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Typical Map Size? Distance Between Start Positions?
Posted: Tue Apr 07, 2009 12:50 am
by MajerBlundor
What's the typical map size most people use as measured in hexes? Starting distance between ships as measured in hexes?
I know that much of this is scenario dependent but after reading several AARs it also looks like a lot of people play "duel type" scenarios between some number of equal point squadrons. It would seem that one would want at least 32 or so hexes between starting positions (extreme plasma range).
Any advice would be very much appreciated!
Posted: Tue Apr 07, 2009 1:25 am
by Mike
To prevent the Feds from arming and/or overloading photons on Turn 1 and going too slow to allow any enemy from getting to them, many players start from 20 to 25 hexes apart.
Posted: Tue Apr 07, 2009 1:45 am
by Scoutdad
The standard SFB map is 42 hexes long by 30 hexes high. The 3x2 map panel lay-out using the 5/8" hexes duplicates this. With ships starting opposite each other across the short direction, they are 30 hexes
(or so) apart.
If you use the larger hexes and the specified 3-high by 4-long layout, you are still starting 30 hexes apart. (The large hex panels are 10 hexes tall)
So 30 hexes or so is probably the typical, tournament duel type start.
Posted: Tue Apr 07, 2009 12:39 pm
by dave
If you like the large hexes and want to better match the set-up of the smaller hexes you can set up the large hex boards 4 high x 6 long.
Otherwise the arious scenarios can be mined for set-up configurations.
Posted: Tue Apr 07, 2009 3:10 pm
by Steve Cole
I usually set up scenarios for 26 hexes apart, but seriously, anything over 20 hexes is workable. Sure, 30 hexes is extreme plasma range, but do you seriously think if you launch at that range that I'm going to be there when it gets that far?
Posted: Tue Apr 07, 2009 7:42 pm
by MajerBlundor
Thanks for all the advice!
Klingon Border and Romulan Border arrived yesterday, and Klingon/Romulan/Orion Attack today. (Woohoo!)
Based on comments here, a sample of online scenarios, and some experiments with the newly arrived toys it looks like 4x3 (large hex) and 3x2 (small hex) maps should be fine for most situations.
Thanks again!
Tim / MB
Posted: Tue Apr 07, 2009 8:02 pm
by Kang
Steve Cole wrote:I usually set up scenarios for 26 hexes apart, but seriously, anything over 20 hexes is workable. Sure, 30 hexes is extreme plasma range, but do you seriously think if you launch at that range that I'm going to be there when it gets that far?
You ever get time for a game these days, Steve?
Posted: Tue Apr 07, 2009 8:07 pm
by junior
Two things to keep in mind when selecting starting distances -
Maximum weapons range on all weapons is 25 hexes - i.e. the target ship must be within 25 hexes of the firing ship. The only possible exception is the plasma torpedo, which I'm not sure about (even drones will lose tracking if they get too far away).
Photon Torpedoes and Hellbores are multi-turn arming weapons that can be fired on the first turn if the arming ship makes certain setup choices (i.e. emptying the batteries to perform the first turn of arming before the game starts). Plasma torpedoes are ONLY available on the first turn if they're completed as a "Two-Turn-F" torpedo, meaning that full strength plasma torpedoes can't be fired until turn two and Plasma-F launchers can never fire on the first turn. Plasma-D racks work differently and ignore all of that, of course.
Posted: Tue Apr 07, 2009 8:42 pm
by Kang
junior wrote:.... and Plasma-F launchers can never fire on the first turn. Plasma-D racks work differently and ignore all of that, of course.
Nice summary, Junior. I have just one minor point - Plas-F's are always available on Turn 1 because the launchers are always kept loaded - very much like Plas-D's except that they don't need any energy at all to fire them on Turn 1.
Posted: Tue Apr 07, 2009 8:55 pm
by dave
Excellent point Kang.
Anyone who flies a plasma armed ship, read Rule (4J2e) very carefully. It just might save your life.
Anyone who flies against a plasma armed ship, do
not read Rule (4J2e) before Impulse 1 of Turn 2.

Posted: Tue Apr 07, 2009 10:44 pm
by junior
Kang wrote:junior wrote:.... and Plasma-F launchers can never fire on the first turn. Plasma-D racks work differently and ignore all of that, of course.
Nice summary, Junior. I have just one minor point - Plas-F's are always available on Turn 1 because the launchers are always kept loaded - very much like Plas-D's except that they don't need any energy at all to fire them on Turn 1.
Right. I should have known that.
Not sure what I was thinking.
Posted: Sat Apr 11, 2009 11:13 pm
by USS Enterprise
I usually do the large hexes, 3 boards horizontal, 2 boards vertical, and I start in 1 corner, my foe in the other with a floating map. But I agree with Steve that anything over 20 should be workable, we rarely fire anything but drones at that distance, and with a floating map it really doesn't matter.