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Federation Admiral
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mojo jojo
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Joined: 23 Jun 2009
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PostPosted: Tue Oct 08, 2013 11:41 pm    Post subject: Reply with quote

Ok, email sent to support@starfleetgames.com
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Steve Cole
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PostPosted: Wed Oct 09, 2013 3:04 pm    Post subject: Reply with quote

Reports go to design@starfleetgames.com not support.
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Paul B
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PostPosted: Fri Jan 10, 2014 8:21 pm    Post subject: Reply with quote

Saw this on the blog:

FEDERATION ADMIRAL, the long-awaited campaign manual, will be released this year. It is being structured to work with any of the four tactical games.

Good to see.

http://federationcommander.blogspot.ca/2014/01/2014-year-ahead.html
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mdauben
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Joined: 15 Aug 2013
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Location: Rocket City

PostPosted: Mon Jan 13, 2014 3:06 pm    Post subject: Reply with quote

Paul B wrote:
Saw this on the blog:

FEDERATION ADMIRAL, the long-awaited campaign manual, will be released this year. It is being structured to work with any of the four tactical games.

Ooooh! Me want! I love campaigns! Very Happy
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Mike

"The best diplomat that I know is a fully-loaded phaser bank."
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Mike
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PostPosted: Sat Mar 22, 2014 2:16 am    Post subject: Reply with quote

The preview about Federation Admiral in the CL48 Supplement looked real interesting. This looks like it could almost be the operational game that has eluded every attempt at definition for years.

I'm wondering if the F&E combat system will be available as a separate "mini-product" or if it will be included in the Federation Admiral product? How will that work?
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Steve Cole
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PostPosted: Sat Mar 22, 2014 2:43 pm    Post subject: Reply with quote

EXACTLY! The idea caught fire in the office when we finally fought our way to chapter 4 and discovered that this WAS the long awaited Module V.
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Mike
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PostPosted: Sat Mar 22, 2014 5:09 pm    Post subject: Reply with quote

It will be interesting to see how this will be marketed. I'm excited about it.
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Steve Cole
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PostPosted: Sun Mar 23, 2014 3:34 pm    Post subject: Reply with quote

FEDERATION ADMIRAL: A Preview
This future product, created by Jay Waschak, is intended to be a campaign system that will work with any of our tactical games (i.e., Star Fleet Battles, Federation Commander, A Call to Arms Star Fleet, Star Fleet Armada). Naturally, some of those tactical systems will allow you to do more things (e.g., SFB has minesweepers but none of the other games do, so only SFB could play out any scenario involving a minefield). You can also resolve battles using the F&E combat system or the F&E Small Scale Combat System.

4.2 Campaign Objective System
The Campaign Objective System provides you a list of goals to achieve. Completing these objectives earns Victory Points (VPs). The more difficult the objective, the more VPs will be awarded for its completion.
There are two different kinds of objectives for players.
First are the overall (strategic) objectives which represent operating orders from home and are general goals to be met during the next 12 Campaign Turns (or as soon as practicable).
Second are important orders that deal with specific (tactical) goals that must be completed in a certain manner within a described time frame.
In many cases, either will involving moving ships to specific places and then performing various die rolls and tasks, and/or keeping your ships in those locations for defined amounts of time.

Overview
With your assigned forces arrayed on a map of the sector, and your opponent (i.e., the enemy) sitting across the table with his own forces also arrayed on the map, you each roll dice (see below) to select two strategic goals. You spend 12 turns moving your units and spending your Economic Points (EPs) in ways you think will meet those goals and block your enemy from his goals and objectives.
The problem is, you don't know what his goals are and he doesn't know what your goals are. Study his moves wisely and try to ascertain what he's doing. If he moves ships into System Hexes and parks them there, this could give you a clue to his possible goals. Obviously, you want to conduct your operations in ways that confuse the enemy about just what your goal is. Also obviously, you will have to use some of your ships to meet your own goals while sending others to block his goals.
At the end of the 12th Campaign Turn, the first Campaign Cycle is over. At this point, you add up your score and roll for two new objectives. If you did not complete your objectives the first cycle, you can continue trying to meet the last cycle's goals for another 24 turns, but that will not produce as many points. Note that some missions (below) allow you to score points for multiple ships performing identical missions in different locations. For example, Strategic Objective #2/Operational Objective #5 is to conduct a "standard exploration" of certain systems. Depending on how many ships you have and how many systems there are, you may be able to score points by exploring more systems or by completing incomplete explorations of other systems.
It is up to you when you abandon attempts to complete a mission in order to use your resources to complete other missions. Carefully study which missions require this many resources and produce that many points.
Got it? Good, because that's not all. Every campaign turn you must roll to see if Fleet HQ has sent you a message with a further short-term goal. This goal will include directives, a time limit, and a number of points you might receive.
The scenario ends when the stated conditions apply. This might be a set number of VPs you earned (which include any VPs you spent for new ships or other purposes), a set number of turns, or some other condition.
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Sneaky Scot
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Joined: 11 Jan 2007
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PostPosted: Sun Mar 23, 2014 8:09 pm    Post subject: Reply with quote

Looks really interesting!
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mdauben
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PostPosted: Mon Mar 24, 2014 2:01 pm    Post subject: Reply with quote

Thanks for the Preview, Steve! This definitly sounds like a "must buy" to me. Very Happy
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Mike

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