About A Call to Arms
Moderators: mjwest, Albiegamer, Scoutdad
Having not played the game in any prior incarnations, I can not answer definitively, but here's what I do know.
There were mnay revisions to the game play between ACTA: B5 and ACTA: NA.
And those in the know claim just as many changes were made between ACTA: NA and ACTA: SF.
Take that for what it's worth at this point.
There were mnay revisions to the game play between ACTA: B5 and ACTA: NA.
And those in the know claim just as many changes were made between ACTA: NA and ACTA: SF.
Take that for what it's worth at this point.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
- silent bob
- Lieutenant SG
- Posts: 139
- Joined: Wed Apr 30, 2008 10:47 pm
this has changed, no hull scoreGarydee wrote:Has the core system changed much since the B5 days? I read that attack dice are still used, but are they still used against the target's hull or has that changed?
alot of stuff is still the same though.
movement changed a little.
attack table is the same
crits have changed (closer to NA but changed from there)
SAs are differant
some traits have changed
there is no crew score (but there isnt in NA either)
A Call to Arms playtester
Thanks for the info SB.silent bob wrote:this has changed, no hull scoreGarydee wrote:Has the core system changed much since the B5 days? I read that attack dice are still used, but are they still used against the target's hull or has that changed?
alot of stuff is still the same though.
movement changed a little.
attack table is the same
crits have changed (closer to NA but changed from there)
SAs are differant
some traits have changed
there is no crew score (but there isnt in NA either)
Hi all,
I'm new to the forum but not that new to SFB. I played Captains edition back in the '90's before there really was an internet!
I haven't played for years as I moved a couple of times since then and its a bit of a challenging game to get other established gaming groups into.
In the past year or so we discovered Starmada and subsequently KA and RA. I'm really looking forward to ATCA SF because it sounds like there is a lot more playtesting and thought going into it than was done for KA/RA (e.g. plasma torps).
Definitely most warships have the same MAX speed of 32. However I don't think the standard speed in ACTA represents a ships maximum speed. Its more of a cruising speed where they have the power to arm all weapons. Same thing in SFB - some ships have more power left over for movement after they've allocated energy to weapons.
So I'd have to say that I don't think ALL warships should have the same speed rating in ACTA SF - but perhaps they all should have the same maximum speed - one I would think you could simulate with a special order like "maximum warp - ship can move x distance this turn etc."
Probably the best example are the fast cruisers.
Anyway, that's just my 2 cents. I'm really impressed with the amount of work you guys are doing with the playtesting, and I'm sure I'll be more than happy with whichever way you guys decide to go.
-Tim
I'm new to the forum but not that new to SFB. I played Captains edition back in the '90's before there really was an internet!
I haven't played for years as I moved a couple of times since then and its a bit of a challenging game to get other established gaming groups into.
In the past year or so we discovered Starmada and subsequently KA and RA. I'm really looking forward to ATCA SF because it sounds like there is a lot more playtesting and thought going into it than was done for KA/RA (e.g. plasma torps).
I was lurking a bit but had to register to comment on this.silent bob wrote:well for those who wanted it, looks like we will have all ships able to go the same speed, how matt will do this as CTA doesnt use energy I will have to wait for my next update.
Definitely most warships have the same MAX speed of 32. However I don't think the standard speed in ACTA represents a ships maximum speed. Its more of a cruising speed where they have the power to arm all weapons. Same thing in SFB - some ships have more power left over for movement after they've allocated energy to weapons.
So I'd have to say that I don't think ALL warships should have the same speed rating in ACTA SF - but perhaps they all should have the same maximum speed - one I would think you could simulate with a special order like "maximum warp - ship can move x distance this turn etc."
Probably the best example are the fast cruisers.
Anyway, that's just my 2 cents. I'm really impressed with the amount of work you guys are doing with the playtesting, and I'm sure I'll be more than happy with whichever way you guys decide to go.
-Tim
Tim pretty much nailed it.
All ships "currently" in the game have a max speed of 12 (excepting some civilian shipping units - which are slower). They can go speed 12 and still fire weapons, so I assume speed 12 does equate to cruising speed.
Then the critical hits come into play. Many of the Engine and Dilithium Chamber criticals reduce the ships maximum speed.
And... just because your ship can move 12 inches doesn't mean it has to move that far.
The use of the All Power to Engines special action allows for a higher maximum speed.
All ships "currently" in the game have a max speed of 12 (excepting some civilian shipping units - which are slower). They can go speed 12 and still fire weapons, so I assume speed 12 does equate to cruising speed.
Then the critical hits come into play. Many of the Engine and Dilithium Chamber criticals reduce the ships maximum speed.
And... just because your ship can move 12 inches doesn't mean it has to move that far.
The use of the All Power to Engines special action allows for a higher maximum speed.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
- Steve Cole
- Site Admin
- Posts: 3846
- Joined: Wed Oct 11, 2006 5:24 pm
I need one of you guys who is playing it to email me an explanation of how seeking weapons work.
I know Matthew wants to avoid keeping track of a bazillion moving missiles, but the key point is do the new rules (which I have but haven't studied enough to grasp tactically) account for targeting enemy ships moving toward you or away from you, and do they encourage enemy ships to turn away from weapons in flight and run for it.
I know Matthew wants to avoid keeping track of a bazillion moving missiles, but the key point is do the new rules (which I have but haven't studied enough to grasp tactically) account for targeting enemy ships moving toward you or away from you, and do they encourage enemy ships to turn away from weapons in flight and run for it.
The Guy Who Designed Fed Commander


Oh, I guess I have more than 2 cents I want to add...Steve Cole wrote:I need one of you guys who is playing it to email me an explanation of how seeking weapons work.
I know Matthew wants to avoid keeping track of a bazillion moving missiles, but the key point is do the new rules (which I have but haven't studied enough to grasp tactically) account for targeting enemy ships moving toward you or away from you, and do they encourage enemy ships to turn away from weapons in flight and run for it.
It would be great that for whatever effect you get for turning away from a seeking weapon be somewhat mitigated if you have been gorn/romulan anchored.
-Tim
Steve, email inbound.Steve Cole wrote:I need one of you guys who is playing it to email me an explanation of how seeking weapons work.
I know Matthew wants to avoid keeping track of a bazillion moving missiles, but the key point is do the new rules (which I have but haven't studied enough to grasp tactically) account for targeting enemy ships moving toward you or away from you, and do they encourage enemy ships to turn away from weapons in flight and run for it.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
- silent bob
- Lieutenant SG
- Posts: 139
- Joined: Wed Apr 30, 2008 10:47 pm
email awaySteve Cole wrote:I need one of you guys who is playing it to email me an explanation of how seeking weapons work.
I know Matthew wants to avoid keeping track of a bazillion moving missiles, but the key point is do the new rules (which I have but haven't studied enough to grasp tactically) account for targeting enemy ships moving toward you or away from you, and do they encourage enemy ships to turn away from weapons in flight and run for it.
A Call to Arms playtester
Wasn't sure where to put this, but just wanted to let you guys know you marketing strategy for the mongoose venture is working. Was just down at my local game shop talking with the owner and he plans on stocking ACTA:SF. Right now he doesn't carry any ADB items. We already have a group of 6 players that are ready to play. We all can't wait keep up the good work!!
Ditto on AAR of the Rom/Gorn game scoutdad.
Ditto on AAR of the Rom/Gorn game scoutdad.
I wish I could say the same.Davyj0427 wrote:Wasn't sure where to put this, but just wanted to let you guys know you marketing strategy for the mongoose venture is working. Was just down at my local game shop talking with the owner and he plans on stocking ACTA:SF. Right now he doesn't carry any ADB items. We already have a group of 6 players that are ready to play. We all can't wait keep up the good work!!!
We have three gaming store within a 20 minute drive of my house... what's probably the largest single group of SFU players in any single location [20+ players within 30 minutes]... and a great ability to teach others to play.
Yet all three refuse to carry any ADB products, although they special order all of them for us... they DO NOT carry ACTA: NA and adamantly refuse to even consider carrying ACTA: SF... and never seem to have any table space avaialble when we want to demo (or just play) any of the ADB or ACTA products.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF