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DArc_Tangent
Lieutenant JG


Joined: 14 Sep 2007
Posts: 64
Location: Sacramento, California

PostPosted: Wed Jan 07, 2009 6:32 am    Post subject: Reply with quote

Rick Smith wrote:
Ah, nice. I was leaning more towards that in my head when I saw the pic. Thanks for confirming it. Good way of dealing with Tholian webs with no hexes. Is this a common way of doing them, or just how your gaming group does it.

Thanks for the reply.


We made it up just that evening. They were handy and a good size. Anything roughly the diameter or length and width of a movement will work: small poker chips (we use for fighter/drone stacks), coins, scrabble tiles, etc.
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Wed Jan 07, 2009 6:36 am    Post subject: Reply with quote

SHIP LEVELING SYSTEM(revised)

The ship leveling system is an alternate system that if used replaces the officer legendary system. Instead of raising the levels of different officers, the victory points instead are used to raise the level of the ship. Ship levels are not actually referred to as levels but as Ratings and going forward will be used as such. Each time ships engage in battle or accomplish specific scenario objectives, that ship or ships are awarded victory points (as above) Victory points when accumulated in certain amounts raises the rating of the ship. Every ship in the Code Of War campaign setting are allowed the ability to improve in rating. The benefits to raising in rating is the acquisition of special ship abilities, characteristic points and certain rating benefits.

Characteristic points are awarded every level and can be assigned to the various ship characteristics to raise their overall value. Rating benefits are acquired by all ships in all empires when they achieve certain ratings, the explanation of rating benefits are explained below and the rating chart shows when they are achieved. Ship special abilities are unique and powerful enhancements that ships acquire as they raise in rating. Special abilities are grouped together in levels of 1-5 and then there are certain abilities called Exemplars that are achieved at the highest ratings.

All ships have a starting rating of 0 and an move up to the highest rating which is 10. Ships of the 1-3 rating are strong ships in their own right when compared to the standard built ship of rating 0, rating of 4-7 are very powerful and unique ships that have earned powerful abilities and are decorated ships that any empire would be proud to field. Ships with a rating of 8-9 are able to fight multiple ships on their own of the same point value and possess some of the most powerful special abilities in the game. Ships of the coveted 10th rating are battle veterans of the highest caliber with names of legend and mystique that are known throughout the many empires. ships of this rating can potentially stop a squadron of similar point value ships or defeat a much stronger ship in terms of point value in single battle. theoretically it is possible for a ship to move to a rating of higher than 10 but these are to handled on a one on one basis and possess exemplar abilities.

Ship rating chart

Rating VP Special abilities by level additional enhancements
0 0-12 1 2 3 4 5 each rating gained gives the
1 13-24 1 ship 2 characteristic points
2 25-50 2 1
3 51-75 2 2 +1 on all direct fire rolls
4 76-100 2 2 1
5 101-130 2 2 2
6 131-160 3 2 2 1 +1 on all range charts
7 161-200 3 3 3 1
8 201-300 3 3 3 2 1
9 301-400 4 3 3 3 1 +2 on all direct fire rolls
10 401+ 4 4 4 3 2

ships improve in rating for ever 200 VP after 10th rating and gain an exemplar ability every 2 ratings.






Special ability charts by level.

Ships special abilities are ranked by a level of 1-5 the following is the list of abilities by level descriptions for each ability follows. The abilities have changed from the original abilities found in the empire rules. In the old ability where an officer was referred to it now implies the ship. Racial abilities are grouped by level as well but can only be used by the empire that the ability is described as being a part of.

Level 1 Abilities (general abilities)

1.Margin of victory
2.Discipline
3.combat strategies
4.command tactics
5.crew training
6.absolute responsibility
7.provide power
8.duelist
9.shield wall
10.calibrate
11.shield
12.legion of honor
13.masters duel
14.One last duty (rom)

Level 2 abilities
1.captains sacrifice
2.command structure
3.Ship Acumen
4.indirect attack
5.defense matrix
6.reach of many
7.hand of the ship
8.marksman
9.sword
10.efficient geometry
11.jugular strike
12.morale of the empire
13.master shield harmonics (fed)
14.Sharpshooter (fed)
15.Weapons Geometry (klingon)
16.target engines only (klingon)
17.Seeker junior Grade (Kzn)
18.Drone burnout (Ly)
19.Born of fire (GN)




Level 3 abilities
1.Confusion
2.Master strategist
3.Sword and shield command
4.ship steward
5.countermeasures
6.cyclone
7.whirlwind
8.evasive mastery
9.expert maneuvering
10.profiler
11.ship conqueror
12.Shield harmonics (fed)
13.Improved shield (fed)
14.Emergency weapons (fed)
15.weapons master (klingon)
16.Wolves maneuver (klingon)
17.Seeker Senior grade (kzn)
18.Lord Centurion (rom)
19.Fusion expert (HY)
20.Flight master (HY)
21.Trap (HY)
22.ESG Pulse (Ly)
23.Hammer of the tri-star (GN)
24.Mangler (GN)
25.Devastator (SEL)



Level 4 abilities
1.Academy mastery
2.emergency power
3.star beacon
4.captains bluff (fed)
5.emergency warp power (fed)
6.Saber dance (klingon)
7.Shield of Khaless (klingon)
8.Mass Drones (Kzn)
9.Gatling Plasma (rom)
10.Defense maneuver 1 (rom)
11.Strike point alpha (Ly)
12.Iron guard of the tri-star (GN)
13.De fence grid (TH)
14.Accelerator (SEL)
15.Wolf Pack (Klingon)
16.Sword of the Lord Marshall (HY)
17.Assassin squad(OR)



Level 5 abilities
1.Veteran captains bluff (fed)
2.Commune (SEL)
3.Peace of the federation (fed)
4.Dominance (TH)
5.Fear of the Empire (Klingon)
6.Hand of justice (HY)
7.Swords to plowshares (KZ)
8.Saint Pallida's Archangels of wrath (KZ)
9.Shadow of war (OR)
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Sat Jan 10, 2009 5:57 pm    Post subject: Turn 10 is complete Reply with quote

well we finished turn 10 last night, and what an amazing turn, probably one of the best in the history of the campaign.

I will post details ASAP.

needless to say over 5 ships were lost using the fast combaat chart, and we still have 4 tactical battles to play involving 25+ ships and there is a klingon attack on the federation Starbase!!!! an Orion DN raided the lyrans, there is a new faction using kzinti ships but they are not the kzinti.......the romulans declared a war on total elimination of the lyrans, the klingons came to help the lyrans, the tholians attacked both the federation and the klingons, the Hydrans attacked the Lyrans supporting thier tgreaty with the Roms.....the entire tholian Merchant marine has been targetted for elimiation by Orion Prime ships...................the list goes on.

Whew.

PM
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DArc_Tangent
Lieutenant JG


Joined: 14 Sep 2007
Posts: 64
Location: Sacramento, California

PostPosted: Sat Jan 10, 2009 8:20 pm    Post subject: Reply with quote

After much posturing between all of the empires, Klingon Admiral Kang ordered the transfer of the home fleet (consisting of a C10, C5, D5, and 3 E4's) to the Lyran homeworld in anticipation of another duel assault by the Hyd/Rom alliance, leaving a newly created reserve fleet (a C7, D6, and D5) under Admiral Kor'Toth. Admiral Kang's fleet is defending against the Romulan incursion (initial fleet points Klingon 830 with Lyran reserves bringing the fleet total to over 1400; Romulan inital fleet 1014, with reserves bringing it up to just over 1100).

The Tholians crossed the Klingon border activating the reserve fleet. The battle was joined using the fast-combat chart. On the 4th turn of battle, 2 FD7's, which had been assigned to convoy escort duty, used their fast-ship ability to join the Reserve fleet. The battle was put on hold when we realized 2 of the remaining ships (the C7 and D6) were to take part in the Starbase assault (which will go to the table, possibly as soon as this coming Friday), a special mission that was to take place before all fleet movement and combat. So far the Klingon/Tholian battle has produced the loss of 2 Klingon ships and loss of 1 and crippling of 4 Tholian ships. The next few weeks of battles should be AWESOME.
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Sun Jan 11, 2009 12:39 am    Post subject: Reply with quote

DArc_Tangent wrote:
After much posturing between all of the empires, Klingon Admiral Kang ordered the transfer of the home fleet (consisting of a C10, C5, D5, and 3 E4's) to the Lyran homeworld in anticipation of another duel assault by the Hyd/Rom alliance, leaving a newly created reserve fleet (a C7, D6, and D5) under Admiral Kor'Toth. Admiral Kang's fleet is defending against the Romulan incursion (initial fleet points Klingon 830 with Lyran reserves bringing the fleet total to over 1400; Romulan inital fleet 1014, with reserves bringing it up to just over 1100).

The Tholians crossed the Klingon border activating the reserve fleet. The battle was joined using the fast-combat chart. On the 4th turn of battle, 2 FD7's, which had been assigned to convoy escort duty, used their fast-ship ability to join the Reserve fleet. The battle was put on hold when we realized 2 of the remaining ships (the C7 and D6) were to take part in the Starbase assault (which will go to the table, possibly as soon as this coming Friday), a special mission that was to take place before all fleet movement and combat. So far the Klingon/Tholian battle has produced the loss of 2 Klingon ships and loss of 1 and crippling of 4 Tholian ships. The next few weeks of battles should be AWESOME.


The Romulans have attacked the Lyran clans with the Powerful 1st star legion, under Admiral Numitor Rex, Leaving the newly created Reserve fleet, the 2nd Star Legion under Admiral Tiberius to protect the border against a potential counter attack. the 1st Star Legion consists of the Condor Heavy DN the RIS Imperator Valorian, the Nova Hawk Senator, 2 Fire hawks and 2 war eagles with a Battle Hawk in reserve. The 2nd Star Legion consists of the Royal Hawk Legion, a Sparrowhawk, 2 Skyhawk DD and a Battlehawk. The Hydran Vanguard also attacked under the flag of the Light raiding Dreadnaught the HMS Blackprince. Though I will Let Sir Drake tell his own story about the Hydrans and thier response to the Lyran Defence.

The Tholians attacked the Federation with thier 1st fleet of retribution under Admiral Vorak, the newly re-organized fleet consists of 1 DN, 2 NCA and 3NDD. the Tholians were opposed by the Federation 1st Fleet consisting of 2 BCJ, the USS Republic and the USS Alliance, 2CA 1NCL and 1DW. The Tholians withdrew from this fight.

The Federation hired the Orion Guild to launch a full out offensive against the Tholian Merchant Marine, 5 Orion ships attacked in 5 separate raids. The attacks were to say the least brutal and effective. the first 4 Orion ships eviscerated 22 points of the 33 point economic pool or over 110 points of freighters, the remaining 12 points consisting of a convoy of 6 freighters with three tholian escorts (NDD, NDD, DD) will have to fight thier best to save the convoy. poised against them is a Massive Orion Heavy Battlecruiser!
The Federation paid 200 for this operation, and when the federation learned of the success of the hammerstike that hit the Tholians they celebrated in what they called a successful Garroting of the Tholian Economy!!!!!!

The Romulan Master Spy Cerril Lifebane, attampted to assisinate the Lyran Admiral of the Lyran Home fleet...the spy failed but lived to tell the tale. If the Lyran Admiral had been killed the defensive capability of the lyran clans would have been serioulsy set back.
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pinecone
Fleet Captain


Joined: 03 May 2008
Posts: 1862
Location: Earth

PostPosted: Sun Jan 11, 2009 11:55 pm    Post subject: Reply with quote

What is the "Fast Combat Chart?"
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Mon Jan 12, 2009 4:58 am    Post subject: Reply with quote

pinecone wrote:
What is the "Fast Combat Chart?"


FAST COMBAT CHART

The following chart is a optional combat resolution chart for use by players when they so choose, there can be myriad battles each campaign turn and some players may opt to resolve some of those battles without actually doing a tactical battle, so with that in mind here is an optional chart to quickly resolve a battle with one or many ships with a single die roll.

Each player rolls against the other player, the player with the stronger PV rolls and inflicts damage on the weaker PV chart and weaker PV player rolls and uses the result on the stronger player PV chart.
After the results the players allocate damage, then decide to stay or disengage, if the players decide to stay then the players roll again. Rolling continues until one player disengages or all ships are crippled or destroyed. Note that a ship that is crippled may be crippled again at which time it is destroyed. If both fleet are of equal strength (within 20 PV of each other then both players use the weaker PV chart)


Roll (dCool Stronger (PV)Weaker (PV)
-1 1 ship captured 1 ship captured, 1 ship crippled
0 1 ship destroyed 1 ship captured
1 1 ship destroyed 1 ship destroyed
2 1 ship crippled 1 ship destroyed
3 1 ship crippled 1 ship crippled,
4 no damage 1 ship crippled
5 no damage 1 ship crippled
6 no damage no damage
7 no damage no damage
8 1 ship crippled no damage

Note damage to bases are as follows a Star base may take 3 destroyed hits or 6 cripples

Bats, Base stations and monitors take2 destroyed hits or 4 cripples

Mobile bases, and all other units use the ship results as usual

note the 8 results for a smaller fleet this result indicates a massive reversal in the fortunes of battle!

roll modifiers

Apply all modifiers as a -1 to the die roll no player may have more than a -2 modifier to the die roll regardless of how many modifiers in their favor.

EIF points may be used to make a player re-roll but not to add or subtract from the die result.

Starbase present -2
BB or DN present -1
enemy has a 2-1 advantage in ship points -1
Bats or monitor present -1
Ship present with level 4 or higher abilities -1
Monsters are treated as Bats except the Juggernaut which is considered a Starbase
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Sat Jan 17, 2009 12:26 am    Post subject: Reply with quote

Tonight a major battle is about to unfold. The klingons have a unique opportunity to strike deep behind federation lines and assault thier newly created Starbase( Starbase 1) or referred to by the fleet as Citadel, or the Big "C". The Klingons bring what few ships they could muster for this suprise attack.

1 C-10 Heavy DN
1 C-7 Heavy BC
1 D-6 Cruiser
1 E-4 Escort

and a large suicide freighter.

The Federation has the Starbase Citadel
1 DD USS Alaric
1 FF USS Hornblower

Any Bets?????
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Sat Jan 17, 2009 4:52 pm    Post subject: Reply with quote

The battle was brutal, but very one sided.

Will post details as well as pictures form the first battle of turn 10, the Star base assault. The klingons brought in what ships they could quicly muster for this rare opportunity to hit the base behind system lines. The Klingons lost the folloiwng ships as DESTROYED:

C-10 Heavy Dreadnaught
C-7 Heavy Battlecruiser
E-4 Light Frigate

the D-6 Was Captured

TheLyran CA disengaged

The Starbase took about 60 internals, the Federation lost as DESTROYED

DD Uss Alaric
FF USS HOrnblower


the Starbase received 78 VP's and raised to level 4.

So far for this turn there have been significant ships lost here is the run down so far, and keep in mind we still have 3 battles to go.

LOST
Tholian NDD
Klingon D-5
Klingon F-D7
Federation DD
Federation FF
Klingon C-10
Klingon C-7
Klingon E-4

Crippled
Tholian NDD
Tholian NDD
Tholian NDD

Captured
Klingon D-6

9 ships out of action!
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asguard101
Lieutenant SG


Joined: 20 Jul 2008
Posts: 170
Location: Florida

PostPosted: Sun Jan 18, 2009 2:55 pm    Post subject: Reply with quote

PallidaMors wrote:
The battle was brutal, but very one sided.

Will post details as well as pictures form the first battle of turn 10, the Star base assault. The klingons brought in what ships they could quicly muster for this rare opportunity to hit the base behind system lines. The Klingons lost the folloiwng ships as DESTROYED:

C-10 Heavy Dreadnaught
C-7 Heavy Battlecruiser
E-4 Light Frigate

the D-6 Was Captured

TheLyran CA disengaged

The Starbase took about 60 internals, the Federation lost as DESTROYED

DD Uss Alaric
FF USS HOrnblower


the Starbase received 78 VP's and raised to level 4.

So far for this turn there have been significant ships lost here is the run down so far, and keep in mind we still have 3 battles to go.

LOST
Tholian NDD
Klingon D-5
Klingon F-D7
Federation DD
Federation FF
Klingon C-10
Klingon C-7
Klingon E-4

Crippled
Tholian NDD
Tholian NDD
Tholian NDD

Captured
Klingon D-6

9 ships out of action!


I must say I am impressed by the battle resaults. No offense to you and your players, but I had noticed that most fight were a few internals maybe a crippled then retreat. It was great to hear a true slug fest occured. I would love to hear a full recount to the battle, if it is possiable.
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DArc_Tangent
Lieutenant JG


Joined: 14 Sep 2007
Posts: 64
Location: Sacramento, California

PostPosted: Mon Jan 19, 2009 8:38 pm    Post subject: Reply with quote

asguard101 wrote:

I must say I am impressed by the battle resaults. No offense to you and your players, but I had noticed that most fight were a few internals maybe a crippled then retreat. It was great to hear a true slug fest occured. I would love to hear a full recount to the battle, if it is possiable.


Please keep in mind that this is a long running campaign, as opposed to individual one-time scenarios, which recently restarted. Our fleets are small and still growing, so the loss of ANY ship can have far reaching negative impact on any empire. The consequences of loosing an entire fleet can only be seen as devastating.
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Commodore Mendez
Lieutenant JG


Joined: 07 Jan 2008
Posts: 73
Location: Seattle

PostPosted: Tue Jan 20, 2009 12:27 am    Post subject: Reply with quote

DArc_Tangent wrote:
asguard101 wrote:

I must say I am impressed by the battle resaults. No offense to you and your players, but I had noticed that most fight were a few internals maybe a crippled then retreat. It was great to hear a true slug fest occured. I would love to hear a full recount to the battle, if it is possiable.


Please keep in mind that this is a long running campaign, as opposed to individual one-time scenarios, which recently restarted. Our fleets are small and still growing, so the loss of ANY ship can have far reaching negative impact on any empire. The consequences of loosing an entire fleet can only be seen as devastating.


I see your point, but even in your last campaign it seemed that there was alot of tentative fighting. Though to be honest we have seen the same type of long-term strategic fighting taking place up here in seattle with our campaign. we are using these same rules, by the way we love it, I have 3 players plus myself.

I have a question though, as you said the loss of an enitre fleet can be devastating...so what is the klingon player going to do?
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DArc_Tangent
Lieutenant JG


Joined: 14 Sep 2007
Posts: 64
Location: Sacramento, California

PostPosted: Tue Jan 20, 2009 4:00 am    Post subject: Reply with quote

Commodore Mendez wrote:

I have a question though, as you said the loss of an enitre fleet can be devastating...so what is the klingon player going to do?


While I may have lost an entire fleet, I haven't lost all of my ships. I had produced a second fleet and admiral prior to this conflict. Also, the Klingon empire has the largest economy at this time in the game. While the loss of the ships is a major setback, we will rebuild...and our reputation - for fighting to the last ship and taking as many of the opponents ships with us - may give pause to our neighbors who may be thinking of invading based on a perceived weakness. Twisted Evil Also, 1 of my neighbors (the Lyrans) I am currently allied with and helping defend against a combined assault by the Romulans and Hydrans (not my neighbors - fortunately), while the other 2 neighbors (the Federation and Tholians) currently have their own war with each other.

I took on the mission with a less than adequate fleet with the thought that a certain strategy (taking out 1 or both defense ships: a DD and FF) at the end of the first turn would give me a slim chance of taking on the SB. Poor ship characteristics and unfortunate dice rolls left both ships damaged, but in fighting capacity...even though I was able to destroy them by turn 2...the suicide freighter was already on it's final run and unable to avoid or be protected from being annihilated by the bases weapons. In hindsight I believe had I positioned my fleet in such a way to bring all weapons to bear on one shield of the DD and taking it out, I may still have had a chance. Oh well, I learned a lot from watching the other players tactics and was still smiling at the end of it all. It was an excellent game...and a good day to die. Cool
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Commodore Mendez
Lieutenant JG


Joined: 07 Jan 2008
Posts: 73
Location: Seattle

PostPosted: Wed Jan 21, 2009 7:15 am    Post subject: Reply with quote

DArc_Tangent wrote:
Commodore Mendez wrote:

I have a question though, as you said the loss of an enitre fleet can be devastating...so what is the klingon player going to do?


While I may have lost an entire fleet, I haven't lost all of my ships. I had produced a second fleet and admiral prior to this conflict. Also, the Klingon empire has the largest economy at this time in the game. While the loss of the ships is a major setback, we will rebuild...and our reputation - for fighting to the last ship and taking as many of the opponents ships with us - may give pause to our neighbors who may be thinking of invading based on a perceived weakness. Twisted Evil Also, 1 of my neighbors (the Lyrans) I am currently allied with and helping defend against a combined assault by the Romulans and Hydrans (not my neighbors - fortunately), while the other 2 neighbors (the Federation and Tholians) currently have their own war with each other.

I took on the mission with a less than adequate fleet with the thought that a certain strategy (taking out 1 or both defense ships: a DD and FF) at the end of the first turn would give me a slim chance of taking on the SB. Poor ship characteristics and unfortunate dice rolls left both ships damaged, but in fighting capacity...even though I was able to destroy them by turn 2...the suicide freighter was already on it's final run and unable to avoid or be protected from being annihilated by the bases weapons. In hindsight I believe had I positioned my fleet in such a way to bring all weapons to bear on one shield of the DD and taking it out, I may still have had a chance. Oh well, I learned a lot from watching the other players tactics and was still smiling at the end of it all. It was an excellent game...and a good day to die. Cool


excellent reply...thanks, good luck!
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asguard101
Lieutenant SG


Joined: 20 Jul 2008
Posts: 170
Location: Florida

PostPosted: Thu Jan 22, 2009 4:22 pm    Post subject: Reply with quote

If someone gets a little free time, I would love to see a current map of the Empires.
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