Starfleet Battles Animation
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- เผยแพร่เมื่อ 5 ก.ย. 2024
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A small experimental animation(barely even stop motion) of what an SFB game looks like.
support merch www.teepublic....
"But, Ssssir! Aren't they our Alliesssss?" "Not if they Play that poorly, Ensssssign."
Flashbacks from battles past...
....Wild weasel. About 2 or three of em... on reserve in the shuttle bay. Keep speed below 6 to avoid voiding them. Assign some guards there too to prevent boarding party assaults from downed Shields.
Thank you for doing this. I hate that it took so long for me to find it.
Plasma country, dangerous place to be if you're a Fed, even with drones and photons.
That Fed is playing terribly
I remember the Hydrans, Lyrans and most of all, the Andromedans(Kelvans). The Andromedan ships were lethal!
Nicely done and fun to watch! That Gorn BC is a plasma boat for sure!
I know it won't happen, but it would be so awesome to see this game converted into a smart PC game with all the whiz bang of modern graphics and the level of detail of SFB. I'd play it!
closest you have for now is sfbonline.com, and vassalengine.org(sfb cadet module), oh and starfleet command.
It has already been done back in 1999 with the PC game "Starfleet Command" which although showed TMP era ships, can be corrected to show fan made SFB correct ships. SFC is SFB as a computer game though the pace of the battle is in real time. It is still running through turns and impulses but at a 32 impulses per 5 seconds of game play.Gorns are still the toughest race to deal with and the Gorn AI tend to perform a "Gorn plasma drive by shooting" if a player sets themselves up for such an attack.The same tactics work in both SFB and SFC though the latter doesn't give the luxury of thinking time in the heat of battle.
SFC isn't close to SFB despite being based on it. It is a real time hit the right key combination game and less thought out tactics. For instance in SFB a ship with 8 ph-1 can easily deal with a couple drones, but in SFC it's a monumental task to shoot down a drone before it hits you. It just isn't the same. I just installed it the other day via wine on my Linux mint machine. While fun it just isn't true SFB. vassalengine.org/wiki/Module:Star_Fleet_Battles_Cadet_Training_Manual and SFBOnline.com are the real thing.
+andy reid SFC isn't close to SFB despite being based on it. It is a real time hit the right key combination game and less thought out tactics. For instance in SFB a ship with 8 ph-1 can easily deal with a couple drones, but in SFC it's a monumental task to shoot down a drone before it hits you. It just isn't the same. I just installed it the other day via wine on my Linux mint machine. While fun it just isn't true SFB. vassalengine.org/wiki/Module:Star_Fleet_Battles_Cadet_Training_Manual and SFBOnline.com are the real thing.
@@spammeaccount SFC simplifies the rules of this. It absolutely is this.
Except there's no way you could spam plasma for days like the Gorn does here.
If you want a game that simplifies the rules even further beyond that, Star Trek Tactical Assault.
Same concepts but cuts a lot.
Calling this a game of tactics is ridiculous.
Cool. Brings back memories. I always preferred playing the Gorn. Especially Gorn PF ships. Never got the hang of cloaking rules for Romulans.
I played mainly Romulan but the Gorm were my second choice.
I loved the Gorn Battleship. That was the best unit in the game
I wish there were a computer strategy game like this that had exactly the same turn based system but with cool top Down 2d tactical graphics but still maintains the same turn process like this
This can be played online at sfbonline.com and via vassalengine.org there was also a quasi faithful Starfleet command interplay game.
@Lancet Fencing, Star Trek Starfleet Command 1, 2 and 3 are all directly based on this board game and are pretty good games in themselves. They're real time though, not turn based. But the mechanics of gameplay are 95% the same.
Awesome animation. Simple.
That was awesome. I started with the original ziplock bags. Last time I played the was my Fereration Command Cruiser vs a Tholian Heavy Cruiser. Brutal and really ugly. I carried the day but I kinda limped away but the Tholian was a wreck.
It amazes me how popular this old badly done video is.
That was just what I was looking for.. I recently discovered I had a complete set of SFB and federation commander and was trying to find some reference about how the game looked and was played.
facebook.com/groups/707030712766345/
Really enjoyed this. Wish there were more on youtube
there are. look at my playlists
Starfleet Battles, my favorite board game of all time.
The Fed could have went to speed 4, and dropped a Decoy Shuttle and those Plasmas wouldv'e went after it...... leaving the Gorn vulnerable to an angry New Jersey with 6 photon torpedoes! And Heaven help him if he got into overload range with all 6 of them! So what if The Fed might have took feedback damage? The Gorn string fired his torps and the Fed let them hit his most important shields! He couldv'e Emer Decelerated and dropped a decoy, but that would have left him stationary for the rest of the turn.
and it's not a real game just a demonstration.....
Fed should have Fired at Middle to long range and close the Didstance a bit more before Dropping a Wild weasel
Not a real game. :-)
@@spammeaccount to bad, I have been looking for one for a long time now.
Although I don't see ADB following anyone's example (look how long it took them to offer PDF books), they might. Hairbrained Schemes is in the beta for turn-based BattleTech, using the same models for the real-time MechWarrior Online. It is an example for how they could make a turn-based beautiful computer game. It would be nice. XD
Ralph, it is good to see somebody doing a computer-based version of BattleTech.
Paul Franz Agreed. My favorite fictions are Star Trek and BattleTech/MechWarrior, in that order. I love a lot of fictions, but those two are easily at the top.
the Fed would have alpha striked and wild weaseled. Nobody walks in and faceplants into plasma.
Not a real game just a quick demo...
Well that was pretty fierce!
Why didn't Fed drop a WW and let the plasma hit it. Then when the plasma hit the WW close on the Gorn who would then only have phasers and use drones/scatter pack to knock down his shields. Then hit him with phasers and overloaded torps in the open shield. Charge weapons, you'll have everything except torps. next turn, he'll only have phasers, and the next turn you'll have everything including torps, he'll still just have phasers. By the time he gets to his third turn arming on plasmas his ship will be gutted.
It's a demonstration not a real game.
It was good to see this.... would be nice to input this data into an app and see the battle animated
*inserts cheesy Star Trek fight music*
(Cable guy fighting in the Mideval times) Duh duh duh duh duh duh duh duh duh duh duh.... brdrdrrdrdd duh! brdudududududud duh!
Thank you, for this.
That was really fun!
Pretty Cool
I haven’t seen the pen and paper/ board and chit version for many years. Still looking for a video game that gives me the same feel.
There are 2 ways to play the board game online that have adb approval. sfbonline.com which is pay to play and vassalengine.org via the sfb cadet module(which does more than just cadet).
@rrpostalagin
Star Trek Starfleet Command 1, 2 and 3 are all directly based on this board game and are pretty good games in themselves. They're real time though, not turn based. But the mechanics of gameplay are 95% the same..
@@floatingchimney I remember the first two from when they came out. Looks like there have been tons of mods, I need to check them out again.
Do Godsfire
No decoys? The Fed captain should have been fired for gross incompetence.
Why didn’t the Fed turn left for that last plasma and take it on the #2 shield instead of eating it in the completely down #1?
It's a demonstration of the game not a real game. Also once a unit has turned it has a turn mode to complete before it can turn again. This varies according to the speed of the ship. Here if you are talking about time code 2:49 it looks like the fed has a turn mode of 5 at speed and the plasma reached him just before he could turn again.
Are Feds that dumb in SFB? I'm way more familiar with SFC's tactics but none of those plasmas would hit in SFC.
It's not a real game just a quick example of one.
He fired too soon but the Fed continued to pursue so he got smacked. Still, Trying to get close to a Gorn is a tough proposition.
I had an epic battle with a Gorn battleship against an ISC X Cruiser. I never fired one phaser but just chased him at 10 while he tried the beat down my shield re enforcement. Eventually he got too close and I busted him open. It took a long time but he never got through my shield
Have you made any other video like this? It's a really neat approach.
Look at my playlists. SFB games, SFB cadet
paly it on tabletop simualtor
Actually I play it on Vassalengine.org because it's adb approved. Anything on tabletop ricks a lawsuit. www.vassalengine.org/wiki/Module:Star_Fleet_Battles_Cadet_Training_Manual
Too use to fighting against the Klingons I take it? You had a little slip at the 0:20 mark saying "Klingon" instead of "Gorn" =P
Flag on the play! the Gorn player cheated at the 2:10 mark when he launched that 5th plasma torp. The Federation cruiser is in the Gorn's rear arc, and the Gorn BCH has no launchers that can legally fire in that arc. This is a good reason to know your enemy's SSD sheet. They're supposed to be available/visible to the other players, unless you're playing with the Tactical Intelligence Rules. I always played the Gorn in my group and none of the others would have let me get away with lauching a plasma into the rear arc from the BCH!
PGIFilms 0:20 Shucks someone noticed.
1st plasma was a pseudo and did no damage and the F's have LS RS arcs - -nope oops your right. I didn't look close enough.
Oh well I was spending more attention on marking damage and refreshing the screen etc.. anyway.
spammeaccount You were probably thinking of the Plasma-D racks on the smaller Gorn Destroyers and Frigates, they have LS/RS swivel mounts that can fire into the rear hex row like that.
I know it's beyond what you were trying to show in this video, but the tactics displayed were definitely "cadet-level" battle strategy. It would have been nice to show off some of the cooler tricks and tactics that happen in SFB, but I think anything more than this "basic firing demonstration" would have overwhelmed and intimidated (or turned off) people new to SFB. In some ways, if done right, and explained with an almost impulse-by-impulse narrative explanations, I think some of the more exciting advanced tactics could have been shown off.
It's been almost 20 years since I last played, but I never forgot the tactics I've pulled (and had pulled on me) in the handful of games I got to play with my last SFB group. Personally, I prefer playing the Gorn, but my second "race" of choice in SFB was always the Federation, so there were a few different tactics I would have gone with. Between more experienced players this situation definitely would have seen Wild Weasel and Scatter-Pack shuttles used by the Federation, and Anti-Drone tractor beam tactics along with "Plasma Shotguns" (using rolling delays and reserve power) by the Gorn. Of course, if the Gorn wanted to make things really quick, dirty, and ugly he could have just fell back on the classic "Gorn Anchor" tactic.
If it were me going for the "Gorn Anchor" (assuming Weapon Status-III and the start of this scenario) I would have 2 suicide shuttles armed inside the shuttle bay with the remaining 4 shuttles (2 Ground Assault Shuttles and 2 Admin) out on the wing balconies, and the forward (FP) Plasma-S launcher on a rolling delay (needing only 1-4 points of reserve battery power to fire) all ready going into Turn #1.
As I close on the Fed, charging head-to-head at him, I would launch 2 shuttles (1 GAS & 1 Admin) from a balcony wing, then 2 impulses later launch the other GAS & Admin from the other balcony wing. All 4 shuttles will move at maximum speed 6 (no warp booster packs, maximized their HP) and on a seeking/intercept course behind the BCH heading toward the Federation ship. Even using the Tactical Intelligence rule, it is unlikely the Federation could detect where the shuttles actually launched from (the bay or the balconies) or even identify the 2 tougher GAS craft. Since there is a 2-impluse delay between when the first pair of shuttles and the second pair of shuttle were launched the Federation player is going to assume that I *had* to wait 2 impulses before launching the next pair because I'm launching one of the shuttles in each pair from the shuttle bay and not both from the balcony and since they are both flying an intercept/seeking course he's going to assume that I'm launching a Suicide Shuttles from the shuttle bay escorted by a manned decoy shuttle taking off from the balcony. He's going to assume that there is at least 1 suicide shuttle among the 4 "seeking" shuttles I put out on the map and that I'm either holding both of the "useless" GAS craft in the bay or perhaps have 1 GAS deployed, among the 4, and inside the bay is the remaining GAS craft and a Wild Weasel I'm holding because I'm thinking he's going to launch a scatter-pack shuttle, but in reality none of the shuttles in flight are suicide shuttles and the real suicide shuttles are still in the shuttle bay.
Hopefully at this point the Federation player will be tricked into shutting off his Fire Control (unable to fire any weapons) and using emergency deceleration to drop his speed low enough to allow him to launch his Wild Weasel and draw off a possible Suicide Shuttle armed with an 18-point warhead capable of taking down half a shield. When the first pair of shuttles get 1 hex from the Wild Weasel, that's when I go ahead and reveal neither of them are suicide shuttles when I have them both open fire with their Phaser-3's and destroy the Wild Weasel, and then have them start maneuvering to return to the BCH.
To buy some more time and keep the Federation player from tapping a battery to bring up his Fire Control early. I'd still keep the second pair "homing" on the hex where the Wild Weasel was destroyed for the entire 4-impluse "post destruction" effects of the Wild Weasel and give the impression that there is actually a Suicide Shuttle in the second pair and I *have* to keep it moving toward the Wild Weasel's prior location in accordance with the rules. He'll want to keep his fire control off for those 4 impulses and keep the suicide shuttle off his cruiser. When the second pair of shuttles reach the hex where the Wild Weasel was destroyed that's when I drop their ruse and the Federation player realizes neither of them were Suicide shuttles either when they turn and start moving towards the cruiser again.
Hopefully by the time the ruse for the second pair of shuttles is revealed the BCH will be able to close to 3 hexes in the next few impulses. When that happens, that's when all hell breaks loose! I'd lock on with a tractor beam to keep him from launching shuttles (particularly another Wild Weasel) dump four batteries into the forward torpedo launcher to complete loading as a "Plasma Shotgun" and then place SEVEN plasma torpedoes on the map: 2 real Plasma-F torpedoes from the wing launchers, 1 real Plasma-S and 1 Pseudo Plasma-S from the wings, and 3 real Plasma-F torpedoes "shotgunned" from the forward launcher.
Under the rules for using Plasma Shotguns, the plasma-F torpedoes created from that launcher cannot be fired in a single volley at the same target and each Plasma-F from the launcher must be fired at separate targets. If the Federation player has 1-2 drones and/or non-WW-shuttles on the table I'd direct 1 of the three shotgun Plasma-F's at the Federation ship and then the other two shotgun plasma-F's at the drones/shuttles, but only if the smaller targets are in the same arc that will allow me to place all 7 torpedoes facing the same direction and not reveal that there are 2 Plasma Torpedoes not targeted on the ship. If this deceptive facing option is not possible (or the Federation does not have any drones/shuttles to be targeted) then I'd set the 2 extra shotgun Plasma-F's on a ballistic course to target a spot 6-15 hexes beyond the Federation cruiser, so that they will appear to be targeting him, though an experienced player will know that a plasma shotgun was fired and there are 2 torpedoes on a ballistic course, but be wont know which ones.
The Fed player has to drain a batter to bring up his Fire Control again and then expend more power on labs to identify each of the torpedoes, he has know way of knowing which of the 7 are the harmless "ballistic" Plasma-F's he doesn't need to shoot at or which ones are the more deadly Plasma-S torpedoes. Best-case scenario the Fed player didn't allocate enough power to use labs, but even in the worse-case scenario where the fed player successfully identifies all 7 torpedoes they will all register as real, since pseudo plasmas cannot be detected as fake. So he sees 2 harmless Plasma-F torpedoes, but 3 lethal Plasma-F torpedoes with 20-point warheads, and 2 lethal Plasma-S torpedoes with 30-point warheads about to smash 120 points of damage into his front shield.
Since the Federation Cruiser is not an X-ship/carrier/escort with equipped with AEGIS the Fed player can't use the "fire-and-see" method and instead must declare and commit which phasers will fire at which plasma torpedoes. Assuming the Fed player can bring all 12 phasers to bear on the forward hex row and fire on the 7 newly launched plasmas, he has to split them up among the 5 torpedoes that pose a threat and in all likely hood will try to reduce the warhead on all 5 plasmas by waiting until they close to point-blank range (1 hex) and firing 2 Phaser-1s at each torpedo, 1 Phaser-3 at one of the S-Torpedoes, and the other Phaser-3 at the second S-Torpedo.
Assuming worse-case scenario where the Federation player pull of the miracle of "all 1's" rolled on the phaser damage tables he would score 16 damage on all the Plasma-F torpedoes (reducing their warheads from 20 to 12) and 20 damage to each Plasma-S torpedoes (reducing their warheads from 30 to 20), but would still eat 80 points of damage to the facing shield and take at least 40 internal hits. But in actuality the Fed will only do an average of 9 damage to the Plasma-F's (warhead 20 drops to 16) and 13 damage to the Plasma-S torpedoes (warhead 30 drops to 24) and will actually take 104 damage with at least 64 being internal hits.
Even if the Federation player retaliates and manages to hit with all 6 torpedoes, and breach the BCH's partially reinforced forward shield, all I'd have to do is keep 1 shuttle box still holding the second suicide shuttle, 1 tractor beam box to maintain the tractor lock on the cruiser, and 2 phasers to pick off any drones he may left to fire. Even if all 5 plasma launchers are destroyed I can still launch the remaining Plasma-S and Pseudo Plasma Torpedoes (2 S-types and 2 F-types) in the next 8 impulses.
On the next impulse, If it's been at least 2 impulses since launching the first suicide shuttle, the second suicide shuttle is launched and it's pretty much time to stick a fork in the Federation cruiser because he is done. He's pinned in a tractor beam, can't launch shuttles, and all of his weapons (except maybe his drone racks) have been used up for the turn. I have 2 Suicide Shuttles (each with an 18-point warhead) closing in for the kill, a final Plasma-S torpedo (with a 30-point warhead) to deliver the Coup De Grace, and to add insult to injury and armed GAS and Admin shuttle are going to fly be and take 2 little phaser-3 pop-shots at the imploding wreckage that used to be a nice shiny Federation starship. =P
There's a reason why my group used to call the Gorn BCH "The Bitch" because when played right she can make a bitch out of any heavy battle cruiser from any other SFB race.... Then again, if you don't play the Gorn BCH right, she gets made the bitch. =P
Actually the Core Gorn ships DD, CL, CA, BC, DN all have LS RS PL-F. , it's the DW,CW,NCA(CM/CS) that have the LP/RP Pl-F I forgot they messed up the BCH with LP/RP when it should have the BC LP/RP. Interestingly the Gorn CL can refit to a CA which refits to the BC which refits to both the DN and BCH, but only the BCH has the LP/RP.
Also only Gorn carriers/escorts/Pf's have the Pl-D's. That was one change made in the Captains Edition.
spammeaccount If I remember correctly (it may have been mentioned either in Module R4 or one of the Captain's Logs) with part of the background for the Gorn that describes their basic war/battle strategy that the Gorn ship design revolves around the idea of using a common set of structures ("Wings" housing Impulse Engines, Phasers, Plasma's, and Shuttle Balcony Track; "Saucer Bubbles" that house Command & Control systems, auxiliary/reserve power, more phasers, and utility systems (Transporters and Tractor Beams) that facilitate boarding actions and ground combat; and "Tubes Sections" to house whatever systems needed to define mission capabilities) that can be constructed and then quickly assembled into new ships.
I can't remember if adding extra "tubes sections" and "saucer bubbles" was an intentional plan by Gorn ship designers, but I think it was supposed to have come about during one of the Gorn-Romulan wars as a desperate solution to a shortage of materials required to make enough warp engine nacelles that would keep up with the production of the other structures and allow them to make and deploy completed ships. So, they began tacking some of the extra "saucer bubbles" and "tube sections" to existing ships and then quickly redeploy the beefed-up ships to the front rather than waiting for production to catch up.
So, which "race" do you prefer to use in SFB? If I had to guess it's either Klingons or Federation, that slip at the 0:20 mark leads me to believe you've played way too many scenarios between Klingons and Federation and seeing the Federation ship on the board subconsciously automatically sees Klingons on the other end of the map.
A long but detailed (and interesting) account of why if you are using a Wild Weasel you have already lost or are delaying the inevitable. Have never used them, i'd rather die on my knees than lying down.
you said klingon, 1st time
Yes, justified nitpick.
Is there a tutorial for this game? online formats? or community?
Only Trump supporters are intelligent enough to find those answers.
@@spammeaccount LOL, wtf, what kind of answer is that? That guy was literally just politely asking.
@@floatingchimney No, he edited his reply to remove the insults he had in it.
Whoever is flying these ships needs some practice, they are terrible, especially the Fed captain.
Not a real game a just a quick demo. See th-cam.com/video/WqFqtJPivN4/w-d-xo.html and th-cam.com/video/bctjhdWIEko/w-d-xo.html for actual games or scenario play.
@@spammeaccount Don't listen to the haters. It takes a second for the insult and cost them nothing. You put in hours of good work and helped people understand SFB more. Good job. My son would do art and draw super heroes for hours. Someone at school would say, "terrible". Mostly they are just jealous and and probably not make a better drawing or video (like yours).
Ugh... when fighting the Gorn love them scatterpack shuttles! Gorn ships can't handle drones very well. Use them as a screen to get in close enough to unleash overloaded photon hell then get the heck out of dodge with an HET. The FEDs should have won that easily. Gorn ships are Romulans with no cloak, a worse turn rate, less power, worse arcs, and weaker shields.
Well you can always show your skill on sfbonline.com(Pay to Play) or on Vassal (Free to play) vassalengine.org/wiki/Module:Star_Fleet_Battles_Cadet_Training_Manual There are facebook groups for both.
Gorn ships handle drones just fine. That particular one has 10 Ph-1's and 4 Ph-3's, which can handle a scatterpack of 5 drones (let's play "guess the type-4") easily. The main key to fighting plasma races is to keep your speed up and make them have to launch plasma at long range, so you can wear it down with distance. Don't go in for an overload/overrun until multiple plasmas are rearming.
Just get an old copy of Starfleet Command basically the same thing better graphics.
The board game is better than the vidya game as it's all about tactics, not who can mash the right macro at the right time. I have SFC, I'd rather play the board game IRL or online via vassal or even sfbonline.
@@spammeaccount Yeah, from what I see the board game is of course more in depth. But, I disagree it is just about mashing the right macro. It still has a lot of depth of it's own. If anything it has the bonus of being more accessible and does a great job at being a fairly accurate video game rendition of the game. But of course, some corners were cut and you can't exactly pause between your moves. (So to speak) so there is a lot of window of opportunity you wont see in the video game.
As much as I love the idea of st battle I could never go with the board game. Too much stuff to keep track off that becomes a barrier to my enjoyment. So SFC is pretty much the next best thing and as it handles most calculation for me. I can just focus on having fun. Guess both concepts are basicly the same thing but for two different kind of people.
@@thermallance7947 We would get the best of both worlds if someone is to create a direct PC version of Starfleet Battles. Literally 1v1 against computer AI or even single player missions. No need for fancy graphics, just a direct board game to PC port.
However I do agree with you, SFC on PC is much more easier to grasp and newbie friendly. Hardcore board gamers shun "real-time" games as "mashing the right macro at right time" as if being real-time leaves out all the tactics.