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Federation Commander A NEW fast paced board game of starship combat!
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JimDauphinais Commander

Joined: 22 Nov 2009 Posts: 767 Location: Chesterfield, MO
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Posted: Thu Jan 20, 2011 1:49 pm Post subject: 2nd FCOL Tournament:Information, Announcements and Deadlines |
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Signups and ship selection are complete. The 1st and 2nd Rounds have been completed as well. The 3rd Round will begin on April 15th.
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Rules for the 2nd Federation Commander Online Tournament
Tournament Signup and Empire Selection Deadline: February 1, 2011
Final Player and Empire Selection List Posted: February 4, 2011
Ship Selection Deadline: February 10, 2011
Start of 1st Round: February 15, 2011
Completion of 1st Round: March 10, 2011
Future rounds begin on the 15th of a month and conclude on the 10th of the subsequent month.
Signup via E-mail to: jimdauphinais@aol.com and gar1138@yahoo.com
It is highly recommended that players use Skype voice chat while playing their matches.
1. CORE TOURNAMENT RULES
The 2010 Origins Federation Commander Tournament Rules (http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?t=2900) and their associated clarifications apply except as clarified or amended by the rules which follow below.
The Fifth Edition of the Federation Commander Rules will be used for this tournament including all updates and clarifications through the January 2011 Edition of Communique. It is anticipated that the Sixth Edition of the Federation Commander Rules will be released either shortly before this tournament starts or shortly thereafter. Players in a given match may mutually agree to use the Sixth Edition of the Federation Commander Rules. Otherwise, all matches will be played using the Fifth Edition of the Federation Commander Rules.
GM Comment: In my judgment it would be unfair to require everyone to purchase a copy of the new rulebook so soon after its release. Therefore, the use of the Sixth Edition rulebook will be optional. Note that it is anticipated that the Sixth Edition rulebook will contain adjustments to the rules for Plasma G/S/R and Particle Cannons. As such, if you play a match using the Sixth Edition of the rulebook, the special tournament rules below for Plasma G/S/R and Particle Cannons will be superseded by the rules for those weapons that are found in the Sixth Edition of the rulebook .
2. FC SHIP AND WEAPON PURCHASE RESTRICTIONS
All normal Federation Commander ship and weapon purchase restriction rules apply in addition to all other tournament purchase restrictions on ships and weapons.
GM Comment: This should be obvious, but just in case it is not, I am explicitly stating it.
3. FC: WAR & PEACE
To the extent their ships are available in FC Online prior to February 10, 2011, the ISC and Vudar are available for selection as an empire by players.
GM Comment: Other than possibly not being included in FC Online, there is no longer a reason to hold these empires out of the online tournaments. The Andromedans will not be available as an empire in this tournament, but will hopefully be available as an empire in the next FC Online tournament.
4. FRAX
To the extent its ships are available in FC Online prior to February 10, 2011, the Frax are available for selection as an empire by players. Since the Frax are currently only available via e23, players selecting the Frax as their empire may treat the following Frax ship cards from e23 FRAX Packs #1, #2 and #3 as if they were laminated ship cards: BCH, CA, CC, CF, CW, CWD, CWL, DN, DW, DWD, FF and POL. Frax Submarines and ships with Axion Torpedoes are not in play.
GM Comment: It is not likely this simulator empire will make it to laminated cards anytime soon. However, this interesting empire?s manifest of ship cards has been nearly fully filled out via e23 and it does not require any special rules to play. In addition, many of its ships are already available on FC Online.
5. LDR
The LDR will only be available as an empire to the extent its ships (with the correct weapon mounts) are available in FC Online prior to February 10, 2011.
GM Comment: Unfortunately, the LDR are not quite yet in FC Online. However, hopefully they will be available by the ship selection deadline.
6. HYDRANS
Players that select the Hydrans as their empire must purchase at least one ship that is not armed with Hellbores. Note that a workaround must be used if you want to use the pre-game arming option for Hellbores as the pre-game arming option for Hellbores is not currently implemented in FC Online (see http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?p=43155#43155).
GM Comment: It has been my experience that many players who favor the Hydrans will only buy Hellbore ships. Such ship selection undercuts some of the flavor of this empire.
7. WEAPON LAYOUTS
For ships that have multiple possible weapon layouts (e.g., most Orion Pirate ships), players may only purchase ships with weapon layouts that are available within FC Online prior to the start date of the tournament.
GM Comment: This is to minimize the amount of manual tracking needed in order reduce the chance for confusion or misunderstandings between players.
8. PLASMA G, S AND R TORPEDO TUBES
For purposes of this tournament, ships with Plasma G, S or R torpedo tubes may choose to start a scenario with all such tubes holding their second turn of arming energy. Such ships may not count their batteries toward their starting energy except that the number of batteries left empty will not exceed the power it would take to pay for the second turn of Plasma G/S/R arming. Ships that have weapons that can start a scenario pre-loaded must also elect to pre-load those weapons if the player elects to have that ship to start with the second turn of arming completed for its Plasma G, S and R tubes. The opposite applies as well.
GM Comment: We are playing with this unofficial playtest rule in order to provide a little bit of help to the Plasma empires. This rule is not in effect for matches where both players agree to play their game using the Sixth Edition of the Federation Commander rulebook (a similar official rule replaces it). Note that players will need to use a workaround in FC Online in order to manually setup the second turn of plasma loading and battery use (see http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?p=43155#43155).
9. PARTICLE CANNONS
For purposes of this tournament, the three impulse delay for Particle Cannons (4P1b) does not extend over turn breaks.
GM Comment: We are playing with this unofficial playtest rule in order to give a little bit of help to the Seltorians. This rule is not in effect for matches where both players agree to play their game using the Sixth Edition of the Federation Commander rulebook (a similar official rule replaces it).
10. POINT VALUE FACTORS
For purposes of this tournament, the printed point value of all ships and weapons are adjusted by multiplying those values by the following factor for each empire (retaining all fractions):
1.10: Kzinti
1.05: Federation and Orion Pirates
1.00: Frax, ISC, Klingon, LDR, Vudar and Wyn
0.96: Gorn, Hydran, Lyran and Tholian
0.92: Romulan and Seltorian
These modified point values apply for all game purposes, including, but not limited to, purchase cost and victory determination.
Example: If the factor that applies to the Federation for the tournament is 1.05, the point value of a Federation CA will be 154.35 points rather 147 points. It will cost 154.35 points to purchase and will be worth 154.35 points for victory determination purposes.
If after all players select their empires more than 25% of the participants select the same empire, the GM will boost the factor for that empire by one level and give all players who have selected that empire the opportunity to select another empire. If this still results in more than 25% of the participants selecting the same empire, once again the affected empire's factor will be bosted one level and the GM will once again give all players who selected that empire the opportunity to select another empire. This will continue until no more than 25% of the participants have selected that same empire.
GM Comment: The purpose of this rule is to help minimize the empire selection bunching that dominated the 1st FC Online Tournament. In general, the idea is that the empires that are both popular and viewed as difficult to defeat in the tournament setting have the largest factor applied to the point value of their ships and weapons. Empires that are unpopular and viewed as difficult to prevail with in the tournament setting have the smallest factor applied to the point value of their ships and weapons. Hopefully, this will reduce the likelihood that the final rounds of the tournament devolve into a civil war to determine the final winner!
I expect that from tournament to tournament the factors applied to each empire will move around as players gain more experience with various empires and new tactics are uncovered. In particular, I expect if all the players who picked a particular empire are the top placers in a given tournament, that empire's factor will move up one level for the next tournament. Conversely, if either no player selects a particular empire in a given tournament or none of the players who have selected particular empire win any of their matches in a partciular tournament, I expect that the factor for that empire will fall one level for the next tournament. Other adjustments may also be necessary depending on what experience with this rule reveals.
11. SHIP SELECTION
The GM of the tournament shall set a date for ship selections and only ships available in the Federation Commander Online Client as of that date shall be eligible for selection. For this tournament this deadline will be February 10, 2011. All purchased ships and selected weapon layouts are subject to final approval by the GM and Assistant GM. Weapon layouts may not be changed over the course of the tournament.
12. TIME LIMIT
There is no time limit in terms of hours played. Instead, each match between players shall last for six (6) turns or until one player concedes. You don't have to play all six turns at once. You'll have approximately 25 days to get the game in, and it should be possible to save the game in mid-game. In general, player match ups will be provided by the GM in consultation with the Assistant GM by the 15th of each month and results must reported by players back to the GM and Assistant GM by the 10th of each month.
GM Comment: I have reduced the time limit from the last FC Online tournament down to six turns to better ensure games are completed in a timely fashion and to return the time limit closer to that which would be experienced at Origins. Six turns will allow two-turn loading weapons to fire up to three times and three-turn loading weapons up to two times with a turn to spare.
13. COMMUNICATION BETWEEN GM AND PLAYERS
The GM shall post deadline and match-up information on the federationcommander.com site. The GM shall also email players with this information. Announcements may also be posted on the starfleetgames Discus forums and/or the ADB, Inc. Facebook page. While the GM shall make every effort to ensure that players are adequately informed, it is the responsibility of the players to make sure they know the deadlines and matchups, and understand the rules. The GM shall post deadline and match-up information on the Federation Commander Forum.
14. EMAILS TO THE GM AND ASSISTANT GM
All emails to the GM and Assistant GM must have the name of the tournament in the subject line (e.g. "FCOL Tournament #2") or else the email wasn't sent. (This is to make it easy for the GM and Assistant GM to find the email(s) later.)
GM: jimdauphinais@aol.com
Assistant GM: gar1138@yahoo.com
15. SIGNUP
Players sign up by sending an email to the GM and Assistant GM by no later than Feburary 15, 2011 indicating the player's real name, username on the Federation Commander forum and the player's choice of empire. Once all the players have signed up for the tournament, the GM and the Assistant GM will as necessary resolve any oversubscription of empires by players. On February 19, 2011 the GM will post on the Federation Commander forum the final list of players and empire selections. Ship Selections will then be due to the GM and Assistant GM by no later than February 10, 2011.
16. PLAY DEADLINES
Once the Players are informed of their match-ups, they must arrange between each other a mutually agreeable time to play the game on FCOL. The Players shall have approximately 25 days to make these arrangements and complete the game. It's up to both players to actively pursue the match; if one player makes a reasonable effort to arrange a game and another does not, the first player is awarded a win. If neither does, both are awarded a loss. "Reasonable effort" is in the judgment of the GM and Assistant GM. All emails between players attempting to arrange a game should be carbon-copied (cc'ed) to the GM and Assistant GM so that the GM and Assistant GM have evidence that players are actively pursuing the match-up. If both players are actively pursuing the match but circumstances beyond the players' control prevent it from happening, the GM and Assistant GM will adjudicate a result. If the GM and Assistant GM do not have a consensus on the adjudication, the game will default to both players earning a draw result.
17. NUMBER OF ROUNDS
The number of rounds will be a function of the number of participants. For example, if there are five to eight participants, it will take three rounds to determine a winner. If there are nine to 16 participants, it will take four rounds to determine a winner.
This will be a Swiss-style tournament. As such, all participants will play in each round and all players will be ranked at the end of the tournament. Points will be awared to players as follows: "Win" 2 points, "Draw" 1 point and "Loss" 0 points. Except for the first round, when a "bye" is necessary due to an odd number of players, it will be awarded as a "draw" to the player with the lowest score at that time. If there is a tie for the lowest score, it will be awarded to the player with the lowest score that has received the lowest number of "byes". If there is still a tie, it will be awarded to one of the tied players by random selection by the GM. If a "bye" is needed for the first round, it will be granted as a "win" to the player in this tournament that ranked highest in the Origins 2010 FC Tournament.
GM Comment: "Byes" are messy no matter how you handle it. The method I have chosen is designed to have the least impact on the standings in this tournament and to minimize the number of times a given player receives a "bye". In general, I believe assigning a "bye" of a "draw" to the lowest ranked player with any ties for lowest ranking going to the player who has recieved the least number of byes accomplishes this design goal. However, randomly assigning a "bye" of a "draw" in the first round would be unfair as would randmomly assigning a "bye" of a "win". This left me with no choice but to assign a "bye" for the first round of a "win" to the most proven player. Unfortunately, our only valid test of this right now is the Origins 2010 FC Tournament since the last FC Online Tournament did not run to a conclusion. While this may seem unfair to those who could not attend Origins 2010, I do not see a better alternative. However, I will do my best to assure that we have an even number of players for the first round in order to eliminate the need to award a "bye" for the first round of the tournament.
18. RULINGS
Federation Commander rules questions will be resolved on the Federation Commander Forum by Mike West when possible. When this is not possible, they will be resolved by consensus of the GM and Assistant GM.
All tournament rules questions will be resolved by consensus of the GM and Assistant GM.
For games involving the GM, the Assistant GM will resolve all tournament rules questions for that game.
For games involving the Assistant GM, the GM will resolve all tournament rules questions for that game.
In the event the GM and Assistant GM face each other in a game, another participant in the tournament will be recruited by the GM and Assistant GM to resolve all tournament questions for that game.
19. MOVEMENT ORDER TIES AND SEEKING WEAPON LAUNCHES
FC Online does not currently support the simultaneous plotting of moves for ships which are tied for movement order on a given Movement Sub-Pulse (2A5).
When two or more ships are tied for movement order on a given Movement Sub-Pulse, use the following method to address it:
Step a. Both players roll a die (reroll on ties).
Step b. The higher roller moves any one of his tied ships.
Step c. Then the other player moves any one of his tied ships.
Step d. The movement of individual tied ships continues back and forth between players (using Steps b. and c.) until all of the tied ships are finished their move for that Movement Sub-Pulse.
This method can also be used when more than one player is launching Seeking Weapons during the same Impulse (4F2a).
Edits:
On 01/24/2011, removed reference to mock turn for Plasma G/S/R tubes and added reference to workaround for per-game arming for Hellbores and Plasma G/S/R tubes (see http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?p=43155#43155).
On 02/07/2011, added rule to address movement order ties and the launching of seeking weapons by multiple players.
On 4/8/11, corrected the number of required rounds of play. _________________ Jim Dauphinais, Chesterfield, MO
St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/
Last edited by JimDauphinais on Fri Apr 08, 2011 6:30 pm; edited 12 times in total |
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gar1138 Lieutenant Commander

Joined: 10 Jul 2007 Posts: 345 Location: Eugene, OR
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Posted: Thu Jan 20, 2011 5:03 pm Post subject: |
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Also, everyone should verify that whatever ships they are considering using are available and function correctly in the FCOL client (before committing to using them). Thanks,
Garrett |
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JimDauphinais Commander

Joined: 22 Nov 2009 Posts: 767 Location: Chesterfield, MO
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Posted: Sun Jan 23, 2011 1:56 am Post subject: |
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Below is a list of the ships that are legal for the tournament and currently found in FC Online. Please advise me by private message or e-mail if there are any errors or omissions. I will update this list if any additional ships that are legal for the tournament are added to FC Online prior to the February 10, 2011 ship selection deadline.
Note that all of Hydran ship point values listed below exclude the cost of Stingers. In total, you can only purchase Stingers up to the lower of: (i) the sum of the Stinger capacity of the Hydran ships you are purchasing or (ii) 8 Stingers.
Remember you have to purchase 3 to 4 ships. The total points spent on ships and stingers must be between 425 and 450 points. No more than two of the same ship may be purchased. No more than two "leader" (i.e., DN, Heavy BC, CC and NCC) ships may be purchased. In addition, the two allowed "leaders" must be of different ship types and only one of them can be a Dreadnought or Heavy Battlecruiser.
The Wyn CA is considered to be a "leader".
All Federation and Lyran Battlecruisers are considered to be Heavy Battlecruisers even if they are not identified as such on their ship cards (note that all of them have Flag Bridge boxes on their ship cards).
Thanks,
Jim
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Code: | Card
No. Empire Ship Description Cntr PV Mult Mdfd PV
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2 Federation Dreadnought (drone) DN 252 1.05 264.60
35 Federation Plasma-Armed Dreadnought DNF 248 1.05 260.40
17 Federation Battlecruiser (photon) BC 200 1.05 210.00
5 Federation Battlecruiser (drone) BC 189 1.05 198.45
36 Federation Battlecruiser (plasma) BCF 185 1.05 194.25
B09 Federation New Command Cruiser NCC 176 1.05 184.80
B14 Federation New Fast Cruiser NF 166 1.05 174.30
B05 Federation Fast Cruiser CF 162 1.05 170.10
B01 Federation Command Cruiser CC 151 1.05 158.55
34 Federation New Heavy Cruiser NCA 150 1.05 157.50
1 Federation Heavy Cruiser CA 147 1.05 154.35
49 Federation Strike Cruiser CS 145 1.05 152.25
921 Federation New Drone Cruiser NCD 144 1.05 151.20
33 Federation New Light Cruiser NCL 125 1.05 131.25
3 Federation Light Cruiser CL 115 1.05 120.75
916 Federation Destroyer (Drone) DDG 105 1.05 110.25
917 Federation Destroyer (Plasma) DDL 100 1.05 105.00
37 Federation War Destroyer DW 98 1.05 102.90
50 Federation Battle Frigate FB 94 1.05 98.70
4 Federation Frigate FF 78 1.05 81.90
18 Federation Police Cutter PL 50 1.05 52.50
L409 Frax Dreadnought DN 222 1.00 222.00
C481 Frax Heavy Battlecruiser BCH 192 1.00 192.00
C531 Frax Fast Cruiser CF 164 1.00 164.00
C511 Frax Command Cruiser CC 159 1.00 159.00
L401 Frax Heavy Cruiser CA 146 1.00 146.00
C552 Frax War Drone Cruiser CWD 139 1.00 139.00
L402 Frax War Cruiser CW 126 1.00 126.00
C49X Frax DWD Destroyer DWD 108 1.00 108.00
L403 Frax War Destroyer DW 96 1.00 96.00
L407 Frax Frigate FF 81 1.00 81.00
L408 Frax Police Corvette POL 61 1.00 61.00
43 Gorn T-Rex Dreadnought DN 229 0.96 219.84
54 Gorn Heavy Battlecruiser BCH 192 0.96 184.32
B15 Gorn Fast Battlecruiser BCF 169 0.96 162.24
B10 Gorn Command Cruiser CC 164 0.96 157.44
52 Gorn Medium Cruiser CM 161 0.96 154.56
53 Gorn Strike Cruiser CS 161 0.96 154.56
42 Gorn Battlecruiser BC 160 0.96 153.60
925 Gorn Escort Light Cruiser CLE 142 0.96 136.32
57 Gorn Light Cruiser CL 122 0.96 117.12
56 Gorn Heavy Destroyer HD 117 0.96 112.32
55 Gorn Battle Destroyer BD 98 0.96 94.08
41 Gorn Destroyer DD 91 0.96 87.36
126 Gorn Frigate FF 50 0.96 48.00
104 Hydran Paladin Dreadnought PAL 190 0.96 182.40
108 Hydran Overlord Heavy Battlecruiser OV 180 0.96 172.80
129 Hydran Ranger Heavy Cruiser RN 111 0.96 106.56
B26 Hydran Mohawk New Heavy Cruiser MHK 111 0.96 106.56
B24 Hydran Thoroughbred Fast Cruiser THR 160 0.96 153.60
B25 Hydran Lord Bishop Command Cruiser LB 150 0.96 144.00
103 Hydran Dragoon Heavy Cruiser DG 148 0.96 142.08
130 Hydran Iroquois New Heavy Cruiser IRQ 136 0.96 130.56
107 Hydran Mongol Medium Cruiser MNG 100 0.96 96.00
131 Hydran Tartar Medium Cruisr TAR 125 0.96 120.00
134 Hydran Lancer Destroyer LAN 77 0.96 73.92
132 Hydran Rhino Hunter War Destroyer DWH 95 0.96 91.20
105 Hydran Knight Destroyer KN 90 0.96 86.40
106 Hydran Cuirassier Frigate CUR 61 0.96 58.56
135 Hydran Hunter Frigate HUN 48 0.96 46.08
Hydran Stinger (up to 8 total allowed) ST 10 0.96 9.60
22 Kzinti Dreadnought DN 244 1.10 268.40
23 Kzinti Heavy Battlecruiser BCH 195 1.10 214.50
B08 Kzinti New Command Cruiser NCC 160 1.10 176.00
B07 Kzinti Fast Cruiser CF 155 1.10 170.50
B03 Kzinti Command Cruiser CC 152 1.10 167.20
11 Kzinti Battlecruiser BC 144 1.10 158.40
27 Kzinti New Heavy Cruiser NCA 140 1.10 154.00
24 Kzinti Medium Cruiser CM 122 1.10 134.20
25 Kzinti Light Cruiser CL 96 1.10 105.60
26 Kzinti War Destroyer DW 92 1.10 101.20
143 Kzinti FFK Frigate FFK 90 1.10 99.00
12 Kzinti Frigate FF 87 1.10 95.70
65 Tholian Neo-Tholian Dreadnought NDN 240 0.96 230.40
86 Tholian DPW Improved Dreadnought DPW 208 0.96 199.68
71 Tholian Dreadnought DN 181 0.96 173.76
66 Tholian Neo-Tholian Heavy Cruiser NC 170 0.96 163.20
B18 Tholian Command Cruiser CC 154 0.96 147.84
67 Tholian Neo-Tholian Light Cruiser NL 136 0.96 130.56
B04 Tholian Heavy Cruiser CA 134 0.96 128.64
B20 Tholian War Cruiser (disruptor-armed) CW 132 0.96 126.72
B21 Tholian War Cruiser (photon-armed) CW 132 0.96 126.72
68 Tholian Neo-Tholian Destroyer ND 100 0.96 96.00
28 Tholian Destroyer DD 86 0.96 82.56
69 Tholian Neo-Tholian Frigate NF 75 0.96 72.00
926 Tholian Patrol Corvette (Web) PCW 61 0.96 58.56
14 Tholian Patrol Corvette PC 55 0.96 52.80
7 Klingon C8 Dreadnought C8 256 1.00 256.00
10 Klingon C7 Heavy Battlecruiser C7 192 1.00 192.00
B35 Klingon D5WL New Command Cruiser DWL 166 1.00 166.00
B06 Klingon FD7 Fast Cruiser FD7 156 1.00 156.00
20 Klingon D5W New Cruiser D5W 148 1.00 148.00
B02 Klingon D7C Command Cruiser D7 142 1.00 142.00
6 Klingon D7 Battlecruiser D7 138 1.00 138.00
9 Klingon D6 Heavy Cruiser D6 130 1.00 130.00
922 Klingon D5D War Cruiser D5D 129 1.00 129.00
19 Klingon D5 War Cruiser D5 118 1.00 118.00
140 Klingon F5W War Destroyer F5W 108 1.00 108.00
8 Klingon F5 Frigate F5 82 1.00 82.00
21 Klingon E4 Light Frigate E4 62 1.00 62.00
98 Lyran Lion Dreadnought DN 224 0.96 215.04
B32 Lyran Wildcat Battlecruiser BC 185 0.96 177.60
B23 Lyran Running Tiger Fast Raider Cruiser CF 161 0.96 154.56
B27 Lyran Bengal Tiger Command Cruiser CC 155 0.96 148.80
137 Lyran King Jaguar New Heavy Cruiser NCA 146 0.96 140.16
97 Lyran Tiger Heavy Cruiser CA 139 0.96 133.44
102 Lyran Jaguar War Cruiser CW 128 0.96 122.88
138 Lyran Panther Light Cruiser CL 98 0.96 94.08
139 Lyran Alleycat War Destroyer DW 102 0.96 97.92
99 Lyran Leopard Destroyer DD 83 0.96 79.68
100 Lyran Cheetah Frigate FF 67 0.96 64.32
60 Romulan K9R Dreadnought K9 269 0.92 247.48
44 Romulan Condor Dreadnought CN 245 0.92 225.40
B12 Romulan Nova Hawk Command Cruiser NHK 192 0.92 176.64
B13 Romulan Royal Hawk Command Cruiser RHK 192 0.92 176.64
B16 Romulan Fasthawk Heavy Cruiser FFH 188 0.92 172.96
63 Romulan Firehawk Heavy Cruiser FH 179 0.92 164.68
61 Romulan King Eagle Cruiser KE 140 0.92 128.80
38 Romulan KR Heavy Cruiser KR 132 0.92 121.44
48 Romulan War Eagle Cruiser WE 103 0.92 94.76
923 Romulan Sparrowhawk-M Escort Cruiser SPM 150 0.92 138.00
58 Romulan Sparrowhawk Light Cruiser SP 135 0.92 124.20
47 Romulan Skyhawk Destroyer SK 102 0.92 93.84
46 Romulan Battle Hawk BH 88 0.92 80.96
59 Romulan K5R Destroyer K5 84 0.92 77.28
62 Romulan Snipe SN 75 0.92 69.00
72 Seltorian Dreadnought DN 230 0.92 211.60
73 Seltorian Heavy Battlecruiser BC 190 0.92 174.80
74 Seltorian Heavy Cruiser CA 142 0.92 130.64
75 Seltorian Light Cruiser CL 127 0.92 116.84
76 Seltorian Destroyer DD 95 0.92 87.40
77 Seltorian Frigate FF 73 0.92 67.16
B30 Orion Dreadnought DN 292 1.05 306.60
B31 Orion Heavy Cruiser CA 141 1.05 148.05
B29 Orion OK6 Heavy Cruiser OK 136 1.05 142.80
113 Orion Battle Raider BR 115 1.05 120.75
30 Orion Salvage Ship SL 113 1.05 118.65
13 Orion Raider (Cruiser) CR 100 1.05 105.00
114 Orion War Destroyer DW 80 1.05 84.00
29 Orion Light Raider LR 75 1.05 78.75
B28 WYN Shark Heavy Cruiser CA 151 1.00 151.00
110 WYN Orca War Cruiser CW 126 1.00 126.00
109 WYN Mako War Destroyer DD 104 1.00 104.00
141 WYN Barracuda Frigate FF 86 1.00 86.00
142 WYN Auxiliary Cruiser AXC 65 1.00 65.00
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Edits:
Added Tholian DPW to list on 1/23/2011
Added clarification on Stinger purchase limits on 1/28/2011
Corrected printed point value for Tholian DD from 80 points to 86 points per ADB's Master Ship Chart on 2/2/2011 _________________ Jim Dauphinais, Chesterfield, MO
St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/
Last edited by JimDauphinais on Thu Feb 03, 2011 3:50 am; edited 5 times in total |
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JimDauphinais Commander

Joined: 22 Nov 2009 Posts: 767 Location: Chesterfield, MO
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Posted: Tue Jan 25, 2011 5:14 am Post subject: |
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PREGAME ARMING WORKAROUND
For those playing with a ship for which its pre-game arming option has not yet been implemented within FC Online, the following workaround can be used if you are electing to use the pre-game arming option available for that ship:
1. Before any other ships are added to the game, add all the ships that will be using their pre-game arming option that do not currently have that option supported by FC Online (e.g., Hydran Hellbores, Plasma G/S/R tubes starting with their 2nd Turn of Arming complete).
2. Use the "Previous Phase" button to step all the way back to the Turn 0 Energy Allocation Phase (this will require several clicks on the "Previous Phase" button).
3. Begin EA.
4. Select Pre-Load (or 2nd Turn of Arming for Plasma G/S/R tubes that will start the game with their 2nd Turn of arming complete) for all weapons that have a pre-game arming option. Leave speed set at zero.
5. Repeat Step 4 for each remaining ship.
6. Commit EA.
7. Use "Adjust Energy" to reduce your energy on each ship to the number unused battery points that ship would have remaining after paying for pre-game arming (typically zero).
8. Use the "Next Phase" button to move all the way forward to the Turn 1 Energy Allocation Phase (this will require several clicks on the "Next Phase" button).
9. Add to the game all of the remaining ships that will be in play on Turn 1 of that game.
10. Begin your normal Turn 1 Energy Allocation by selecting Begin EA.
Example 1:
A player has a single Hydran Knight Destroyer and a single Federation Heavy Cruiser. The player wants to start with both ships electing to use their pre-game arming option. FC Online does not currently support this for the Hellbores on the Hydran Knight, but does support this for the Photons on the Federation Heavy Cruiser. The Hydran Knight has 2 hellbores, 25 regular energy boxes and 3 battery boxes. It has a movement cost of 1/2 an Energy point per point of Speed. It costs 3 Energy points to pre-load or load a Hellbore.
1: The player adds the Hydran Knight to the game.
2: The player steps back to the Turn 0 Energy Allocation Phase using the "Previous Phase" button.
3: The player selects "Begin EA".
4: The player selects "Pre-Load" on the two Hellbores on the Hydran Knight and leaves the speed of the Hydran Knight set at zero.
5: The player selects "Commit EA".
6: The player uses "Adjust Energy" to set the energy of the Hydran Knight to zero (3 Battery points minus 6 Energy points needed to pay for the final turn of loading for the two Hellbores leaves zero leftover Battery points).
7: The player steps forward to the Turn 1 Energy Allocation Phase using the "Next Phase" button.
8: The player adds his Federation Heavy Cruiser to the game and the player's opponent adds his remaining ships to the game as well.
9: The player selects "Begin EA" to begin the player's normal Turn 1 energy allocation. The Federation Heavy Cruiser will be able to choose to start the game with its Photons pre-loaded and as a result be able to complete their loading for Turn 1. The Hydran Knight will be able to select "Loaded" for its Hellbores for Turn 1.
Once "Commit EA" is selected to complete that player's Turn 1 energy allocation and that energy allocation is revealed, the Hydran Knight will be have its Hellbores loaded and its energy level at the correct level (e.g., 19 Energy points if it selects Speed 0, 7 Energy points if it selects Speed 24, etc.) for use of the pre-game arming option for its Hellbores.
Example 2:
A player has two Romulan War Eagle Cruisers. The player wants to start with both ships electing to use their pre-game arming option of starting the game with the second turn of arming completed for their Plasma R tubes. FC Online does not currently support this pre-game arming option. Each War Eagle has 1 Plasma R tube, 26 regular energy boxes and 6 battery boxes. They each have a movement cost of 1 Energy point per point of Speed. It costs 2 Energy points to complete the second turn of arming for a Plasma R tube. It costs 3 energy points to complete the arming of a Plasma R tube with a Plasma G torpedo.
1: The player adds the two War Eagles to the game.
2: The player steps back to the Turn 0 Energy Allocation Phase using the "Previous Phase" button.
3: The player selects "Begin EA".
4: The player selects "2nd Turn of Arming" on the player's first War Eagle leaving Speed set at zero.
5: The player selects "2nd Turn of Arming" on the player's second War Eagle leaving speed set at zero.
6: The player selects "Commit EA".
7: The player uses "Adjust Energy" to set the energy of each War Eagle to 4 (6 Battery points minus 2 Energy points needed to pay for the 2nd turn of arming for the Plasma R tube leaves 4 leftover Battery points).
8: The player steps forward to the Turn 1 Energy Allocation Phase using the "Next Phase" button.
9: The player's opponent adds his ships to the game.
10: The player selects "Begin EA" to begin the player's normal Turn 1 energy allocation. Each War Eagle will be able to select the final turn of loading for its Plasma R tube.
Once "Commit EA" is selected to complete that player's Turn 1 energy allocation and that energy allocation is revealed, each War Eagle will have its Plasma R tube fully armed (at the F, G, S or R level as selected by the player) and its energy level at the correct level (e.g., if one of the War Eagles completes arming of its Plasma R tube with a Plasma G Torpedo and selects Speed 16, 11 Energy points will be left for Turn 1).
[Edit: Revised the workaround on 02/09/2011 so that it preserves the secret selection of Energy Allocation on the first turn of the game.] _________________ Jim Dauphinais, Chesterfield, MO
St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/
Last edited by JimDauphinais on Thu Feb 10, 2011 4:30 am; edited 2 times in total |
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JimDauphinais Commander

Joined: 22 Nov 2009 Posts: 767 Location: Chesterfield, MO
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Posted: Wed Jan 26, 2011 4:41 am Post subject: |
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2nd FCOL Tournament Signups to Date (01/25/2011)
Confirmed (with empire selection completed):
ericphillips, gar1138, jimdauphinais, krellex
Confirmed (with empire selection NOT completed):
orgyockbo
Have Previously Indicated Interest (but have NOT yet confirmed their participation):
mojo_bilbo, pinecone, storeylf
The signup and empire selection deadline is one week from tonight -- Tuesday, February 1st
If you have previously indicated interest in participating and are still interested in participating, please confirm your participation ASAP.
Note that you do not need to pick your ships until February 10th.
So far we have one player each for the Frax, Gorns, Klingons and Tholians. We have also heard preliminary interest in regard to one potential participant going with the Federation and another with the Hydrans.
I am still hopeful we will gain additional participation in the tournament.
Jean has made one Facebook posting regarding the tournament. I will comment on that posting this evening with a deadline reminder.
I'll also send an e-mail to Paul Franz to see if he can send out a broadcast e-mail out to all present and past subscribers to SFBOnline/FCOnline. _________________ Jim Dauphinais, Chesterfield, MO
St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/ |
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JimDauphinais Commander

Joined: 22 Nov 2009 Posts: 767 Location: Chesterfield, MO
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terryoc Captain

Joined: 07 Oct 2006 Posts: 1384
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Posted: Thu Jan 27, 2011 6:49 am Post subject: |
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Maybe - will know more this Saturday (my time)/Friday (American time) _________________ "Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West
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JimDauphinais Commander

Joined: 22 Nov 2009 Posts: 767 Location: Chesterfield, MO
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Posted: Fri Jan 28, 2011 5:18 am Post subject: |
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2nd FCOL Tournament Signups to Date (01/27/2011)
We now have 7 players confirmed.
Confirmed (with empire selection completed):
ericphillips, gar1138, jimdauphinais, krellex, mojo_billbo
Confirmed (with empire selection NOT completed):
orgyockbo, Phil Moore
Have Indicated Interest (but have NOT yet confirmed their participation):
pinecone, storeylf, terryoc
The signup and empire selection deadline is next Tuesday, February 1st
If you have previously indicated interest in participating and are still interested in participating, please confirm your participation ASAP.
Note that you do not need to pick your ships until February 10th.
So far we have one player each for the Federation, Frax, Gorns, Klingons and Tholians. We have also heard preliminary interest in regard to the Hydrans and Romulans.
A reminder broadcast e-mail for the tournament will be going out to subscribers of SFBOnline/FCOnline. _________________ Jim Dauphinais, Chesterfield, MO
St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/ |
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terryoc Captain

Joined: 07 Oct 2006 Posts: 1384
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Posted: Fri Jan 28, 2011 5:29 am Post subject: |
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I'll know for sure by tomorrow.
May go Kzinti, may go Seltorian. _________________ "Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West
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JimDauphinais Commander

Joined: 22 Nov 2009 Posts: 767 Location: Chesterfield, MO
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Posted: Fri Jan 28, 2011 5:55 pm Post subject: |
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2nd FCOL Tournament Signups to Date (01/28/2011)
We now have 8 players confirmed.
Confirmed (with empire selection completed):
ericphillips, gar1138, jimdauphinais, krellex, mojo_billbo, Paul Scott
Confirmed (with empire selection NOT completed):
orgyockbo, Phil Moore
Have Indicated Interest (but have NOT yet confirmed their participation):
pinecone, storeylf, terryoc
So far we have one player each for the Federation, Frax, Gorns, Hydrans, Klingons and Tholians. We have also heard interest in regard to players possibly selecting the Kzintis, Romulans and Seltorians. _________________ Jim Dauphinais, Chesterfield, MO
St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/ |
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terryoc Captain

Joined: 07 Oct 2006 Posts: 1384
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Posted: Sat Jan 29, 2011 4:04 am Post subject: |
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Just re-subscribed, FCOL handle bugshipcrazy. [Flips coin] Bugs it is. Sending email now. _________________ "Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West
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VulcanDropout Lieutenant JG
Joined: 07 Jun 2010 Posts: 78
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Posted: Sat Jan 29, 2011 5:21 pm Post subject: torp rules for tourney |
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"For purposes of this tournament, ships with Plasma G, S or R torpedo tubes may choose to start a scenario with all such tubes holding their second turn of arming energy"
I started a room, loaded in a rom and started EA. Seems as if I start with only one turn of arming (EA allows me to pay for 2nd turn). I could find no workaround. This is my first time using torps in FCOnline, so maybe I'm reading things wrong. |
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JimDauphinais Commander

Joined: 22 Nov 2009 Posts: 767 Location: Chesterfield, MO
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Posted: Sat Jan 29, 2011 6:01 pm Post subject: |
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Zaron -- The workaround is presented here:
http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?p=43155#43155
Basically, you do two Turn 1 EAs separated by an energy adjustment.
On the first EA you select 2nd turn of arming.
After you commit the first EA, but before you begin the second EA, you use the Adjust Energy feature to adjust your energy to the number of battery boxes you have on the ship card less the cost to pay for the 2nd turn of arming. However, if that result is less than zero, adjust energy to zero.
Then you begin the second EA. In the second EA you select the level of arming you want for the torpedo for the first turn (F, G, S or R). When you commit this second EA, you will have the proper amount of energy left and the your P/S/R tubes will be able to fire on the first turn.
Again, this is covered in detail in the link I have cited above.
Someone may be willing to get online with you to help you work through this. _________________ Jim Dauphinais, Chesterfield, MO
St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/ |
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VulcanDropout Lieutenant JG
Joined: 07 Jun 2010 Posts: 78
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Posted: Sat Jan 29, 2011 7:18 pm Post subject: Thanks |
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Yea, I'll be watching for an FC player this weekend and ask for her/his assistance. |
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JimDauphinais Commander

Joined: 22 Nov 2009 Posts: 767 Location: Chesterfield, MO
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Posted: Sat Jan 29, 2011 11:10 pm Post subject: |
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2nd FCOL Tournament Signups to Date (01/29/2011)
We now have 9 players confirmed.
Confirmed (with empire selection completed):
ericphillips, gar1138, jimdauphinais, krellex, mojo_billbo, Paul Scott and terryoc
Confirmed (with empire selection NOT completed):
orgyockbo and zaron
Have Indicated Interest (but have NOT yet confirmed their participation):
pinecone and storeylf
So far we have one player each for the Federation, Frax, Gorns, Hydrans, Klingons, Seltorians and Tholians. We have also heard interest in regard to a player possibly selecting the Romulans.
ONLY THREE DAYS LEFT UNTIL THE END OF SIGNUPS AND EMPIRE SELECTION! _________________ Jim Dauphinais, Chesterfield, MO
St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/ |
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