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Federation Commander A NEW fast paced board game of starship combat!
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IKerensky Lieutenant SG
Joined: 17 Jan 2011 Posts: 108 Location: blois - France
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Posted: Thu Jan 27, 2011 8:37 am Post subject: Some small questions after first real play. |
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Hi,
played 2 scenario yesterday night with the club. First one was a slight change of the Mighty Hood goes down, with added FF on both side (we were 6 players) wich doesnt goes as well for the feds as their plan was : overload and rush to the klingon to try to criplle/kill one of them.
Scenario 2 was Refinery Fire who goes slightly better, until the Gorn player decide to HET toward 2 incoming plasma S(G?) in order to launch his own. He took massive damage on 2 different shield but managed to stay alive a few more turn anyway.
My questions :
1- Drones are said to move as ships and turn requirement 1. There is no mention (that I found) of their slipping ability, are they allowed or not ? requirement 1 or 0 ? Same for Plasma ?
2- Federation photon overload: they are supposed to be able to overload the photon in the firing phase, overload with just +4 or the full +8 ?
3- Klingon F5 is moving 1/4 in fleet scale while federation FF is 1/8, is it normal ?
4- We found ships are hard to kill, easy to damage sure but you need to blacken all the cards wich represent quite a lot of shoot. Is this normal ? As I understand the only way to take Frame hit is to choose so or lose every warp power first (so each 10th hit is a frame).
5- After a HET does the ship move forward like a regular turn or not ?
6- Could you decelerate in order to change heading but forfeit the forward move ?
Thanks all.[/i] |
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ericphillips Commander

Joined: 16 Apr 2009 Posts: 701 Location: Los Angeles, CA, USA, Sol, Gould Belt, Orion Arm, Milky Way Galaxy, Local Group, Universe Beta
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Posted: Thu Jan 27, 2011 9:01 am Post subject: Re: Some small questions after first real play. |
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IKerensky wrote: | 1- Drones are said to move as ships and turn requirement 1. There is no mention (that I found) of their slipping ability, are they allowed or not ? requirement 1 or 0 ? Same for Plasma ? |
They can slip. All slips require a forward move after a slip, even drones, although with a turn mode of 1 it is way more maneuverable than ships. Dont forget the HET!
Quote: | 2- Federation photon overload: they are supposed to be able to overload the photon in the firing phase, overload with just +4 or the full +8 ? |
You can overload to either +4 or +8 Your choice if you have the power.
Quote: | 3- Klingon F5 is moving 1/4 in fleet scale while federation FF is 1/8, is it normal ? |
Whatever is on the card.
Quote: | 4- We found ships are hard to kill, easy to damage sure but you need to blacken all the cards wich represent quite a lot of shoot. Is this normal ? As I understand the only way to take Frame hit is to choose so or lose every warp power first (so each 10th hit is a frame). |
Correct. However, in a lot of scenarios, a crippled ship needs to disengage.
Quote: | 5- After a HET does the ship move forward like a regular turn or not |
You can HET on any impulse, even if you don't move on it. If you don't move you only change facing in the priority for your speed. f there is a move you HET and then can ONLY move forward. HET reset both turn and slip mode counts. So after a HET you can't slip, until you move forward once, and can't turn until it fufills the turn mode requirement.
Quote: | 6- Could you decelerate in order to change heading but forfeit the forward move ? |
Yes. Some people call this a "low energy turn," which it really isn't, because you have to spend more energy to cancel a move.
When you cancel one of your moves it still counts as a forward move for fulfilling turn mode. Usually I move my turn marker one farther away to keep the count right. Now, if you could have turned on the movement cancelled, you can actually turn one hexface and stay in the same hex.
Note:while cancelling a move counts as forward movement for fulfilling turn mode, it does not count for fulfilling slip mode. So if you slip on subpulse 2, cancel on subpulse 3, you CANNOT slip on subpulse 4. |
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storeylf Fleet Captain
Joined: 24 Jul 2008 Posts: 1887
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Posted: Thu Jan 27, 2011 9:09 am Post subject: Re: Some small questions after first real play. |
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[edit] cross post with Eric.
IKerensky wrote: |
1- Drones are said to move as ships and turn requirement 1. There is no mention (that I found) of their slipping ability, are they allowed or not ? requirement 1 or 0 ? Same for Plasma ?
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they slip like ships, so forward, slip, forward, slip etc.
Quote: |
2- Federation photon overload: they are supposed to be able to overload the photon in the firing phase, overload with just +4 or the full +8 ?
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what ever level you want if you have the power.
Quote: |
3- Klingon F5 is moving 1/4 in fleet scale while federation FF is 1/8, is it normal ?
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yes, the F5 is 1/2 at squadron and the FF 1/4. At fleet they are half that.
The F5 is something of an oddball, it just happens to have a rather bad move cost.
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4- We found ships are hard to kill, easy to damage sure but you need to blacken all the cards wich represent quite a lot of shoot. Is this normal ? As I understand the only way to take Frame hit is to choose so or lose every warp power first (so each 10th hit is a frame).
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Yes.
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5- After a HET does the ship move forward like a regular turn or not ?
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If it was scheduled to move, other wise no. Remember HET can be done any subpulse, even if you weren't going to move. If you HET in an impulse that you are not scheduled to move you just turn, otherwise turn then move.
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6- Could you decelerate in order to change heading but forfeit the forward move ?
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Yes, you can turn and then decel to stay in the same hex. |
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mjwest Commodore

Joined: 08 Oct 2006 Posts: 4091 Location: Dallas, Texas
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Posted: Thu Jan 27, 2011 3:44 pm Post subject: |
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Looks like you got good answers.
On the F5, despite being called a "frigate", it is really just a crappy destroyer. As Storey points out, the F5 is just an oddball. _________________
Federation Commander Answer Guy |
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