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January 2018
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Star Fleet Universe News BIG NEWS: SHAPEWAYS RELEASE SIXTY-ONE SHIPS RELEASED ON 5 JAN
And this was the month that the sculptors took off to spend time with their families! ===== Omni Scale General Heavy Auxiliary Cruiser SRZ $16.99 Omni Scale General Heavy Freighter (Stacked) SRZ $11.99 Omni Scale General Jumbo Freighter SRZ $10.99 Omni Scale General Heavy Auxiliary Cruiser (Stack) $17.99 3788 Scale Kzinti Scout Drone Frigate (SDF) SRZ $6.99 3125 Scale Kzinti Scout Drone Frigate (SDF) SRZ $7.99 Omni Scale Gorn G-18KA "Serpent" Fighters WEM $10.99 Omni Scale Gorn G-18K "Serpent" Fighters WEM $10.99 3788 Scale Frax Missile Destroyer (MDW) MGL $6.99 3788 Frax Submarine Light Cruiser MGL $7.99 3125 Scale Tholian War Cruiser Pinwheel SRZ $11.99 3788 Scale Tholian War Cruiser Pinwheel SRZ $9.99 Omni Scale Franz Joseph Federation Starbase Small (2 inch) $10.99 Omni Scale Franz Joseph Federation Starbase Medium (3 inch) $19.99 Omni Scale Franz Joseph Federation Starbase Large (4 inch) $34.99 3125 Scale Koligahr Patrol Scout MGL $7.99 3788 Scale Koligahr Patrol Scout MGL $6.99 3788 Scale Maesron Missile Scout MGL $7.99 3125 Scale Maesron Missile Scout MGL $8.99 3788 Scale Trobrin Bolt Frigate MGL $6.99 3125 Scale Trobrin Bolt Frigate MGL $6.99 3788 Scale Probr Iron Light Cruiser (CL) MGL $7.99 3125 Scale Probr Iron Light Cruiser (CL) MGL $8.99 3788 Scale Drex Patroller MGL $5.99 3125 Scale Drex Patroller MGL $6.99 Omni Scale Romulan Tribune-D Heavy Fighter MGL $10.99 3788 Scale Tholian CW Pinwheel Stand Topper SRZ $3.99 3125 Scale Tholian CW Pinwheel Stand Topper SRZ $3.99 Omni Scale Federation F-4 "Phantom" Fighter MGL $9.99 Omni Scale Federation F-16C "Falcon" Fighter MGL $9.99 Omni Scale Tholian Spider-III Fighter SRZ $9.99 Omni Scale Tholian Spider-V Fast Heavy Fighter SRZ $9.99 3788 Scale Tholian Phaser Heavy Cruiser (CPA) SRZ $6.99 3125 Scale Tholian Phaser Heavy Cruiser (CPA) SRZ $7.99 3788 Scale Lyran Puma Transport (No Pallets/Pods) $8.99 3125 Scale Lyran Puma Transport (No Pallets/Pods) $10.99 3125 Scale LDR Transport (No Pallets/Pods) CVN $10.99 Omni Scale General Administrative Shuttles MGL $10.99 Omni Scale Federation Shenyang F-7D Fighter MGL $10.99 3125 Scale Alunda Huntship MGL $9.99 3788 Scale Alunda Huntship MGL $7.99 3125 Scale LDR New Heavy Cruiser (NCA) CVN $12.99 3125 Scale Lyran King Jaguar New Heavy Cruiser CVN $12.99 3788 Scale Lyran King Jaguar New Heavy Cruiser CVN $9.99 3788 Scale Klingon D5K Refitted War Cruiser WEM $7.99 3788 Scale Klingon D5B War Cruiser WEM $7.99 3125 Scale Klingon D5B War Cruiser WEM $8.99 3125 Scale Klingon D5K Refitted War Cruiser WEM $8.99 3125 Scale Kzinti Battlecruiser (BC) SRZ $12.99 3788 Scale Kzinti Battlecruiser (BC) SRZ $9.99 Omni Scale Juggernaut Destroyer (DD) SRZ $7.99 3788 Scale Fed Classic Fleet Tug with Two Pods WEM $12.99 3125 Scale Fed Classic Fleet Tug with Two Pods WEM $18.99 3788 Scale Federation Fleet Tug (2 Pods) WEM $12.99 3788 Scale Franz Joseph Federation Tug (2 Pods) WE $12.99 3125 Scale Federation Fleet Tug (2 Pods) WEM $18.99 3125 Scale Franz Joseph Federation Tug (2 Pods) WE $18.99 3788 Scale Romulan SparrowHawk-A+ Light Cruiser MG $8.99 3125 Scale Romulan SparrowHawk-A+ Light Cruiser MG $11.99 3788 Scale Romulan SparrowHawk-C+ Scout Cruiser MG $9.99 3125 Scale Romulan SparrowHawk-C+ Scout Cruiser MG $11.99 WEBSITE:
Our website, www.StarFleetGames.com, 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.
TWITTER: VIDEOS: Star Fleet Marines Part 1 DOING VIDEOS OF THE SFU
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.
STARBLOG: STAR FLEET'S LEGIONS EXPAND: This month we feature Battlegroup South Netherlands located in The Netherlands. CO Koen van der Pasch reports that this group is active, running several campaigns. Check them out here: http://www.starfleetgames.com/battlegroup/battlegroup_SouthNetherlands.shtml
Do you have a battle group? Be sure to report your activities here: http://www.starfleetgames.com/battlegroup/report.shtml
Do you want to see if there's a battle group near you? Check out the map here: http://www.starfleetgames.com/battlegroup/gather.shtml#US
Facebook Fan Pages
So join us on Facebook and get a fix of your favorite game there, too!
JAGDPANTHER
Custom Decals for Starline ships Tenneshington Decals continues to provide custom decals for all currently produced Federation Starline 2500 miniatures. For more information or to download the order sheet, check them out at www.tenneshington.com. Or if you prefer, email Will McCammon at: will@tenneshington.com or Tony L. Thomas at: scoutdad@tenneshington.com.
Jupiter IV Decals is a source of decals for the 2400 line and will do custom decals as well as all official SFB names. In the near future Jupiter IV will move into the 2500 line and will work to get every listed name on the Starfleet registry completed in both scales.
Their website is: JupiterIvdecals.com
ONLINE TOURNAMENTS Our seventh Internet SFB International Championship Tournament is underway. This is a single-elimination tournament using a standard tree. Twelve first-round games are completed.
Fleet Captain Bill Schoeller (winner of the 2016 tournament) is the judge for this tournament. As we did in Platinum Hat 2016, Tournament Marshal Steven P. Petrick will also "ride herd" on the tournament to ensure that games are played on schedule and the event does not drag. There will, inevitably, be some delays near the end when re-entries have to "catch up" to the initial entries. A firm hand on the helm will ensure that these are as minor as possible. People who do not get their next game completed in a set number of days will be disqualified and the player they beat (or a wildcard selected by the judges) replaces them. Deadlines may be adjusted by the Judge or Marshal to allow for a player's serious real life unexpected problem or issue.
Rated Ace Tournament 47 is in the final round. Lee P. Graves flying an Archeo-Tholian cruiser will face Clayton Krueger flying a Gorn cruiser. Bill Schoeller is the judge.
SFBOL World League 2017 is nearly over with only one game left to decide the winning team. Will the winner be BCS or Orion Oldies in Bikinis? Peter Bakija is running this team tournament, where three-player teams play tournament games against other teams (the games are standard, one on one tournament duels, but your team gets points for advancing based on how the whole team does).
DEMOS AND CONS WITH SFU GAMES Siege of Augusta is the site of demos of Star Fleet Battles and Star Fleet Battle Force on January 12, 2018 in the Doubletree by Hilton in Augusta Georgia. Ranger Michael Baker is the Ranger in charge.
Star Fleet Battles games are held weekly in Tempe Arizona each Friday at Game Depot from 2:00 -7:00 pm. Eric Phillips is the person to contact. Star Fleet Battles games are held regularly in Indianapolis, Indiana at Family Time Games. Anthony Harding is the contact person. For more information see: http://www.meetup.com/Star-Fleet-Battles-Indy/. Star Fleet Battles games are played regularly in Columbus, Ohio, on Sunday afternoons at the Soldiery. Lee Hanna is the contact person. Games are held in Spokane, Washington on an irregular basis. Contact them to see if there's a game scheduled. They meet at The Gamer's Haven, 2114 N. Pines St., Suites 1 & 2, Spokane Valley, WA 99206, (509) 443-5992 http://store.thegamershaven.net/ 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. FC Forum Recent Posts
F&E Strategy of the Month While an F6 counts as a size-class-3 ship for a Battle Group (315.26), it has other benefits. Two D5s and an F6 will fill the size-class-3 slots, leaving the remaining three size-class 4 slots for a squadron of Lyran DWs (that get the leader bonus).
Now there are good things about that F6. 1. You get four of them for free. 2. You get to build a seven-point ship for five EPs in an F5 slipway, getting an extra "almost cruiser" out of a frigate build. 3. It costs exactly the same to upgrade an F5L to an F6, as it does an F5L to an F5W. So if you do find yourself in a situation of upgrading an F5L to a bigger hull, choose an F6. (But if you are going to upgrade an F5, make that into an F5W, as it costs two Economic Points to go to an F5W and three to an F6.) 4. Salvage. You will be able to get a 0.3 Economic Points more for a F6 than for an F5W.
The one drawback to the F6, of course, is that it is only three factors when crippled, thus being a seven-factor ship on the front, and a three-factor ship on the back. A Call To Arms: Star Fleet Tactic of the Month DRAG THEM TO THEIR DOOM Are you tired of the enemy avoiding your heavy weapons arc, especially when you are flying a Gorn dreadnought, Romulan Condor, or Kzinti heavy battlecruiser or dreadnought? Make sure the enemy ship just happens to come into your firing arc instead of floundering around trying to get a more agile enemy into your sights. How can you accomplish this?
Have another ship tractor your target and drag it into your heavy weapons firing arc! This, however, takes some advanced planning and positioning. You have to think a turn ahead to put the ship you need where you're going to need it, without the enemy realizing what you're doing. Ideally you want a ship that is significantly larger than the ship to be dragged (e.g., a Federation heavy cruiser versus Klingon D7 or D5). During the dragging ship's activation, which should be after the target ship has moved, have it use the Engage Tractor Beam! special action. Next, end your ship's movement within 2" of the ship to be tractored. The following turn, the tractored ship may roll to break the tractor when it is activated. It does this by making an opposed Crew Quality Check against the ship tractoring it. [See the rules for this procedure]. If the tractored ship fails to break free, it is meat on the table. Drag it in front of the ship that intends to fire at it or drag it to a point that the designated killer ship can get it into arc. Remember that you can only move if you have more starting damage points than the enemy ship, and you can only move up to 6". As a final warning, be careful to not blow up the ship that was dragged, as the explosion can damage friendly ships - including the ship doing the tractoring. Also try to arrange your positioning so that the tractored ship cannot fire its heavy weapons at the ship that is tractoring it. Developer's Note: This note was edited to reflect revised rules.
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New Releases Communique #145 has been posted to the Commander's Circle Click here to see our previous issues of Hailing Frequencies. Recently Released To be released in 2018
A new Starmada book for both editions.
Federation Commander Reference Starship Book
Traveller Prime Directive Core Rulebook
New starships for the 2500 (1/3125) range including Klingon B10
New starships for the 2400 (1/3788) range including heavy war destroyers and the jumbo freighter.
SHAPEWAYS:
We’re now offering some of our miniatures and some new designs on Shapeways. You can check out the store here: https://www.shapeways.com/shops/amarillo-design-bureau-inc?sort=newest
PDF and EBOOK SALES: RECENTLY RELEASED ON Warehouse 23
Bridge, CA Hornet, between K5 and K6
"Fascinating," Commander Sonax said, listening to the sudden burst of transmissions received by the communications officer. "Sound red alert," he said calmly to the bridge crew, then flipped a switch on the chair's arm. "Captain, you are needed on the bridge." There was no answer from the captain's quarters, but his voice came on a different intercom circuit. "I'm on my way to the bridge," came the voice of Captain Thellessan, who had heard his ship go to red alert. "Situation?" "Sudden burst of confused reports from multiple sources," Sonax said. "Klingons are reported crossing the border in large numbers. Battle Station K6 reports that it is under direct attack by 20 warships including a dreadnought; other reports are more confused and fragmentary."
"Get a flash report to Starbase 15 and every other post you can contact," Thellessan ordered. "Anything near us?" "No so far," Sonax reported. "Do I have permission to radically change course and speed?" "Granted," Thellessan said. "If Klingons are coming after us, let's not make it easy. Head for Battle Station K5." "Two enemy ships spotted," Lieutenant Cagpert, the Cygnan scanner officer reported. "The closest is a heavy cruiser, coming at us at Warp 8, no clear scan yet, but it's a D6 or a D7, range 1.5 million kilometers. There's another ship, a big one, farther away, headed between us and K5. Could be a dreadnought. Warp signature is reading ... 9.6. Kreevish, that thing is fast. I couldn't see it that far away except for how hot it is." "Probably the Eastern Fleet's C5 light dreadnought," Sonax reported. "Star Fleet Intelligence predicted raids across the border. Logically, the cruiser is here to detain us while the raider gets past us." "Star Fleet Intelligence be damned," said Lieutenant Commander Farnik as he came onto the bridge from the stairwell, his communicator to his ear. "They said that the Klingons would not attack our border bases, but Battle Station K6 is reporting heavy attacks by 20 Klingon ships including a C8 dreadnought. "I am aware of this," Sonax said dryly. "Oh? And are you aware that two police ships and the cruiser Texas have already been destroyed? Blown up," Farnik said with a sneer. "This is a war, Commander Sonax." Ask Admiral Vanaxilth Marc Elwinger asks: Can a cloaked ship use ECM to generate die roll modifiers for ships firing at it, or does the ECM only apply during the fade periods?
ANSWER: A cloaked ship can generate ECM, but it will not affect weapons die rolls, as the (G13.37) Fire Adjustment Chart takes the place of electronic warfare effects, per (G13.303). However, the ECM could affect die rolls to retain or reacquire a lock-on. During the fade periods, the cloaked unit has the choice of using modified rolls on the (G13.37) chart, or using the normal electronic warfare shifts; see (G13.36). Seth Shimansky asks: Five phaser-1s are fired at a cloaked ship at a true range of zero. The rolls for damage + cloak adjustment are as follows: 5+6, 3+6, 6+4, 5+6, 6+6. What is the total damage? ANSWER: By (G13.373), we apply the damage adjustment to each weapon individually, and by (G13.371), we round fractions for each result. Assuming the firing ship does not have a lock-on to the cloaked ship, the effective range will be five. Thus the damage is 1+1+1+1+1, or five points total. Follow-up question: If the phaser roll was one and the damage adjustment roll was six, what would the total damage be? Does 1.25 round up or down? ANSWER: By (G13.371), it is rounded down to one. Follow-up question: Justin Royter asks: If a ship scores one point of damage on a cloaked ship and then rolls a 5-6 for the adjustment chart, does it score one point or zero points of damage? ANSWER: Per (A3.5), the 0.25 points of damage would get rounded down to zero. Seth Shimansky asks: Rule (G13.36) offers the cloaking player the choice of two procedures to use during the fade period: Rule (G13.361) Use the chart in (G13.37), but add the penalty hexes to the die roll and then subtract five from the die roll, ignoring any electronic warfare effects. Rule (G13.362) Ignore (G13.37) and use the normal electronic warfare shifts. In tournament games, a wild weasel is the only way to get an electronic warfare shift in this case. The order of the Sequence of Play is that cloaking comes before shuttle launch. So to take advantage of rule (G13.362), does the wild weasel need to be launched the impulse before or earlier than the cloaking device is activated? Or can the wild weasel be launched the same impulse as the cloaking device is turned on and the player can still use rule (G13.362) instead of (G13.361)? ANSWER: Regardless of when you launch the wild weasel, you could choose to use (G13.362) instead of (G13.361). As you noted, this announcement would happen before the shuttle launch phase of the impulse you announce cloaking. But, knowing that you planned to use a wild weasel, you might wish to use (G13.362) in anticipation of that fact.
Note that once fade-out is complete, rule (G13.36) does not apply, and the ship would no longer benefit from the ECM provided by the wild weasel, anyway. (Although the wild weasel would still distract seeking weapons that managed to retain a lock-on to the cloaked ship.) Seth Shimansky asks: I am coming out of cloak and did not launch a wild weasel. A WYN Shark is at a true range of one, and the range adjustment is at plus two (effective range of three). The Shark did not have a lock-on to me before I turned off the cloak, but I believe he gets it automatically when I start the fade-in period? ANSWER: Correct. Follow-on question: The Shark tractors me, wins the tractor auction and then launches four drones that move next impulse. When the drones hit, the range adjustment will be at plus one. How does the (G13.37) damage adjustment chart work in that case? Using (G13.361) it looks like I will still take full damage on a roll of "6"? ANSWER: Because of the tractor beam, the range adjustment is nullified, per (G7.993). However, even without the tractor beam, you are correct. You would add one to the die roll and then subtract five, resulting in a "2," which is full damage. (End of Admiral Vanaxilth) F&E Q&A
CONTROLLING THE GEOGRAPHY Q: It is obvious that a starbase in a partial grid must pay for replacement fighters for a unit that is not at the starbase. However, it is unclear whether the starbase must pay for replacement fighters when the unit is in the hex of the starbase. These rules seem to indicate that a starbase might need to pay for replacement fighters for all units, regardless of where they are in the partial grid. Although the (501.55) reference does seem pretty clear cut, there is an ambiguity in that (413.41) deals with situations where supply is being paid for because the units being supplied are not in the hex of the starbase (i.e., when five units pay one EP for supply, they also receive 12 replacement fighters).
The confusion comes from the fact that in most of the rules regarding fighter replacement, it just mentions the obvious: the carrying unit must be in supply. However, when dealing with a partial grid, supply is handled differently depending on where the unit is in the grid. Obviously, empires that use a lot of fighters will be greatly impacted by the way these rules are interpreted as this situation happens frequently. Please clarify which way it works. A: Yes the ships are in supply, but supply isn't what dictates whether or not you get free fighters. What (501.5) says is that it's connection to the main grid that gets you free fighters (the fact that you also get supply by connection to the main grid is irrelevant to the free fighter issue). Rule (501.5) gives you an alternative to getting some replacement fighters if you happen to be in a partial grid. The confusion here is the previously unwritten assumption that supply by itself dictates access to free fighters. According to (501.5) it doesn't. Free fighters come with a connection to the main grid (which incidentally also produces supply). It works like this if you're sitting on a base in a partial grid: So long as the ships stay on the base or planet in a partial grid they are in supply, but they don't get free fighters. Note that the instant you jump off the base or planet, you will be out of supply (unless of course your movement puts you into supply some other way), so providing supply per (413.41) actually does matter. If you wish to purchase fighters for those otherwise supplied ships in the partial grid, then you must also supply those ships for purposes of (413.41), which will then benefit them if they leave the base or planet. So, each EP will provide supply for up to 5 ships and also provide 12 replacement fighters. Those 5 ships will then be in supply even if they move off the base or planet and also don't put themselves into supply some other way. They also happen to get 12 replacement fighters per EP. If the ships supplied per (413.41) remain at the base or planet - or pick up supply in some other way during the turn, then they're still in supply (this time by two different methods, one per (413.41) and the other by being at the planet or base). Supply by multiple methods is irrelevant; if you're in supply you're in supply. However, fighters are not provided by supply; they're provided by connection to the main grid. Rules (501.5) and (413.41) now also allow such ships to get some fighters back (12 per EP). Q: Rule (512.0) says Tholian planets are protected by Tholian web, and it says Tholian bases not part of the Tholian supply grid are not protected by web. Rule (446.0) says colonies are planets, and its colonies are not part of the supply grid. Are Tholian colonies protected by web? A: Tholian colonies and colony bases that have a supply path to the Tholian Capital or are inside of original Tholian territory are protected by Tholian webs. Q: Is a Tholian OPB protected by web? It is not on the (512.0) base list either, but (453.0) says treat OPBs as set-up MBs which would put them in web by 512. A: Tholian operational bases that have a supply path to the Tholian Capital or are inside of original Tholian territory are protected by Tholian webs.
Q: During the time when the Kzintis are at war and the Federation is not (presumably Turns #1-#6), can the Fed-Kzinti commercial convoy (443.0) be attacked if it moves outside of inactive territory? Or does doing this activate the Federation (as the commercial convoy is presumably a Federation unit)? For example, on Turn #1, the Federation-Kzinti commercial convoy leaves the starbase at 2204. It reaches the starbase at 1704 on Turn #3. It doesn't want to get caught in open space when the Federation is inevitably attacked on Turn #7, so it wants to go through the Kzinti off-map zone back to Federation space. So on Turn #4, the Federation-Kzinti commercial convoy moves two hexes from the starbase in 1704 into hex 1702 hoping to move off map on the next turn. Can the Coalition attack the Federation-Kzinti commercial convoy on Turn #5, even though the Federation is still not involved in the war? Would doing so provoke the Federation into Limited War (602.49)? A: Moving outside of the Marquis space in provinces 1704 and 1801 in Kzinti space would make the Federation-Kzinti commercial convoy a target for Coalition forces without causing Limited War. If the alliance does not want this to happen, they can also get a jump on the trip back to the Federation off-map area by forming up a new convoy on Turn #4 in the Barony per (443.34). This would shorten the time to get to the Federation by three turns. (End of F&E Q&A)
ASK AUNT JEAN
Dear Aunt Jean, Can you give us some specifics on what you've enhanced for the ISC? Starting with the Veltressai, please. A: One of the things you find out is more behind the reaction of the Romulans in the story in Nexus #16 "First and Future Shock" by Josh W. Spencer. It turns out the Veltressai, posing as simple traders, had infiltrated the Romulan Empire. We also clarify how to treat a Veltressai Quad member who is trying to do something one of the other members knows how to do, but he does not have any training to do. Do you really want your surgeon reading a "how to" book while he tries to perform a life-saving, delicate procedure? This should help with any abuse of character design.
Send questions to Jean at marketing@StarFleetGames.com and she will answer as soon as she can.
(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". We have also uploaded new Xander wallpapers to our Wallpapers section on the website: Wallpapers STAR FLEET ALERTS 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 FC Tactic of the MonthEVADE AWAY THAT POWER The revisions to rule (2D4a) provide for a special exception when declaring Evasive Maneuvers on Impulse #8. However, this does not mean you cannot invoke Evasive Maneuvers in the "normal" way on Impulse #8.
For every empire except the Andromedans, this would be silly and no one would do it. However, for the Andromedans, it can actually be useful. So, when you need to burn a few more points of power to make room in the batteries for your power absorber panel power dump, declare Evasive Maneuvers normally on Impulse #8. It will start after the Direct Fire phase, so you can still use your weapons normally on Impulse #8. Rule (2D4a) says that Evasive Maneuvers are announced at the end of the Defensive Fire Phase. The star says that Evasive Maneuvers do not take place until the end of the Direct Fire Phase. However, since the Direct Fire Phase occurs after the Defensive Fire Phase, this all happens within a single impulse, and the cost applies immediately. With no seeking weapons, the End of Impulse restrictions are mostly irrelevant. There are some restrictions (e.g., you cannot do this if you have an active tractor), but they are very few. Then, at the end of the turn, Evasive Maneuvers stop and the Andromedan can move normally on the following turn. (Unless, of course, you want to continue Evasive Maneuvers due to the tactical circumstances.) Therefore, the point of this is to burn the energy cost of six Movement Points at the end of a turn without suffering any appreciable negative effects. You have then evaded away excess power with almost no negative consequences!
When fighting a plasma-armed ship, one of life's inevitable misfortunes is weaseling pseudo-torpedoes. Under some circumstances it is possible to reduce the cost of recovering a shuttle used to weasel pseudo-torpedoes by use of a 0.2 cost transporter, instead of a tractor and a full point of power.
It is often the case that a wild weasel must be launched such that the plasma torpedoes will impact before the launching ship or wild weasel will have time to leave the hex. In this case, launch the wild weasel moving at the same speed as your ship (even Speed Zero; in fact, this works best at Speed Zero). When the pseudo-torpedoes are revealed, instead of recovering the shuttle using a tractor, beam a pilot aboard the shuttle and land it immediately using (J1.61), saving a tractor beam and 0.8 points of power. Because the shuttle is moving the same speed as the ship, and landing of shuttles is after transporters in the Sequence of Play, this can all be done in a single impulse. In a multi-ship battle, an allied ship can beam the pilot to the shuttle allowing it to be landed aboard its home ship even before its home ship has raised its fire control. By matching the shuttle's speed to the speed of the ship, you maximize the amount of time it remains in the ship's hex, giving you more time to recover it. At Speed Zero, you have both unlimited time and the flexibility to launch the shuttle in any direction - at faster speeds, you have to either perform the recovery operation before you move, or move the same direction you launched the wild weasel. While this requires a shield to be dropped, it is typical to launch a wild weasel in a direction that is not facing the enemy ship (so any collateral damage is on a non-facing shield), so the impact of the dropped shield will be minimal. (End of SFB Tactic of the Month)
Facebook Highlight of the Month Star Fleet Battles out in the world in a massive battle!!
Mini of the Month Mark Lurz painted this Juggernaut Missile Dreadnought (White Strong and Flexible, Polished material)
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