Game play

Spence

Mongoose
So there are many of us out here in the grognard wilderness that have never played ACTA in any fashion. In other words, except for knowing the board will be free movement (no hexes or grid) we have no idea how the game plays.

Anyone want to paint us a broad brush overview?
 
There is a description of gameplay here: http://federationcommander.blogspot.com/2011/11/about-call-to-arms-star-fleet.html
 
And Gary beat me to it! :) I hope you enjoy the articles. ([shameless plug] And this issue of Captain's Log has a long story about the day that the Klingons attacked the Federation -- it's worth checking that out. [\shameless plug])

Jean
 
Suicide shuttles not seeking weapons according to that Captains Log extract - thats a bit weird.
 
Nerroth said:
This might help, also.
Great article. Here comes a dumb question: Is there any issue with using the starline 2400 series mini with ACTASF? They're just a little smaller and not as awesome, right?
 
arabuck said:
Great article. Here comes a dumb question: Is there any issue with using the starline 2400 series mini with ACTASF? They're just a little smaller and not as awesome, right?

That is correct. ACTASF does not rely on scale at all and, indeed, with the babylon 5 game, I saw more than a few games where the regular size minis were used against fleet action scale ships.

However, side effects may include a loss of confidence as your opponent constantly reminds you he is far larger than you...
 
msprange said:
ACTASF does not rely on scale at all and, indeed, with the babylon 5 game, I saw more than a few games where the regular size minis were used against fleet action scale ships.

And counters too.

However, side effects may include a loss of confidence as your opponent constantly reminds you he is far larger than you...

:lol: :lol: I used to have small fleets, but then I got bigger. :oops:
 
Right now I've got 2 half fleets of 2400s and I'm on the fence about starting new or just filling things out with some more 2400s. I love the detail on the 2500s, though, its gonna be tough. I need a get-rich-quick scheme...quick.
 
Indeed, my Sky full of Stars counter set was my best purchase from that range, despite coming from a 2nd Ed background. OK Im missing Dilgar and others, but there's enough to get a lot of games out.
 
This article from ADB's Captains Log 44 may also be very useful:

http://www.starfleetgames.com/documents/Mongoose/CL44-ACTASF.pdf

good description of how the game works and useful information in general.
 
We used 2400 minis quite often (read as: always!) during our play test games, since the 2500s weren't available.
da boss said:
This article from ADB's Captains Log 44 may also be very useful:

http://www.starfleetgames.com/documents ... ACTASF.pdf

good description of how the game works and useful information in general.
8)
 
After reading that excellent article, I do have question.

Why does Energy Drain affect drones? They take no power to launch - and that was one of the unique advantages of the drone-heavy Kzinti. They could run and chew gum, but they had fewer other offensive weapons than equivalent enemy ships.

Are the Kzinti going to have more weapons on their ships than in SFB - or do the new drone rules make them more powerful than in the other SFU games?
 
Drones are am interesting weapon in ACTA ST

They have the longest range - 36" and are usually turet mounts so very flexible, however they are also seeking and hence can be shot down and can't leek through shields - although powerful.

Kzinti fleets should be able to slam large quantaties of their drones into opponents at a good range - with their long range disruptors - they like the Klingons - can play the sit back and shoot game, making the opponent come to them.

This will depend on Terrain of course...

Drones not being able to be used under energy drain is just to help the simplificaition of distinguish between phasers and the rest of the "heavy" weapons I think.
 
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