A New Universe for ACTA's

We can always mess with it to get a 4 powers version etc once it is published. Having a basic ship stat with 4 slight variations and 4 different points cost for everything would only complicate things.

If Mongoose stick with a main era rulebook then us hordes of ravening fans will just use that to do an early era version.
 
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

Agree with the comment about variation, though; in Babylon 5, there's a lot of variation between fleets.

However that's because races have vastly different technical capabilities; the Vorlon transport, a diplomatic runabout, is as powerful as an early Earthforce cruiser.

Equally, defences come in the forms of adaptive armour, interceptors, dodge, stealth, shields, gravetic energy grids, self repair, or just being built like a brick outhouse and carrying 4,521,325 spare narns.

By comparison, much like Noble Armada, aside from a variation in speed and primary armament, all the fleets must work more or less the same - shields and phasers are the default, for example, or it wont feel very star trek..
 
Still that doesn't mean various play styles can't be embraced even when drawing from pretty much the same tech base. I think I read that Matt said the Klingons had a more direct style. And I do remember in SFB's the Romulans are actually a bit under gunned, but use a hit and fade attack style to even the odds and to close to optimal Plasma Torpedo range. The Federation was always king of the Alpha Strike, the Tholians had there webs which I never did learn how those played, I guess I skipped those 20 pages. The Gorn (Yep you guessed it) were slow and powerful and very hard to kill. The Kzinti are the range master sending huge salvos of seeking drones after you wave after wave.

Anyway, my point is even with the same weapons in general you can still develop a unique play style for each race that is fun and balanced.
 
B5 (ACTA and B5W) had a number of species at different levels of technology. You had the Ancients, the Shadows and the Vorlons, then the Minbari, Hyach and Yolu, then the Centauri and the other younger races, and at the bottom races like the Grome, Hurr and Belt Alliance.

In SFB there is some technological difference, but a lot of technological parity.

I'd like to see a variety of tech levels introduced in NA, but SFB is probably best with equivalent tech levels.
 
Things like technology bases start to diverge a little more once you move further away from the indigenous Alpha Octant inhabitants; the Andromedans, for example, have very different technologies (power-absorber panels instead of shields, tractor-repulsor beams, hangar bays capable of holding entire satellite ships, the infamous displacement device, etc).

From what I see with ACtA:NA, the core book was deliberately placing a more common set of ships; leaaving room in expansions to show more unique technologies (like the Vau; whose teleport tricks sound semi-vaguely akin to the aforementioned displacement devices).

Similarly, I would imagine that if/when the more esoteric designs, like the Andros, get their turn, they would make a similar impact...
 
msprange said:
Apep said:
OK when are we going to see renders for the new ships ? :twisted:

Stand by for painted models in about 3 weeks time (ish). Plus a _lot_ more details on the game itself.

Still waiting - and getting more and more confused by the rumour mill every day.

Any hope of some real facts about the game shortly…. :?:
 
Yes, though we will be getting Gen Con out of the way first - big reveal is coming, just as soon as certain models have had a lick of paint on them!
 
Okay someone asked once for a over view of the races in the SFU but I was working overtime and didn't have time to write something up. Plus I was hoping someone from the SFU side would drop in and fill things in better than I could. That said I started writing something up then remembered this post from Chewy. So I went dug it up cut it down some and said voila. Hope this help.

Just to insure people I am not a play-tester I am just going on what SFB has done in the past about what Empire might appear and when. Also based on how the rules for ACTA:SF go these styles may not hold true for the final game.

Chewy said:
… snip …

Feds - Average to weak turn modes, average power curve, Crunch FA arc race w/excellent phasers. Best ships for power, balance and effectiveness seem to be NCL, NCA, CS. They live or die by their photons. Ships tend to have 1 or 2 drones racks.

Klingons - Good to excellent turn mode, excellent power curve, great firing arcs, average phasers and all weapons are energy-on-demand every turn. Somewhat of a finesse race since they can Charge, Saber Dance, Shallow Saber Dance, and Waggle. Best ships for power, balance and/or weapon arcs seem to be F5W/D5/D7/C7. Ships tend to have 2 to 4 drone racks.

Kzinti - Good turn mode, good power curve and every turn firing w/phasers, disruptors and lots of drones. Somewhat of a finesse race since they emulate most of the Klingon tactics. Once they are ready to strike they follow the Drone Wedge as they Charge or close to 1 range and Anchor their opponent then Crunch w/drones. Ships tend to have 4 or more drone racks. I haven't experimented with the ships enough to know which seem to be the best for power, balance and effectiveness.

Romulan - Average to good turn mode, speed 16 cloaked, slow arming plasmas, decent phasers. Definitely a finesse race and one needs to master cloaking/uncloaking and plasma strategies (normal, quick loading Pl-Fs and Plasma-Bolts) to be effective. The best ships for power and balance seem to be the third generation Hawk ships, especially the smaller SeaHawk and Skyhawk.

Gorn - Poor to Average turn mode, good to excellent power, slow arming plasmas, lots of Ph-1s. Need to use EM to close then decide when to fire their phasers and plasmas (normal, quick loading Pl-Fs, Plasma-Bolts or Carronade). They tend to be more reactive and see how close their opponent will let them close before they decide to launch normal plasmas or bolt them. I haven't experimented with the ships enough to know which seem to be the best for power, balance and effectiveness.

Lyrans LDR - … Edited out by Rambler Empire will most likely not appear at first. Left the header in for refrence…

Hydrans - … Edited out by Rambler Empire will most likely not appear at first. Left the header in for refrence…

Seltorian - … Edited out by Rambler Empire will most likely not appear at first. Left the header in for reference…

Tholians & Neo-Tholians - They are dirty fighting race. Never expect a stand up fight against the Tholians. Ships have good power and weapon distribution with Ph-1s/Ph-3s and Disr/Phot. Lots of rear firing Ph-3s allow them to hit and run and snipe at you if you pursue. Web generators which are typically only effective with multiple ships in your fleet. … Neo Tholians and Web Caster probably will not be in first relaesebut left the information in for reference..… Neo-Tholians add WC which add quick solidifying mobile terrain which is extremely effective in combat. The primary limitation against using Neo-Tholians is that they can only make up 1/3 of your fleet. Basically, use your webs to create obstacles for your enemy and cover for yourself, while you can still shoot through your webs. I haven't experimented with the ships enough to know which seem to be the best for power, balance and effectiveness.

Orion Pirates - Excellent power, speed, and turn modes w/lots of weapon variety and stealth. At equal range their stealth gives them an advantage but their achilles heel is their predominantly FA arcs for most of their weapons. All their ships from the smallest to the BR all seem to be very effective for their cost.

WYN and ISC - … Edited out by Rambler Empire will most likely not appear at first. Left the header in for reference…

Other Empire not covered and will probably be down the road so to speak as they are in Fed Com now. Vudar and Andromedians. Race that are extinct by come back sometime as raiders or get revamped into a what if type Scenario. Carnivons and Paravians. The last Empire is more of a group of wandering monsters rather than a True Empire Jindarians.

Thanks,

Bold Italic Quotes added by rambler.…
 
Another thought that hit me. Is ACTA:SF going to have avaliable a S8 type Fleet Restriction rule avaliable as a option or is it going to be more free formed and just say bring whtever you want to play.

In the SFU S8 rules covered things like Command Ratings - How many Ships can be in a fleet lead but a certian Flagship and the Numbers and Types of Specalty Ships you could have in a Fleet.
 
Probably going to be bring what you like.

ACTA can handle bigger numbers of ships than the S8 rules allow, so why not go for it?

Given WWII navies could handle fleet formations of dozens of ships in the Pacific I always found it a little forced that you could only have a set number in each battle in F&E.
 
For good or ill ACTA steered away from the idea of common, uncommon, rare etc ships used in B5 Wars.

It could make a good optional rule in the same was ISD (In service Dates)
 
B5W was great, wasn't it?

But yeah, ACTA being pretty free form is a good thing. A dreadnought caught on its own by a reinforced frigate squadron after a major battle? OK. A fleet support group ambushed by an enemy squadron? OK.

Using whatever you like from your collection, including your favourite models? A good thing.

I don't plan on taking a Federation fleet without old light cruisers, or a Romulan fleet without warbirds.

Balance in terms of points is the most important part of balancing the game, rather than putting artificial restrictions on certain kinds of ship.
 
Nearest thing to what Rambler was asking (in B5 at any rate) perhaps was if you were using Admirals in a campaign game. IIRC they had to be in the highest priority (think points value) ship, initially on building the fleet but always during a scenario, and command variant ships were usually a higher priority level than the standard variant.

There were also Unique trait ships, e.g. the Excalibur, where you were only allowed one in the fleet and couldn't replace it if lost. Some variant of that could be applied to rarer ships so your opponent couldn't spam heavy carriers or other limited-deployment ship classes.
 
A SFU named and unqiue ship for each fleet (and appropriate fluff) would be a good idea...........I assume there is a good candidate for each in the previously published fluff?
 
I'm not sure that would have to be a unique miniature though, as Matt/SVC will be looking at maximising sales of everything.

The B10 ended up being a unique ship (of the 4 planned only one was launched).

Unique variants of existing ships is easy enough though. In ACTA it's a few lines of text.

What you will have is name transfers for the federation at least that let you name all your ships.
 
Da Boss: You don't tend to have unique ships, but you do tend to have a LOT of classes and subclasses and refits - all of which could be available in ACTA - some of those only had a few examples built...

For example: The Romulans have a K9R - that means a Klingon-built C9 (presumably a C9 anyhow) but was modified for Romulan use when they got it. Only one of those (the Behemoth) was apparently built, so yes there's a candidate for the Romulans... but similarly, only 3 KRs (Klingon-built D6, I think - it's been a while) were modified to the M subclass which were built to carry Maulers (a special weapon)... so although not unique per se, they're low-use enough that you'd be nearly there.

Only 4 Klingon B10 were built... so again, not quite unique, but nearly there... a 5th is a theoretical K10R, but was never built according to the SFB name registry.

There's examples all down the lists... ships which were nearly unique, but have a few built instead of just one. I think that's better than unique anyhow - it means that players will buy 3 instead of just the one... :)

Edit: just noticed Ben's info on the 3 B10s not being launched - I'm going on the registry, so he's probably going by the info in the rulebook - so I'd go with his info...
 
Yeah, 4 started around the same time, one launched. The boom of another launched as a separate ship (because the boom was the size of a heavy cruiser).

In F&E you payed your points, rolled a dice and added it to the total each turn until you got to 40 and you got a B10. With average dice it cost the same as 10 war cruisers, which had much greater combat potential.

I'm far too nerdy on SFB.

Federation Commander took all the conjectural battleships and made it so you could take them.

Constructing them in a campaign should be made a ball ache though, as the B10 was.
 
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