federation commander campaign

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DArc_Tangent
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Post by DArc_Tangent »

PallidaMors wrote:
pinecone wrote:Awsome!

I wonder why the federation didn't fight for that system. They could have destroyed the klink easily.
Yes the Federation BCJ Uss republic could have " cleaned the Klinks Chronometer" The Federation will maintain peaceful options as long as they do not disrupt thier trade and ability to grow. At this tume Starfleet has been placed on a very high Alert, and they have promoted Commodore James Blackthorn to Admiral. Blackthorn is the Federations equivilant of Admiral Halsley from WW2...if there is to be a fight then the Fedartion will use a fighting Admiral to make the point.
Don't let a little point spread fool you. The FD7, while not a toe-to-toe match for a Fed BC, has the energy to sabre dance all day while keeping out of effective photon range. Sabre dancing DOES become problematic when confined to a limited field of battle, but that just makes the battle more of a challenge for the klingon.
Admiral Kr'toth's face turned purple with fury, his hand going to the d'k tahg at his side, “You dare insult my honor?!?�
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pinecone
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Post by pinecone »

Yes, but the Fed BCJ has a hecjk of a lot of phasers too...
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PallidaMors
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Post by PallidaMors »

DArc_Tangent wrote:
PallidaMors wrote:
pinecone wrote:Awsome!

I wonder why the federation didn't fight for that system. They could have destroyed the klink easily.
Yes the Federation BCJ Uss republic could have " cleaned the Klinks Chronometer" The Federation will maintain peaceful options as long as they do not disrupt thier trade and ability to grow. At this tume Starfleet has been placed on a very high Alert, and they have promoted Commodore James Blackthorn to Admiral. Blackthorn is the Federations equivilant of Admiral Halsley from WW2...if there is to be a fight then the Fedartion will use a fighting Admiral to make the point.
Don't let a little point spread fool you. The FD7, while not a toe-to-toe match for a Fed BC, has the energy to sabre dance all day while keeping out of effective photon range. Sabre dancing DOES become problematic when confined to a limited field of battle, but that just makes the battle more of a challenge for the klingon.
The Klingons always wine about space, as if that is not a factor for all combatants. they only worry because the federation does not Dance, nor if they did would they use sabres. The federation always presumes to bring a phaser to a sabre fight. Lol. and instead of dancing we beleive in full contact combat theories.
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DArc_Tangent
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Post by DArc_Tangent »

PallidaMors wrote:
The Klingons always wine about space, as if that is not a factor for all combatants. they only worry because the federation does not Dance, nor if they did would they use sabres. The federation always presumes to bring a phaser to a sabre fight. Lol. and instead of dancing we beleive in full contact combat theories.
"Wine"? Yes! Blood Wine! That is the drink of warriors. We are KLINGONS! We dance, we drink, we fight and we die...always living life to the fullest until the time we join our brethren in Stovokor. Bring your phasers and fool contact theories to our dance Federation and we shall see how your theories fair against Klingon spirit and guile.
Admiral Kr'toth's face turned purple with fury, his hand going to the d'k tahg at his side, “You dare insult my honor?!?�
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Post by PallidaMors »

DArc_Tangent wrote:
PallidaMors wrote:
The Klingons always wine about space, as if that is not a factor for all combatants. they only worry because the federation does not Dance, nor if they did would they use sabres. The federation always presumes to bring a phaser to a sabre fight. Lol. and instead of dancing we beleive in full contact combat theories.
"Wine"? Yes! Blood Wine! That is the drink of warriors. We are KLINGONS! We dance, we drink, we fight and we die...always living life to the fullest until the time we join our brethren in Stovokor. Bring your phasers and fool contact theories to our dance Federation and we shall see how your theories fair against Klingon spirit and guile.
interesting outlook, we in the federation have a very similar process with one difference. we dance (where appropriate) we drink (as needed) we fight (when provoked) WE WIN.....Often. This is the only major difference..so good luck in Stovokor.

UFP
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Post by pinecone »

pinecone wrote: 1. Do you think this system will work for a one-on-one campaign? I know the diplomatic phase would be kind of weird (Only one person to fight with, so why make allainces) but otherwise do you think it'd work out?

2. How many Map panels are in a "sector" (as far as battling in that sector). And I don't quite understand what effect bases have on the size of the sector either, could you explain that please?

3. I don't quite get the organization of stations in the home system either.

4. Are frigates still the only things that can scout? And are you supposed to get two frigates or one cruiser at the beginng. In the case of a cruiser, what's the point limit (or do you get heavy, light, ect.)?

5. May the TSE take more than 1/2 of their torpedos away for other things?

6. Is it possible for a scouting ship to find a derelict?
Do you think you could provide any insite on these questions please?
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Post by PallidaMors »

pinecone wrote:
pinecone wrote: 1. Do you think this system will work for a one-on-one campaign? I know the diplomatic phase would be kind of weird (Only one person to fight with, so why make allainces) but otherwise do you think it'd work out?

Yes it will work with 2 players, my first campaign was 2 players myself and Darc tangent, it worked great.

2. How many Map panels are in a "sector" (as far as battling in that sector). And I don't quite understand what effect bases have on the size of the sector either, could you explain that please?

Map panels in a sector would be whatever size of game you and your opponent decide to play on the actual battle doe snot indicates the size of the sector, the sector is vast and the batlte is a point withtin the sector that is where the two opposing fleets joined battle, or where the defending player had his base. we use a table top with miniatures, prior to that we used 4x3 panels or in some cases 4x4 the following totally explains how the bases affect a system, and divide any system into sectors.

SYSTEM UPGRADES:
When a system is explored the player still roles the system size, however the size of the system is always 1 hex(called systems), until the controlling player begins placing bases into the system to give it it’s lines of defence.(called Sectors)

The following explains the progression of the sector with bases placed, the bases must be placed in progression in other words you cannot place a Star base in a sector until the prerequisite Bats has been built prior.

There are two types of system upgrades for system utilizing bases, note that only Battle stations and Star bases can upgrade a system with extra sectors. All other bases

First upgrade type:
The addition of either a Star base or battle station to a system, divides the system into 2 sectors the back sector which contains the Base (either the SB or Bats) and a empty front sector that is empty.

Second upgrade type:
If there is a world of any type in the system then the system may be upgraded as follows, first a Bats or Star base may be built and that splits the system into 2 sectors as above, after this then the player may build a Star base ( and only a Star base) once this is done the system gains the governors sectors which are arranged as 3,2,1 in sectors with the new star base in the back sector with the world, and the original Bats or SB placed in any of the front sectors. The name governors sector is due to the world and Star base which con notates the appointment of a governor.
The limit that ships may operate away from any base is a maximum of 3 hexes, so bases must be prepared and made in order to allow for exploration or invasion that penetrates deeply into an enemy empire.

Systems and planets do not need to be linked by supplies from bases, the system that maintains each empire economy is separate from the command and control functions that bases supply. For purposes of this game this will be the only purpose of being in supply.

At any time a ship or ships loses supply status they must be moved immediately to positions that place them into supply once again, ships not in supply may not attack, systems that are out of supply may not have ships defend them.



3. I don't quite get the organization of stations in the home system either.

HOME SYSTEMS

Home systems are the largest systems in the game each empire has 1 home system (capital) and multiple huge worlds. the home system of each empire produces 100 Production and you get all of this without the need of freighters. Here is the sector and base organisation for each empires home system.

Home systems generate Command tokens

Hone systems are organized into 6 sector lines that lead eventually back to the home system, organized as follows.

Line 1
6 sectors
4 Base stations

Line 2
5 Sectors
1 Huge world
1 Bats

Line 3
4 Sectors
1 Huge world
1 Bats

Line 4
3 Sectors
1 huge world
1 Bats

Line 5
2 Sectors
empty

Home line
1 sector
1 starbase
1 home world


4. Are frigates still the only things that can scout? And are you supposed to get two frigates or one cruiser at the beginng. In the case of a cruiser, what's the point limit (or do you get heavy, light, ect.)?

No I actually changed the rules (wil post in a second) and we now start with one ship in the 130-200 cost range each empire starst with 200 poiints and can buy 1 ship but only 1 ship and it must be in the 130-200 cost range. the reason being is it fits more with Star Trek having a cruiser explore it is equipped to last longer out in deep space.

5. May the TSE take more than 1/2 of their torpedos away for other things?
at this time the only technology that I let be exchanged for torps are (particle cannons, ion cannons, disruptors, drones) TSE always half 1/2 as photons that cannot be exchanged out.

6. Is it possible for a scouting ship to find a derelict?
that is a good question, the answer is yes, I have always done it as a random event, but I like this and may upgradet eh exploration charts.

Do you think you could provide any insite on these questions please?
Yes

Also read up on Admirals, Fleets and Govoners (NPC's), we also recently watched the spy take on a huge role in the game
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PallidaMors
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Post by PallidaMors »

i will update the rules posting
Last edited by PallidaMors on Sat Nov 29, 2008 11:45 pm, edited 1 time in total.
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pinecone
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Post by pinecone »

Thank you PallidaMors, I can't wait to get started.
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Post by PallidaMors »

pinecone wrote:Thank you PallidaMors, I can't wait to get started.
you are most welcome good sir, good luck and please post your campaign goodies on this home thread for the campaigns.
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Sample Govenor

Post by PallidaMors »

Here are a couplr of sample NPC's from the game, see the Code of war rules for better clarification (COW)

Sagorn (the Iron Fisted)
Head of internal Police forces

Cost 300PV
Yearly 50PV
Alliance Rating: 75%
Skills:
Sagron Influences all pirate activity within your empire, Sagraons influence is so great and his police forces so effective that only 1 pirate raid in any given turn is allowed against your empire, and that raid has a -2 on all raid result rolls.

Fleet Admiral Vulkars (level 5 Admiral)
Cost 600PV
Yearly 50PV
Alliance Rating 80%
Skills:
Vulkars has a CR of 9! this alone makes him worth the money as you dont have to move an admiral up through the ranks, he also adds 1 to his flagships to hit rolls with direct fire weapons. Vulkar can be used in either fighting admiral capacity (which he prefers) or as backline Admiral (govenor) stationed on a Starbase, if used in this role the CR can be extended but the to hit bonus is not available. if used in the backline admiral roll, all admirals serving in fleets on his assigned border gain a +1 to thier CR!

Vulkars is a very powerful Admiral for hire for the lucky race that can afford his miliraty talents, his alliance rating is high so the probability of him leaving employement turn to turn is rather low. this in turn makes him a rather tempting target for Assasination.
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Post by asguard101 »

PallidaMors wrote:As follows here was the first ship of each race:

Tholian: NCA Guardian
Lyran: BCH, Bloodclaw
Federation: BCJ, USS Republic
Klingon: D-6 Taker (yes he choose a d-6 and carried over the unspent income to next turn.
Romulan: Novahawk: RIS Empirator Numitor Rex
Hydran: Mongol CM with full fighter wing, HMS Vanguard
Orion: BCH...name is a secret

Are these the only ships each player run empire has running?
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Post by PallidaMors »

asguard101 wrote:
PallidaMors wrote:As follows here was the first ship of each race:

Tholian: NCA Guardian
Lyran: BCH, Bloodclaw
Federation: BCJ, USS Republic
Klingon: D-6 Taker (yes he choose a d-6 and carried over the unspent income to next turn.
Romulan: Novahawk: RIS Empirator Numitor Rex
Hydran: Mongol CM with full fighter wing, HMS Vanguard
Orion: BCH...name is a secret

Are these the only ships each player run empire has running?
No that is what they started with, here is the post from page 37 that shows thier curretn fleet strength as of turn 6.

As follows here was the first ship of each race:

Tholian: NCA Guardian
Lyran: BCH, Bloodclaw
Federation: BCJ, USS Republic
Klingon: D-6 Taker (yes he choose a d-6 and carried over the unspent income to next turn.
Romulan: Novahawk: RIS Empirator Numitor Rex
Hydran: Mongol CM with full fighter wing, HMS Vanguard
Orion: BCH...name is a secret

By the end of turn 6 each race had gradually built up to between 6-8 ships depending on the empire, reighterws were built, systems explored and commoercial platmorf built. here are the NPC Empires with their current builds.

Tholian:
1X NCA
1X CC
2X CW (photon armed)
4X NDD

33X Large freighters
4X Commercial platforms

Thery have 1 Admiral and 1 fleet, and 1 spy.
Admiral Vorak of the 1st Fleet currently engaged in offensive operations against the Klingons, last turn they took a Level 5 Klingon system, the Regula Prime System to be exact.

Romulans:
1X NH
2X WE
2X FH
1X Seahawk
2XSkyhawk
1X SPH

27X Large Frighters
4X CPL

They have 1 Admiral and 1 fleet and 1 spy
Admiral Octavius, of the 1st Consular Fleet, currently conducting war games on the Lyran border.

the Lyrans attempted to assasinate the Romulan Admiral, the Romulan spy was used in counter mode 9 "the Talshara" and succesfully killed the lyran Operative.

The Federation:
1XBCJ
2XCA
3XNCL
1xDD
1XFF

15Xlarge freighter
1X Ore Freighter
4X CPL

They have 1 fleet, 1 spy
the Home fleet, currenty in stand down, at the Sol system.

Hydran:(Player Controlled)
1XLord Bishop CC
2xMongol
3Xtartar
2XCuir

5X ore freighters

1 fleet, 1 admiral, 1 spy.
The Hydran fleet is the 1st legion, home fleet and based in the Hydran home system under Admiral Cantor.

Klingon Empire:(player Controlled)
1xC7
1XFD-7
1X-D6
1XD5
4XE-4

11XLarge Ore Frighters

No fleets, No Admirals, 1 Spy

Clans of the Lyran Empire:(player controlled)
1XBCH
1XCA
2XCW
2X Milt FF
1XDD
1XFF

9 Large Freighters
1X Large ore freighter

No Admirals, No Fleets, Spy was killed in action against the Romulans.
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Post by PallidaMors »

So the Lyran Assasin who tried to kill Romulan Admiral Numitor Rex was searched by the Talshara agent (resembles the Romulan version of the assasin from the movie serenity) and the agent discovered a copy of the Lyran Military code manual that relates to how thier military doctirne is taught to thier deep space navy.

The whole book was 2 pages long.

Page 1. Close with your enemy and capture him.

Page 2. After they have been defeated, eat them all.
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Post by pinecone »

Excuse me PallidaMors, when a BATS or SB improves a system, does it gain an extra hex on the campaign map? Also, does the home system have on hex, or 21 hexs?
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