I had already done a comprehensive review of the basic Federation and Empire game, and now I wanted to do each of the expansions.
This is the third of the F&E expansion sets. It is all new and does not replace any previous module.
Advanced Ops Sequence of Play
A new more detailed SOP, covering the new rules in this module.
Each race has a limited pool of raiders, single ships that can slip behind enemy lines to wreck havoc without getting pinned. They can disrupt provinces lowering economic output, attack key units like lone ships or FRDs, and might attack undefended bases/planets.
Encourages the use of smaller ships, 6 small ships only count as taking up 5 command slots.
Admirals and Combat Leadership
Changes the use of command points from the basic game. Instead of the basic free command points, each rach has a collection of admiral counters that do the same thing. Optionally, there are Legendary, Standard, and Incompetent admirals that can affect your combat die roll (good or bad) in addition to expanding the command limits.
More scout ships, EW for planetary defenses, scout pods for tugs, and so on.
Advanced Combat Rules
Kzinti fast drones, stockpiled drone bombardment points, alternate Federation entry to the war, escorts for Dreadnoughts and other flagships, larger carrier groups with two carriers each, groups of troopships, alternate Tholian entry to the war, the Tholian web snare, advanced small scale combat to handle limited raids and other combats, and oversized fighter squadrons are all covered by this catch-all rules section.
Special Base Construction
These rules allow for greater flexibility in your infrastructure construction. PDUs without fighters or PFs, and bases without fighters or PFs are cheaper alternatives to the regular produciton rules. The attrition units can be added later of course. Fighters and PFs can be added to mobile bases and fleet repair docks. Base power modules can be added to bases in place of the PF modules, and allow for full combat power and full EW power simultaneously.
Advanced Economic Rules
Various economic rules. You can convert some of your fighter production over to PFs, use many different ships besides tugs to transfer EPs (convoys, LTTs, etc), the Hydrans get a bonus of off map stockpiled EPs from the Old Colonies, advanced Neutral Zone accounting (.2 EPs each instead of 1 EP for five hexes), fighter factors kept track of by year rather than by turn (allows you to save up more for a larger purchase), cheap field repairs for the Gorn, requirements for maintaining the Klingon ships in Romulan service, and rules for producing auziliary (military freighter) class ships, among others. The catch all economic section of the product.
Advanced starships and bases that showed up at the end of the general war. Faster, better, stronger, these ships have many special features and abilities.
This allows for any ship to carry PFs into battle, (A favorite tactic of the Lyrans). Some PFs can also be used on raids behind enemy lines.
New classes like Fast ships, Heavy War Destroyers, Lyran heavy PF tenders, Romulan Modular Dreadnoughts, Neo-Tholians and a collection of various unique or limited production ships make up this rules section.
Advanced Support Units
Military convoys for extra supply in combat areas. Logistics Task Forces, Federation units that are convoys paired with FRDs paired with repair ships that act as a sort of mobile starbase. Carrier Resupply ships bring extra fighter factors for extra carrier staying power. Auxiliary PF tenders and drone ships, and more tug pods.
Federation F111 Special Heavy Fighters
These are the special rules for the powerful F111 fighter. The Feds used this in place of PFs, and has several special carriers. They can either be purchased individually like PFs, or with the regular fighter annuity system (free replacements).
klingon Penal Ships
These ships are for Klingon criminals given a new chance to prove their honor, they can be given several unique near-suicide missions that no other ships could do. They can be sacrificed to protect more valuable units like SFG ships and Maulers, they can be used to duel with a particular enemy ship removing it from regular combat. They can be used to gain a die roll modifier for their side in combat.
A way for the regular players of the game to run the orions collectively by commitee.
Provides for more advanced fighters just prior to the introduciton of PFs. Used mainly by the Kzinti to counter Lyran PFs before they developed their own PFs.
Winds of Fire
This is another of the "sectorized" scenarios. It covers the general war period of turn 26 through turn 21, the era of PFs and X-ships. It allows you to start the war with all the races in play without having to play through the lengthy early-war stages, and gives you a "historical" setup for this time period.
It is also divided into "sectors". Sector A is the Hydran/Lyran/Klingon area of the map. Sector B is the Kzinti/Lyran/Klingon area. Sector C is the northern portion of the Klingon/Federation border, and Sector D is the southern portion. Sector E is the Federation/Romulan border. Sector F is the Gorn/Romulan border. Sector G is the Tholian area (combined with sector D for this scenario).
This lets you play a smaller portion of the war (for a much shorter game than the entire map in action at once), and provides all the rules necessary for what resources (EPs, conversion slots, limited ship types, etc...) are available for each sector. You can play an individual sector, two or more of them, or all sectors combined (i.e. without any sector restrictions whatsoever, same as the regular game).
The SIT again covers all the data for each new ship in the product. Advanced Ops had a "complete" sit, which had all previous units (core game, Fighter Ops, Combined Ops) integrated together along with the Advanced Ops units:
General units 15 new entries.
Federation 28 new entries.
Klingon 26 new entries.
Romulan 24 new entries.
Kzinti 28 new entries.
Gorn 23 new entries.
Tholian 18 new entries.
Orion 14 new entries.
Hydran 32 new entries.
Lyran 27 new entries.
- Last edited Fri May 4, 2007 12:33 am (Total Number of Edits: 1)
- Posted Fri Dec 1, 2006 5:30 pm
Correction to typo:
Encourages the use of smaller ships, 6 small ships only counts 5 against command slots.
Typo fixed in the above review. Thanks for the catch!
- Last edited Fri May 4, 2007 12:34 am (Total Number of Edits: 1)
- Posted Fri May 4, 2007 12:34 am