F & E and The Intimidation Factor
Moderators: mjwest, Albiegamer
- Savedfromwhat
- Commander
- Posts: 659
- Joined: Thu Aug 23, 2007 4:38 pm
Scoutdad, I am looking for a more Detailed SoP, what you wrote as an example is really as detailed as need be. I don't want anyone to write entire tactics articles just a little more then "with a little luck they might win this one" such as "if they roll x and the opponent rolls Y the Kzinti could use Directed Damage to kill Z which will help even the odds and give them a good chance of winning the battle".
When Wildfire67 and I started playing the intro scenario, we took it step by step, and we got basic combat down pat by the time the 2nd battle hex was resolved. It helped the we ignored SIDS our first time out and treated the Border Stations as ships to speed play.
Next time we play, we'll be adding econ rules and probably look at integrating SIDS.
If one wanted, one could treat this like an F&E version of the SFB Cadet's Training Manual:
Chapter 1: Movement
Chapter 2: Combat
Chapter 3: Economy
Chapter 4: Special units ( Carriers, Scouts, etc...)
Chapter 5: Your fleet awaits, Admiral.
Each 'Chapter' would cover the basics of each subject and build upon the prior chapters and ignore some of the more sticky rules like Conversions, Deficit spending, Overbuilds, Cloaked momement, etc... In theory, one could learn how to play and then 'graduate' to the basic game. As this player has the basics down, adding the rest of the rules from the core book wouldn't be so hard.
my 50 cents
Next time we play, we'll be adding econ rules and probably look at integrating SIDS.
If one wanted, one could treat this like an F&E version of the SFB Cadet's Training Manual:
Chapter 1: Movement
Chapter 2: Combat
Chapter 3: Economy
Chapter 4: Special units ( Carriers, Scouts, etc...)
Chapter 5: Your fleet awaits, Admiral.
Each 'Chapter' would cover the basics of each subject and build upon the prior chapters and ignore some of the more sticky rules like Conversions, Deficit spending, Overbuilds, Cloaked momement, etc... In theory, one could learn how to play and then 'graduate' to the basic game. As this player has the basics down, adding the rest of the rules from the core book wouldn't be so hard.
my 50 cents
I'm wise enough to know that I don't know half as much as I think I know, you know?
- lokirising
- Lieutenant JG
- Posts: 52
- Joined: Fri Oct 27, 2006 12:58 am
- Location: Oregon
I ordered the previous edition of F&E a year ago and still haven't played it. The thing that concerns me is the record keeping and time it takes to play it. I can certainly see an example of play being 18 or more pages long. One day my friends and I will try it out then add the expansions when we're comfortable enough with the core rules.
The SOP is currenty published and your best reference to make sure you don't forget anything. An energetic player could make a check list for each turn to not only remember where he was in the turn, but also not forget any important part of that turn.
Mike Curtis - AKA FEAR
Typed with the assistance of my droid...
Mike Curtis - AKA FEAR
Typed with the assistance of my droid...
- Saladin_CO
- Ensign
- Posts: 4
- Joined: Thu Nov 22, 2018 5:10 am
- Contact:
I like this. Sorry to resurrect such an old thread, but I'm a newbie to this forum and to the game, even though I've played SFB for years and played Federation Space a few times.Sweeper wrote:When Wildfire67 and I started playing the intro scenario, we took it step by step, and we got basic combat down pat by the time the 2nd battle hex was resolved. It helped the we ignored SIDS our first time out and treated the Border Stations as ships to speed play.
Next time we play, we'll be adding econ rules and probably look at integrating SIDS.
If one wanted, one could treat this like an F&E version of the SFB Cadet's Training Manual:
Chapter 1: Movement
Chapter 2: Combat
Chapter 3: Economy
Chapter 4: Special units ( Carriers, Scouts, etc...)
Chapter 5: Your fleet awaits, Admiral.
Each 'Chapter' would cover the basics of each subject and build upon the prior chapters and ignore some of the more sticky rules like Conversions, Deficit spending, Overbuilds, Cloaked momement, etc... In theory, one could learn how to play and then 'graduate' to the basic game. As this player has the basics down, adding the rest of the rules from the core book wouldn't be so hard.
my 50 cents
Has there ever been a concise explanation of the simple basics of this game? I read the entire rulebook and when I was done I said to myself, that's a great reference, but how do I play it?
Anyhow, not whining, just looking for some shortcuts to get up and running, if they exist.
Sincerely,
Ken
"Space... the final frontier.... These are the voyages of the Starship Saladin...."
- Saladin_CO
- Ensign
- Posts: 4
- Joined: Thu Nov 22, 2018 5:10 am
- Contact:
Apparently this was made awhile back. I'll dig into it. Sharing it in case anyone else is feeling the need to have a simpler look at the gameplay:
http://www.starfleetgames.com/discus/me ... f_play.pdf
http://www.starfleetgames.com/discus/me ... f_play.pdf
"Space... the final frontier.... These are the voyages of the Starship Saladin...."
- Savedfromwhat
- Commander
- Posts: 659
- Joined: Thu Aug 23, 2007 4:38 pm
- Saladin_CO
- Ensign
- Posts: 4
- Joined: Thu Nov 22, 2018 5:10 am
- Contact:
I was lucky to get one of my sons to play Federation Commander with me. He liked it, but I don't think he liked it enough to play it again. The new generation just wants to play video games.
That said, it IS on Vassal, so maybe we can gather some players and try it out there sometime.
Good to meet you.
Ken
That said, it IS on Vassal, so maybe we can gather some players and try it out there sometime.
Good to meet you.
Ken
"Space... the final frontier.... These are the voyages of the Starship Saladin...."