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berryjon
May 30, 2011

I have an invasion to go to.
I won't be participating, but I will be watching.

edit; Actually, you may want to start with Federation Commander. The rules are simpler and play is much faster than pure SFB.

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berryjon
May 30, 2011

I have an invasion to go to.

Added Space posted:

Looking over the rules, drones are complete poo poo. A D7 can control six at once according to the rules, and has two launchers, but can only fire one per turn (that is, one per 32 rounds). They move at one hex per round and can be destroyed with 4 damage. They are no more difficult to hit then a full-sized ship. A Phaser on a Federation Cruiser has a 2/3 chance of doing 4 damage at range 5 and is certain to do 4 damage at range one. Drones can also be stopped by tractor beams. One of the first exercises used to practice the system is to destroy four of them heading towards you at once.

In this scenario (advice from expert SFB player here):

Your drones will never hit the enemy unless you slap a tractor on him and then launch a Scatter Pack. What they do do is affect the Fed's movement and force them to use phasers or tractors (and the associated power) on the drones rather than your ship.

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

That's not correct - Type-I drones move at 8 hexes a turn, and both racks can be fired in one turn as long as they don't fire in the same impulse (they count as shuttle launches on that particular ship). The free rules are intended to introduce game concepts and are thus simplified.

Hold on, the basic D7 has F-racks, not A-Racks.

Actually, are you using the Cadet's Handbook?

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

To confirm, I have two Warp Engines producing 15 power each, +4 from Impulse and +2 from APR for a total of 36 power? I know you'll be handling the exact allocation, but I'd like to know how much I have to work with while planning my orders and setting priorities, if that's alright.

No, you have 4 APR. The D6 (you're flying a D7) is missing the wing phasers, and has the reduced APR output when compared to the D7. You also have 3 Batteries, compared to the Federation's 4.

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

Pssssssst, I'm the Federation captain, Added Space is the Klingon warmaster.

Stagewhisper: Then yes, you have 2 APR and not 4. Later versions of the ship add additional APR.

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

and the ship's bowling alley and gourmet restaurant

Running joke in SFB, thanks to the Constitution Blueprints from Franz Joseph - the first point of damage to the Rear Hull of any Federation CA (or variant) destroys the Bowling Alley. No exceptions.

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

I am aware.

Explaining for the audience....

berryjon
May 30, 2011

I have an invasion to go to.

Thalantos posted:

I really dug the idea of Kwinti space carriers. Not sure how effective they are, but the idea is cool.

I really hope you like keeping track of drones then. ;)

berryjon
May 30, 2011

I have an invasion to go to.

Added Space posted:

I resign. There's no point in continuing. Shoeless figured out how to make the Constitution effectively unbeatable in this fight.

For the record, you turned the wrong way.

"Sit and Spin" is an issue, especially on a tight map like this. And if you think that's bad, wait until the rules for ships with cloaking devices come into play.

I've passed the results of this game over to the SFB board, and asked for their input. I'll pass it along here when it comes.

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

It takes 3 turns (and a lot of energy (3+3+5)) to arm,

I think you transposed a number there. Arming an S-torp is 2+2+4. (FP1.22 in the Cadet's Book).

berryjon
May 30, 2011

I have an invasion to go to.
Abridged Scatter Pack Rules:

Load 2 drone spaces (Type IVs are two space drones) per turn onto a SP shuttle. Normal shuttles can hold up to 6 spaces of drones.
Launch like a seeking weapon; target a ship or a hex. If targeting a ship, secretly note release conditions (range, damage taken by shuttle). Also to be noted is targeting parameters for the drones. "Nearest ship" "Nearest Cruiser" "Frigate" "Other drones" are all viable option. SPs cannot "blossom" until at least 8 impulses after launch. If targeting a hex, when the shuttle reaches the hex, it blossoms and the above conditions take place. All targets must be in the FA arc of the shuttle when it blossoms.

Shuttle goes inert (speed 0) and can be retrieved for later use.

Example:

Scatterpack #1: Launch facing E; move E then Sideslip F. Target: Gorn Size Class 3, Range: Any, Damage; 2 points (to prevent a single point of lucky damage from a premature detonation). Contents: 4 Type I-M, 1 Type IV-M.

Scatterpack #2: Launch Facing A: Move to Hex 1402. Target; Klingon Drones; Range: 8; Damage: Any. Contents: 10 Type VI-S.

berryjon
May 30, 2011

I have an invasion to go to.

Thalantos posted:

If a Wild Weasel gets destroyed do seeking weapons reaquire their target?

There is a 'explosion period' where after a WW is destroyed it stays attracting seekers for several impulses or until the Weaseling unit performs some action that would normally void a weasel.

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

Query sent as Where my Torps at?.

Edit: Also holy crap Plasma Torps look like they hurt. Remind me never to fight against the Romulans or Gorn.

The best defense against plasma is range and speed. The maps that are being used here don't show that clearly, but you do have a lot of room to run away if you need or want to.

berryjon
May 30, 2011

I have an invasion to go to.
Kzinti ships have a lot of P-3s because for the longest time, they were designed to fight other Kzinti, rather than external foes - that meant swatting down drones, and trying not to lose ships to massive damage from heavier phasers. Gorn Phasers are given all-round coverage with their ships at the expense of not being able to focus them on any one target to good effect.

berryjon
May 30, 2011

I have an invasion to go to.
The Google doc is locked, and cannot be changed with new signups.

I will go with either team - I have experience with both races and am willing to fill in the gaps for whichever side needs the help/experience/another warm body in the captain's chair.

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

Fixed. Any general comments on the scenario?

For the Rommies? Shotguns. Lots and lots of Shotguns.

What is the refit status on those WBs? They are a bad ball-and-chain for the Romulan force. Do they have the NSM?

Gnoman posted:

Shotgun torpedos aren't available yet.

Rommies be hosed. Badly. R-torps are horrific overkill on a Stinger, and firing them on the ships will only result in dead Warbirds/Eagles, and at best a Pyrrhic victory if the Hydran ships get blown up and the fighters die a lonely death in space, far away from rescue.

berryjon fucked around with this message at 05:10 on Jul 10, 2015

berryjon
May 30, 2011

I have an invasion to go to.

Gnoman posted:

They're unrefitted at all -they're not actually part of the defenses in-universe, they're here to be refitted and are crewed as training ships while they're in the queue.

The Roms actually have a 120 point BPV advantage if I've calculated things right (I've lost my master ship chart, does anyone have BPVs for the Hydran fighters?). I can always add another War Eagle squadron or two if necessary.

St-2s are 10BVP each.

berryjon
May 30, 2011

I have an invasion to go to.

Xenocides posted:

So these are Warbirds without phasers?

New plan: Have the warbirds fire their torpedoes once and then cloak and wait to die. The rest of the Romulan fleet should leave them to die. Their sacrifice will be remembered.

Nah, go for sublight disengagement. They can get away and come back later on as refitted KEX's!

Also, ST-1's are 7BVP each.

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

What about cloak and wait 3 turns then fire again if the Hydrans haven't destroyed them by then?

The Warbird barely has the power to do that, and will expend most of its batteries in the process.

quote:

Edit: Also the cadet ook says that Fusion Beams need a turn to cool down between shots. Is that just the Cadet book not being the full rules, or a mis-type in the Romulan/Hydran tech post?

E7.22: (....)Fusion Beams require a one turn period to cool down on the turn after they have been fired. They cannot be armed at any level or fired again from batteries during this turn.

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

Wow. That's quite a list! Is that a good idea of the size a standard game of SFB is, or are there more ships since we're going to (hopefully) have more than 1 player for each team?

Thalantos posted:

I always got the impression it's designed for maybe 2-3 ships per side. The largest battle I ever fought was a squadron of 3 heavy cruisers assaulting a small outpost.

The largest legal SFB/F&E Fleet is composed of about the following:
1 ship with a Command Rating of 10
1 BattleGroup (2 War/Light Cruisers, 1 War/Light Cruiser Leader, 2 (War) Destroyers, 1 (War) Destroyer Leader - counts as 5 ships, not 6)
1 "Battle Control Ship" (Heavy Cruiser with 6 PFs and 12 Fighters - S8.23 makes them free)
2 Escorts for the BCS
3 more ships of any combat variant (1 paid for using an Admiral's point from F&E)
1 Scout.

That's 14 ships with two ship-equivalents in the Gunboats and Fighters.

Such a force, if under the command of a single person, could take an hour to prepare for each turn.

edit; I'm checking on the SFB website to see if I screwed up. If I did, I will make a correction later.

edit 2: Got a response from Steve Petrick, one of the two guys who designs SFB:

Steve Petrick posted:

Jon Berry:

Looks correct to me. The only thing you are missing is that you could have (provided you had a carrier or PF tender) another squadron/flotilla of attrition units (you cannot use casual PFs because they count against the command rating).

Optionally, you could replace the "three more ships of any combat variant" with another "carrier group" and use an Interdiction Carrier (two squadrons, but the two squadrons count as one squadron for command purposes) which would give you 14 ships plus four ship equivalents of fighters (three squadrons) and gunboats (one flotilla), but you might not want to give up the cruiser firepower for the fighters.

There you have it! 14+4 ships in a ridiculously maxed out fleet!

berryjon fucked around with this message at 19:44 on Jul 10, 2015

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

Wow! The devs respond to emails and talk from players? That's really awesome of them! And drat, an hour just to prep for the turn... I assume you mean energy allocation and such? So that's the kind of game you set aside an entire weekend for then.

Also, F&E I take it is Federation and Empire? I've heard of it, but I'm not entirely sure what it is other than a complex board game with a larger scope than SFB, where you control an entire empire. Could you combine the economy and empire management elements of F&E with the battle system of SFB to have a huge campaign where the battles can be fully played out?

Edit: what's PF?

Yes! SPP and SVC respond to players and questions on the BBS. In fact, it took all of ten minutes for SPP to respond to me.

F&E is the strategic scale game, essentially Axis and Allies to SFB's Squad Leader. You get to fight whole wars in that system, rather than just battles. You could try to play out the individual battles in SFB, but then you have to deal with hundreds of ships on all sides.

The PF/Gunboat is a unit between the size of a Fighter and a Frigate. They are late-game units, and come in Flotillas of 6 (with some exceptions). Each has the firepower of a frigate, and a flotilla costs about the came as a cruiser. Cheap and quick to build with little training required to operate, they are the last word in attrition units.

berryjon
May 30, 2011

I have an invasion to go to.
Each faction.

And the nice thing about F&E is that it abstracts the details of the ships themselves; the specifics of each weapon system don't matter. You can replace Photons with "Spaghetti Ball Launchers", and it wouldn't affect the combat value of the ships.

berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

Oh, that makes sense. And Fighters/Drones can't give themselves extra ECM or gain it from their parent ship, correct?

Drones have no inherent ECM; an ECM drone fired with a volley of drones can protect said volley - mostly used in scatterpacks. They also use the ECCM of the controlling unit.

Fighters have 4 'free' points of ECM and ECCM that fixed to 2/2. If they are equipped with an EW pod, they can generate 2 'swing' points of EW that are assigned at the start of each turn.

A Carrier that is within 15 hexes can 'lend' ECM/ECCM to all fighters in a squadron, up to 6 points total - these points have to be powered though, much like EW on the carrier itself.

Shoeless posted:

Will you be joining the next scenario?

I'm willing to fill in which ever side needs a captain, or someone with experience.

Also, I got more information about maximum Fleet Size:

William T. Wilson posted:

If you happened to be the ISC, you could also use a gunline battle group instead of a regular battle group, which would allow you to bring six ships using only four command slots, but they would have to be three destroyers and three frigates.

Charles Chapel posted:

A commando ship could be added if it had a Marine Major General.

A MMG is a "Legendary Officer", a unique person with amazing abilities. Think Kirk (L. Captain), Spock, (L. Science Officer), Scotty (L. Engineer), McCoy (L. Doctor), Chekov/Sulu (L. Navigator or L. Weapons Officer depending on the Episode). The MMG would be one of those guys, except for Marine/Ground Forces Combat.

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berryjon
May 30, 2011

I have an invasion to go to.

Shoeless posted:

That bit about carriers being able to provide ECM/ECCM sounds really useful. Is carrier used in this context as a general term for any ship that has fighters, or is it a specific class of ship?
There are three 'classes' of Carrier. True Carriers, Hybrid Carriers and Casual Carriers

A True Carrier is defined (in broad strokes) as a ship that deploys 8 or more fighters as a cohesive unit to the battle. In this scenario, only the Ranger and R-AuxCVL are considered Carriers. They can get EW Fighters for their squadron(s), and get other nifty bonuses for their fighters.

A Hybrid Carrier is a ship that carries less than 8. It gets no special bonuses for having them.

A Casual Carrier is a ship that can carry fighters(usually one or two), but may or may not. Not a lot of them exist, but later WYN cluster designs are the most common/relevant. They get no bonuses for the fighters.

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