A blog about tabletop hobby and or strategy games, with a side order of electronic turn based goodness here and there. Now with tons of retro gaming content both electronic and tabletop. Also with 20% more self loathing douchebaggery!

Showing posts with label Federation Commander. Show all posts
Showing posts with label Federation Commander. Show all posts

Sunday, March 1, 2015

[Operation Game Collection] Car Wars/GURPS: The Steve Jackson Connection Part 3

I have been a bit late on this one eh?  Well if those few people who actually read my stupid posts actually commented here or any of the other places I link them maybe I would be inspired more to GIT ER DUN yes?

Anyhow I want to clean up my living room and I got a few pickups these last few weeks.

Let's dig in!

But first since it has been forever, links back to the first two installments:
http://wargamedork.blogspot.com/2013/11/operation-game-collection-car-warsgurps.html

http://wargamedork.blogspot.com/2013/11/operation-game-collection-car-warsgurps_26.html

(NOTE:  You can also click most images for larger ones if you want.)
Six more of the small format Autoduel Quarterlies, four of which have the fun mailing covers on them with their little cartoons and other nifty bits.  I am worried I might already own one of them but I haven't had time to properly inventory them yet.  And they were cheap so at worst it is collateral damage.

One of the big format issues I didn't have and the new retail rerelease edition of classic Car Wars!  Because the Ogre Kickstarter proved to SJG that HOLY SMOKES THEY CAN DO MORE THINGS THAN JUST CRAP OUT AWFUL ARSE MUNCHKIN GAMES ALL DAY LONG.  

For twenty US dollars it is a good value!  It even has precut counters as opposed to the sheets you had to chop up yourself back in the day!  Sadly it keeps to the older format record sheets as opposed to the more advanced look of the last Compendium release.

Something they tried also was a stand alone card game in an anime style given the time it was released.  Obviously they.. didn't exactly get the best art.  The game itself is quite a fun little card game however.  Just ignore their bad attempts at anime people.

The thing under it is that Fantasy Trip remake's one dollar intro product.  A little solo party adventure you can also run players through as a GM.  Has a battle map and some counters to cut.  Neat!

And the previous attempt at a Car Wars reboot.  Get rid of all the cruft, all the absurd levels of megarules and nonsense?  Make it cheap to hop in?  Sure! Even everything in FULL COLOR and toy car sized scale so minis fans can customize toy cars.

But.. are you noticing what 6 bucks got you?  Repeating the majority of rules per book.  No construction rules.  Two cars and two variants plus some minor options.

They broke it down and made things easier to get into but for existing fans it was clearly a giant longer term waste of money if you wanted everything.  And things like a vehicle design ruleset, larger cars and trucks/vans, no motorbikes.  In trying to slim it down they gutted it entirely.  And as it did not do well at all it hamstrung the game as even the vehicles they do have don't fit into a construction ruleset thus even making it a failure in the future had it done well.

Its still basically classic Car Wars just streamlined to the rules you CARE about in an easy to digest format and some lovely counters.  Its just even weapon rules are generally split per book that needs it, while 80-90% of the rules in each booklet are identical.  It could almost be considered a prototype of modern BUY OUR SUPPLEMENTS gaming.  Just.. it was cheaper per hit as opposed to nowadays with 50-60 dollar core rulebooks that still need three or four other books to actually be a properly complete game.  

The rules look lovely though.  Very well put together of products.  And it removes the grid from classic Car Wars meaning it is well suited for miniatures play.  If nothing else consider getting one of the Vs books for a miniatures rules supplement.

And some of the bought at clearance GURPS books I got.  As I have said GURPS itself I think is an ok system it just gets lost up its own ass with tons of extra rules most of the playerbase seems obsessed with.  But the books are fun for fluff if nothing else.


This could even be counted as a proper game system for the amazing Steampunk setting of Castle Falkenstein which is a very addicting and interesting world setting but was also one of the first uber rules light storytelling game styled systems which I am not too keen on personally.  I go for lighter middle levels of rules crunch myself.  Enough to be interesting but not so many as to be overwhelming, annoying, slow, and forgettable in play.

And we finish out with the stand alone Prime Directive GURPS game.  So you don't even need to buy the big ass GURPS Fourth edition megabooks.  Just get Prime Directive and play Starfleet Universe Star Trek with just the GURPS you need.  And the Klingon book is cool fluff for their empire.  Making them more than the silly NOBLE WARRIORS of Next Generation and more than their Original Series NOT SPACE COMMUNIST RUSSIANS YOU JUST CAN'T TRUST.  They are by no means angels but they are interesting antagonists you can play as!  I should really see if they released the Romulan book one of these days...

Keeping with Starfleet Universe and GURPS heritage the artwork is.. nothing special at best.  And given your leanings TOS women's wear in the Federation might be distressing or hot depending on how you feel about such things...  As complicated as GURPS can get I would honestly rather play Trek RPG using this game than using FASA Star Trek rules and ship combat.  I mean I have enough Federation Commander supplements to pretty much cover the entirety of the TOS-Animated era through the Andromedan Invasion...


The core book pretty much has the foundational rules to pretty much play any of the Starfleet Universe races.  It just so happens the SFU is full of furries.  For some people this is a good thing.  For others not so much...  I am in the middle.  Don't mind space animal people races but don't exactly think what most of the furry fanbase really wants out of playing them if you know what I mean..  (And if you don't count your blessings.  Lovecraft was right about ignorance sometimes being a good thing.)

  So as far as I know/remember these are my Car Wars and GURPS things.  I may have more but if I do I don't really remember WHERE they are.  I could have sworn I had a couple more books but if I did my record of it is gone.

 You see part of the reason for this long term collection posting thing I do is not only to show off what I have, and to share my love/like/dislike of various gaming things with others but its also to organize stuff, get it all in the same place so I can find it, and then be inspired to get more storage solutions for them.  In some cases it even makes me remember things I forgot I owned!  Or want to go back and enjoy them again.  I HAVE TOO MUCH STUFF.  So nowadays I am trying to be more responsible in my purchasing and realize how much I already have that I don't get to enjoy.  

  Saves me a hell of a lot of money on Steam sales I tell you what!

Though if I could get more folks to try some of this stuff out and hopefully LIKE IT I might use it more, eh?

Tuesday, January 19, 2010

More X-Plorers Rules. Machine Sheet Games Combat!

Yes.  As promised by Grimlock and Mr. Sailor Duckie early this morning.

(THURSDAY EDIT:  Made Gunnery advances faster early on.)

While the main games I am intending this little lock in option to be for are the "Machine Sheet" games of Silent Death, Federation Commander, and Battletech, I see no reason why they couldn't be used for Starfleet Battles, Renegade Legion, and Car Wars, among other games in the "Machine Sheet" genre. *

First off for games that take place in the Vehicle scale (Battletech, Renegade Legion Centurion, Car Wars) you might ask how we deal with the scale changes ala my normal house rules.

This is RULES LIGHT COUNTRY kiddo!  We just consider each MS game turn to be 2 rounds of X-Plorers' Personal combat rounds.  Yeah I know the scales are different and all.  FUGGEDABOUDIT.  Just keep an idea of the size of the maps used in the MS game when doing stuff in Personal scale.

(Example: A hex in Battletech is considered to be about 30 meters.  In 2 X-P rounds you aren't gonna be able to even move a single hex.  Its gonna take like 2-3 Battletech turns to move your poor schlub to the next hex.  Just eyeball it.)

How do we consider how many Hit Points and the Armor Class these MS units have in X-Plorers?
  Well we could come up with some fancy pants chart but that's not OLD SCHOOL.  Consider this a quickie rule of thumb:  For every 1 point of MS Armor/Shielding, it is considered to have 6 HPs.  So a Car Wars 5th edition Stinger car with 25 points of Front Armor has 150 HP in X-P.  A Battletech mech with 9 points of Head armor has 54 HPs.

(For locations just let X-P units shoot at whatever the heck they want if they can see it reasonably and are within range.)

For Armor Class here is a rule of thumb:  In most "Machine Sheet" games you can normally divvy up the vehicles into 5 categories.  Light, Medium, Heavy, Super Heavy, and OH SNAP THAT'S BIG.
Their X-P ACs become 12 for Lights, 14 for Mediums, 16 for Heavies, 18 for Super Heavies, and 20 for OSNTB.  Given our scale rules that means an X-P character in Personal scale shooting at say a Medium Griffin Mech from Battletech means it effectively has an 18 AC.  (14, +4 for being a larger scale than the firer.)

Now howabout them MS duders shooting back down?  Again, EASY.  For every 2 points or D6 damage rolled in the MS game, it is considered to be a D6 in X-P damage.  Since we are following my scale rules that means that 2 damage point Battletech SRM is a d6 hit, which becomes d6x3 against an X-P character in Personal scale.  For odd amounts the extra point becomes a D3 damage roll.

To do the above for Space scale just follow all the rules above, except X-P's Personal scale combat rounds are 4 to every 1 MS scale.  So a band of X-Plorers who take a transporter over to a Federation Commander Romulan ship have 3 combat rounds to fight off those pointy eared jerks in between the one where they act simultaneously with the Federation Commander gameplay.  No sir, I do not think you can get to the bridge in this timeframe.   Note the conversions for Space to Vehicle scale apply too so if you REALLY want to be ridiculous you could have a Silent Death starfighter shoot a Renegade Legion Centurion hovertank while other players are trying to set up an ambush in X-P scale.

If you have a gamegroup full of wargamers and a well organized GM capable of winging it this COULD BE TOTALLY RAD.  For say the arty farty rules light types this is a nightmare.  Keep this in mind folks!

Now the last bit.  How to use your X-P characters as the hotshot pilots of your hovertanks, giant stompy robots, and faster than light starships whose captains.  LIKE! To.  TALK.... like THIS!

In many MS games you have a Piloting and Gunnery rating.  These ratings equal X-P's Piloting and Base to Hit skills.  For PCs who do not have these skills they are considered to have the lowest legally allowed skill for the game in question.  In Battletech's case this means Gunnery and Piloting of 8.  In Silent Death, it means a 1.

But here is a handy chart for those 2 games in order to figure out your skill levels in the MS game.
X-P Skill (Attribute Bonus figured into skill)   Silent Death   Battletech
 15-14 /   1                                                                 2                    7
 13-12 /   2                                                                 3                    6
 11-10 /   3                                                                 4                    5
      9  /  4-5                                                                5                    4
     8   /  6-7                                                                6                    3
     7   /  8-9                                                                7                    2
     6   / 10-11                                                             8                    1
     5   / 12- 13                                                            9                    1
   4-1 /   14+                                                             10                   0


Example:  Dirty Bob is a 3rd Level Soldier with the Piloting Skill at 2nd Level Scout.  (BHB 2, Pilot 13+)  His Agility is a 15, for a +1, meaning his BHB is effectively 3, and his Piloting is a 12+.  This means in Battletech his Gunnery is a mediocre 5, and his Piloting is also a disappointing 6.  If as a Soldier he chooses to take Autocannon as his Weapon Specialist choice, he will be Gunnery 4 but only with Autocannons.  At 5th level with Attribute bonuses would bring his BHB to 4 (5 with Autocannons), and Piloting to a 10+, meaning his Gunnery is now 4, (4 with Autocannons) and his Piloting is also 5.        

(Because of my edit, now PCs get to an average proficiency rate a bit faster, then slow down as opposed to my pre edit version where you would practically have to be a 10th level Soldier before you would be the equivalent of a regular gunner in Battletech.  Now this means a 6th level Soldier is equivalent to a regular quality Mechwarrior by and large.  Or 5th level as a PC with a decent Agility score, 4th if you rolled serious heat or use a less OSR character generation scheme.)

Obviously given X-P's level advancements only up to 10, the highest non Attribute modified score is +6 BHB, and 5+ for Skill rolls.  This means not counting any modifiers the best Piloting is gonna be the near maximum of 9 in Silent Death, 1 in Battletech, but Gunnery is a more modest 6 Silent Death/3 Battletech.  This leaves room for Attribute bonuses, Class bonuses, and any possible level advances beyond 10.

Please note that any damage bonuses in X-P scale ONLY are added in while fighting in X-P Personal scale and do NOT get added into the MS game's own damage.

I will leave it up to GMs as to how any pilot damage is assigned into X-P HP for things like Battletech head hits and the like, but recommend a D6 HP hit.

Now this covers the smaller scale MS games pretty well, but what about big CAPITAL SHIP games like Federation Commander?

For TO HIT/Gunner Phase rolls in such games for every 2 points of To Hit in X-P either give the PC gunner 1 reroll per combat, or allow the PC gunner to modify the die roll to hit by +/- 1 per combat.

(We consider a combat to be the entire encounter with the enemy units.  This could be a 10 turn game where your PC's ship engages and bugs out of a duel with an Orion Frigate, up to a 100+ turn massive fragfest of attacking Moonbase 2 with a giant fleet.)

For a Navigation Phase check, if passed the PC's ship gains 1 extra hex of movement this MS sheet game turn/round.

For an Engineering Phase check, if passed the PC's ship gains D3 damage/shield boxes back at the start of the MS sheet game turn/round.

For a Piloting Phase check, give the PC's ship a +/- 1 die roll modifier to one enemy unit shooting at it in the MS rules.

I think this covers almost any major rules you would use in these games.  As a friendly bonus here are free PDF rules/demo rules covering some of the Machine Sheet games so you can see if they are for you:

(I would highly recommend people go to visit the main websites for the games in question and not just go directly to the PDF but they are listed for your convenience!)

Silent Death:  http://www.wizards.com/starwars/downloads/SW_Silent_Death.pdf
Battletech: http://battletech.catalystgamelabs.com/downloads/CBT-Quick-Start-Rules.pdf
Federation Commander: http://www.federationcommander.com/FCFirstMissions.pdf
Renegade Legion Interceptor: http://www.madcoyote.com/renleg/frame-test.html
(Sadly Leviathan and Centurion are out of Print.  Try Ebay or your favorite OOP game seller.)

The actual "No Frills" X-Plorers ruleset: http://greyarea.webs.com/downloads/X-Free.pdf

And some paid ones:

Car Wars: http://e23.sjgames.com/item.html?id=SJG30-7142
Silent Death: http://shop.ironcrown.com/index.php?main_page=index&cPath=1

Tuesday, June 9, 2009

Federation Commander Campaign Notes

One of the many projects going through my head when I am not feeling sorry for myself is an RP campaign system for Federation Commander, a hex n chit/miniatures wargame of the "machine sheet" variety.

You know, Machine Sheet. Those games where your units have a big sheet of paper filled with stats and damage boxes and piles of other detail most gamers don't care about.

Well Federation Commander is a Star Trek machine sheet game. Except it has a sort of kind of Trek license and could possibly be a prototype game universe for what many of the current wargame universes are. You know, "In the grim darkness of the grimly dark far future/fantasy world of Blah Blah there is only war". Basically Federation Commander is Star Trek how I always wanted it to be. Lots of jolly big capital class starships shooting the stuffing out of each other. Trek sans Roddenberry's idealist utopian dreams.

Take Trek, mix with Warhammer 40K, add in some original races and ignore any Trek besides the original series and the animated one, stir for 30 years. (See Federation Commander is a fancier streamlined version of the long running "Star Fleet Battles", a game for people who like the rules insanity/lifestyle gaming of Advanced Squad Leader (the full version) but would rather have starships neeming each other as opposed to replaying World War 2 for eternity.

Seriously. I am all WW2ed out. Greatest Generation, some of the worst atrocities ever recorded, Normandy blah blah. Humanity's history encompasses more than just the 1930s and 40s. There have always been soldiers dying for causes just and unjust for millennia.

Ahem.


Back then we had a miniatures RPG goulash where everyone was Star Wars Imperial TIE Fighter pilots taking on missions for the Empire and given options to join various factions and maybe not always backstab each other.

(Of course most people DID, but its not the GM's place to enforce player cooperation. Merely to make life difficult for the jerks in the long run. Sadly, karma never had a chance to rear its ugly head.)

As an aside, why DO hobby games players love jumping at the chance to be douchebags anyhow? Am I the only one who wants to play heroes anymore?

I combined 2 miniatures games, Silent Death for starfighter operations and Star Wars Miniatures for ground ones. Then I added in a simple quickie RPG advancement scheme and away we went.

Except this time using Federation Commander for space combat, and I have no idea what for Away Team missions. (My Adamythryl Engine system? Necromunda/40K? Traveller? D6 Space?)

With Star Trek now hot again because of a TOTALLY AWESOME movie, and my desire to play more Federation Commander, it seems like a good time to overload some Photon Torpedoes, cloak a Romulan vessel, and launch some Kzinti drones.

And I need the excuse to buy the 2 newest expansions. Orion Pirates as a full faction! Lyrans! Hydrans!

Basically it would be a riff on the movie events happening in the Star Fleet Universe which changes ITS timeline, except the villain of the movie's actions change and the SFU's main baddies, the Andromedans show up a good 30 years early and everything changes.

Everyone is a captain of a small ship from their chosen faction at the edge of space, guarding against pirates and the potential return of the Andromedans. While everyone is loosely allied, old grudges die hard (I know this one IRL all too well.) and who is to say anyone is REALLY gonna make nice nice with old enemies?

Plus secret orders from Starfleet/Romulan Command, ect could make for some tricky situations out on the frontier. Work with your new allies? Maybe its the smartest and best solution, but since when does anybody ever do that? :p

Ground stuff will be little ground battles/RP bits ala Trek.

Now my goal is to figure out which game system will be selected for the ground battles, and write up a quick set of campaign rules.

Monday, May 26, 2008

Wednesday and Thursday Game Reports

Since I have a 1500 point Warhammer Goblin army to attempt to have some semblance of painting done for next week, I will make this brief.

Wednesday 9IN, Starfury, and myself went down to Sarge's. Stuff was purchased. Cars hiding behind trees were backed into. A quick game of Federation Commander had 9IN use a Klingon Battleship, while I took 3 Kzinti Frigates and a Cruiser. A frigate and the cruiser died, and the Klingon ship was swarmed with an unhealthy amount of drones. We called that fight then, though it looked as if neither side was gonna have anything resembling a major victory. A 2 on 2 1500 points per player 40K game happened next, with Starfury on my side and 9IN teamed up with the Chaos Demons player and his pile of unfair rending cheese. If nothing else, 5th edition 40K will take that down a peg into something more reasonable. At least I hope so. Admitted, it wasn't a giant loss, but once the Demons showed up units stopped existing.

Thursday it was over at Pico's with 9IN and Starfury along. A rather close fought game of Nexus Ops happened, with 3 out of 4 players being within striking distance of winning the game. Pico and I got into a really stupid duel over one bit of land which mostly sucked our forces dry, he eventually keeping the territory at great cost. This left Starfury to his own devices where he mostly stomped on 9IN and won. With this and Twilight Imperium as evidence, I would say making any sort of deal with Starfury in a victory points type boardgame should be AVOIDED AT ALL COSTS. It gives him the win every time. Then we did some Silent Death, with 9IN on my side. The other side had too many elite pilots and gunners in excellent Star Wars ships which mostly trounced us. While I had the largest single ship in the fight, a Star Raven, it was constantly over estimated by the opposing side who always got to shoot at it first, with a 360 degree arc weapon that basically nullified any armor advantage my ship had, the Star Wars only Ion Cannon. Of course, my awful damage rolls and bad damage control rolls didn't help any. I think we did make a mistake with missile rules. Its a High damage rating weapon, which means you roll X number of attack dice. In missile spreads you roll 5d6 or 10d6 to hit. This means if there are multiple high numbers (6s in this case) they add together. We did not do this. This probably would have killed off both Y Wings that were causing me so much trouble. Missiles are just as deadly as the Star Wars Ions, just in different ways.

Tuesday, May 20, 2008

Wednesday and Thursday Game Reports

Wednesday was another drive to Sarge's where another 750 point 3 way game happened, this time with massive amount of terrain, and Sisters of Battle and the brand new Daemon World army, Slaaneshi flavored coming out to play. My all infantry plus one deep striking Terminator Sorcerer did horribly, me forgetting to even roll to deep strike the Sorcerer on turn 2. Daemons being able to assault the turn they deep strike meant my all short range forces got blasted at range by the Sisters, and outfought by sheer numbers of attacks and initiative the Daemonettes and their Soulgrinder backup brought to the table. My Sorcerer took out nearly 3 squads of Sisters before we called it for time. The Sisters' Canoness put a serious hurt on the Soulgrinder, removing two of its weapon systems before being overwhelmed by Daemonettes.

At the end of 6 turns I was left with a 1 wound Sorcerer, and the Sisters had 3 of their members in combat with him. The Daemonettes had their commander and a squad or two that were clearly gonna wipe out whoever won our fight.

My suggestions for fighting Daemon World from my early experience? Find area cover and GET INTO IT FAST. Being assaulted out in the open is a virtual death sentence even for good close combat troops like Chaos Marines. In cover you have a chance for them to fail their difficult terrain tests, or at least have the charge be simultaneous. 4-5 attacks on the charge from Initiative 6 models with 4+ invulnerable saves are a scary thing, even at Strength 3 Toughness 3!

Thursday opened up with a Federation Commander game, using one of the scenarios from Briefing 1. 2 Light Cruiser Class ships each. I was running Kzinti, Pico had Federation, and 9IN had Orion, choosing Photon Torpedoes. The scenario had each of us out to kill one player, but not the same one trying to kill us. The Orions hit one of Pico's ships with an Overloaded Photon which basically put it out with one single hit. Follow up phaser and drone fire took it out. Having taken light damage, he moved his ships out to speed with a distance my Kzinti would never catch, though I might have been able to take out the damaged Orion ship if we were willing to play it for 3 hours of boring gameplay. You see, I have a HEALTHY fear of Photon Torpedoes and moved out and about as opposed to coming at the Federation head on, getting a missile spread out there in an attempt to reduce damage taken by them. Thus I was mostly out of the fight outside of minor long range phaser hits on the Feddies, and long range anti drone fire at the Federation drones.

I can heartily recommend Briefing 1 for any Federation Commander player. The amount of new scenarios, ships, and organized information on all currently available ships and scenarios and where to get them is invaluable. Well worth the 13 dollars retail.

We then did a little Rock Band and I managed to nudge Pico into getting out his Dwarves who I then proceeded to inventory and write up a 1500 point army list for him.

3 boxes of Skull Pass pretty much builds a NICE legal 1500 point Dwarf force on its own, and a little more makes for the 2500 point usual.

1 Maxed out Warrior squad. A nearly maxed out Miner Squad. (Missing 1 dude, bombs, and the Drill.) Maxed out Gunner Squad. 3 heroes (Standard Bearer with a 25 point standard. (Josef Bugman model) Thane leader, and clipped off antlers Thane as an Engineer Master for the edification of the 2 Cannons. The Gyrocopter I got for this army as a birthday present LAST year finishes it up.

Some extra gear for his guys, a few extra Dwarves to be Engineers to his cannons, some straws to turn the final cannon into an Organ Gun, his old 6th ed Warrior Boxset as Warrior Longbeards and an EM4 Dwarf plastics set (FIFTY CROSSBOWMAN FOR FIFTEEN BUCKS!), and he can easily rock a 2500 list. Use those Dragon Slayers too.

He had the minis, I built his list for him. He chose some options I gave him obviously. Magic? Bah. MORE CANNONS.

And now I have a LOT of Night Goblins. This weekend I built a 1500 point Goblin list and a seperate 1500 point Orc with minor Gobbo force. And I finally cracked open the wonderful and handy rulesbook. Its ON.

The third rulesbook from our 3 sets bought at a discount went to MagicDrew who is doing Vampire Counts but will probably never have anything built. Maybe if he reads this he WILL GET A MOVE ON ALREADY?!

Outside of one 6th edition 500 point game I haven't played it since the sucktastic Herohammer days. I am looking forwards to sending the Ladz or my Lizzies up against the massive blocks of Stunties.

I have also received some more Car Wars goodies. The original Arena book with the terrifying Boston Arena Starfury has taken us through, 2 more Autoduel Quarterlies with their interesting and helpful information for expanding the game, and an entire solo module, Mean Streets.

Since the one of the two Ebay dealers had free shipping, I also grabbed three SEALED Ghostbusters International RPG modules. Always handy to have more game modules, especially for such a rare game!

Monday, April 28, 2008

Thursday Game Report

As Pico due to work has left our Tuesday group, a new, sadly more casual group has opened up on Thursdays. Currently it is he, 9IN, and myself. This first week was more or less a warmup game to see if we can do this schedule up before even trying anything serious or in depth.

Pico really wants some sort of campaign game. 3 people is about 2 people too short for any sort of campaign game.
But that's a topic for another time. That and the ideas in my head for a casual ground and space based campaign game.

This week was some Federation Commander. One 300 point Federation Starbase versus me in a Gorn Heavy Battlecruiser, Pico fielding a Federation Police Cutter and New Light Cruiser, and 9IN in a Klingon D7 Heavy Battlecruiser. Its been a while since Pico and I have played, and even longer since 9IN had played Starfleet Battles the longer, more complex, and far inferior parent game.

We picked things up pretty quickly, and used some simple logic for the enemy starbase. We guessed it was Andromedan controlled or something. All of our ships survived, and the Starbase was crippled in 3 turns. Our ships had light to severe damage, but overall we rocked the thing, and learned a few rules we never used before or forgot about. (Like Phasers being able to fire as the smaller Phaser types, and partially loaded Plasma Torpedoes.)

A good game overall. This week is either more Federation Commander, or Silent Death.

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