<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Star Fleet Battle Manual</title>
	<link>http://www.boardgamegeek.com/boardgame/3667</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 22 Nov 2008 11:27:39 -0600</lastBuildDate>
	<pubDate>Sat, 22 Nov 2008 11:27:39 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: needing guidance</title>
	<description>&lt;b&gt;Talisinbear wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;With every book getting its own page here, as a guy just looking at this game system I have no idea where to start. The listing here is not very effective in that regard.&lt;br&gt;&lt;br&gt;My questions are:&lt;br&gt;&lt;br&gt;How does this game system compare to Babylon 5: A Call to Arms? (Are the ships relatively the same scale)&lt;br&gt;&lt;br&gt;What do you realistically need to start? (Starter boxes? What books?&lt;br&gt;&lt;br&gt;Are all the faction/races well balanced?&lt;/i&gt;&lt;br&gt;&lt;br&gt;This one is a standalone. It is not related to SFB nor Fed. Commander.&lt;br&gt;&lt;br&gt;Complexity: moderately low. I'm not an ACTA player. &lt;br&gt;&lt;br&gt;Ships in game: Fed DN, CA, SC, DD, Tg, Kl. D7, Romulan K-Type, Romulan Warbird, Tholian patrol ship.&lt;br&gt;&lt;br&gt;Rules, for a zocchi game of that era, are rather clear and concise.&lt;br&gt;&lt;br&gt;Basics of turn:&lt;br&gt;1) Power Allocation&lt;br&gt;2) plotting movement and fire&lt;br&gt;3) movement&lt;br&gt;4) resolve fire&lt;br&gt;next turn.&lt;br&gt;&lt;br&gt;Balance: The D7 is just a bit weaker than the fed cruiser, IME, and balance is not by point system, per se... No real effort to balance was made, it seems, but then, two tholians are a match for a CA...&lt;br&gt;&lt;br&gt;It really needs smaller ships in the other races, and it only has those three enemy races.&lt;br&gt;&lt;br&gt;There is a companion game, Alien Space. Alien Space includes a &quot;design system&quot; which really isn't; it merely provides a cost rating for player &quot;designed&quot; ships, which really means, make it up and we'll tell you how much it costs... and those are not terribly good for balance.&lt;br&gt;&lt;br&gt;Also, several players have adapted SFB designs into SFBM...</description>
	<link>http://www.boardgamegeek.com/article/2173363#2173363</link>
	<pubDate>2008-03-21T08:23:06+00:00</pubDate>
	<dc:creator>aramis</dc:creator>
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	<title>Thread: Re: needing guidance</title>
	<description>&lt;b&gt;Talisinbear wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'll check out&lt;br&gt;&lt;br&gt;still curious for some opinion on comparing the system to B5?&lt;br&gt;&lt;br&gt;and while do u suggest the scaled down version ?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Well, I can't help you with the B5 question. Perhaps someone else can.&lt;br&gt;&lt;br&gt;As (I think) someone else suggested in another thread, you can get a &quot;cadet&quot; version of SFB for free. You can do the same with FC. That way, you can look to see what each is like. I can't recommend FC over SFB because I haven't played SFB. The chief strengths of FC are a shorter, more concise rule set, higher-quality components (laminated, full-color ship cards; nice counters), and faster play.</description>
	<link>http://www.boardgamegeek.com/article/2160923#2160923</link>
	<pubDate>2008-03-16T03:26:20+00:00</pubDate>
	<dc:creator>jpat</dc:creator>
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	<title>Thread: Re: needing guidance</title>
	<description>I'll check out&lt;br&gt;&lt;br&gt;still curious for some opinion on comparing the system to B5?&lt;br&gt;&lt;br&gt;and while do u suggest the scaled down version ?</description>
	<link>http://www.boardgamegeek.com/article/2160774#2160774</link>
	<pubDate>2008-03-16T01:30:30+00:00</pubDate>
	<dc:creator>Talisinbear</dc:creator>
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	<title>Thread: Re: needing guidance</title>
	<description>&lt;b&gt;Talisinbear wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;With every book getting its own page here, as a guy just looking at this game system I have no idea where to start. The listing here is not very effective in that regard.&lt;br&gt;&lt;br&gt;My questions are:&lt;br&gt;&lt;br&gt;How does this game system compare to Babylon 5: A Call to Arms? (Are the ships relatively the same scale)&lt;br&gt;&lt;br&gt;What do you realistically need to start? (Starter boxes? What books?&lt;br&gt;&lt;br&gt;Are all the faction/races well balanced?&lt;/i&gt;&lt;br&gt;&lt;br&gt;One place you can start is with the main &lt;a href=&quot;http://www.starfleetgames.com/starfleetbattles.shtml&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;getting started page&lt;/a&gt; for Star Fleet Battles on Amarillo Design Bureau's site. I think the best place to begin would be with the Captain's Edition Basic Set, which is identified as the base product on that page.&lt;br&gt;&lt;br&gt;Not trying to talk you out of SFB, but you might also consider &lt;a class='gamelink' target='_blank' href=&quot;/game/28702&quot;&gt;Federation Commander: Academy&lt;/a&gt; or one of the other entry-level products for Federation Coammdner, which is a streamlined version of starship comabt in the Star Fleet Universe. ETA: There's also a &lt;a href=&quot;http://www.federationcommander.com/FCFirstMissions.pdf&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;free-demo PDF&lt;/a&gt; for FC that gives you a pretty generous-sized chunk of the rules and enough materials to try out the system.</description>
	<link>http://www.boardgamegeek.com/article/2160746#2160746</link>
	<pubDate>2008-03-16T01:03:40+00:00</pubDate>
	<dc:creator>jpat</dc:creator>
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	<title>Thread: needing guidance</title>
	<description>With every book getting its own page here, as a guy just looking at this game system I have no idea where to start. The listing here is not very effective in that regard.&lt;br&gt;&lt;br&gt;My questions are:&lt;br&gt;&lt;br&gt;How does this game system compare to Babylon 5: A Call to Arms? (Are the ships relatively the same scale)&lt;br&gt;&lt;br&gt;What do you realistically need to start? (Starter boxes? What books?&lt;br&gt;&lt;br&gt;Are all the faction/races well balanced?</description>
	<link>http://www.boardgamegeek.com/article/2160633#2160633</link>
	<pubDate>2008-03-15T23:21:47+00:00</pubDate>
	<dc:creator>Talisinbear</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>The hex-grid rules are also quite playable.&lt;br&gt;&lt;br&gt;I, too, am fond of this game, having often played SFBM movement with SFB ships... (1MP=10LSF...)</description>
	<link>http://www.boardgamegeek.com/article/2141512#2141512</link>
	<pubDate>2008-03-08T02:31:56+00:00</pubDate>
	<dc:creator>aramis</dc:creator>
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	<title>Thread: Re: Classic Federation versus Klingon battle</title>
	<description>Considering they weren't built that way, Barteus... &lt;br&gt;&lt;br&gt;SFBM's &quot;design system&quot; is in Alien Space Battle Manual.</description>
	<link>http://www.boardgamegeek.com/article/2141504#2141504</link>
	<pubDate>2008-03-08T02:26:49+00:00</pubDate>
	<dc:creator>aramis</dc:creator>
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	<title>Thread: Re: Classic Federation versus Klingon battle</title>
	<description>Thank you for the compliment.  Our gaming group is currently working on a shipbuilding template.  For example, a destroyer would have X many hull spaces, an engine would take up so many and cost so much, etc.  It will take awhile to work the mechanics out and make sure it is balanced, but I hope the project will come to fruition some day.&lt;br&gt;We’ve been discussion a “wolfpack” of cloaking ships versus a Federation dreadnaught and escort group.  Sounds like fun!  &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1954776#1954776</link>
	<pubDate>2007-12-24T03:11:16+00:00</pubDate>
	<dc:creator>barteus</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>I still love this game after 30yrs, my knees beg to differ though.&lt;br&gt;&lt;br&gt;This game is still fun and brings back good memories to everyone I game with, proof that it is classic (alot are trekkies who don't game but love this game).&lt;br&gt;&lt;br&gt;The Federation minis are the best ever, no one has made anything to compare.&lt;br&gt;&lt;br&gt;I will mention that Alien Space is totally compatible and adds great depth to the game.&lt;br&gt;&lt;br&gt;I am told that Eisnewerks Space Tak Rules also work with Battle Manual, but I have been unable to obtain a copy to see if this was true.  &lt;br&gt;&lt;br&gt;Several companies in the late 70's made minis for use with the game, but it is unclear if they made available a ship log to play with or you had to make up your own.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1954204#1954204</link>
	<pubDate>2007-12-23T19:34:13+00:00</pubDate>
	<dc:creator>mxslade2000</dc:creator>
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	<title>Thread: Re: SFBM House Rules </title>
	<description>I like the bonus for Klingon Boarding Parties, it balances out the game when playing fleets.&lt;br&gt;&lt;br&gt;A note about the &quot;Type-T&quot; and &quot;Type-R&quot;; they work best when playing a fleet style game, it is easy to lose track of a cloaked Warbird when your paying attention to Battlecruisers (that's usually when the Warbird pops out of cloak and unleashes the Plasma and your toast).&lt;br&gt;&lt;br&gt;The Tholians work best in pairs, using webs as barricades that you have to go around, then sniping at you.&lt;br&gt;&lt;br&gt;A house rule our old group used to use was snagged from SFB: Tholian ships can move thru their webs.</description>
	<link>http://www.boardgamegeek.com/article/1953103#1953103</link>
	<pubDate>2007-12-23T00:03:50+00:00</pubDate>
	<dc:creator>mxslade2000</dc:creator>
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	<title>Thread: Re: Classic Federation versus Klingon battle</title>
	<description>Great AAR, never played a duel, the people we played with it was always fleet battles.&lt;br&gt;&lt;br&gt;The duel should play pretty well with the Romulan battlecrusier (I suggest Disruptors and Cloak as opposed to Phasers and Cloak).&lt;br&gt;&lt;br&gt;By the way Bart great site you have, I like the Orion ship.</description>
	<link>http://www.boardgamegeek.com/article/1952999#1952999</link>
	<pubDate>2007-12-22T22:44:15+00:00</pubDate>
	<dc:creator>mxslade2000</dc:creator>
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	<title>Thread: Re: Classic Federation versus Klingon battle</title>
	<description>it is a fun game.  Simple yet a great simulation of the space combat in the Star Trek Universe.  Thanks for introducing this one to me Bart!  I can't wait to have that fleet battle.  I think we ought to make Vito be a Klingon vessel to properly simulate the randomness and war-like character of the Klingons.</description>
	<link>http://www.boardgamegeek.com/article/1950676#1950676</link>
	<pubDate>2007-12-21T16:29:39+00:00</pubDate>
	<dc:creator>mtnman69</dc:creator>
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	<title>Thread: Re: Classic Federation versus Klingon battle</title>
	<description>Excellent session report, it makes me want to go out and play this game! I could picture the battle in my mind the entire time I read through it - job well done! &lt;img src=&quot;http://files.boardgamegeek.com/images/thumbs-up.gif&quot; alt=&quot;thumbsup&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Derek...</description>
	<link>http://www.boardgamegeek.com/article/1949111#1949111</link>
	<pubDate>2007-12-20T21:53:55+00:00</pubDate>
	<dc:creator>Paragon Games</dc:creator>
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	<title>Thread: Classic Federation versus Klingon battle</title>
	<description>&lt;i&gt;Below is a session report for Star Fleet Battle Manual following a classic conflict between a Federation heavy cruiser (me) and a Klingon battlecruiser (Brent).  We did not play with damage control, since only the Federation can use this advantage.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Captain’s Log, stardate 200712.19.  While patrolling sector Omicron 7G, our long-range sensors picked up a Klingon ship headed toward us at warp six with weapons fully charged.  We charged weapons, accelerated to warp six and prepared to engage the enemy.&lt;br&gt;&lt;br&gt;Both ships headed straight for each other until they came within primary and secondary weapons range.  The Klingon ship fired eight phasers and eight disruptors.  Fortunately, our front shields were fully raised, but we still sustained damage to our shields.  I ordered our weapons officer to fire four phasers and a full spread of six photon torpedoes.  The phasers caused the Klingon’s shield to buckle and the photons caused internal damage.  Our opponent suffered a hit to life support and three to their main warp drive.  If we survive this engagement, I will put in a commendation for our weapons officer.  I knew the Klingon had expended all his weapons and would need sixteen points to energy to completely rearm.  With the hits to main drive, his ship would only generate thirteen points.  &lt;br&gt;&lt;br&gt;The battlecruiser turned and began to speed away, no doubt to put distance between us while he could allocate his dwindling energy into rearming his weapons.  Unfortunately, the battlecruiser can sustain a higher safe speed than our heavy cruiser.  We could go faster, but it would risk burning out a dylithium crystal and completely wreaking our warp drive.  It was a risk I was not willing to take.  Our helmsman maneuvered directly behind the battlecruiser and we began our chase.  It was at this point I made a command decision.  I could put almost all available energy into propulsion and try and catch the Klingon.  Instead, I decided to fire weapons every turn, even at extended range, and attempt to cause additional damage.  However, firing and recharging weapons every turn would decrease available energy for propulsion.  It was a difficult balancing act.  We also needed to allocate some energy into shields, since I was unsure at what point the enemy captain would turn and fire his impressive array of weapons. &lt;br&gt;&lt;br&gt;For the next seven turns, the battlecruiser put on speed and presumably charged weapons while we follow behind.  I ordered the weapons officer to fire photons while in range and then switch to phasers.  At this extended range, we split salvos to different firing arcs to try and get hits, but it was very difficult.  Less than one-fourth of all shots hit, but against the Klingon’s aft shield, we did score internals hits on a sensor, life support and more shield damage.  I knew from our Federation intelligence that battlecruisers only carried four life support systems – leaving our adversary with only two left functioning.  &lt;br&gt;&lt;br&gt;Finally, the battlecruiser turned to bring its weapons to bear.  Our front shield was damaged and could only be raised to a factor of one.  We fired into the Klingon’s shield, which partially held, but we scored internal hits of another engine and two shields.  The Klingon returned fire of phasers and disruptors that went internal and, unfortunately, our impulse engine suffered three hits, decreasing our power output.&lt;br&gt;&lt;br&gt;We still had speed built up from the chase, whereas our opponent used some in maneuvering to turn and fire at us.  We maneuvered until we were close, but parallel to the Klingon, moving in opposite directions.  Fortunately, our port shield was relatively undamaged and I ordered it charged to five.  The Klingon fired four phasers and disruptors, but the shield held and no internal hit were scored.  At this firing angle, we could only fire three photon torpedoes and three phasers.  I ordered them fired at different angles.  The phasers hit the enemy’s front shield, while the photons hit the enemy’s port shield.  We scored two more hits on the Klingon’s main drive, further reducing his power.  The Klingon turned and passed behind us.  Although we only have two phasers that fire aft, I ordered both fired.  They hit the Klingon’s aft section, where he had no shielding.  His last two life support systems were destroyed, rendering the battlecruiser a life-less craft.  I ordered a boarding and engineering party aboard the enemy ship, established a tractor beam, and towed the ship to starbase A-seven.  It will make a fine prize!  Our scientists should learn much about Klingon technology.  Commendations for our helmsman and weapons officer.&lt;br&gt;&lt;br&gt;Captain’s log complete.  End log.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1948103#1948103</link>
	<pubDate>2007-12-20T15:26:36+00:00</pubDate>
	<dc:creator>barteus</dc:creator>
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	<title>Thread: Re: SFBM House Rules </title>
	<description>I can’t argue with your main points.  I appreciate the fact that the “T-type” aliens (Tholians) were included in the game, since that was a great TOS episode, but it is very hard to see how those ships are workable.  The web is very hard to use effectively and of course the Tholian ships, being small and lightly armed, will be blown to smithereens if they run around and try to tend to the web.&lt;br&gt;The “R-type” (Romulan) warbirds are also difficult to use.  Their only chance is to cloak, try and get close to the enemy ship and launch the plasma bolt.  In reality, this is almost impossible, as the Warbird generates 10 power points; six are needed for the cloak, one is needed for life support, leaving just three points for movement and charging the plasma.  The enemy ship can just put on the speed and stay away from the warbird, making a not-so-fun encounter.&lt;br&gt;The best chance to use the cloak is adding an “R-type” battlecruiser(s).  These ships can’t go one-on-one with a heavy opponent, but a group of them can make for an interesting encounter versus a Federation heavy cruiser.  You will no doubt recall that in the episode &quot;The Enterprise Incident&quot;, the Enterprise was up against three of these Romulan battlecruisers (although a fight did not ensue). &lt;br&gt;Thanks for your post.  It is good to see SFBM still makes the rounds in some game groups. &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1924036#1924036</link>
	<pubDate>2007-12-11T15:14:06+00:00</pubDate>
	<dc:creator>barteus</dc:creator>
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	<title>Thread: Re: SFBM House Rules </title>
	<description>Very early on, we decided that the game worked great with Fed ships and Klingons, but that the Romulans and Tholians were practically unplayable.  As a result, on the rare occasion the game hits the table, we never even consider using an &quot;R-type&quot; ship.&lt;br&gt;&lt;br&gt;I think that damaged cloaking devices simply take an extra turn or two before they start working.  But once they start, a cloak ship remains cloaked, as long as enough energy is available.&lt;br&gt;&lt;br&gt;But either way, it's just impossible for a Romulan to hit a Fed ship: the Rom can't aim but must fire directly forward.  This makes using the R-torpedo (or plasma or whatever it is) practically useless, despite its damage capacity.&lt;br&gt;&lt;br&gt;We never played with boarding parties or damage control...</description>
	<link>http://www.boardgamegeek.com/article/1921866#1921866</link>
	<pubDate>2007-12-10T21:07:58+00:00</pubDate>
	<dc:creator>Dan R.</dc:creator>
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	<title>Thread: SFBM House Rules </title>
	<description>I have played SFBM since the mid-80s and have enjoyed the game throughout the years.  Below are three house rules that I would recommend you consider:&lt;br&gt;&lt;br&gt;&lt;u&gt;Official Rule&lt;/u&gt;:  The Romulan cloaking device can sustain six hits until it is destroyed.  Six units of energy must be fed into the device for it to function.  Each hit of damage sustained to the cloak requires one extra turn of six units of energy before cloaking can occur.&lt;br&gt;&lt;u&gt;House Rule&lt;/u&gt;:  An undamaged cloaking device still requires six units of energy before the ship can disappear.  An undamaged unit has a rating of six, so six units can be input at once.  Each hit of damage results in less energy that can be input into the device.  For example, if the unit suffers one hit, it degrades to a five and a maximum of five units can be input at once.  Since six are required to cloak, it will take multiple turns of energy input before the Warbird or R-type Battlecruiser can disappear.  As the unit sustains more damage, it accepts less energy.  Note that six units per turn are necessary to maintain the cloak, so a damaged generator means a ship may not be able to maintain the cloak from turn to turn.&lt;br&gt;&lt;u&gt;Rationale for the change&lt;/u&gt;:  A single hit to the cloaking device renders it effectively destroyed.  Energy is so scarce in this game, that it would not be cost effective to allocate six units of energy for two consecutive turns (or more) to cloak.  The Warbird only generates 10 total units when undamaged. Since one unit must be deducted for life support, this only leaves nine to allocate.  If a captain has to feed six into a damaged cloak over multiple turns, with no benefit, that only leaves three for shields and maneuvering energy – in short, if the enemy is nearby feeding energy into a damaged cloaking device is a death sentence.  With Federation ships causing internal damage with photon torpedoes, it is likely the device will sustain a hit in any prolonged battle.  With the house rule, a smaller amount of energy can be allocated to the device and it allows more strategic options.  A captain could feed two units on one turn and the remaining four the next (if the unit had sustained two hits of damage or less).&lt;br&gt;&lt;br&gt;&lt;u&gt;Official Rule&lt;/u&gt;:  Only Federation crews are skillful enough to use damage control.  This essentially allows the Federation player a 50% change of fixing any system except life support.  The system must still be damaged for at least one turn.&lt;br&gt;&lt;u&gt;House Rule&lt;/u&gt;:  Normally damage control is not used at all.  If it is, other races have a chance to fix their systems, but at a reduced rate than the Federation player (25% for example).&lt;br&gt;&lt;u&gt;Rationale for the change&lt;/u&gt;:  It is certainly true the Federation has an environment of science and learning.  In the Star Trek universe, Federation engineers can jury-rig many repairs and modifications while under fire.  However, to say that Klingons, Romulans and Tholians can build warp-capable ships and have no idea how to repair them seems unbalanced.  Certainly, Klingons may not be the best engineers, but they should have some knowledge of how to fix a burned out fuse on the disruptor bolt control system.  The Federation, with their history of science and exploration, should have the advantage, but not the only knowledge of how to fix their ship’s systems.&lt;br&gt;&lt;br&gt;&lt;u&gt;Official Rule&lt;/u&gt;:  If the enemy boards a ship, the boarded ship’s captain rolls a die to see if the action was a surprise.  If not, it proceeds to an opposed die roll with both captains, the highest roll wins.&lt;br&gt;&lt;u&gt;House Rule&lt;/u&gt;:  The Klingon captain get a +5 bonus in boarding action.&lt;br&gt;&lt;u&gt;Rationale for the change&lt;/u&gt;:  Frankly, boarding parties happen very infrequently.  If they do occur, the Klingons should get an advantage, as they have a warrior culture and train for these types of missions.&lt;br&gt;&lt;br&gt;I believe the above medications enhance gameplay and better align the game with the flavor of the Star Trek universe.  &lt;br&gt;&lt;br&gt;  &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1920947#1920947</link>
	<pubDate>2007-12-10T17:14:22+00:00</pubDate>
	<dc:creator>barteus</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>I agree with you on all those points, loved the SFC done by Interplay and disliked the last version, which is a shame since newer content was added than in the traditional SFB verse. Cool on being involved in the production of it.&lt;br&gt;&lt;br&gt;This is an interesting review and it is interesting to see how the mechanics work for it, I think you could probably opt for overloaded damage to help increase torpedo hits in SFB, but in general SFB ships can take a lot more pounding than in the shows. This was done in several attempts for games in the Star Wars verse and original Battlestar board game too. One shot, one kill doesn't play as well I guess...</description>
	<link>http://www.boardgamegeek.com/article/1865295#1865295</link>
	<pubDate>2007-11-16T21:34:42+00:00</pubDate>
	<dc:creator>OxnardMontalvo</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>&lt;b&gt;BFoy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Dan R. wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Ultimately, Star Fleet Battles is a game that has collapsed under its own weight, and the newest edition didn't go nearly far enough in streamlining it.  Now that you can play Starfleet Command on the computer (which is a miraculous 100% direct port of SFB onto the computer screen), I'll just play that if I want the extreme detail.  But if I just want one hour's worth of phasers, disruptors and photons, I'll take the SFBM every time.&lt;/i&gt;&lt;br&gt;&lt;br&gt;SFB is fine.  The tournament rules/ships streamline it.  Starfleet Command is horrible!!!  I really wanted to like that game.  I bought all 3 versions for full price.  But when I tried playing it, I found that the user interface was horribly flawed.  The game just isn't fun.  &lt;/i&gt;&lt;br&gt;&lt;br&gt;Odd.  I rather liked SFC, even beta tested for it.  (I *think* I'm in the credits for the first one - certainly, many of the Romulan captain names I submitted definitely are).  The third named game in the series, fourth actual game, had nothing to do with SFB at all.  Completely destroyed the series, in fact.  A shame, as the introduction of the TNG/VOY/DS9 ships could have been interesting.&lt;br&gt;&lt;br&gt;But it really was QUITE a faithful translation of SFB.&lt;br&gt;&lt;br&gt;Moreso even than the newer boardgame &quot;Federation Commander&quot; by the same company that gave us SFB.  Granted, FC is faster, better production values, and 'simpler', but...I tend to think SFC really got all the details of SFB better.  Hmmm...well, I guess it would have to, as FC wasn't really intended to.&lt;br&gt;&lt;br&gt;Anyway, I digress.&lt;br&gt;&lt;br&gt;This was a VERY interesting review, which is the point of this thread!  I've often read about SFBM, and I suppose, like many, originally believed it was in some way tied to SFB.  That they both used Franz Joseph's technical manual as their source is probably in no small way the cause of that assumption.&lt;br&gt;&lt;br&gt;To tell you the truth, I actually like the idea of the photon 'one shot takes a shield down, all others do damage'.  As fun as SFB/SFC/FC is, that was on aspect they never really got as well as the Original Series.  Granted, a game based around that conceit wouldn't be too fun, but torpedoes in TOS were POWERFUL.  A Romulan torpedo could destroy ANYTHING at point-blank range...starship, star base, etc.  And the photon torpedoes really didn't seem that much weaker - in the opening of 'Errand of Mercy', the Enterprise destroyed a Klingon ship with not more than 2 hits.  SFB/SFC/FC never really did anything with the power of these weapons as seen 'on screen' (indeed, in those games, the phasers were, bar none, the most &lt;i&gt;efficient&lt;/i&gt; power-&gt;damage producers).  SFBM, from the above description, *seems* like it got the feel of them better.</description>
	<link>http://www.boardgamegeek.com/article/1863272#1863272</link>
	<pubDate>2007-11-16T04:46:36+00:00</pubDate>
	<dc:creator>XanderF</dc:creator>
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	<title>Image</title>
	<description>
		Small Federation Fleet vs. Small Klingon Fleet with Thorians inbetween &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic268995_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/268995</link>
	<pubDate>2007-11-16T03:10:07+00:00</pubDate>
	<dc:creator>mtnman69</dc:creator>
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	<title>Image</title>
	<description>
		Federation Cruiser vs. Klingon Warcruiser &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic268985_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/268985</link>
	<pubDate>2007-11-16T02:59:58+00:00</pubDate>
	<dc:creator>mtnman69</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>&lt;b&gt;Dan R. wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Ultimately, Star Fleet Battles is a game that has collapsed under its own weight, and the newest edition didn't go nearly far enough in streamlining it.  Now that you can play Starfleet Command on the computer (which is a miraculous 100% direct port of SFB onto the computer screen), I'll just play that if I want the extreme detail.  But if I just want one hour's worth of phasers, disruptors and photons, I'll take the SFBM every time.&lt;/i&gt;&lt;br&gt;&lt;br&gt;SFB is fine.  The tournament rules/ships streamline it.  Starfleet Command is horrible!!!  I really wanted to like that game.  I bought all 3 versions for full price.  But when I tried playing it, I found that the user interface was horribly flawed.  The game just isn't fun.  </description>
	<link>http://www.boardgamegeek.com/article/1862316#1862316</link>
	<pubDate>2007-11-15T20:58:34+00:00</pubDate>
	<dc:creator>BFoy</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>Just played this last month, actually -- the classic Fed CA v. Klingon D7. What an awesome fight.&lt;br&gt;&lt;br&gt;Having to guesstimate the firing angle never fails to produce entertaining results.&lt;br&gt;&lt;br&gt;In our experience, the Romulan and Tholians never quite worked... but the Feds v. Klingon battles were always awesome. I'll have to check out the website mentioned above. &lt;br&gt;&lt;br&gt;Ultimately, Star Fleet Battles is a game that has collapsed under its own weight, and the newest edition didn't go nearly far enough in streamlining it.  Now that you can play Starfleet Command on the computer (which is a miraculous 100% direct port of SFB onto the computer screen), I'll just play that if I want the extreme detail.  But if I just want one hour's worth of phasers, disruptors and photons, I'll take the SFBM every time.</description>
	<link>http://www.boardgamegeek.com/article/1861825#1861825</link>
	<pubDate>2007-11-15T17:56:57+00:00</pubDate>
	<dc:creator>Dan R.</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>I have a website dedicated to SFBM (see it under links for this game).  The site introduces more ships, house rules and a new scenario.  Occasionally I’ll get an email from a SFBM fan with the same nostalgic sentiments for this game.&lt;br&gt;My gaming group back in the 80s also played “the other game”, Star Fleet Battles, but after the core rulebook, 3 expansions, two captains logs, supplements and other purchased items, our game sessions usually bogged down into legalese disagreements (oh, I can place a photon torpedo on my shuttle and fly it into your carrier!  No you can’t!  I’ll use my counter electronic measures!  Well, I’ll use the counter-counter electronic measures!)  In my opinion SFBM’s rules were relatively clean and straight forward, allowing us to argue about fire arcs instead!  Thanks for the comments.  Copies occasionally still trade on ebay.  I recently got a mint, uncut copy for $15 to replace my dog-eared copy.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1861590#1861590</link>
	<pubDate>2007-11-15T16:22:57+00:00</pubDate>
	<dc:creator>barteus</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>I'm yet another person thanking you for this review!&lt;br&gt;&lt;br&gt;A friend and I used to play this in his family's living room.  Somehow, over the years, I had thought this morphed into that &lt;i&gt;other&lt;/i&gt; game.  Today I have been both proven wrong and taken down memory lane.&lt;br&gt;&lt;br&gt;Like when his Chihuahua would come darting through the room and grab one of the silhouette cards and scurry off with it...&lt;br&gt;&lt;br&gt;Man, I wish I could get a copy of this old treasure!</description>
	<link>http://www.boardgamegeek.com/article/1861312#1861312</link>
	<pubDate>2007-11-15T14:44:59+00:00</pubDate>
	<dc:creator>puck4604</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>I was Rob's competition in this little space battle.  I had a good time, and wrote a session report myself over it that I thought complimented Bart's review really well.  Unfortunately it was on my email because we were comparing notes, and the website timed out and all of it was lost.  I was so disgusted that I can't even get myself to write it again.  Bart's will have to do.  It was a fun game and simulated space combat in the Star Trek universe very well.</description>
	<link>http://www.boardgamegeek.com/article/1861257#1861257</link>
	<pubDate>2007-11-15T14:10:34+00:00</pubDate>
	<dc:creator>mtnman69</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>Thanks. I'd almost forgotten the many hours spent crawling around on the living room floor playing this game back in the '70s. And I still think that book cover is one of the best Star Trek illustrations I've ever seen.&lt;br&gt;&lt;br&gt;I remember many teenage arguments over the firing arcs, with much casual nudging of the silhouette cards to get that plasma torp to hit.&lt;br&gt;&lt;br&gt;It finally gave way to SFB, but I think I'd be willing to give this a whirl again, provided it was on a large tabletop. Can't think of what happened to my copy...now I'm sad about it.</description>
	<link>http://www.boardgamegeek.com/article/1861169#1861169</link>
	<pubDate>2007-11-15T12:55:05+00:00</pubDate>
	<dc:creator>Dweeb</dc:creator>
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	<title>Thread: Re: Fire phasers and photons!  A review of SFBM</title>
	<description>I had a friend who mentioned liking this.  I will stick to SFB.</description>
	<link>http://www.boardgamegeek.com/article/1860680#1860680</link>
	<pubDate>2007-11-15T04:50:54+00:00</pubDate>
	<dc:creator>BFoy</dc:creator>
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	<title>Thread: Fire phasers and photons!  A review of SFBM</title>
	<description>I began playing Star Fleet Battle Manual (SFBM) in the mid 1980s.  The first edition of the game was published in 1977; this review is for the revised second edition, 1993.&lt;br&gt;&lt;br&gt;&lt;u&gt;Overview/Theme&lt;/u&gt;: SFBM is a game of ship-to-ship combat set in the Star Trek universe (although the words Star Trek are never mentioned in the rulebook).  Game play often involves two players going head to head, usually a Federation ship versus a “K-type battlecruiser” (read: Klingon) or a “R-type” warbird or battlecruiser (read: Romulan).  Fleet actions are certainly possible and are in no way hindered in the rules. &lt;br&gt;&lt;br&gt;&lt;u&gt;Contents&lt;/u&gt;:  The entire package is a rulebook; in the middle are pages that will be removed to play the game. The removable part consists of ship data pages, ship silhouette cards and other miscellaneous game aids, such as a Romulan plasma template.  The rules are in an old-style font, which is somewhat difficult to read.  Data for various Federation ships are included: scout, destroyer, tug, heavy cruiser and dreadnaught.  For the “opposition” there is a K-type or R-type battlecruiser, T-type patrol ship (read: Tholian) and an R-type warbird.  To play the game, the silhouette cards must be cut out and glued to cardboard.  Five foot lengths of string will be also be needed for each ship.  Miniatures of the ships are not needed, but add flavor to the battle.  A 20-sided die is also necessary, but not included.&lt;br&gt;&lt;br&gt;&lt;u&gt;Gameplay&lt;/u&gt;:  The battles take place on a very large table or the floor.  The ships, marked by their silhouette cards (and possibly miniatures) can move freely in the two-dimensional plane of the table or floor.  Each ship commanded by the player has a corresponding ship data page.  Each ship produces a certain amount of power from its main engines and impulse/auxiliary engines if present.  This energy must be allocated to the various ship systems:  life support, sensors, shields, weapons and movement.  Energy is always short of powering all of the ships systems, so a large part of the player’s task is rationing this energy to fit his or her strategy.  Life support must be energized each turn and sensors must be allocated energy if a ship is to fire accurately.  Each ship has four shields (fore, starboard, port and aft).  These shields can be energized to a certain level depending on the ship – 6 in a Federation heavy cruiser and 4 in a K-type battlecruiser.  Weapons must be fed energy to function, phasers and photon torpedoes for the Federation and phasers and disruptors for the K-type aliens.  &lt;br&gt;After allocating energy, gameplay is simultaneous.  Each player changes course of their ships if desired and then moves the ships forward according to a ruler and an energy conversion table.  Players then may roll for lock-on and fire their weapons.  The silhouette cards have 400 tick marks in a circle.  Each player estimates which tick mark heading will hit the enemy ship.  These fire angles are written down, along with weapons fired.  Now the strings come into action.  The string, which is attached to the center of the card, is stretched out over that tick mark and pulled taut across the floor to see if it will hit the enemy ship.  Primary weapons, defined as phasers, have a range of five feet and secondary weapons, which are disruptors or photo torpedoes, have a range of three feet.  Phasers must overcome shield strength to do damage.  Three phasers hitting a shield that is charged to four will do no damage.  Any phaser hits over shield strength (in a single turn) buckles that shield and does internal damage to the ships systems.  When photon torpedoes are fired in a salvo, the first hit opens the shield and all other do internal damage.  Every two disruptors destroys a shield point.  Internal hits are rolled on a chart, and as these systems are damaged, the ship becomes less effective.  For example, each hit to engines reduces their capacity to provide energy, causing more energy allocation difficulties.  If all life support systems are destroyed, the player loses.  After weapons fire, another turn starts with energy allocation, movement and weapons fire.   Generally, as the game progresses, ships sustain more and more damage, making movement, defense and firing weapons less effective and more difficult.  Other ships have specialized systems:  R-type aliens have cloaking devises, plasma bolts and mines; T-type aliens have a web device.&lt;br&gt;&lt;br&gt;&lt;u&gt;General Impressions&lt;/u&gt;:  Although this game is not rated highly on the geek, I like the uniqueness and flavor of SFBM.  Playing on the floor, which allows virtually any movement within the two dimensional plane, feels much less constrained than playing space games on a hex or grid system.  Each ship is unique and a captain must play to his/her craft’s strengths.  Federation ships produce more power and have stronger shields, but K-type ships are bristling with weapons, although poor shielding and lower engine power cause difficulties.  I also believe this game captures much of the Star Trek original series flavor of space battle.  Battles are relatively fast, but violent.  The ships and weapons from the series are all present:  disruptors, plasma bolts, old-style nuclear mines, debris, tractor beams, the Tholian web, cloaking device, etc.  The rules are relatively simple and straightforward with out all the legalese of other space games.  Although SFBM may not have all the bells and whistles and molded plastic parts of modern games, it has an agreeable old-school feel while still being an enjoyable game.&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1860543#1860543</link>
	<pubDate>2007-11-15T03:32:28+00:00</pubDate>
	<dc:creator>barteus</dc:creator>
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	<title>Thread: Re:General Comment</title>
	<description>BruceGee (#4492),&lt;br&gt;It does... I wish I could find my copy of ASBM to be able to design new ships for SFBM...</description>
	<link>http://www.boardgamegeek.com/article/471886#471886</link>
	<pubDate>2005-04-12T03:23:38+00:00</pubDate>
	<dc:creator>aramis</dc:creator>
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	<title>Thread: General Comment</title>
	<description>This game was originally self-published by Lou Zocchi in 1972 with the title &amp;quot;Star Trek Battle Manual&amp;quot;. Apparently the title had to be changed due to licensing issues.&lt;br&gt;&lt;br&gt;A cross-link should be entered for &amp;quot;Star Trek Battle Manual&amp;quot;.</description>
	<link>http://www.boardgamegeek.com/article/19737#19737</link>
	<pubDate>2003-09-22T13:20:01+00:00</pubDate>
	<dc:creator>The Maverick</dc:creator>
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	<title>Image</title>
	<description>
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		&lt;img src="http://images.boardgamegeek.com/images/pic31650_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/31650</link>
	<pubDate>2003-09-22T12:03:04+00:00</pubDate>
	<dc:creator>The Maverick</dc:creator>
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	<title>Thread: General Comment</title>
	<description>This game actually uses the same mechanics as an earlier, also good game called Alien Space, which should have a BGG listing.</description>
	<link>http://www.boardgamegeek.com/article/4492#4492</link>
	<pubDate>2002-11-22T14:42:36+00:00</pubDate>
	<dc:creator>BruceGee</dc:creator>
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