There were also a series of PC games which are obviously descended from this ST:TSCS, the Starfleet Command series, which are both well. The original version of ACtA:SF was published in hardback print back in , as part of a joint venture agreed between Amarillo Design. ACTA Starfleet – Federation Nebula Class. Recently I purchased three Furuta Star Trek Nebula class ships off eBay. They are a decently.
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Posted by Paco G. What makes it an incredible game is that, to this day, it is the only system that I believe accurately represents the second-to-second decisions made aboard a vessel engaged in combat, in real time. The only problem with that system, starf,eet, is that a battle between two equally equipped ships can last a couple of hours acfa requires an immense amount of detailed bookkeeping.
The focus is more on resource management than anything, which makes for a slow slog of a game. As much as I once loved the game, it is simply too much of a simulation and not enough of a game when all subsystems become involved.
The core game, though, with just power allocation, movement, and shooting, is actually not as complex as many would have you believe, but it still takes an awful long time for two cruisers to vaporize one another. STCS was, in essence, a modified version of BattleTech rules designed for space, and they worked surprisingly well.
The real draw for ST: I really liked this version, and FASA had some bad ass miniatures to go with it, which added quite a bit to the fun of the game. There were also a series of PC games which are obviously descended from this ST: The one major flaw with ST: Paired with the fact that any two smaller ships will outmatch one larger one. Additionally, playing more than one ship per side is a little daunting, although not as difficult as Star Fleet Battles.
Between Star Fleet Battles and its subsequent offshoot, Federation Commander, there were several rule sets that could be played using the Star Trek series, the most prominent being Full Thrust which, when played with the unofficial Star Trek variant, is called Full Trek:.
These were bad ass lead-pewter miniatures that were crisp and beautiful. In fact, the first hobby spaceship I ever owned was a Starline series, bought with my own money, in Philadelphia. The real difference is in the scale at which the game is usually played, though; where Star Fleet Battles is more playable in a one-on-one or two-on-two scale, the scale of Federation Commander is more squadron to fleet level, and it scales very well between those two.
Along with Federation Commander came an update of the Starline Series miniatures towhich are much nicer metal miniatures with fine details.
A Call To Arms: Gangs of Mega City One fame amongst others. SF, as a product, is nothing more than a wonderful looking rulebook, but the game itself is much more when you look at the latest iteration of Starline miniatures, the series. I also got a couple of singles that looked pretty bad ass. All of my miniatures have spectacular detail, far greater than I had expected, but they were incredibly trying to assemble.
After Frank Branham and others gave me some advice, I managed to pin them and that made the assembly much easier. Mongoose sells a huge variety of ships encompassing all of the major powers in the Alpha Quadrant such as the Federation, Romulans, Klingons, Knitzi, Gorn, Orions, and Tholians.
Further, they are coming out with these bad ass little reference cards which allow easy book-keeping via dry-erase.
As it rests, I simply made an Excel spreadsheet which is printable onto card stock and sleeved in a sheet protector which allowed us the same basic principle.
SF does an admirable job of simplifying Star Fleet Battles down to the Squadron Commander level from the individual Captain level, so to speak. Instead of worrying about power allocation, this is a game about white-hot particle beams searing through hulls and vaporizing crewmen. The game is broken down into phases where each player takes turns moving a single ship at a time until all ships are moved, then they do the same thing regarding shooting.
The Core Rulebook
While the impulse system that I love so dearly is gone, this does an admirable job of simulating sub-light space battles. There are no shield facings in ACTA: SF, but the weapon arcs are enough to make position really matter as noted. Stxrfleet of the normal six facings in every previous game in the Star Fleet Universe, this game boils it down to four 90 degree sections.
Shields have a single value, so unlike the other ADB games, your shields are assumed to continually be fully powered when struck until they fail completely. In short, it mimics a fire on board or crewmen being trapped in an irradiated area and made ineffective. Each weapon on your ships have an attack dice stafleet, which amounts to how many dice you get to roll for them.
All in all, ACTA: SF most certainly captures the feel of having unique weapons systems. Very, very cool, in starflete. One of the most important things in ACTA: SF is the advent of defensive fire.
Because all weapons, including seekers like torpedoes and drones, have been abstracted to direct-fire weapons, you can assign almost all of your offensive weapons to defensive fire. But since your weapons can only fire once per round, generally, you really have to decide whether to use your phasers to shoot incoming torpedoes and drones or to let the shields soak up the damage and reserve your weapons for offensive volleys. We found that one of the hardest things to really master is the judgement of when to attack and when to withhold for defensive fire.
SF does what a lot of space games do but in a distinct, unique way, and this is the only simple, approachable one that truly gives you the Star Trek feel.
The basic rules are very simple to grasp, and when you add in the advanced rules such as damage control, special actions, and the like, the game is simply superb.
ACTA: Star Fleet – G*M*S Magazine
It makes the recent Wizkids Star Trek Heroclix read: As I said, I stadfleet the impulse turn system because it really did allow for real-time shooting and movement to coalesce, but barring that one niggle, this game is truly remarkable in how well it captures the Star Trek universe, how comprehensive the rule set starflret, and how much fun it is to play.
I would even go so far to call this game the best-in-class based upon those criteria because it really covers all the bases and allows you so many tactical options and fleet configurations. The miniatures are solid starrleet great looking, and the ongoing support at conventions such as GenCon and smaller local cons really indicates to me that this game has legs and will be around a long, long time. Star Fleet Battles was simply too unwieldy and put too much emphasis on power management. Federation Commander fixed a lot of my beefs with both the aforementioned titles, but was still putting strfleet much emphasis on power management and filling in little boxes.
In short, it was still too much detail, and it was adhering too much to being a power management game. Star Fleet gets rid of the boring parts of all of its ideological predecessors while retaining almost all of the good stuff.
I think, had they kept the moving and shooting impulse system, that this game would be the ultimate Star Trek space battle game. My hat is off to Mongoose, to be sure.
ACTA Trek Scenario – The Battle for Deep Space 4
aacta You can see all there is to see about A Call To Arms: Star Fleet at the Mongoose Publishing site here, where you can starlfeet place an order: Born in Spain with a talent for dyslexia, I am gamer, player, graphic designer, photographer starrfleet psycotherapist. Also online magazine publisher and writer. I do lead a busy life! You must be logged in to post a comment.
Star Fleet Posted by Paco G. Between Star Fleet Battles and its subsequent offshoot, Federation Commander, there were several rule sets that could be played using the Star Trek series, the most prominent being Full Thrust which, when played with the unofficial Star Trek variant, is called Full Trek: Jaen Born in Spain with a talent for dyslexia, I am gamer, player, graphic designer, photographer and psycotherapist.
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