This is a system designed for massed fleets and allows huge battles to be played in a single evening. Release is expected in November of This is a miniatures-based game no hexes, nocounters. From small skirmishes involving single ships or small squadrons to massive fleets between rival empires, ACTASF allows even the largest fleet battles to be fought in a single evening and the smaller skirmishes can be completed in about an hour.
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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, though, is that a battle between two equally equipped ships can last a couple of hours and 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.
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. 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. 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 to , which are much nicer metal miniatures with fine details.
ACTA: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. 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.
While the impulse system that I love so dearly is gone, this does an admirable job of simulating sub-light space battles. Instead 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 rating, which amounts to how many dice you get to roll for them. Very, very cool, in short. 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. In short, ACTA: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. As I said, I miss 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 is, 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 and 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 too 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. A Call To Arms: 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. Rating: 4.
The Core Rulebook
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, though, is that a battle between two equally equipped ships can last a couple of hours and 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.
ACTA STARFLEET PDF
Now for wrath Now for ruin Oh, and there might be the odd post about roleplaying and board games here and there. So all the usual geeky stuff we are so proud of! On that map, the Cardassia Union is to the "north" i. This puts the Cardassians into direct conflict with both and allows for some interesting situations.
ACTA: Star Fleet
Newer Post Older Post Home. Born in Spain with a talent for dyslexia, I am gamer, player, graphic designer, photographer and psycotherapist. In short, it was still too much detail, and it was adhering too much to being a power management game. But the acfa works fine without these for now and is ready to map out the ongoing campaign. A Call to Arms Star Fleet is designed as a simpler and faster-playing fleet-vs. 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. Also, the bases of conversion used for the shield, damage, and movement scores have been revised and consistently applied across each empire — so no more Agile Trait, no more Klingon front shield rule, and a series of Damage values more in line with how tough a ship would be in SFB or FC.