster is the only neutral territory available to the Kzintis and Klingons for such an exchange, so can they do the exchange there?
         A: Only if both ships are (each) six combat factors or less. The WYNs will simply steal anything bigger.

         Q: Can a neutral planet conquered by the enemy be used as the source of an infiltration attack (537.12) against an enemy unit occupying the neutral planet?
         A: No, there is not enough infrastructure in place for you to pull this off. (This opens a whole can of worms that we would prefer to keep closed.)
         Q: Regarding hospital ships and captured/annexed planets, rule (448.28) says that a planet is annexed when the province it is in is annexed. At that point, the recovery clock of four turns starts (508.25) and the hospital ship (451.31) can cut the time down to two turns. If I understand this correctly, it means that a hospital ship can't help a captured planet until its annexed?
         A: Correct. No doubt your hospital ship is conducting humanitarian missions to save lives, but none of them count for recovering from devastation.
(End of F&E Q&A)

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".
       We have recently updated the look and design of the Rangers Page, check it out here: Rangers Page
       Here are links to various flyers you can use to advertise your Demos and Game Days: Ranger Resources
       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
       Starline 2500
       Traveller Prime Directive
       Call to Arms Star Fleet

       We have also uploaded new Xander wallpapers to our Wallpapers section on the website: Wallpapers
       We have new images of our 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 to add you to the list. (Obviously, they are free.) They are uploaded to the Star Fleet Alert page

Alert 190709 CL53 (Adobe Acrobat Required)
Alert 190309 Distribution (Adobe Acrobat Required)
Alert 170327 CL52
(Adobe Acrobat Required)
Alert 160531 Cart
(Adobe Acrobat Required)
Alert 160518 Captain's Log #51 (Adobe Acrobat Required)
Alert 160317 For the Glory
(Adobe Acrobat Required)
Alert 150331 Captain's Log #50
(Adobe Acrobat Required)

FC Tactic of the MonthIN PRAISE OF DRONES
by Cadet Manny Moreno, USS America

         The greatest strength of drones is their power-to-damage ratio. For zero power, you get twelve points of warhead. No other weapon can hope to match that. While it may be discouraging that those twelve points are by no means guaranteed (particularly when you consider that phasers will always do damage up close), drones have much, much longer ranges.
         Drones are such a good deal that the enemy cannot afford to let them hit. He must stop them, which means using weapons against the drone and not your ship.
         Drones are also exceptional at controlling space and, more importantly, power. Outside of dedicated defenses (ADDs, phaser-3s, and counter-drones), each drone will require one point of power to stop. That is a two-point power gap: the point you did not spend, and the one your opponent did. In addition, there may be another point to tractor it when the phaser misses, and another point for a second phaser shot later.
(End of FC Tactic of the Month)

SFB Tactic of the Month
by Commander Andy Vancil, USS Colorado

         When flying Probr ships, there are times you know your opponent is planning to launch a wild weasel to take care of your high energy acceptance torpedoes, but you still need to launch anyway. Given the nature of your weapons, going in for the anchor is a tough proposition. Launching at medium range, and then running away while he is under wild weasel restrictions is not so bad though. Eventually he will run out of shuttles, and your torpedoes rearm quickly if you can find the power.
         To make the best of this situation, you should consider taking advantage of rule (OFP2.33). Here is how it works. Instead of targeting the enemy ship, you target the hex behind the enemy ship, and then plot a change of targets, to the enemy ship, for the impulse the high energy acceptance torpedo reaches that hex. As soon as your opponent launches the wild weasel, shoot it down with your phasers. By the time the high energy acceptance torpedo changes targets, the explosion period will have ended, so the torpedo will track his ship, not the wild weasel. It will circle back at him, and he will have to eat it, use another wild weasel, or shoot it (which will take a lot of phasers with the 3:1 damage ratio for high energy acceptance torpedoes).
         Pulling this off does have a few complexities. First, an effective counter is for him to simply lab the torpedo as it approaches, not launching a wild weasel until after you announce (and you have to announce it) the target change. A counter to this is to launch two high energy acceptance torpedoes his way, one ballistic with a target change, the other simply targeting him. This works best if you were running away to reload, anyway, so you might as well launch all the bearing torpedoes. You get both torpedoes out quickly, but he still has to deal with them both separately.
         You can also get good use out of this technique if you are at Range Zero to Range One, since he will not have an opportunity to use labs. Of course, the Probr usually does not want to be that close to anyone.
          Another important thing to note is that by rule (OFP2.332), there is a four-impulse delay after changing targets before the torpedo can hit. If it enters the target hex too soon, it will do no damage and be removed. However, by targeting a hex directly behind the enemy ship, it will take at least five impulses to circle back around and hit it. Or, you can target a hex on his flank, and arrange the position of the high energy acceptance torpedo so that it will circle its target until it uses a high energy turn, meaning you can delay impact as long as you like. This requires your target to remain stationary, however.
          Finally, depending on the range and how quickly your opponent launched the wild weasel, your high energy acceptance torpedo might end up reacquiring the wild weasel because it is still in the explosion period. However, all is not lost. You still get to score collateral damage, and keep your opponent under weasel restrictions much longer. If he reactivates his fire control during the explosion period, it will come up before the torpedo hits, voiding the wild weasel.
         This technique works best as a surprise for someone who has not seen it, but an opponent who knows this trick is in your tool kit will have to think that much harder and use a few more resources to deal with your high energy acceptance torpedoes. And if he is doing that, he is putting less effort into shooting at your ship, which is exactly what you want.
(End of SFB Tactic of the Month)

F&E Strategy of the Month


         The Kzintis and Hydrans should go out of their way to have several police flagships in their capital once they are eventually attacked. Costing two economic points (531.31), these tiny ships give you a one electronic warfare point scout (and a Marine battalion if you need them to deter Marine invasion by the Coalition). You may freely place them in defense of any system where their one electronic warfare point will shift the balance for you, or their one Marine factor will help your defenses.
          Of course you can only build one per year, so start early. Get odd numbers, of course, to maximize the number of them available in your "mobile" force.
(End of F&E Strategy of the Month)

A Call To Arms: Star Fleet Tactic of the Month


  The Klingon oblique attack is one of the most useful tactics for the Klingon player in Star Fleet Battles. This article examines whether or not it is a viable tactic in A Call to Arms: Star Fleet.
         Briefly, the oblique tactic relies upon the firing arcs for phasers on Klingon ships. On most Klingon ships, all or nearly all of the phasers can fire down the hexrow bordering the front shield and flank shield boundary, 45° off the nose (60° in SFB/FC). The disruptors can fire down this row as well. A typical Klingon D7 cruiser in a head-on attack can fire four disruptors, three frontal phasers, and one or two wing phasers. The same ship using an oblique attack can generally add two waist phaser-2s to the attack and use both wing phasers. It can also expose its less important flank shields to attack and preserve its all-important front shield.
          The rules for A Call to Arms: Star Fleet state that if a target ship lies on the border between two firing arcs, then the attacking player may attack with weapons in both firing arcs. This allows the Klingon player to use weapons that fire in the forward arc as well as either the port or starboard arc against the target.
         However, not all Klingon ships are appropriate candidates to use this tactic. Let us look at the expected damage to the target at various ranges and examine this question. The Range 2 and 4 columns assume overloaded disruptors. Drones are not included in these numbers; the enemy's defensive measures are assumed to have destroyed them.

Ship Rng Rng Rng Rng Rng Rng
  2 4 8 12 18 24
E4 CENT 8.04 8.04 3 3 0 0
E4 RX 10.72 10.72 4 4 0 0
F5 CENT 8.72 8.72 5.36 3.34 1.36 0
F5 RX   12.75 12.72 6.86 4.84 1.34 0
D6 CENT 15.76 15.76 10.4 7.37 6.01 4
D6 RX  18.44 18.44 11.4 8.37 6.01 4
D5 CENT 17.44 17.44 12.08 8.04 6.68 4
D5 RX 20.12 18.44 12.08 8.04 6.68 4
D7 CENT 18.44 18.44 12.08 8.04 6.68 4
D7 RX  21.12 21.12 12.4 9.37 6.01 4
D7C CENT 19.12 19.12 13.76 8.71 7.35 4
D7C RX 21.8 21.8 14.76 9.71 7.35 4
D5W CNT 20.8 20.8 15.44 9.38 8.02 4
D5W RX 22.8 21.12 13.08 9.04 6.68 4
C7 CENT 24.16 24.16 18.8 10.72 9.36 4
C7 RX 26.84 25.16 18.8 10.72 9.36 4
C8 CENT 32.88 32.88 24.84 14.74 12.7 6
C8 RX 27.5 27.5 18.62 12.56 10.02 6
(End of A Call to Arms: Star Fleet Tactic of the Month)