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Author Topic: Federation Commander First Missions AAR  (Read 2752 times)

Offline Thenur

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  • Posts: 35
    • American Wargamers Association
Federation Commander First Missions AAR
« on: August 31, 2014, 01:44:37 PM »
Yesterday I posted a review of Federation Commander on my blog. Today I've put up an after action report on free demo you can download from the games website.



Does the Federation save the galaxy from the evil Klingons?

Click http://americanwargamersassociation.blogspot.com/2014/08/federation-commander-first-missions-aar.html to find out!!
"Wherever you have an efficient government you have a dictatorship."

http://americanwargamersassociation.blogspot.com

Offline blackstone

  • Mastermind
  • Posts: 1203
    • Toad King Castings
Re: Federation Commander First Missions AAR
« Reply #1 on: August 31, 2014, 03:16:28 PM »
Such a great game! I only wish there were ships available at a smaller scale than those currently available, maybe a quarter the size of the current models. Still plays great with the chits!

Offline The_Beast

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  • Galactic Brain
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  • Posts: 4922
  • As my grandchildren see me...
Re: Federation Commander First Missions AAR
« Reply #2 on: September 02, 2014, 02:49:47 PM »
Such a great game! I only wish there were ships available at a smaller scale than those currently available, maybe a quarter the size of the current models. Still plays great with the chits!

Don't have to use exact matches, of course. Between old MicroMachines, Irregular Miniatures, and Studio Bergstrom, I'd be way into proxying my own. I'd even have, stashed somewhere, some of the old ADB 'Elite' figs. Kinda lumpy, but some people can do wonders with a bit of paint. Some people...

Doug

Offline WholeHazelNuts

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  • Posts: 1
Re: Federation Commander First Missions AAR
« Reply #3 on: September 03, 2014, 06:39:27 PM »
Well javelin98 on Shapeways has a Microfleet range of ST lookalikes that could fit your needs - http://www.shapeways.com/shops/javelin98?section=MicroFleets&s=0

Offline blackstone

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Re: Federation Commander First Missions AAR
« Reply #4 on: September 03, 2014, 10:04:07 PM »
Haha those look great!

Offline pixelgeek

  • Scatterbrained Genius
  • Posts: 2026
    • Zac's Gaming Blog
Re: Federation Commander First Missions AAR
« Reply #5 on: September 04, 2014, 03:13:37 AM »
Nice report

I really wanted to like Federation Commander but the Impulse Chart really killed the game for me

Offline nathan

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  • Posts: 140
  • Infected by 54mm
Re: Federation Commander First Missions AAR
« Reply #6 on: September 13, 2014, 08:07:07 AM »
Nice report

I really wanted to like Federation Commander but the Impulse Chart really killed the game for me

The AAR above didn't even mention the chart.  Is it something that really stands out in play?  I couldn't find a chart like that in the First Missions PDF.  Is it something from the full game?  If so, what does it change about game play?

Offline sundayhero

  • Scatterbrained Genius
  • Posts: 2452
Re: Federation Commander First Missions AAR
« Reply #7 on: September 14, 2014, 11:08:27 PM »
Thanks to you, I will probably add a new game on my pile  lol

Any other ideas for star trek games with this particular "flavor" ?

Offline pixelgeek

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  • Posts: 2026
    • Zac's Gaming Blog
Re: Federation Commander First Missions AAR
« Reply #8 on: September 15, 2014, 12:37:33 AM »
The AAR above didn't even mention the chart.  Is it something that really stands out in play?  I couldn't find a chart like that in the First Missions PDF.  Is it something from the full game?  If so, what does it change about game play?

The Impulse Chart is what you use to regulate movement between ships. In FC ships can move at 0, 8 16 or 24 hexes and the Impulse Chart tells you who moves when.

With smaller numbers of ships it can get a bit tedious.

That said, I recently pulled out my FC stuff, resorted the counters and am looking for games.  :D

Offline nathan

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  • Posts: 140
  • Infected by 54mm
Re: Federation Commander First Missions AAR
« Reply #9 on: September 15, 2014, 06:58:42 AM »
I found it.  It's on page 6 of the First Missions document:



When I first read that each turn had 32 individual movement opportunities, I was like *what?!*  o_o -- now I see it's basically a matter of counting through and asking who does what over and over again.  In the mid 90s I ran a ton of the SLA Industries RPG (basically a dystopian sci-fi splatterpunk setting) and that game had each 3 second combat round broken up into 5 phases of 0.6 seconds each.  Depending on your dexterity store you acted in different phases like maybe 1,3,5.  You could also take combat drugs that changed the phases you acted in.   o_o

I've decided to scratch build my own miniatures in the end.  I already have some starfleet appropriate space stations and asteroid installations in 1/7000, so my options are shapeways and scratchbuilding.

 

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