A New Universe for ACTA's

If you want to see how the game engine works (albeit with a very different setting) there is a sale on for the pdf of A Call to Arms: Noble Armada over at the DriveThruRPG website.

Or, you could wait to see what kind of formal preview Mongoose said they'd be posting for ACtA:SF in the next few weeks or so...
 
But fruitless speculation is so much more fun than waiting! Very Happy

So true!

For people that know nothing about SFB & ACTA. Tell us noobs what the game is like (IE) turn sequence Board set up terrain stuff like that. What I am getting at is this. What type of game do you guys in know expect to see from Mongoose?

Oh dear, that's quite a question. In the Old Star Fleet Battles, a single Turn consisted of filling out the Star Fleet Tax Return "Power allocation chart", then playing out one full turn... in thirty two parts or "Impulses" which tried its best to mimic real-time movement. Its the kind of uber detailed break down one would expect out of a PC game now days not a boardgame. However it did manage to convey an incredible sense of control. I always felt like a Starship Captain, but one who had skipped the 4 year Star Fleet graduate program for the mail-order equivalent. To say it was involved as a game would be putting it mildly.

But what am I expecting the new game to be?

Well I want it to be fun. I want it to retain a sense of depth and keep some of that Starship Captain feel while at the same time getting rid of the "Tax Return" and "Thirty Two sub-parts" I don't want to read rules that are labeled Section, Subsection, Para-section, Clause, and "See Index" A-17223.445.c, then have to call my Lawyer and confirm its legal to move to the left...
 
I think that they were asking how ACTA works, I think. Perhaps a link to an ACTA reference sheet might do the trick?

Failing that - got this off the ADB forum! :lol:

B5 A Call to Arms turn sequence.

1) Initiative. Each player rolls 2d6 and adds his factions' initiative modifier (defined in the rules. Typically Minbari, +4, Centari +3, Narns +2, Earthforce between +0 and +2 depending on when the game is set - we improve over time). The high scorer chooses whether to move first or second (usually second!).

At this point, and during movement, each player may make one 'Special Action' for each ship. These allow ships to move faster or more slowly than normal, trade reduced offensive fire for greater survivability, launch more fighters than normal, et.c.

2) Movement. Each player alternately moves one ship at a time. Who goes first, and who has the most ships, is critical. Many fleets end up with several small vessels acting as "initiative sinks", usually loitering around their rear areas tying to stay out of trouble. Fighters move after ships, alternating flight by flight as above.

3) Firing. Again, players alternate shooting all the weapons on one of their ships in turn, starting with the player who won the initiative.

Fire is *NOT* simultaneous! Damage inflicted is applied immediately, and weapons or entire ships that are destroyed before they can fire do not 'still get their shot'.

Fighters are handled a bit differently - when each ship is activated to shoot, any fighters within their weapons range of her - usually 2 to 4 inches - can declare an attack; the ship has a number of Anti-Fighter dice to try to shoot them down, and any survivous then attack the ship - before she gets to shoot at other ships.

4) Turn end phase. Damage control effects, fighters launch and recover, disabled ships are moved (running adrift), mortally wounded ships may blow up.

Next turn.
 
I thought he wanted to know all about STB. Oh well my mistake. Yes a typical ACTA's engagement is usually exemplified by two phases. The meeting Engagement and the Duel. The meeting Engagement usually takes about two turns, its the period when both fleets close on each other going head to head usually bringing the greatest amount of firepower to bare and inflicting significant damage. The Duel, while not as devastating is when both fleets pass each other and began to maneuvering for advantage. The duel can last quite a while depending upon the balance of the surviving ships and the skill of the players involved.

I'll never forget a B5 game that came down to a Dilgar Destroyer, and an Earth Alliance Heavy Frigate. Turn after turn we fought for advantage in position, each trying to bring our best weapons to bare, and every turn nipping away at each other. I thought the game would never end, but at the last moment I manged to unload 4AD of Anti-ship Missiles into the frigate and achieve a significant crit. After which my opponent fell apart. However it could have just as easily gone the other way.
 
Oh dear, that's quite a question. In the Old Star Fleet Battles, a single Turn consisted of filling out the Star Fleet Tax Return "Power allocation chart", then playing out one full turn... in thirty two parts or "Impulses" which tried its best to mimic real-time movement. Its the kind of uber detailed break down one would expect out of a PC game now days not a boardgame. However it did manage to convey an incredible sense of control. I always felt like a Starship Captain, but one who had skipped the 4 year Star Fleet graduate program for the mail-order equivalent. To say it was involved as a game would be putting it mildly.

You say that.....mind you, the exact same charge can be labelled at Babylon 5 wars, ACTA's B5 predecessor. Want to shoot at something? Aaaah, you'd better have allocated sufficient electronic warfare effort to lock onto it. Oh, and your main weapon has about a three-turn firing/recharge cycle, depending on which of two or more firing modes you wish to use. Still want to fire? Okay, but you'll need more different types of dice than an average D&D game to resolve shooting from a single capital ship!

There's nothing inherently wrong with either SFB or B5wars, but they feel more like a simulation than a tabletop wargame.

The rules are good if you want that much detail, and they are very good if you were to use them as the basis for a computer game - which keeps the detail but spares you the number-crunching and the book-keeping.

In fact, for that matter, SFB has been used for exactly that; the Starfleet Command series is widely considered one of the best Trek game franchises made.

Okay if you can't explain SFB please tell us what ACTA is like.

By comparison, ACTA is a quick-and-dirty game; most weapons, for example have a maximum range within which they work to full effect and outside which they can't be used. Less realistic, perhaps, but it means that when it's my turn to shoot I grab some dice and roll them rather than reaching for a bloody calculator... It's a much simpler ruleset where pretty much any ship is boiled down to about a dozen stats and any weapon to about half that.

The upshot of this is that a small game - say two or three medium sized ships against one another - takes an hour or so for a brand new player, and a 'cheat sheet' can fit pretty much everything you need to know to play in bullet-point fashion on one side of A4. Big games can quite happily accomodate a dozen or so ships a side before the game gets long-winded - and long-winded still only means "an evening's play".

It's also a ruleset that will, on the release of SFB:ACTA or whatever it's published as, be on its sixth edition (B5, Victory at Sea, B5 2nd Ed, Victory at Sea: Age of Dreadnoughts, Noble Armada, SFB).

Each one has been a significant re-working without changing the fundamentals, and there have been several tweaks ('partial editions' like A Sky Full of Stars or Powers and Principalities) and popular unpublished versions (CourtJester's Battlestar Galactica mod, Victory on the Rivers and the Mongoose team's private starwars version) along the way.

As a result, as far as rulesets go it's been pretty much polished until it gleams; Mongoose have had seven years of us whiners, tourney gamers, illiterates and general malcontents pointing out every niggling flaw/typo/inconsistency/etc, and to give them their due have usually listened.

It's a good generic ruleset, with a toolbox of traits and standard rules, and is very good for duplicating the 'feel' of a setting, which is (at least to me) more important than trying for infinitesimal precision on what is a made-up setting to start with. It also leaves you with useful 'generic mechanics' you can pull in in any other setting - for example, the WWII style torpedo mechanics from Victory at Sea that are supposedly being used for SFB photons, or the grapnel guns that make boarding so much easier (and hence more important) in Noble Armada.


Are there standard game types? Is there a campaign structure?
There was a full blown campaign system in the rulebook in every version of ACTA so far, I can't imagine they'd junk it for the new one.

Assuming there aren't too many changes to the core rules, there are a load of standard scenarios to draw on; ACTA second edition (Babylon 5) had about half a dozen generic scenarios - annihalation (first one to die, loses), planetary assaults, raids on supply convoys, ambush, etc, plus about twice that number of 'specific' scenarios based on particular TV episodes (such as the Battle of the Line, Into the Fire, etc).

I suspect the latter are less relevant (since I don't think the SFU license lets you use anything directly from the series) but there are still enough generic scenarios out there; if the relative power of ships in SFB and ACTA are more or less comparable, any scenario published for SFB should be more-or-less adaptable.



Also we need Star Trek emoticons for the boards don't you guys think?
Yes.
 
locarno24 that was an exceptional summery, very well stated, and great points. Yes ACTA's is more than up for the challenge of dealing with Federation Commander.
 
locarno24 said:
Big games can quite happily accomodate a dozen or so ships a side before the game gets long-winded - and long-winded still only means "an evening's play".
Indeed, the biggest game I played was 4 people on each side of a 16' table, with about 20 ships each. That's around 160 ships on the table! It took from 5pm until about 7am the next morning.

locarno24 said:
Mongoose have had seven years of us whiners, tourney gamers, illiterates and general malcontents pointing out every niggling flaw/typo/inconsistency/etc
Hey, I resemble that remark!
 
Indeed, the biggest game I played was 4 people on each side of a 16' table, with about 20 ships each. That's around 160 ships on the table! It took from 5pm until about 7am the next morning.
Christ. Who won? (other than the Red Bull & Pepsi corporations!)

Hey, I resemble that remark!

Well - to be fair, it's also player contributions that have gone a long way to making it fun to play. Because you don't need a degree in systems integration to design a new ship, I think pretty much everyone on the B5 forums has come up with a suggestion at least once or twice.

There's also a load of public resources - for example there's this on-line fleet designer*, which gives you ready-printed templates for all the ships, which is both a lot faster and a lot more aethetically pleasing than copying out the stats six times on a scratty bit of lined A4.


* Now what sort of muppet would spend ages creating something like that? 8)
 
Hehe :lol:

If I recall, ISA, Minbari, EA and Narn beat Shadows, Dilgar, Evil EA and Centauri. But yes the biggest winner was Nescafe!
 
You know something about the SFU that has always impressed me deeply is the large verity of ships you get to play with. Here is a list, and be mindful not all races get all of these, and its not even a complete list...

Police Cutter
Gunship
Corvette
Frigate
Police Frigate
Battle Frigate
Destroyer
Battle Destroyer
Heavy War Destroyer
War Destroyer
Fast Cruiser
Light Cruiser
Medium Cruiser
Survey Cruiser
War Cruiser
Heavy Cruiser
Battlecruiser
Heavy Battlecruiser
Light Dreadnought
Dreadnought
Heavy Dreadnought
Battleships
Super Battleship
Auxiliary Warship
Q-ship
Armed Freighters
Carrier
Battle Carrier
Fleet Carrier
Heavy Carrier
Space Control Ships
Super Space Control Ships
Hive Ship

and there are more! Some specialty ships cross multiple classes...

Commando Ships
Aegis Ships
Scout Ships
Fast Warships
Drone Ships

Then there are the odd-balls that don't fit into any class at all like...

Lyran Mountina Lion Destroyer, built on the core section of a Dreadnought hull. The LDR Conversion ships, some of the most powerful of their class, but short ranged. The WYN came up with some of the weirder designs like the "Nancy" an Auxiliary Dreadnought built out of a freighter! And don't get me started about the Andromedas talk about strange ships. And sure the Orions had a few odd ones as well.

In a game this diverse there is going to be something for everyone, all you have to do is buy one miniature and your set up for as many as 8 or more ships in some cases! And we haven't even mentioned the unofficial ships yet, the ones the players are going to create when the game comes out!
 
However one of the problems is that everyone gets equivalents in each class. Things like the D6S, the E6 Frignaught etc stick out as interesting because of this.

I like SFB, but one of the criticism levied at B5W was 'cookie cutter' fleets (though the differences between fleets was much larger in B5W than SFB).

I've not played FC, is there a greater differences in classes available?
 
In the SFU background, everyone get similar classes of ship because every navy has the same jobs to do... All fleets need scouts because all fleets need electronic warfare support, for example. Most of these specialty classes have been left out of FC to keep the rules simple.
 
MarkDawg said:
So will we see huge fleet battels or is this more of a 2-3 ship game? I would prefer large scale myself.

ACTA is a game of fleet combat, so a smallish game would probably have 6-10 ships a side, but it would handle much larger numbers than that.
 
Part of the problem with the "one for everyone in the audience" issue that the General War-era Alpha Octant has in SFB comes from the start and end points which the General War itself set in stone historically.

The balance of forces had to be such that, despite 18 years' worth of Octant-wide war, the borders between the Alliance and Coalition still had to end up at virtually the same point they were at the start of the conflict. One could argue this helped drive the march towards class conformity.

Take the Klingons, for one example. The D5 war cruiser was the type of ship the Deep Space Fleet had pretty much never fielded in great numbers before the General War; the D6, despite being a heavy cruiser in its own right, filled the "light cruiser" role for the Klingon Empire (once the D7 usurped its place in the pecking order). Yet, so many D5s were built during and after the GW, with so many variants and derivations created or spliced off from it, that it became a staple Klingon ship in the minds of many.


Now, there are those who would not want to miss out on this or that type of ship when they see other Alpha fleets get them; but for me, I do sometimes feel that the General War-era navies do risk losing much of their diversity in the quest for, if not quite conformity, but perhaps commonality.


That said, the fleets in FC and Starmada do not have nearly the same numbers of ships (or unit types, like carriers) in print, so it perhaps has a little more breathing room in terms of what makes each fleet distinct.
 
B5 ACTA had In Service Dates (ISD) to represent this sort of thing - which were often ignored, but can also provide some interesting ways of tournament and campaign play.

Restricting ships to say ISd 2200-2231 (B5 chronology) can mean some fleets change their abilities, prefered ships and tactics.

I assume the SFU background would allow this sort of thing easily

So the Klingon D6 is available between dates X and Y, whilst the D7 is abailable between Z and A and the D5 is available X to A?
 
D6 is the first modern cruiser replacing the D4 and D3, and the D7 is an upgunned version of the D6 as the Klingons regular opponents tend to roll with more phasers.

D5 war cruiser I think is available from Y169 but everyone else starts getting them from Y170.

The 4 powers war period was far more interesting to me. Drones aren't the monstrous speed 32 multi warhead lethal weapons they are in the later years, the Kzinti and Hydrans are the only races with fighters, and there is proper variety between fleets. Aft shields are a lot weaker, so manoeuvre is more important, etc etc.

The early years are a great period, as there's a real dilemma in power allocation between speed and arming heavy weapons. There's also a real variety in ships, particularly in the federation national fleets.

I'll be the one supplying miniatures when we play, so I'll limit significantly what gets thrown around. Federation with play with lots of CLs, Romulans with Eagle hulls, Klingons will be cruiser heavy, Tholians will be lots of PCs and DDs, etc. I can see why the War cruiser, War destroyer, New Heavy Cruiser and lots of variants is attractive to some, but I'm not going to go in that direction. It'll be pre general war hull types for the win.
 
In SFB, there are specific year in service dates for various ships, as well as for successive refits that many (but not all) Alpha Octant units acquire at such-and-such a date.

(Year-out-of-service dates are less clearly nailed down, though in many cases certain ships or fleets have end dates one can infer from the timeline, or their historical background.)

In Federation Commander, it's generally more streamlined. The "Main Era" (which pretty much runs from the General War through the ISC Pacification and Andromedan Invasion) is treated as its own setting, directly supported by the laminated Ship Cards, which are assumed to have the relevant refits already pre-installed. They are all abstracted into being available in the same era.

Prior eras are split off into different settings altogether.

If (again, big if) A Call to Arms: Star Fleet ends up following the template laid out by FC (and followed in Starmada) then the ships presented in the first book would probably be the same General War-era types; that would include the "new" ships (such as the Klingon D5) as well as "refitted" versions of pre-existing hulls (like the D6).
 
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