October/November  2023

Star Fleet Universe News





 This is a double issue for October and November. That allows us to release two new products:
          For SFB, the revised R6 SSD book, available for the first time as a PDF (and a color PDF if you want that!)
          For FC, the Lyran Ship Card Pack #3, which includes the new MPE published here for the first time.

          The double issue also allows us to give you a four-pack of new Federation ships for SFB, those being various campaign gunboat tenders. It is known that the Federation built a few gunboats for testing, then (having decided on the "third way") they sent them to backwater colonies for defense duty. These new ships would allow you to bring those Thunderbolt flotillas into the battle arena. (It also means you don't have to suffer through another "pumpkin cruiser" for Halloween, nor a Turkey Vulture for Thanksgiving.)
          This issue is a few days late because of a medical emergency (now resolved safely) and a problem with our internet (someone digging a new rutabaga garden cut a cable and knocked half of the city off line). But anyway, you have it now.

          Recently, several customers have noted that ADB's website, particularly the BBS, do not display in some PC browsers including Chrome. This was not caused by ADB; we haven't made any change to the website. It seems to be caused by an update in the browsers. The procedure below will fix it for most people. Contact Jean (sales@starfleetgames.com) if you still have trouble.

If you are having trouble viewing ADB's website using Chrome.
1. Right click the lock in the address bar next to starfleetgames.com
2. Select site settings
3. Scroll down to the Insecure content line, click the box, and select Allow.
4. Close the settings tab and reload the page.

          We know that the BBS software is very old, but even as old as it is, it does things no "modern" BBS software does, things we need the BBS to keep doing. The company that made our software is out of business and there is (supposedly) no way to update it. Some have suggested that an expert programmer could rewrite the old software to resolve this and other issues; if you are an expert and want to take a crack at it, contact Jean.



        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.


        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 StarFleetGames.com websites have been changed to match. The new site is http://federationcommander.blogspot.com
        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:http://www.starfleetgames.com/starlist.shtml.
         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: http://www.starfleetgames.com/battlegroup/index.shtml
         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: http://www.starfleetgames.com/rangers/index.shtml  

        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: http://www.starfleetgames.com/battlegroup/battlegroup_HamptonRoads.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

         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 shapeways.com.
        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:  adbrangerhq@gmail.com

FB Group: https://www.facebook.com/groups/517647465103651/

ADB Forums: http://www.starfleetgames.com/federation/phpbb2/index.php

ADB BBS: http://www.starfleetgames.com/discus/



        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 www.tenneshington.com. Or if you prefer, email Will McCammon at: will@tenneshington.com or Tony L. Thomas at: scoutdad@tenneshington.com .





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: https://www.sfbonline.com/index.jsp

        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


STAR FLEET BATTLES - Federation Ships


You can look at Hailing Frequencies Extras here.

Click here to see our previous issues of Hailing Frequencies.


Recently Released

The Star Fleet Battles Module R6 Rulebook 2023, SKU 5617-2, $13.95
Federation & Empire: Advanced Operations 2022
, SKU 3209, $39.95
The Star Fleet Battles Module R1 Rulebook 2023
, SKU 5606-2, $7.50
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: https://www.shapeways.com/shops/amarillo-design-bureau-inc?sort=newest

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



Federation Commander: Lyran Ship Card Pack #3
SFB: Module R6 Color SSDs 2023

SFB: Module R6 B&W SSDs 2023
SFB: Module R6 Rulebook 2023
SFB: Module R1 Color SSDs 2023

SFB: Module R1 B&W SSDs 2023
SFB: Module R1 Rulebook 2023

Federation Commander: Gunboats Attack

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


Federation Commander: Lyran Ship Card Pack #3 (DriveThru RPG or Wargame Vault)
SFB: Module R6 Color SSDs 2023 (DriveThru RPG or Wargame Vault)
SFB: Module R6 B&W SSDs 2023 (DriveThru RPG or Wargame Vault)
SFB: Module R6 Rulebook 2023 (DriveThru RPG or Wargame Vault)
SFB: Module R1 Color SSDs 2023 (DriveThru RPG or Wargame Vault)
SFB: Module R1 B&W SSDs 2023 (DriveThru RPG or Wargame Vault)
SFB: Module R1 Rulebook 2023 (DriveThru RPG or Wargame Vault)
Federation Commander: Gunboats Attack (DriveThru RPG or Wargame Vault)
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)

For the Glory of the Empire


Ask Admiral Vanaxilth


           Alex Lyons asks: Using tactical intelligence, you cannot tell an electronic warfare fighter apart from the other fighters of its squadron until Level K. I was not sure if that level were changed if the electronic warfare fighter were loaning electronic warfare to its squadron?
           ANSWER: If it were lending electronic warfare to its squadron, you would be always able to tell which fighter was the electronic warfare fighter (D17.194).

            Mike Kenyon asks: A Klingon dreadnought and a Seltorian carrier are in the same hex. One Seltorian fighter is in the same hex. The fighter asks permission (granted) and lands on the Klingon dreadnought. Is the Seltorian fighter required to drop its drones before landing?
           1. There are no fixed alliances between the two, although they are known to be in a hand-shake alliance.
           2. The only rule we can find at the moment is (J4.34), which defines the conditions under which you do not need to drop drones, but we cannot find the rule that requires their being dropped.
           ANSWER: I can see where you might be confused by (J4.34), where it says "Fighters do not have to eject or discharge their weapons before landing on a ship which has fighter facilities for that type of weapon." However, this does not imply that fighters have to drop or discharge weapons when landing in other cases. I believe the intent is just to clarify that you do not have to discharge or drop anything before you get reloaded. There is no rule requiring the Seltorian fighter to drop any of its weapons before landing. Depending on the status of the alliance, the Klingon might insist that he do so as a condition of getting permission to land, but there is no requirement.

            A. David Merritt asks: When a fighter equipped with mega-packs is crippled, is its crippled speed half of the base fighter or half of the mega-packed fighter? For example, a Stinger-2’s base speed is 15; its crippled speed is 7. A mega-packed Stinger-2’s speed is 30, is its crippled speed 7 or 15?
           ANSWER: The addition of the mega-pack increases the base speed of the fighter, even though it does not increase the fighter’s death-dragging speed. The crippled speed is 1/2 its base speed, so a crippled Stinger-2 with a mega-pack would have a maximum speed of 15.

            Follow-up Question: If the crippled speed of a mega-packed Stinger-2 is 15, we are assuming the crippled speed of a mega-packed Stinger-X would be 20; is this correct?
           ANSWER: No, the mega-pack only increases its base speed to 30, not 40, per (J16.248); its crippled max speed would be 15.

            Matthew Potter asks: Is the Federation FB-111 [Module J2, (R2.F16)] a heavy fighter or a bomber? There is data that could support either argument. What module are the heavy fighter ground bases in?
           ANSWER: The errata for Module J2 has the following: "The FB-111 is a two-space fighter that uses the bomber damage system and can only operate from ground bases."
            The heavy-fighter ground bases were introduced in Module R8. FB-111s could operate from a medium or small heavy-fighter ground base.

(End of Admiral Vanaxilth)



         Q: There is confusion about rule (442.8), the one about the Romulans getting more KR spare parts. The wording of the rule is said by some to imply that the Romulans can only obtain one turn of parts per turn, while others insist that there is no reason that the Romulans cannot obtain multiple "turns" of supply during each game turn.
         A: Multiple deliveries can be made each turn, but each delivery requires a separate ship (KRT, SPH, 3FE, Klingon/Lyran tug) and each ship can make only one trip by Strategic Movement per turn. (The "singular nature" of the rule implies one trip, not one ship making one trip.) Obviously, Strategic Movement delivery is limited by available ships, Strategic Movement capacity, and a valid pathway.
         You can also deliver spare parts by Operational Movement, but this would be much slower and might take multiple turns for each ship used. You cannot "daisy chain" one load of spare parts on multiple ships, each making one six-hex part of the journey, because all movement is (in reality) simultaneous.
         You can also use blockade running, which has its own rules and limits.  KR parts can certainly be stockpiled beyond the original six turns of parts listed under (442.82). Once the parts are delivered to the Romulan capital, they can be moved to any other Romulan supply point by any of the means noted above. This might be done to supply KR-type ships in separate grids, but in that case, each grid would use one "turn" of supplies each game turn.

(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 Marketing@StarFleetGames.com 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)

Ensign Todd Jolley, USS America

          Be aggressive! If you let your opponent do the Impulse #8/Impulse #1 launch pattern, you deserve it, and should run away.
          If they launch seeking weapons and follow them, it depends on how closely they follow behind the seeking weapons. Move in at high speed (24); when you are two or three hexes in front of the seeking-weapons swarm, then you decide. If the opponent is following the swarm closely, or close enough, plaster whichever ship or ships you can cripple or kill, and then outrun or outmaneuver the seeking-weapons swarm.
          Moving at Speed 24, you can outmaneuver drones and can kill off plasma torpedoes by doing a High Energy Turn and letting them chase you (with the +1 speed increase per impulse moved). This all requires a lot of energy though, so forget about overloading your heavy weapons.
          Another tactic on a floating map is to run the drones and plasma torpedoes out. It takes three turns to fully arm a plasma torpedo launcher, and there are only four drones in a drone rack. Running out the seeking weapons make for a longer game, but it can be done.
          On a fixed map you can try high-speed tactics. Try to keep the range open, circle the map, try to get the drones behind you and then swoop in on your opponent for a pass with your heavy weapons; the drones will eventually run out of endurance. With multiple phasers, use phasers that are not facing the enemy ship to pick off the drones — if you have enough power to arm them.
          If you are Klingon facing a Kzinti you can use your drones to target his drones. He has more drones, but the drones that remain after your drones trim the stack are manageable. You will usually have a large edge in disruptors and heavier phasers over the Kzinti; close in and use that firepower to cripple or kill his most drone-laden ships. If he has frigates or destroyers, kill them quickly; they are the most potent drone-per-BPV ships the Kzintis have and they are easy to cripple or kill.

(End of FC Tactic of the Month)

SFB Tactic of the Month
Lieutenant JG Alexander Fulton, USS Oregon

          Under (J1.531), ships with a balcony-and-track system (which includes all Gorn ships, along with a few others) take "rear hull" damage points on shuttles that are in balcony positions. As a result, the shuttles in these positions can act as "extra rear hull" on your ship. Generally this is not the best use of your shuttles. However, there are certain cases when shuttles cannot be used for any purpose (combat in nebulae or within the first five turns of transiting the WYN Radiation Zone, for example). In such cases, you may as well roll all the shuttles you can out onto your balcony positions for a (sometimes significant) increase in the number of "rear hull" damage points your ship can take!
(End of SFB Tactic of the Month)

F&E Strategy of the Month


       In the early phases of the General War the Coalition enjoys a substantial pin count superiority. This pin count superiority may be amplified if you can prevent or reduce the Hydran’s ability to establish off-map reserves. The reason is that if his reserves are on the map, then you can use your pin count superiority to pin his reserves, thereby reducing the number of ships you need to send to multiple targets to ensure their destruction (because you no longer have to worry about his reserves). Note that the following tactic is most effective after the Hydrans have already sent most of their off-map ships onto the map on a prior turn, such as for example, sending ships from the Old Colonies squadron onto the map after it is released.
       Once most of their ships are on-map, examine the Hydran’s ship deployments and remaining bases. Usually the Old Colonies squadron is released by your actions on Turn #4 or Turn #5, but by then most if not all of their BATS should be destroyed. Make sure you have destroyed the BATS in hex 0318.
        Assuming the Hydrans have limited ships, or weak ships, on the starbase in hex 0215 (assuming it is still alive), then to prevent the Hydrans from using strategic movement and establishing reserves off map, take and hold the planets in hexes 0416 and 0519 and then control your retreat priorities. You only need to leave a few ships on these planets for this strategy to work, although a dozen ships on each planet and two-to-four strong reserves within range of both planets will virtually ensure success. The reason is that the rules governing the control zone of enemy ships preventing strategic movement through empty adjacent hexes are more restrictive than for operational movement. Unless he is leaving or passing through a strategic movement "node" that has more ships than an adjacent hex containing your ships, he cannot pass through that hex using strategic movement. If you possess the planets in hexes 0416 and 0519, then the Hydrans will not be able to use strategic movement between their capital and the off-map area, period, unless they have maintained a substantial force at the BATS in hex 0318 (which is why you killed it earlier). The reason is that you will block hexes 0417 and 0418 to strategic movement no matter what (unless, again, he has a "node" in hex 0318 and his ships out-pin your forces adjoining hexes 0418 or 0417). Note that the Hydrans could use a supply tug to establish such a node, but you should drive it out on the prior turn just as you would destroy the BATS in hex 0318.
       The other thing you have to do is use supply tugs or convoys, and pay attention to which empire controls which planet, to control your retreat priorities. For example, ensure that the Klingons take planets in hexes 0416 and 0718 and the Lyrans control the planet in hex 0519. Then, use supply tugs in hex 0815 to establish Lyran and Klingon supply points (other hexes may do as well). Now, if the Hydran attacks you on his turn, you can retreat to hex 0516 (in the case of hex 0416) and to hex 0518 (in the case of hex 0519). Thus, even if the Hydrans drive you off, you still prevent any strategic movement as you block hexes 0417 and 0519 by the presence of your ships in hex 0518. Depending on the Hydrans’ deployments you may need to set up a Lyran supply point in hex 0516.
       The Hydrans can counter this strategy in any number of ways, such as by placing ships in hex 0518 to force you to perform a fighting retreat, or accept hex 0618 as a retreat hex, on his turn. The solution is to control the retreat hexes using convoys or supply tugs so that hex 0518 is a non-fighting retreat for you. The Hydrans can still use retreat priority #2 to place more ships in hex 0518 than you have, thereby cutting off that route. However, if you use a dozen or more ships, and/or have powerful reserves within reach, then doing so will be difficult for the Hydrans without over committing to preventing your strategy and allowing you to pin such ships in hex 0518 when you assault the Hydran capital on your following turn. Of course, powerful reserves in the area will make it that much more difficult for the Hydrans to take hexes 0519 and 0416 in the first place.
       Another way to prevent Hydran strategic movement between the off map and capital is to place ships in hexes 0117 and 0119, and control retreat priorities so that even if the Hydrans drive you off, they cannot establish a strategic movement node and place ships on it that out pin your forces for purposes of opening an adjacent hex to strategic movement. Again, the BATS in hex 0318 will likely need to be destroyed to make this strategy work.
         You might also be able to cut off the Hydran capital from the off map during the economic phase of the Hydran’s turn. If you do so, then you will severely limit his production. This action is more difficult, but is made easier by preventing the Hydrans from having off-map reserves in the first place.
       This strategy is useful if you wish to contain the Hydrans and take the Kzinti capital first, or if you want to initially contain the Kzintis and take the Hydran capital first. Either way, you can put the Hydrans in a stranglehold, limit Hydran effectiveness on Alliance player turns, and possibly limit Hydran production.

(Ed of F&E Strategy of the Month)

A Call To Arms: Star Fleet Tactic of the Month

       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.
(End of A Call to Arms: Star Fleet Tactic of the Month)