carbon_dragon said:If I remember right, the Saladin had 15 power rather than the 30 (2 nacelles) that the CA had. I actually liked in SFB how the number of nacelles really mattered like this. With 15 power, it did kind of work like a power drain. BUT the Saladin could, for significantly lower point cost, deliver an unbelievable punch, at least once in a while. Yes it was challenging to play, but fun too.
The power output of each ship matters in Federation Commander as well, but that game is a little more forgiving. (In FC, there is no distinction between warp and impulse power, so a Fed has a little more power flexibility than in SFB.)
And I should note that for both SFB and FC, the power output still matters; both games are alive and well, and both have the Saladin-class available to play in them.
I don't remember what if any the variants were. If I were making them, I'd maybe add some APRs at the expense of some other systems. There were a lot of interesting FASA ships like the Locknar frigate which were little more than Saladins with two nacelles which gives you a cruiser armed, cruiser powered, lightweight ship. Not much good for exploring strange new worlds, but pretty nasty in a fight. That was pretty much what a Miranda was right?
The Main Era refit of the DD replaces four lab boxes with additional reactors, as shown for FC here. (In FC, since warp and impulse power are the same, you just have "reactor" boxes on the Ship Cards instead of APRs or AWRs on an SFB SSD.) The DDG replaces two photons with drone racks, and the DDL relaces the smae photons with type-F plasma torpedoes (supplied by the Gorns) instead.
And a destroyer hull with two smaller nacelles pretty much gives you the Kearsarge-class NCL as it is.
I just don't like destroyers which are essentially frigates with delusions of grandeur. The Saladin has some beauty and grace and elegance, and God knows the Federation needs some scouts so the Nelson is valuable in and of itself. And without the photons, the Nelson really doesn't have many power problems.
The Federation have plenty of scout hulls available, with electronic warfare variants of several different hulls to choose from. (Three of them have already been previewed for ACtA:SF in ADB's Captain's Log #45 and Mongoose's A Call to Arms Journal #1.)
But if you wanted to use the Hermes scout in particular, it is also in the 2400-series Squadron Box #91, so would be a candidate for the 2500-series version of that same box as and when we get one.
(But despite not needing to arm photons, the SC still has problems trying to make the most out of its sensor suite in SFB or FC. In contrast, the scout variant of the NCL may have less sensor mounts, but has more power available to use the channels it does mount more effectively.)
Lastly, the BC based DN might be cheaper for SFB to sell, but the original one was prettier (and plenty sturdy from a practical standpoint). Of course aesthetic views are subjective but I like them much better. I loved playing them too. It was like a CA with fantastic power capacity.
Again, the FJ DN would show up once a 2500 take on SB91 is one the table, but there's nothing to stop you from still flying the ship in either SFB or FC as it stands.
In case you're wondering why I keep referring to Federation Commander along with Star Fleet Battles, FC is the primary reference for A Call to Arms: Star Fleet. FC is a more streamlined ruleset compared to SFB, and the "sub-set" of options that a ship or weapon has in FC tends to be what you see ported over here. (There are a few exceptions here and there.)
So, for example, the Feds can set photons to proximity mode in SFB but not in FC, so photons in ACtA:SF have no proximity mode either. (Similarly, disruptors have no UIM or DERFACS in FC, so neither are available to disruptor users here either.)