Xander Campaign?

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mattruh
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Xander Campaign?

Post by mattruh »

I noticed the art for the Xander Campaign in the art section. What exactly is that?
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SFU_FEAR
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Post by SFU_FEAR »

I believe that is in reference to one of the Star Fleet Battles campaign scenarios. Both sides have the same number of ships and essentially the same victory conditions (blow stuff up and take territory). The question for the player is how to do it and defend against the other player trying to do the same.

I don't have any reference material with me at the moment to verify the exact SFB rule, but am pretty sure that is what it is for.
Mike Curtis, FEAR, Copyright 2014 ADB, Inc.
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JimDauphinais
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Post by JimDauphinais »

Does anyone have any more information on this?

I am looking for a good two player campaign that is not too involved, does not require a referee and will work well for FC. I have been looking at adapting the mini-campaign in the SFB Captains Edition Basic Set, but the one using Xander's map looks more interesting. One thing FC sorely needs is small campaigns. I know Federation Admiral is coming, but I'd love to see some mini-campaigns show up in Captains Log or Communique. I would think there are a number of them that can be converted from SFB.
Jim Dauphinais, Chesterfield, MO
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St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL ... Commander/
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dderidex
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Post by dderidex »

I'd posted some comments on Facebook when Jean put this art up there:
I really do need to finalize getting the rules written up for that. It's KIND of like the 'Admiral's Game', but simplified somewhat. Basically, the two sides are both regular fleets (something like 12 ships or so). Between the two 'cargo' planets there may be groups of cargo ships going back and forth (or individual ships, or one HUUUUGE convoy), etc. The big difference is that players only score points for cargo points delivered from one planet to the other, nothing else. So the purpose of the fleet is to either A) Defend the border to keep the enemy from getting in, B) Provide convoy escorts to defend the convoy, C) Try to get behind the enemy lines to perform raids on the enemy convoys.

It's coming along, but a LOOOOONG way to go before finalized.
...and...
I need to do some more map notes, too - for example, the two 'patrol' zones on each side, as well as the neutral zone and 'raider staging' zones are roll-for-detection. IE., roll 1d6, if it's less than or equal to the number of ships you have present in that zone, you 'detect' the enemy present and can force a battle (scouts provide a bonus to this). The net result being that this campaign provides a great deal of incentive to have a larger number of smaller ships to handle all the different missions you need to perform...which is a nicely realistic touch compared to the typical campaign behavior of all players picking fleets of the biggest ships they can.
Unfortunately, I haven't gotten much further in writing this up. Other things just...keep coming up!
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JimDauphinais
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Post by JimDauphinais »

Thanks Xander.
Jim Dauphinais, Chesterfield, MO
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St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL ... Commander/
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