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Rules and Tactics that Kill.
Posted: Sat Mar 08, 2008 4:01 pm
by Sweeper
Hey all. I'm setting up this Topic as a compliment to Terry's topic, "How to play bad FC".
So, what rules, if not understood, and what tactics, if any, will cause you to loose a game of Federation Commander?
When I fist started playing, it was Shield reinforcement.
Posted: Sun Mar 09, 2008 1:12 am
by djdood
One of my newbies thought he could only fire one weapon per impulse (he confused once per turn with one per impulse). Bad teaching on my part - I was wondering why he kept plinking at me instead of just letting it all fly...
Posted: Sun Mar 09, 2008 6:25 am
by SylvrDragon
I misunderstood the lifespan of drones. I thought they lasted 3 impulses instead of 3 turns...BIG difference! lol
Posted: Mon Mar 10, 2008 2:45 am
by Patrick Doyle
Shield Regeneration
If you repair shields (a significant number) and the enemy can get to you, you will die. Only do this if the enemy can't attack you this turn. The only exception would be cloaked romulans and Orions while using enegine doubling.
Posted: Mon Mar 10, 2008 12:11 pm
by Mike
4F2e...Weapons more than 25 hexes from the controlling ship self-destruct.
Drone chuckers can't launch and run away.
Posted: Tue Mar 11, 2008 2:17 am
by DNordeen
Cloaks! I misunderstood how long the initial energy lasted. I started fading in when I thought the cloak was still paid for. That really sucked!
Posted: Mon Mar 24, 2008 6:59 am
by Repok
A hard habit to break for SFB players:
[Player #1]: "He just launched drones, so he can't launch for another half turn..I should be fine. It's just 4 of them."
[Player #2]: "Launching more drones on Impulse 1."
Another one:
"It's ok, I'll just mark Frame for this one. I
need that [favorite weapon here]."