Federation Commander: First Missions

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Warden
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Federation Commander: First Missions

Post by Warden »

I'm reading the Federation Commander First Mission pdf and on page 8 it says the following:

"A ship may buy an extra movement point during a given impulse and later pay energy to cancel other movement points (or even that one!)"

Then the example says:

"It could then, during any of those sub-pulses, pay another half Energy Point to cancel one of those sub-pulses (even the 3rd sub-pulse, the one it just bought!)"

I don't understand. Why would you spend energy to gain an extra movement point and then spend energy to cancel movement points?

Thank you
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mjwest
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Post by mjwest »

It is admittedly, not very often where this will happen. However, there are reasons why this could be necessary.

The most likely reason is because your opponent did something totally unexpected within the impulse. At that point you realize that extra move was a bad idea and have to cancel it.

Or, for whatever reason, you have to move in the sub-pulse that extra move provides, but don't want to move that extra time. For example, if you are at base speed 16, you are scheduled to move on sub-pulses 2 and 4. Buying an extra move lefts you also move on sub-pulse 3. If you need to move on sub-pulse 3, but only want to move twice, you cancel the third move.

Or you want to play turn mode games. You need to move three times to fulfill your turn mode, are base speed 16, and don't want to move three times that impulse. So, you buy the extra move, then cancel all of the moves you don't want to take.

My final example (but not the last possibility), is that both sides are base speed 16, and you want to try to be "faster" this impulse. You buy the extra move, then cancel the moves you don't want to make.

Does that help?
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Warden
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Post by Warden »

It does indeed

Thank you
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