This system is miniatures based (no hexes) and is very streamlined. This exciting first volume of A Call to Arms: Star Fleet includes the rules to play the Federation, Klingons, Romulans, Kzintis, Gorns, Tholians, and Orion pirates using the Call to Arms combat system. While ACTASF is intended for use with tabletop miniatures, you could substitute counters for the ships if you want to give the game a try. This preserves their “influence on enemy movement” function. (In effect, there is only one “impulse” per game turn.) Because this is the Star Fleet Universe, special(but simple) rules allow drones that don’t reach a target in one turn to remain on the map and attack on the second turn. Players alternate moving one ship at a time its full movement, then alternate firing the weapons of one ship at a time. Your chief engineer is handling that, leaving you to fight the battle.) ACTASF uses a you-go/I-go system. (If you take some actions that would use a lot of power in FC or SFB, it will slow your ship down (or cause some other penalty) going at high speed blocks some power-intensive actions. There is no energy allocation ships just move and fight. While FC can handle a nine-vs.-nine fleet battle in a long evening(SFB needs a whole day), A Call to Arms Star Fleet can resolve a 20-vs.-20 game in a moderate evening’s play. A Call to Arms Star Fleet is designed as a simpler and faster-playing fleet-vs.-fleet combat game.
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