May 2013

Star Fleet Universe News

THE BIG NEWS this month is that Jean Sexton has moved to Amarillo and has taken up her full-time duties in the new office that was custom built for her by those big windows in the front of the building. (Jean can only function while surrounded by potted plants and other growing things.)
      Jean is well-known to the fans of the Star Fleet Universe as "WebMom" on the BBS, as the manager of our page on Facebook, and as the proofreader who has dramatically improved all of our product lines. She is also the head of our RPG division and Marketing Director.
       For the last few years, Jean has done what she can during evenings and weekends. Now, with more time available, she can be expected to get a lot more done, and to take some of the load from Stephen V. Cole and Leanna M. Cole. (Jean will take over managing our e23 uploads from Leanna and managing the Star Fleet Rangers from Stephen.) We were so happy to get her that "the two Steves" drove to North Carolina to pick her up (along with everything she owns).
Jean Sexton
Jean Sexton

Two new summer releases have been announced: Captain's Log #47 and the Federation Commander Tactics Manual.


WEBSITE: Our website,, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Joel Shutts, our graphics director, continues to update the website, do covers for the new products, shut down pirate websites, help out around the company, and learn more about the game business. One of our newest pages is for Starline 2500 where we display photos and 3d renders of the new starships.

FACEBOOK: Jean continues to improve our page on Facebook, adding many new photos and other features.
If you haven't seen the 1,000+ pieces of art in the albums, you should drop by and visit. You don't have to be a member of Facebook to see our page, but if you are, please become our friend so you can get information in your newsfeed.

If you've already liked us on Facebook, but are not seeing our posts, then remember to check your new "Pages Feed" on the left menu. You can also go to our page and hover over the "Liked" button. Be sure that both "Show in News Feed" and "Get Notifications" are checked.

VIDEOS: StarFleetGames has taken its act to YouTube and we now have a YouTube channel. Our goal is to create a video for the new product releases during each month. We have "In the Box" videos to show you what you will see when you unpack your new game. We have also done "Spotlights" on a single product or product line. So pull up a chair and join us at the movies! Our newest uploads are:

Star Fleet Marines Part 1
Star Fleet Marines Part 2
ADB Late May 2011
Starline 2500 Miniatures Review

STARBLOG: Our StarBlog has moved to a new URL and all links on websites have been changed to match. The new site is
The blog covers all aspects of the company.

AMBASSADORS: Jean Sexton has succeeded in recruiting two ambassadors (Michael C. Baker and A. David Merritt) to carry the word of the Star Fleet Universe to other websites. They (and Jean) were awarded the first ever "Star Fleet Ambassador Badges" as well as appropriate medals for their service to date. These ambassadors do not just repeat press releases; they answer questions, encourage discussion, and help people find the relevant documents on our website. Contact Jean Sexton if you want to volunteer for ambassador duty.
Ambassador Badge

Take a journey with us to an ancient age, just one step up from carving game rules on clay tablets. The year 1973 was at the very dawn of the independent wargame publishing companies. Typesetting was done with a manual typewriter, print-on-demand meant the photocopier at the library, counters were printed on paper (and drawn by hand), page layout was done with scissors and cellophane tape, and two guys in a garage could turn out a wargame magazine that won two Origins Awards. The point was creativity, new ideas, and imagination. Production values would have to come later.

That magazine was JagdPanther (Hunting Panther), created and run by the same Stephen V. Cole who later co-founded Task Force Games and then went on to found Amarillo Design Bureau. We found the ancient archives of this game company (which ran from 1973-1976, producing 15 magazines, about 50 games, hundreds of variants, and dozens of game reviews) and are now placing them on e23 so they are available to collectors. (Old issues have been selling on Ebay for over $100 each.) Issue #1, Issue #2, Issue #3, Issue #4, and Issue #5 are already there and further issues are being prepared for upload.

Custom Decals for Starline ships

Tenneshington Decals now provides custom decals for all currently produced Starline 2500 miniatures, as well as special sets encompassing the contents of the Federation Fleet Box, the Federation Squadron Box 1, and Squadron Box 7 - Federation Reinforcements. Decals for each of these ships are available individual sheets and we now have a sheet of "windows" which can be used to detail any ship with additional window blocks, sensors, hatches, and even phaser scars.

As with all their products, the names on the ships are up to the customer and all sheets are custom-printed to order.

Tenneshington Decals currently has each of the three new Federation minis in hand (Federation BB, CB, and DNL) and are laying out the decal sheets for these miniatures. These decals will be available on our website before the end of March, 2013.

In addition, we are nearing completion of decals sheets for the Starline 2400 Federation Fleet Boxes

For more information or to download the order sheet, check us out at Or if you prefer, email Will McCammon at: or Tony L. Thomas at:

Demo Promo Pic


      Rated Ace Tournament 41 has started. Thirty-two players signed up and 11 of the 16 first round games have been played. Andrew Koch will be the judge.

      Rated Ace Tournament 40 is moving with Geof Clark as the judge. Round 4(the semi-finals) is set to begin! This one is rocketing along! Good luck to thefour semi-finalists.

      Andromedan Playtest Tournament has been restarted and is creating a lot ofdiscussion. Peter Bakija anticipates the games picking up even more after someof the intense tournaments wind down.

      Spring 2012 FCOL Tournament has started with one game played. Jim Dauphinais is the judge for this.

      NetKill Patrol is in the elimination round for the first quarter with Joshua Driscoll facing Matthew Potter. The second quarter is now under way. Richard Schirmer   maintains the statistics that make this tournament possible.

      The Platinum Hat 2013 International Online SFB tournament should start up this summer, probably right after Origins so we can really focus on it.

      The 2-on-2 Tournament 2012 is looking for a new judge as the original organizer had Real Life interfere with gaming.

       GURPS Prime Directive campaign in motion on the Federation Commander Forum. Check out the Donjebruche Campaign here: The GM is Jeff Johnson.

      The SFB Online World League 2013 is in the final days of signing up. May 18 is the deadline for signing up for this fun tournament. Peter Bakija is the organizer and judge. You can read about the current and past tournaments here:

      On the radar: the Masters 2013 tournament seems to be in the formative stages. If you are interested in this fun, but challenging tournament, give a callout here:


Please send information to Jean via the email in her BBS profile, PM on the Mongoose or Federation Commander forums, or Message on Facebook. If you want convention support, please contact Mike Sparks at Your convention must meet a few simple requirements (one of which is being held in the United States due to shipping costs) which are here:

Nashcon 2013 will be held May 24-25, 2013 at Cool Springs / Franklin Embassy Suites. Tony L. Thomas will be running the latest revision of The Battle For Kh'rtis Rock, ­ a massive scenario involving over 60 Federation and Klingon ships (with a battle station and some civilian units thrown in case 60 ships isn't a large enough number!). In addition, a three round ACTASF tournament will be played on Saturday 25.  Contact Tony ( with any questions concerning this event.

Questing Knight will be sponsoring an event on May 26, 2013 from 11 am - 4 pm at the Belmont Community Hall on New Street in Wellington, Telford, Shropshire, United Kingdom. It is a 16-player organized-play event over  four game tables depicting games from Y172, Klingon/Federation Border and Romulan/Federation incursion raids. All 2400 series miniatures to be used must be painted, some miniatures can be supplied by organizers if required. Check in with them here:

Origins Game Fair 2013 will be held June 12-16 in the Greater Columbus Convention Center, Columbus, Ohio, 43215. Demos will be held of ACTASF. Federation and Empire has a huge group of players who conquer the universe over the space of five days. All SFU games will be played there and demos will be held upon request (some will be formally scheduled closer to the event). Both Steve Cole and Steven Petrick will be available to players and there will be seminars about what is in store for the games and what  you, the players, want.

Origins games include the following ACTASF scenarios run by Bill Stec: Event #1008 Wednesday June 12, 2 pm-6 pm, A Fight to the Death (6 players/3 per side, each with 2 ships on a fixed map in a fight to the death). Event #1142 Thursday June 13, 12 noon-4 pm, A Fight to the Death (6 players/3 per side, each with 2 ships on a fixed map in a fight to the death). Event #1355 Friday June 14, 12 noon-5 pm, Assault on the Alliance Base Complex, 6 players/3 per side, 8 Alliance ships + 2 bases vs. 10 Klingon attacking ships. Event #1421 Friday June 14, 6 pm-10 pm, A Fight to the Death (6 players/3 per side, each with 2 ships on a fixed map in a fight to the death).

Mongoose Publishing announces on June 15th, we are throwing open our doors for the premier A Call to Arms: Star Fleet tournament - Star Fleet's Finest! This is where the elite admirals get together and demonstrate their  tactical prowess (or not, as the case may be), and is always an easy,  fun event with plenty of prizes, good games, and great company! The tournament pack can be downloaded freely and tickets are available here; If you use the coupon code FLEET when purchasing your ticket, you will not be charged any postage!

Games and demos are being run in Oklahoma City, Oklahoma. OKC WarS has games of ACTASF run by James Kerr. You can find them at  Hampton Inn Midwest City, 1833 Center Dr., Oklahoma City, Oklahoma 73110-2810 or contact them through email:

Games and demos are being run in Spokane, Washington. They meet every Thursday (may move to Friday) at 2:00 pm and play till 9:00 pm, games  open to start every time. You can find them at The Gamers Haven, 2114 N.  Pines St., Suites 1 & 2, Spokane Valley, WA 99206, (509) 443-5992

Games and demos are being run in Jacksonville, Florida. They start at 6:00pm and play till 11:00 pm, There will always be ACTASF games open to play or you can learn ACTASF every Friday. Contact Ray at Suncoast Comics, 5509 Roosevelt Blvd., Jacksonville, Florida 32244  904.771.2776

Do you want to run demos  and promote SFU games? Consider becoming a Ranger! You have the advantage of "growing your own" opponents and of making new friends. Read more about it here:

Download Transmissions

HAILING FREQUENCIES: This is our newsletter and will let you know all the news for all our games. You can subscribe here. Have you missed an earlier newsletter? Click here to get caught up!

COMMUNIQUE: The latest Communique brings you more Ship Cards, scenarios, and more news from the Star Fleet Universe! It can be downloaded from the Commander's Circle.

COMMANDER'S CIRCLE: We continue to improve the Commander's Circle. All of the ships and scenarios are available as separate documents (the ships are organized by empire) so you can quickly see what is available. The FC Scenario Database and Master Ship Chart documents are also here. Our newest project was suggested by our players and is uploading low-toner Ship Cards. The Commander's Circle is the best place to find free additions to Federation Commander!

FC Forum Recent Posts

The Federation Commander site and Forum continue to grow as more gamers continue to find them. All of our games currently have topics in the Forum. If you have any comments, questions, or requests for our Graphics Director, this is the place to let him know. Come see what the commotion is about and join the Federation Commander Forum now.

We are very pleased to see the medals, honor bars, and ribbons awarded to players being incorporated into their signatures. It is exciting to see lots of interesting conversations about a wide variety of subjects. Get in on the activity!

While for new players the Federation Commander Forum is a little easier to manage, the original (Discus-based) BBS is where most product development takes place. If you have a proposal you'd like to see worked on, don't forget to make sure it is mentioned here. It also has active F&E and SFB forums where players run campaigns, Rated Ace tournaments and other SFB tournaments are organized (most FC tournaments are organized on the Forum), SVC's "My Day" appears, along with current news and strategies dealing with Prime Directive, and each issue of Captain's Log is created. While less colorful (no avatars or sigs), it is a vital part of ADB, Inc.'s communications.

F&E Strategy of the Month

     With Advanced Operations has come the return of the Lord Commander. The Old Colonies Squadron's Lord Commander can be cheaply converted to a Lord Marshall for one Economic Point. This gives the ship one more combat potential for only that one Economic Point. This can be done at any time, once the Hydrans are at war, but it is best to do the conversion early, before the Old Colonies Squadron goes into action.
     The Hydran Dragoon is an excellent heavy cruiser. For two Economic Points, it can become an excellent Lord Bishop command cruiser. For those two Economic Points you get a much-needed Command-Rating-9 hull as well as one more combat factor. If you plan to do this, try and get it done in the first turn or two. After that, you will be down to two starbases and conversion capacity will be at a premium.
(End F&E Strategy of the Month)

Call To Arms Tactic of the Month


     A Call To Arms: Star Fleet's I-go-you-go initiative system rewards shooting first and disabling an opposing ship before it can fire. Dreadnoughts are great for this, because they pack a lot of firepower onto one hull and can do "in one go" what smaller ships would need two or three "goes" to do. That gives the opponent less time to react. Most dreadnoughts also have the Command +1 trait, so you will win initiative (and fire first) more often!
     On the other hand, the movement initiative system rewards having a larger number of more maneuverable ships like frigates. Also, a ship which fires all of its phasers in an "alpha strike" is vulnerable to seeking weapons as it has no phasers left to fire. The solution is to balance one or two big ships with smaller ships. The smaller ships will act as "initiative sinks" during the Movement Phase, and can use Intensify Defensive Fire! to protect the dreadnought against seeking-weapon retribution. In general, move your dreadnought last and fire its weapons first.
(End of A Call to Arms Tactic of the Month)


Throughout the month our graphics director places on the website various cards called Demotivationals. These are like postcards with an image and a phrase that is often used for humor.
These are the Demotivationals for the month of April:
The Return
Energy Being
Lost Empires

To see our previous Demotivationals click here.

Mini of the Month
Every month we will feature one or more of our miniatures that has been painted by a fan. If you paint miniatures, submit pictures of your minis and they may be selected for the next Mini of the Month!

Starline 2500 Lyran Light Cruiser
'The Pink Panther'
Tony L. Thomas

Klingon D7's

New Releases

Communique #89 has been posted to the Commander's Circle.

Click here to see our previous issues of Hailing Frequencies.

Recently Released
Federation Commander: Reinforcements Attack, Stock # 4110, $29.95
Federation Commander Booster Pack 34 Escorts, Stock #4234, $9.95
Federation Commander Booster Pack 35 Cops & Raiders, Stock #4235, $9.95
Federation Commander Booster Pack 36 Heavies, Stock #4236, $9.95
Captain's Log #46, Stock #5746, $24.95
Starmada: Battleship Armada, Stock #6105, $16.95
Starmada: Battleship Armada Nova Edition, Stock #6105N, $16.95
Alien Armada Nova Edition, Stock #6103N, $16.95
Distant Armada Nova Edition, Stock #6104N, $16.95
Star Fleet Marines: Last Stand, Stock #2102, $34.95

To be released during 2013
SFB Module C6 Lost Empires, $TBA
A Call to Arms: Star Fleet Reference Cards, Stock #30001, $14.99
Traveller Prime Directive Core Rulebook, $TBA
Tribbles vs Klingons. $TBA
A Call to Arms Star Fleet #2, BattleFleets, $TBA (JV-Mongoose)
Federation Admiral, Stock #4080, $TBA

PDF SALES: ADB, Inc. continues its relationship with Steve Jackson Games and their e23 Warehouse. We chose e23 because they have a philosophy that agrees with ours -- our customers are honest and honorable and wouldn't aid people who want to steal our products. Furthermore, we know from experience how devastating a computer crash can be and want our customers to know that they don't have to worry about the loss of their e-products bought through e23. What do we have there? We have created a new page that allows easy access to our PDFs for sale on e23. From here you can see what we currently have posted and have links to those products.

Captain's Log #28
Battlewagon Second Edition
Starmada Admiral Edition: Battleships Armada
Starmada Nova Edition: Battleships Armada
Jagdpanther #5
Star Fleet Battles Commander's Edition Volume II
Star Fleet Battles Commander's Edition Volume III
Federation Commander: Klingon Ship Pack #2
Star Fleet Battles: Tactics Manual
Captain's Log #46 Supplement

PD One: Federation Sourcebook 1994
PD One: Prime Directive Core Book 1993 
Introduction to the Star Fleet Universe
Prime Directive PD20M
Klingons PD20 Modern
Federation PD20 Modern
Romulans PD20 Modern

Star Fleet Fiction

      Roger Smith watched quietly from his seat beside the ship's Vulcan science officer, his journalist's Personal Access Display Device in hand. As one of the first reporters allowed access to a ship in wartime as part of Star Fleet's experimental embedded journalist program, he knew that his seat here on the bridge was precarious. It had taken him most of the long trip here to convince Guderian's young captain, Commander Jake O'Donnell, to allow him to sit here, not in the backwaters of auxiliary control where he would have been subject to the whims of Guderian's executive officer. The XO was an Andorian who had made it clear in their first meeting that he had little respect for the embed program, less respect for Smith's profession, and no respect at all for Smith.
      The XO's opinion was undeserved of course. He stroked his stylish, square-cut goatee slowly. While he knew some of the stories he wrote might seem to have an anti-military slant, he felt that overall his record of reporting on the industrial-military colossus was clearly unbiased. It's not my fault that the public ignored the series of reports I did that highlighted the Fleet's humanitarian response to the Wacuri disaster, or the report on the Medivian crisis, but the public loved it when I wrote the exposé on the Martian Mafia that thinks it runs Star Fleet, and that retired commodore turned lobbyist.
His fingers traced behind the goatee and he winced unconsciously when they trailed across the bumps of the chin implant. That thug that had sought to enlighten him on what he could and could not say about the "alleged" link between the commodore and the Martian Mafia had failed miserably in forcing him to throw away his story. He had his integrity. Thankfully, that undercover police agent stumbled upon our little session, or I might have needed more than a new chin.
      He dropped his hand, suddenly aware that the O'Donnell's gaze was upon him. He flashed a disingenuous smile, knowing that the dark tan he had acquired from doing stories on a dozen frontier worlds and the goatee gave him a rakish look that sometimes did more harm than good when he needed to gain someone's confidence. The captain briefly looked confused then turned away quickly to the main viewscreen. Smith felt his smile fade away, and looked down at the blank screen of his PADD. He had a deadline to meet, and so far he did not have a real story. But at least out here on a ship, I'm in a better position to get one. Unlike those talking heads back at Network Control who don't have an opinion unless someone in management tells them what it is.
      Of course, part of the story was the embed program itself. He knew that programs like this had been tried over the centuries with varying degrees of success, but he doubted if the Star Fleet he knew would have allowed a journalist within half a parsec of a ship's bridge if it wasn't for one cold hard fact. They were losing the Klingon War and public support for its continuance was becoming more vital every day.
(Continue reading here)

Ask Admiral Vanaxilth
      Francois Lemay asks: Can drones just launched be involuntarily transferred if the drone-launching ship is placed in stasis on the impulse of drone launch?
      ANSWER: I sent this one to Kommodore Ketrick who replied: Yes, per (F3.41). The fact that a ship guiding drones is placed into stasis is as much an involuntary release as if the ship were blown to Hades or any of a number of other involuntary release conditions occurs during a given impulse.

      Francois Lemay asks: Let's say a Kzinti battlecruiser already has six drones on the map and launches four more. Can four of the drones on the map be involuntarily transferred to other ships or do four of the drones lose their tracking?
      ANSWER: The Kzinti battlecruiser can only control six drones, so if it is already controlling six drones it cannot launch any drones, period. In order to launch four more drones, it would have to first release or transfer control of four of the six drones already on the map, during the 6B6 Seeking Weapon Control Step, which is prior to launch. This would be a voluntary release or transfer.

      Francois Lemay asks: A Klingon C8 at Speed 31 has a Kzinti battlecruiser (Speed 20) in a tractor at Range 1; both are heading in the same direction. The battlecruiser also has a Speed 20 ECM drone following it. The C8's pseudo-speed is now 19 and battlecruiser's pseudo-speed is eight. It is Impulse #4 and Speed 8 and Speed 19 both move. The C8 moves forward. Does the battlecruiser's ECM drone move as well?
      ANSWER: Yes, if the battlecruiser leaves its hex, the ECM drone will immediately speed up to 20 and seek the hex of the battlecruiser.
      Follow-up question: On Impulse #5, the battlecruiser will move as required, will the ECM drone move again? If so, the Speed 20 ECM drone is basically moving at Speed 27.
      ANSWER: Speed 20 moves on both Impulse #4 and Impulse #5, so the ECM drone will move both those impulses if it needs to in order to keep station with the battlecruiser. Now, if both ships keep moving the same direction, the ship will eventually leave the drone behind. However, it should be noted that the ability of an ECM drone to change speed, instantaneously, as many times as it needs to, can lead to it moving more hexes in a turn than its rated speed under certain circumstances.
      Follow-up question: The battlecruiser has launched four Speed-20 drones at the C8 while tractored on Impulse #6. On Impulse #7, Speed 19 and Speed 20 move. The C8 can do a sideslip or even turn. How are the four launched drones handled? According to (G7.9433), the drones are carried along when the C8 moves whether it is a sideslip or turn. Do the drones then move or must they wait until Speed 20 is called for and not Speed 8 or 19?
      ANSWER: The drones are carried along in the tractor tunnel when the C8 moves. They will move again, advancing along the tractor tunnel, when their movement is called for. They do not miss their move just because the tunnel moved
(Ask Admiral Vanaxilth continues here)


     Q: The Lyrans have two admirals in a single forward-deployed fleet. During the Retrograde Phase the Lyran player attempts to use a frigate to transfer one of those admirals to a battlecruiser in a rear-deployed reserve fleet. The Kzinti player has objected to this maneuver on the basis of the admiral transfer restrictions under (316.14) which says that the admiral has to be on a command ship. The Lyran player argues that since (316.22) Admiral Effectiveness is not in use, those restrictions do not apply. What do we do? And just what does the note about "not needed" really mean?
     A: First, it's not a problem to put the admiral on a frigate (or an APT for that matter) to move him from one fleet to another during a single phase. He's back on a ship with a Command Rating of eight before anything happens that would matter. No harm, no foul, no problem.
     The "not needed" note means that you don't have to bother with fussy rules about what ship the admiral is on if you aren't using (316.22), and here's why. When using admiral effectiveness, you will eventually get a dud -1 admiral, and a devious player might want to put him on a small, insignificant ship and send him to some out-of-the-way corner of the empire to inventory asteroids. Rule (316.14) requires him to be on a Command Rating 8 ship, so if you do send Admiral Dunderhead on sabbatical, he takes an important ship with him. Without admiral effectiveness (316.22), an admiral is just a ticket to add a ship to the battle force beyond the command limit, and you can assign him to a Free Trader if you want (although that will get him killed and limit the size of his fleet, so nobody would actually assign him to anything other than a real command ship).
     Q: Ok, so we're now allowed to move admirals between fleets using a non-qualified command ship (as long as that ship has a first-class chef in the dining room). That brings up questions. Am I limited to doing this only in cases where the admiral can reach his new flagship in a single movement?
     A: Yes. His new flagship must be within the movement capability of the ship you are using to transport him.
(F&E Q&A Continues Here)


    Q: Dear Aunt Jean, now that you're in Amarillo, you're going to release Traveller: Prime Directive any day now, right?

     A: Oh gosh, I wish it were that simple. Marketing Director Jean has decreed that information about any new release should be sent to the distributors four months in advance. Because we have advertised Captain's Log #48 and SFB Module C6, Proofreader Jean had better get cracking on those Origins releases. Sales Booth Babe Jean will be out for a week in June running ADB's sales booth at Origins. RPG Editor Jean says that it might take couple of months to get things in shape, if we get the deckplans we need. Marketing Director Jean thinks that may mean a Christmas season release. However (to borrow from another franchise) the future is always in motion, so we'll see if the forecast is anywhere near accurate.

     Send questions to Jean at and SVC will decide which one Jean will answer next.
(End of Ask Aunt Jean )

Cool Stuff on the Website

In this section we will provide links to various web pages and items that we think you will find "cool".
Here is a links to our new page about our new upcoming game:
Tribbles vs Klingons
Here are links to the new pages of Starline 2500 miniatures pictures.
Starline 2500 Battleships page
Starline 2500 Federation Miniatures
Starline 2500 Klingon Miniatures
Starline 2500 Romulan Miniatures
Star Fleet Command
Starline 2500
Traveller Prime Directive
Call to Arms Star Fleet

We have also uploaded new Xander wallpapers to our Wallpapers section on the website.

We have new images of our next game Star Fleet Marines posted on our BBS topic page.


These are the press releases we send to the wholesalers, retailers, and media. You can get on the mailing list for them by asking to add you to the list. (Obviously, they are free.) They are uploaded to the Star Fleet Alert page

Alert 130402 Module C6 (Adobe Reader Required)
Alert 130326 Last Stand (Adobe Reader Required)

FC Tactic of the Month

     Any examination of the efficacy of shield crackers without considering Marines is only looking at half of the story. Seltorian ships are built with significant numbers of transporters and entire colonies of Marines.
Use them.
     The whole "historical point" of the shield crackers was to be able to board and capture ships intact. (The Tholians were businessmen and wanted to get back stolen resources, not destroy them.) Seltorians have more Marines than anyone-else and plenty of transporters. Either perform hit-and-run raids (if you can't capture the ship), or perform boarding actions (if you think you can capture the ship).
     To capture an enemy ship during a duel, remember that you only need to have some of your Marines survive the first turn. The idea is to build up enough numbers so that by the third turn you outnumber the enemy ship's Marines and you will eventually capture the ship. Shield crackers help you do this.
(FC Tactic of the Month Continues here)

SFB Tactic of the Month

     You cannot plot an Emergency Deceleration, but you can plan for it. Even if you did not plan on using it, you might have some flexibility in terms of the specific impulse you announce it. The timing of when you announce Emergency Deceleration is important, as there is a two-impulse delay before it takes effect, and a sixteen-impulse post-deceleration period to account for. Here is a rundown on the implications of announcing Emergency Deceleration on various impulses.
     Impulses #3, #4, #5, #8, #10, #13, #17, #19, #21, #23, #24 or #29: Announcing Emergency Deceleration on any of these impulses means you can launch a wild weasel on the impulse you stop, and have it move out of your hex the following impulse. This allows you to avoid collateral damage when seeking weapons impact the weasel.
     Impulse #9: This is the latest you can announce Emergency Deceleration and still move out of the hex where you stopped during the current turn. You stop on Impulse #11 and the post-deceleration period ends on Impulse #27, at which point you could announce a speed change using reserve warp or impulse.
     Impulse #14: This is the latest you can announce Emergency Deceleration and have the post-deceleration period end during the current turn. If the post-deceleration period ends during the current turn, you have more flexibility the following turn, and avoid the (C8.412) penalty. Note, however, that you can announce as late as Impulse #17 without impacting the number of hexes you can move the following turn, or the cost of moving those hexes.
     Impulse #30: This gets you stopped on Impulse #32, so you can launch the wild weasel to avoid getting hit by fast seekers on Impulse #1. You can then tailor your Energy Allocation based on the fact that you are stopped.
     Impulse #32: It might seem goofy to announce Emergency Deceleration on Impulse #32, but it has several advantages. During the following Energy Allocation Phase, you can plan for the fact that you will be stopped. For example, you can do a decaying speed plot that lets you move a crucial hex at high speed, and then be stopped early in the turn, without wasting much movement energy. The big disadvantage is you are telegraphing your intentions to your opponent, who now has an Energy Allocation Phase to plan for it. For this reason, announcing Emergency Deceleration on Impulse #1 might be a better choice.
(End of SFB Tactic of the Month)


Starline 2500 Orion War Destroyer
See the other images here.

BC AboveF