Plotted movement _was_ the default method of play of _SFB_ (something like 8 impulses in advance in 32-impulse turn), but 'free' movement was preferred by most players, so plotted movement is now an optional rule. There's an order of precedence for units moving on the same impulse (slower units first), but sometimes ships are tied and you should write that down for simultaneous reveal (often waved away unless you're doing really tight maneuvering, which happens). Weapons fire and a few other things are also 'secret and simultaneous'. Directions: Since the arcs are all left and right, that's what I and everybody I know use. I do tend to use fore and aft hull, though the game has slowly settled on forward and rear. Speeds paid for at the start of the turn carry through to the end of the turn unless using the "Deceleration Due To Damage" optional rule (in Advanced Missions), where you attempt to rebalance your EA as you take damage. It's neat, but generally not worth the headache. Come over to the Star Fleet Universe guild on BGG and say hi sometime!
Will do, appreciate all of the info. I'm planning on working on finishing videos from the StarFleet Cadet manual over the next six months or so. I'd eventually like to work on videos on my 'journey' through the more advanced rule books.
Further comments on the Damage Allocation Table: The full version has entries in bold (and usually underlined, I think). These are entries that can only be hit _once_ per volley, and then are skipped if more rolls come up to that row. These entries include the initially available weapons and power hits, so a volley will mostly hit cargo or hull on a healthy ship (the 6, 7, and 8 rows), and a small number of warp engine hits (5 and 9, which then go to hull), and weapons (phasers on 4 and 10 which go to tractors and transporters once only, then to hull; torpedoes and drones on 3, torpedoes on 11, which to to once-only phasers, and then to impulse). In the full rules you learn that drones generally require a ship to provide guidance. When the ship is destroyed, it can't guide the drone, and it goes inert. With other ships available, they could take over guidance. Plasma torpedoes _can_ be guided by a ship, but also have internal guidance (along with rare drones), so they switch to internal guidance when their ship is destroyed (this is also necessary so a Romulan ship can fire and immediately cloak, which turns off active fire control/guidance).
Oh, thank you very much, I really appreciate that! I'm still a noob at it, but I'm enjoying the learning process with it. My goal is to add a session and a chunk of rules every month (think I'll try to release on the 2 Tuesday).
Plotted movement _was_ the default method of play of _SFB_ (something like 8 impulses in advance in 32-impulse turn), but 'free' movement was preferred by most players, so plotted movement is now an optional rule. There's an order of precedence for units moving on the same impulse (slower units first), but sometimes ships are tied and you should write that down for simultaneous reveal (often waved away unless you're doing really tight maneuvering, which happens). Weapons fire and a few other things are also 'secret and simultaneous'.
Directions: Since the arcs are all left and right, that's what I and everybody I know use. I do tend to use fore and aft hull, though the game has slowly settled on forward and rear.
Speeds paid for at the start of the turn carry through to the end of the turn unless using the "Deceleration Due To Damage" optional rule (in Advanced Missions), where you attempt to rebalance your EA as you take damage. It's neat, but generally not worth the headache.
Come over to the Star Fleet Universe guild on BGG and say hi sometime!
Will do, appreciate all of the info. I'm planning on working on finishing videos from the StarFleet Cadet manual over the next six months or so. I'd eventually like to work on videos on my 'journey' through the more advanced rule books.
Further comments on the Damage Allocation Table:
The full version has entries in bold (and usually underlined, I think). These are entries that can only be hit _once_ per volley, and then are skipped if more rolls come up to that row. These entries include the initially available weapons and power hits, so a volley will mostly hit cargo or hull on a healthy ship (the 6, 7, and 8 rows), and a small number of warp engine hits (5 and 9, which then go to hull), and weapons (phasers on 4 and 10 which go to tractors and transporters once only, then to hull; torpedoes and drones on 3, torpedoes on 11, which to to once-only phasers, and then to impulse).
In the full rules you learn that drones generally require a ship to provide guidance. When the ship is destroyed, it can't guide the drone, and it goes inert. With other ships available, they could take over guidance. Plasma torpedoes _can_ be guided by a ship, but also have internal guidance (along with rare drones), so they switch to internal guidance when their ship is destroyed (this is also necessary so a Romulan ship can fire and immediately cloak, which turns off active fire control/guidance).
Good game.
You explain the rules pretty well. :-)
Oh, thank you very much, I really appreciate that! I'm still a noob at it, but I'm enjoying the learning process with it. My goal is to add a session and a chunk of rules every month (think I'll try to release on the 2 Tuesday).
Is there a 6?
Not yet, I need to get on it. Intention was 10 vids, but I put it aside for awhile.