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Scoutdad Commodore

Joined: 09 Oct 2006 Posts: 4751 Location: Middle Tennessee
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Posted: Thu Sep 22, 2011 7:08 pm Post subject: |
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Having not played the game in any prior incarnations, I can not answer definitively, but here's what I do know.
There were mnay revisions to the game play between ACTA: B5 and ACTA: NA.
And those in the know claim just as many changes were made between ACTA: NA and ACTA: SF.
Take that for what it's worth at this point. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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silent bob Lieutenant SG

Joined: 30 Apr 2008 Posts: 139
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Posted: Fri Sep 23, 2011 11:03 am Post subject: |
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Garydee wrote: | Has the core system changed much since the B5 days? I read that attack dice are still used, but are they still used against the target's hull or has that changed? |
this has changed, no hull score
alot of stuff is still the same though.
movement changed a little.
attack table is the same
crits have changed (closer to NA but changed from there)
SAs are differant
some traits have changed
there is no crew score (but there isnt in NA either) _________________ A Call to Arms playtester |
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Garydee Lieutenant JG
Joined: 20 Sep 2011 Posts: 48
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Posted: Fri Sep 23, 2011 2:06 pm Post subject: |
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silent bob wrote: | Garydee wrote: | Has the core system changed much since the B5 days? I read that attack dice are still used, but are they still used against the target's hull or has that changed? |
this has changed, no hull score
alot of stuff is still the same though.
movement changed a little.
attack table is the same
crits have changed (closer to NA but changed from there)
SAs are differant
some traits have changed
there is no crew score (but there isnt in NA either) |
Thanks for the info SB. I hope to hear more playtest reports from all of you guys. Very entertaining. |
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Scoutdad Commodore

Joined: 09 Oct 2006 Posts: 4751 Location: Middle Tennessee
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Posted: Fri Sep 23, 2011 2:34 pm Post subject: |
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We've got a Romulan / Gorn session coming up this Sunday. Reports to follow. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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Marauder Lieutenant JG
Joined: 23 Sep 2011 Posts: 28 Location: Vancouver BC
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Posted: Fri Sep 23, 2011 5:35 pm Post subject: |
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Hi all,
I'm new to the forum but not that new to SFB. I played Captains edition back in the '90's before there really was an internet!
I haven't played for years as I moved a couple of times since then and its a bit of a challenging game to get other established gaming groups into.
In the past year or so we discovered Starmada and subsequently KA and RA. I'm really looking forward to ATCA SF because it sounds like there is a lot more playtesting and thought going into it than was done for KA/RA (e.g. plasma torps).
silent bob wrote: | well for those who wanted it, looks like we will have all ships able to go the same speed, how matt will do this as CTA doesnt use energy I will have to wait for my next update. |
I was lurking a bit but had to register to comment on this.
Definitely most warships have the same MAX speed of 32. However I don't think the standard speed in ACTA represents a ships maximum speed. Its more of a cruising speed where they have the power to arm all weapons. Same thing in SFB - some ships have more power left over for movement after they've allocated energy to weapons.
So I'd have to say that I don't think ALL warships should have the same speed rating in ACTA SF - but perhaps they all should have the same maximum speed - one I would think you could simulate with a special order like "maximum warp - ship can move x distance this turn etc."
Probably the best example are the fast cruisers.
Anyway, that's just my 2 cents. I'm really impressed with the amount of work you guys are doing with the playtesting, and I'm sure I'll be more than happy with whichever way you guys decide to go.
-Tim |
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Scoutdad Commodore

Joined: 09 Oct 2006 Posts: 4751 Location: Middle Tennessee
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Posted: Fri Sep 23, 2011 5:55 pm Post subject: |
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Tim pretty much nailed it.
All ships "currently" in the game have a max speed of 12 (excepting some civilian shipping units - which are slower). They can go speed 12 and still fire weapons, so I assume speed 12 does equate to cruising speed.
Then the critical hits come into play. Many of the Engine and Dilithium Chamber criticals reduce the ships maximum speed.
And... just because your ship can move 12 inches doesn't mean it has to move that far.
The use of the All Power to Engines special action allows for a higher maximum speed. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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Steve Cole Site Admin

Joined: 11 Oct 2006 Posts: 3807
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Posted: Fri Sep 23, 2011 6:07 pm Post subject: |
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I need one of you guys who is playing it to email me an explanation of how seeking weapons work.
I know Matthew wants to avoid keeping track of a bazillion moving missiles, but the key point is do the new rules (which I have but haven't studied enough to grasp tactically) account for targeting enemy ships moving toward you or away from you, and do they encourage enemy ships to turn away from weapons in flight and run for it. _________________ The Guy Who Designed Fed Commander
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Marauder Lieutenant JG
Joined: 23 Sep 2011 Posts: 28 Location: Vancouver BC
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Posted: Fri Sep 23, 2011 6:14 pm Post subject: |
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Steve Cole wrote: | I need one of you guys who is playing it to email me an explanation of how seeking weapons work.
I know Matthew wants to avoid keeping track of a bazillion moving missiles, but the key point is do the new rules (which I have but haven't studied enough to grasp tactically) account for targeting enemy ships moving toward you or away from you, and do they encourage enemy ships to turn away from weapons in flight and run for it. |
Oh, I guess I have more than 2 cents I want to add...
It would be great that for whatever effect you get for turning away from a seeking weapon be somewhat mitigated if you have been gorn/romulan anchored.
-Tim |
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Scoutdad Commodore

Joined: 09 Oct 2006 Posts: 4751 Location: Middle Tennessee
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Posted: Fri Sep 23, 2011 9:03 pm Post subject: |
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Steve Cole wrote: | I need one of you guys who is playing it to email me an explanation of how seeking weapons work.
I know Matthew wants to avoid keeping track of a bazillion moving missiles, but the key point is do the new rules (which I have but haven't studied enough to grasp tactically) account for targeting enemy ships moving toward you or away from you, and do they encourage enemy ships to turn away from weapons in flight and run for it. |
Steve, email inbound. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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silent bob Lieutenant SG

Joined: 30 Apr 2008 Posts: 139
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Posted: Fri Sep 23, 2011 9:10 pm Post subject: |
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Steve Cole wrote: | I need one of you guys who is playing it to email me an explanation of how seeking weapons work.
I know Matthew wants to avoid keeping track of a bazillion moving missiles, but the key point is do the new rules (which I have but haven't studied enough to grasp tactically) account for targeting enemy ships moving toward you or away from you, and do they encourage enemy ships to turn away from weapons in flight and run for it. |
email away _________________ A Call to Arms playtester |
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IainMcG Lieutenant JG
Joined: 22 Jul 2011 Posts: 48 Location: Paisley, Scotland
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Posted: Fri Sep 23, 2011 10:53 pm Post subject: |
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Question for either or both of you then, if you're allowed to answer it, please:
Seeking weapons hit in the End Phase, yes ? So is the orientation of the firing ship to the target checked then or when the seekers are fired for the purposes of the Evade Seeking Weapons check ? |
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Garydee Lieutenant JG
Joined: 20 Sep 2011 Posts: 48
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Posted: Mon Sep 26, 2011 11:25 pm Post subject: |
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Scoutdad wrote: | We've got a Romulan / Gorn session coming up this Sunday. Reports to follow. |
Did you guys have the session? |
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Davyj0427 Ensign
Joined: 19 Feb 2009 Posts: 23
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Posted: Wed Sep 28, 2011 11:29 pm Post subject: |
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Wasn't sure where to put this, but just wanted to let you guys know you marketing strategy for the mongoose venture is working. Was just down at my local game shop talking with the owner and he plans on stocking ACTA:SF. Right now he doesn't carry any ADB items. We already have a group of 6 players that are ready to play. We all can't wait keep up the good work!!
Ditto on AAR of the Rom/Gorn game scoutdad. |
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Scoutdad Commodore

Joined: 09 Oct 2006 Posts: 4751 Location: Middle Tennessee
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Posted: Thu Sep 29, 2011 1:42 am Post subject: |
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We did... but RL events have prevented me from writing it up.
I'll try to find time to complete it tonight or tomorrow and post it. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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Scoutdad Commodore

Joined: 09 Oct 2006 Posts: 4751 Location: Middle Tennessee
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Posted: Thu Sep 29, 2011 2:05 am Post subject: |
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Davyj0427 wrote: | Wasn't sure where to put this, but just wanted to let you guys know you marketing strategy for the mongoose venture is working. Was just down at my local game shop talking with the owner and he plans on stocking ACTA:SF. Right now he doesn't carry any ADB items. We already have a group of 6 players that are ready to play. We all can't wait keep up the good work!!! |
I wish I could say the same.
We have three gaming store within a 20 minute drive of my house... what's probably the largest single group of SFU players in any single location [20+ players within 30 minutes]... and a great ability to teach others to play.
Yet all three refuse to carry any ADB products, although they special order all of them for us... they DO NOT carry ACTA: NA and adamantly refuse to even consider carrying ACTA: SF... and never seem to have any table space avaialble when we want to demo (or just play) any of the ADB or ACTA products. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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