FC Evolution
Moderators: mjwest, Albiegamer
If you want SFB complexity, play SFB. Simple, innit?
Andros OK, Jindarians OK etc.
But the problem for me already is all the different Rules Supplements, i.e. one booklet from each 'Attack' module. We would need a unified Rulebook, otherwise it will get [indeed is getting] like the Designer's Edition SFB, with Expansions 1, 2 and 3. Now, where were those rules for....
You get the idea.
Andros OK, Jindarians OK etc.
But the problem for me already is all the different Rules Supplements, i.e. one booklet from each 'Attack' module. We would need a unified Rulebook, otherwise it will get [indeed is getting] like the Designer's Edition SFB, with Expansions 1, 2 and 3. Now, where were those rules for....
You get the idea.

- pneumonic81
- Lieutenant Commander
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- Location: Austin TX
- silent bob
- Lieutenant SG
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sure bring in all the races. however a shas been stated a unified rule book would be nice.
so work out the stats/abilities of weapons and tech etc, then add it to a border rulebook so no matter what race cards you pick up you can play those races.
the attack expansions then become ship and scenario expansions rather than rules ones.
so work out the stats/abilities of weapons and tech etc, then add it to a border rulebook so no matter what race cards you pick up you can play those races.
the attack expansions then become ship and scenario expansions rather than rules ones.
I can live without the fighters and gunboats. Playing the Kzintis means I have enough stuff on the board without adding fighters who launch drones
I really like the scout rules in Comm and would be satisfied to see more scouts ships presented in Comm. Same with LTTs and Tugs. I liked the initial idea in Comm and would like to see only cargo pods (no combat pods, fighter pods, etc. to complicate things) and more LTTs and Tugs for the other races.
Andros wouldn't matter either way. They would need more rules added so that's a downside, but they'd be simplified and could be ignored or used as a player prefers them.
So overall:
Yes:
More scout ships
More LTTs and Tugs with cargo pods only
More Ships in general
More Races
No:
EW
Non-hydran fighters
Stasis Generators
PF Tenders
Tug Pods other than cargo pods
Maybe:
Gunboats depending on how they play and only the standard; no leaders or scouts (they're unnecessarily complicated).
X-Ships always struck me as munchkin for SFB. They would add a lot of new rules, and completely dominate the game. Depending on the level of complexity they add, I could probably live with them or ignore them.
Lastly, we should only add rules for new weapons and for absolutely necessary race-specific systems (Andro PA Panels=Yes; Stasis Generators=No). Caveat being that the Comms have already put out all the rules we need for scouts and tugs so I don't see a need for any more general rules (i.e., non-weapon; non-race rules).
Just my 2 cents
I really like the scout rules in Comm and would be satisfied to see more scouts ships presented in Comm. Same with LTTs and Tugs. I liked the initial idea in Comm and would like to see only cargo pods (no combat pods, fighter pods, etc. to complicate things) and more LTTs and Tugs for the other races.
Andros wouldn't matter either way. They would need more rules added so that's a downside, but they'd be simplified and could be ignored or used as a player prefers them.
So overall:
Yes:
More scout ships
More LTTs and Tugs with cargo pods only
More Ships in general
More Races
No:
EW
Non-hydran fighters
Stasis Generators
PF Tenders
Tug Pods other than cargo pods
Maybe:
Gunboats depending on how they play and only the standard; no leaders or scouts (they're unnecessarily complicated).
X-Ships always struck me as munchkin for SFB. They would add a lot of new rules, and completely dominate the game. Depending on the level of complexity they add, I could probably live with them or ignore them.
Lastly, we should only add rules for new weapons and for absolutely necessary race-specific systems (Andro PA Panels=Yes; Stasis Generators=No). Caveat being that the Comms have already put out all the rules we need for scouts and tugs so I don't see a need for any more general rules (i.e., non-weapon; non-race rules).
Just my 2 cents
- Steve Cole
- Site Admin
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I do not agree with the adage, "If you want SFB complexity, just play SFB."
IMHO, the FedCom 8-impulse game system is *much* better than the SFB 32-impulse system. In spite of a statement in the FedCom rulebook that the FedCom system started sometime after Y2K when someone at a trade show asked for a simpler system, there were "house rules" incarnations of an 8-impulse system (and even a 4-impulse system!) for SFB back in the 1990s.
With the addition of the running track of "all reserve" power and game system changes to accommodate the new power usage, Federation Commander became a distinct game of its own.
However, many of us would like to see the same history, powers, ship/weapon systems, etc. included in FedCom that are in SFB. In effect, we want the richness of SFB without its cumbersome 32-impulse system.
Shoot, I've seen some very irregular SFB-style SSDs for ships that followed more of a movie/TV-series timeline (as opposed to the SFU timeline) that I would enjoy seeing done in FedCom "ship card" format.
Oh, well. My rant is over.
IMHO, the FedCom 8-impulse game system is *much* better than the SFB 32-impulse system. In spite of a statement in the FedCom rulebook that the FedCom system started sometime after Y2K when someone at a trade show asked for a simpler system, there were "house rules" incarnations of an 8-impulse system (and even a 4-impulse system!) for SFB back in the 1990s.
With the addition of the running track of "all reserve" power and game system changes to accommodate the new power usage, Federation Commander became a distinct game of its own.
However, many of us would like to see the same history, powers, ship/weapon systems, etc. included in FedCom that are in SFB. In effect, we want the richness of SFB without its cumbersome 32-impulse system.
Shoot, I've seen some very irregular SFB-style SSDs for ships that followed more of a movie/TV-series timeline (as opposed to the SFU timeline) that I would enjoy seeing done in FedCom "ship card" format.
Oh, well. My rant is over.
If Federation Commander Fleet Scale is to be the "fleet battle system" for SFB, then having all the "stuff" is a must; thus the concept of "Borders of Madness".Mike wrote: However, many of us would like to see the same history, powers, ship/weapon systems, etc. included in FedCom that are in SFB. In effect, we want the richness of SFB without its cumbersome 32-impulse system.
- MikePowers
- Lieutenant SG
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Yes it did. I still have copies of the 8, 16, and 24 impulse charts in my SFB archives folder.... right there along side the 1/2 sheet size SSDs from the original "pocket-box" edition of SFB.MikePowers wrote:Actually, as I understand it, SFB itself used to have 24, 16, and 8-impulse "turns" as options, back in the 1970s.Mike wrote:I...there were "house rules" incarnations of an 8-impulse system (and even a 4-impulse system!) for SFB back in the 1990s.
Everything old is new again!
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
- bobrunnicles
- Lieutenant SG
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Me tooScoutdad wrote:Yes it did. I still have copies of the 8, 16, and 24 impulse charts in my SFB archives folder.... right there along side the 1/2 sheet size SSDs from the original "pocket-box" edition of SFB.MikePowers wrote:Actually, as I understand it, SFB itself used to have 24, 16, and 8-impulse "turns" as options, back in the 1970s.Mike wrote:I...there were "house rules" incarnations of an 8-impulse system (and even a 4-impulse system!) for SFB back in the 1990s.
- bobrunnicles
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QFT. I LOVE the concept of PFs/Fighters, and would be VERY happy to see them in FC. Same with Andros.Mike wrote:However, many of us would like to see the same history, powers, ship/weapon systems, etc. included in FedCom that are in SFB. In effect, we want the richness of SFB without its cumbersome 32-impulse system.
Correct on both counts.Mike wrote:I think they're calling the "PFs" gunboats now.
Anyway...
I thought those old 8, 12, 16, 24 impulse charts that SFB had were to be used when one of those speeds was the maximum speed any ship was plotted to move during that particular turn??? Oh, well.
The "PFs" are now indeed known as gunboats.
The old style 8, 16, 24 impulse charts were designed to be used to speed the game up if the fastest unit in play during a turn was moving at a lower speed than the chart speed. For example, if playing a middle years game with speed 20 drones and all ships moving less than speed 24 on turn 6, you could use the 24 impulse chart and then on turn 7 switch to a differnet impulse chart if necessary.
They eventually went the way of the dodo due to everyone wanting every opportunity to fire / react / adjust / etc. during a turn. And some times, you'd just get some really odd things happening on an odd (less than 32) impulse chart.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
- bobrunnicles
- Lieutenant SG
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Oops....missed that.Mike wrote:I think they're calling the "PFs" gunboats now.
Absolutely, they were never mandatory, just one possible way to speed things up if you didn't want to churn through the 32 impulse charts every turn. In my experience I used them a lot with the early Monster (ie solo) scenarios, although I rarely used them against a human opponent.I thought those old 8, 12, 16, 24 impulse charts that SFB had were to be used when one of those speeds was the maximum speed any ship was plotted to move during that particular turn??? Oh, well.


