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Federation Commander A NEW fast paced board game of starship combat!
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mattruh Lieutenant SG
Joined: 07 Dec 2011 Posts: 135
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Posted: Sat Sep 13, 2014 8:50 pm Post subject: Fleet Doctrine |
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I know somewhere there was a post about fleet doctrine for fed com. A set of rules on how to put together a squadron/fleet. Does anyone know where that is?
Thanks,
Matt |
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djdood Commodore
Joined: 01 Feb 2007 Posts: 3416 Location: Seattle, WA
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Posted: Sat Sep 13, 2014 10:51 pm Post subject: |
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Federation Commander, Fleet Doctrine Rules: Captain's Log issue#47.
(found this with the index of [url=http://www.starfleetgames.com/documents/Captains%20Log%20Index/INDEX_OF_CAPTAIN's_Log.pdf]Captain's Log[/url]) _________________
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djdood Commodore
Joined: 01 Feb 2007 Posts: 3416 Location: Seattle, WA
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Posted: Sat Sep 13, 2014 10:53 pm Post subject: |
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Link doesn't work; just copy and paste it.
Someday I'll get ADB to understand that spaces in web-document file names causes all this %20 ridiculousness that breaks things. _________________
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Scoutdad Commodore
Joined: 09 Oct 2006 Posts: 4754 Location: Middle Tennessee
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Posted: Sun Sep 14, 2014 2:01 pm Post subject: |
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Off topic: But the new ACTASF 1.2 will also have fleet composition rules. They will be not be required, but they will be there. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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Mike Fleet Captain
Joined: 07 May 2007 Posts: 1675 Location: South Carolina
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Posted: Sun Sep 14, 2014 8:59 pm Post subject: |
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Tried copy & paste and it still doesn't work. _________________ Mike
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Sandpaper gets the job done, but makes for a lot of friction. |
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Nerroth Fleet Captain
Joined: 08 Oct 2006 Posts: 1744 Location: Ontario, Canada
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Posted: Sun Sep 14, 2014 9:27 pm Post subject: |
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The BBS has the (provisional) FC, Starmada, and ACtA:SF listings posted in separate threads.
(How close the latter compares to what we'll see in the version 1.2 rulebook remains to be seen.)
EDIT: try this for the Captain's Log index. _________________ FC Omega Discussion (v3)
FC LMC Discussion |
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djdood Commodore
Joined: 01 Feb 2007 Posts: 3416 Location: Seattle, WA
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mattruh Lieutenant SG
Joined: 07 Dec 2011 Posts: 135
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Posted: Mon Sep 15, 2014 5:49 am Post subject: |
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Nerroth wrote: | The BBS has the (provisional) FC, Starmada, and ACtA:SF listings posted in separate threads.
(How close the latter compares to what we'll see in the version 1.2 rulebook remains to be seen.)
EDIT: try this for the Captain's Log index. |
Thanks Nerroth! That was exactly what I was looking for! |
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mdauben Lieutenant JG
Joined: 15 Aug 2013 Posts: 92 Location: Rocket City
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Posted: Mon Sep 15, 2014 12:50 pm Post subject: |
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Scoutdad wrote: | Off topic: But the new ACTASF 1.2 will also have fleet composition rules. They will be not be required, but they will be there. |
Tony, are there going to be any significant changes from the previous "Fleet Doctrine" published by Mongoose in ACTASF Fleet Update #2? _________________ Mike
"The best diplomat that I know is a fully-loaded phaser bank." |
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Scoutdad Commodore
Joined: 09 Oct 2006 Posts: 4754 Location: Middle Tennessee
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Posted: Mon Sep 15, 2014 1:46 pm Post subject: |
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Mike: Believe it or not, but I never received a copy of Fleet Update #2, so I'm not sure exactly what was in it.
The basis for the revised ACTASF 1.2. Fleet Doctrine rules can be found HERE!
The final rules are a bit more polished, but that link provides the basics. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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mdauben Lieutenant JG
Joined: 15 Aug 2013 Posts: 92 Location: Rocket City
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Posted: Tue Sep 16, 2014 12:44 pm Post subject: |
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Thanks, Tony! _________________ Mike
"The best diplomat that I know is a fully-loaded phaser bank." |
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Mike Fleet Captain
Joined: 07 May 2007 Posts: 1675 Location: South Carolina
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Posted: Tue Sep 16, 2014 3:55 pm Post subject: |
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next msg _________________ Mike
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Sandpaper gets the job done, but makes for a lot of friction.
Last edited by Mike on Tue Sep 16, 2014 4:01 pm; edited 1 time in total |
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Mike Fleet Captain
Joined: 07 May 2007 Posts: 1675 Location: South Carolina
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Posted: Tue Sep 16, 2014 4:00 pm Post subject: |
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Here is a summary of the optional and proposed fleet doctrine rules for Federation Commander copied from the other ADB Discus site:
FEDERATION COMMANDER FLEET DOCTRINE RULES
The draft rules below are not 100% complete. They are completely OPTIONAL so players of Federation Commander can continue to IGNORE the fussy rules that SFB players use. The rules limit you to one DN per 12 ships and that is not going to change. The rules require you to complete one block of 12 before you get access to another set of limited ship types, and there is no point in the rules if we don't require that.
These rules reflect how the "real" Star Fleet (and the fleets of the other empires) deployed and used their ships. Players may choose to use, modify, or ignore them as they will. Any given tournament judge may announce that his tournament is "historical" and will use these rules, or he may choose to ignore such an announcement (and these rules), perhaps using the term "open format" to clarify the status to players.
These rules are based on Star Fleet Battles rule (S8.0) and reflect that, while an empire with hundreds of ships may include a certain number of each type, in most cases these are distributed more or less evenly and not concentrated in one area. An "open format" player could choose to build an entire fleet of dreadnoughts, while a "historical" player faces limits reflecting that the national fleet command has parceled out the dreadnoughts: one to each admiral.
Note: The rules below refer to some types and variants which have yet to be added to Federation Commander, but which are due for eventual inclusion. If you see mention of a ship you do not have, just ignore it.
The rules below refer to limits based on the total number of ships, not points. In effect, this encourages players to include a mix of all sizes of ships (frigates, destroyers, cruisers) in their fleet, which was the standard historical pattern. It was extremely rare to see a fleet consisting only of large ships. It was somewhat less rare to see a fleet consisting mostly of smaller ships, particularly when assigned to defend a sector.
COMMAND LIMITS
The games Star Fleet Battles and Federation & Empire make extensive use of command ratings and command limits. The result is a limit to the size of a fleet of about 12 ships which is a reflection on what those game systems can handle. Federation Commander ignores such things entirely (and at Fleet Scale can handle fleets of 20 ships or more).
The rules below reflect the general idea of a 12-ship block, but players are perfectly welcome to say that they have combined two or more blocks for a particular battle so there is no limit (other than assigned point value). If you have 13 ships, then (for purposes of these rules) you have one block of 12 ships and one block of one ship (i.e., you must completely "fill" one block of 12 before starting another). A block of one ship can have one of whatever a block of 12 can, but obviously cannot have one of each type since (after all) it is a block of one ship. A block of six ships (part of a task force of 18 ships) could indeed consist of one dreadnought, one police cutter, two escorts, one scout, and one free trader and be completely integrated into the other block. (The rules on "block of 12 ships" apply only to determining how many of each type of ship you can have, and have no impact on how you operate the ships in combat.)
BLOCK LIMITS
These rules reflect that the "leader" and "special" versions of any class are fairly rare and have a specific purpose. If you use more of them in your fleet then some other fleet will be at a disadvantage because you stole all of their specials.
No block can have more than:
> two "command ships" which could be battleships, dreadnoughts, heavy battlecruisers, heavy command cruisers, or command cruisers, or any combination thereof (if a command cruiser is chosen, it is the Battle Force flagship and has no requirement for additional heavy cruisers);
> two scouts;
> two escorts;
> two non-naval units (which could be police cutters, prime traders, free traders, or priority transports).
SQUADRON LEADERS
To have a CC/CB/CCH, you must have two heavy cruisers. (You can substitute NCAs for CAs and NCCs or CCHs for CCs, and mix the types.)
Command Cruisers include CC, CB, CCH, D7C, D6C; Romulan SuperHawk, RoyalHawk-A, and NovaHawk-A.
CAs include KR, K7R, D6, D7, E7, BC.
NCAs include D5W, FireHawk, RegentHawk, Gorn CM, Gorn CS.
Klingons mix D7s and D6s all the time.
Light cruisers and war cruisers cannot be substituted for heavy cruisers.
To have a CWL, you must have two other CWs (including any variants). You can substitute CLs for CWs. Rare CL-leaders can be substituted for the CWL. (CW includes Federation NCL, Klingon D5, Romulan SP, Gorn HDD, Kzinti CM.)
To have a DWL, you must have two other DWs (or variants of DW hulls). You can substitute DDs for DWs. (DW includes Federation FFB, Klingon F5W, Romulan SkyHawk and K5W, Kzinti BFF, Gorn BDD.)
The Star Fleet Universe has a couple of frigate leaders (Klingon F5L and E6), and these can be treated in the same way (each leads two frigates). Frigates include Klingon F5, E5, and E4 (which can be mixed); Romulan SeaHawk, K5R, K4R; Kzinti FFH and FFK; Tholian PC.
Special Klingon Rule: You cannot have a Klingon F5L unless you have two F5s. Klingons can substitute E4s for F5s. They can substitute F5WLs for F5Ls. Klingons can use an F6 as either an F5L or a standard DW.
Special Federation Rule: The Federation has some DDL destroyer leaders and FFL frigate leader which are not command variants but plasma-armed combat variants. As such, even though called leaders, these are standard warships.
Special Romulan rule: The JayHawk battle frigate can be used as a frigate, frigate leader, or destroyer, but not as a destroyer leader.
Special Gorn Rule: You can treat the DD as either a destroyer (substitute for BDD war destroyer) or a frigate. There is a Gorn DDL which can lead DDs but which cannot be substituted for a BDD in a squadron of BDDs.) You could have a Gorn BDL leading two DDs, two BDDs, or a BDD and a DD. There is a Gorn frigate which is a police ship.
SPECIAL SHIPS
Drone combat variants (such as the F5D), fast ships, and commando ships are interchangeable with standard warships of the same hull type.
Freighters cannot be included in fleets but a scenario might define that a fleet is protecting or attacking freighters.
Bases are normally defined by a scenario. Players can only include a base in their forces if they are defending a fixed locality such as a planet.
There are a number of "limited production warships" in the universe, such as the OK6 (there was only one of those), and players may not have more than one of each "rare" ship.
A current list of such ships available includes: OK6, KC9R, TK5.
FUTURE ADDITIONS
These include: carriers, fighters, minesweepers, drone bombardment ships, gunboats, gunboat tenders, maulers, tugs, transport variants of warships, X-ships, Andromedans, auxiliary ships, penal ships, and diplomatic ships. Fleet doctrine rules for these will be provided if and when they are added to Federation Commander.
EPOCHS
The Star Fleet Universe covers a recorded history of more than 200 years, but mostly focuses on the 18 years of the General War (the largest historical conflict, as it involved all of the empires). Star Fleet Battles and Federation & Empire have extensive rules assigning every ship type an availability date. Players of Federation Commander simply ignore this and use any ship they want.
Players who want to use the official SFB/F&E dates can easily obtain the SFB Master Ship Chart or F&E Ship Information Table and use it. (Avoid doing this while operating heavy machinery.)
Players who want a middle ground might consider this concept:
PRE-GENERAL WAR: Can use DN, CA, CL, DD, FF, and variants thereof.
EARLY GENERAL WAR: Add DNL, CCH, CW, DW, and variants thereof.
LATE GENERAL WAR: Add DNH, BCH, NCA, and variants thereof.
====END OF RULES====
QUESTIONS
Q: Is the rule on CCs just in the context of the 12 ship block or does it apply to general use?
A: CCs don't really have anything to do with blocks of 12, but with other CAs.
Q: Some ships could be classified as either scouts or combat variants. For these rules, what are scouts?
A: Scout is defined as any ship with a scout trait or special sensor. A D6D is a scout, not a drone combat variant.
Q: Are all ships with _________________ Mike
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Sandpaper gets the job done, but makes for a lot of friction. |
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