Having been heavily involved in PBEM SFB for more than three years, I have had the opportunity to play and moderate games with players from all over the US, as well as from around the world. (U.K., Italy, Japan, just to name a few). During that time, I have found that basic rules knowledge varies greatly from individual to individual.
It is quite understandable, with the complexity of the SFB rulebook, that everyone has the occasional rules gap, (including myself). PBEM is a great way to fill in some of those gaps as information sharing across the web allows one to escape the rules set that a 'local' playing group believes is correct, (when in actuality, they've all missed a critical rule).
Since getting into PBEM, I myself have learned a number of rules I was unaware of -- or have had my understanding of a rule altered. However, it has been my experience that there are a select few rules which a large number of SFBers seem to have 'missed' or misinterpreted. The following is a brief list of these 'critical' rules that can get you into a great deal of trouble if you are unaware of them.
I hope to add to this list, occasionally, to help close the gap in rules knowledge a lot of novice PBEMers may have. And if you have a firm grasp on these rules - consider yourself a player with a solid foundation in rules knowledge.
Note: If you haven't gotten the on-line errata - do so now by going to: SFB Errata
1) - HET Restriction. (C12.38). This rule is simple, fairly easy to read and understand, and even comes with an example. However, it is 'buried' deep in the speed change section, and isn't even mentioned in the HET rules. The rule is as follows: "A ship cannot, at any given point in time, use more warp power for movement than it had available at the start of the turn."
What this MEANS, is that on a ship with 30 warp, your top HET speed is 26. (Assuming you are using one impulse for movement). Also note that this rule clearly states this is based on warp available at the start of the turn. This means that even if you get both warp engines blown off, you can still HET at speed 26, if you could at the start of the turn. (We will assume you allocated the HET). The tactical implications are many -- going over speed 26 for the typical cruiser means it cannot HET until it slows down.
This also gives a tactical advantage to 2/3 movement ships, who generally have 24 warp (which is an effective 36). This means, most war cruisers CAN HET while going 31. The Seltorian TC also has an advantage, since it starts with 32 warp - making its best HET speed 28.
The example in the rulebook is stated very well. It is also good to note that if Erratic Maneuvers are in play, they also fall under this rule. Of course, EM can be done using impulse power, but a cruiser with 30 warp and 4 impulse boxes, if performing EM, could only HET if it were going at a speed of 23 or less. (HET = 5 + EM = 6 + MOVE = 23 --> 34.
2) TRACTOR TUNNEL OF DEATH - (G7.943x) explains the 'tractor-tunnel' created when two ships are tractored. Note that the tunnel only affects seeking weapons launched from the ship BEING tractored. Until the seeker moves it will be dragged when either of the ships moves. BUT, a shuttle caught in the 'tunnel' can be death-dragged (G7.54), and the on-line errata clarifies that due to the sequence of play, a shuttle would be crushed BEFORE it could impact, even if it were moving on the same impulse it was being death-dragged. (C2.45) in the on-line errata also explains that death-dragging speed is the SUM of the two psuedo-speeds.
3) TRACTOR IMMUNITY - (J3.452) states "A ship under weasel cannot be tractored." While 'most' people are aware of this rule, for those few who missed it, it will usually cost you the game.
4) SUDDEN IMPACT - (F2.32) clarifies that seeking weapons cannot impact the impulse they are launched. (This is assuming a range zero launch, of course). The sequence of play also covers this, since there is only one point where seekers CAN cause damage.)
5) FIRST MOVE STRAIGHT - (F2.123) states that seeking weapons MUST move straight on their first move after launch, unless they use their HET (F2.135). But note that when a seeking weapon HETs, it does not MOVE out of the hex it is currently in (F2.131).
6) WEB STRENGTH DETECTION - The Web-Caster is fired in direct fire, and at the time of firing all web hexes are revealed (E12.42), as well as the strength of the web, (E12.55 in the on-line errata).
7) WEB SOLIDIFICATION - (E12.233) explains that "A non-Tholian unit in a web hex when it forms is subject to all the restrictions and procedures of (G10.59) when it is next scheduled to move. This means it'll take damage and potentially roll for breakdown, IF the web is strong enough. Some players are under (or want to be under) the mistaken impression that if you're IN the web when it solidifies you can somehow avoid the penalties. Sorry, you're stuck.
8) SP BLOSSOM IN EIGHT - ER, NO WAIT NINE IMPULSES - Due to the sequence of play, an SP launched on impulse 1 of a turn actually does not blossom until impulse 10! (This was clarified in a Captain's Log awhile back). This is because the 8 impulse delay is based on when the shuttle is launched (in shuttle launch phase, oddly enough), and since shuttle-blossom phase comes earlier in the sequence of play, you effectively have to wait an extra impulse for the drones to emerge.
9) STUPID PANEL TRICKS - (D10.262) in the on-line errata states - "There is an error, panels CAN be reduced to a lower level at ANY time, but there is an 8 impulse delay between reducing them to a lower level and raising them back to the reinforced level. A few unlucky souls have been quite shocked when an Andro reinforced in response to the 50-pt. alpha into their forward PAs on impulse 25, then dropped to standard levels on impulse 26, sending 13 energy (remember the leak point), to the rear.
10) WHAT TYPE OF SHUTTLE WAS THAT? - (J2.152) covers the identifying of 'special' shuttles - which are revealed upon destruction. So, when an SS is killed, the other player knows 'it blew up like a Suicide Shuttle'. But, he doesn't know the warhead strength (normally 18, of course), or the loadout from an exploding SP.
11) REPROGRAMMING UNMANNED SHUTTLES - (J1.865) explains that it takes 32 impulses to reactivate the weapon(s) on a recovered SS or WW. (J1.861) states the same thing is true for SPs. So, remember, when you recover that shuttle, check the oil and clean the windshield while you're at it.
12) BREAKDOWN ADJUSTMENT - (G7.322), the HET breakdown number is decreased by one for every ship (not PFs or non-ship units) towed (i.e. held in a tractor beam) - meaning a rating of 5-6 becomes 4-6. This means if you anchor a ship and then HET to bring your weapons to bear, you MAY break down.
13) IMPULSIVE PSEUDO-SPEED CALCULATIONS - Many people miss the clause in the tractor rules (G7.36-B) that states "If two ships are the same size, ignore all impulse power unless the two ships agree for one of them to use its impulse power . . . ". So, in most cases (tractoring an enemy unit when both ships are using impulse power), you calculate pseudo speed by first DROPPING one from your current speed, THEN dividing your current speed by two. This means, if you're going speed 26, your pseudo speed becomes 12 (not 13). And if the other ship is moving 25, its pseudo speed ALSO becomes 12. However, if the ships are NOT the same movement cost, only the LARGER ship gets to use impulse in the pseudo-speed calculation.
The above example DOES assume that both ships ARE using impulse for movement. If only one ship is using impulse for movement, then that impulse IS used.
14) RESERVE POWER TIMING - Many people are unaware that there are actually THREE different 'methods' for using reserve power.
A) You can use reserve power for shield REINFORCEMENT in response to fire or transporter activity, (H7.34x). Note that (E16.5) prevents you from blocking transporters on an impulse that a shield cracker dropped your shield.
B) If you want to use reserve power for IMMEDIATE use, it is done during THAT systems step in the Sequence of Play. For example, when you attempt to tractor an opponent (using reserve power), you normally draw from reserve in the tractor step of the SOP. (H7.131).
C) If you are expecting to lose your batteries to damage in the near future, but want to go ahead and allocate that energy elsewhere, it is done in step (6E) - (AFTER all direct fire is resolved). (See H7.132).
15) ACTIVATING FIRE CONTROL - Activating fire control USUALLY comes
immediately after a weasel has been destroyed. (J3.211) states "For the
remainder of the destruction impulse, AND for the four succeeding impulses,
the wild weasel is in its 'explosion period'." However, (J3.211) in the
on-line errata clarifies that the explosion period lasts from the point in
the Sequence of Play in which it was destroyed until the same point four
impulses later. If a WW is destroyed in movement phase, the weaseling player
CAN (but does not have to) activate his Fire Control. (D6.633) explains that
becoming fully active takes 4 impulses [announce in impulse #4, and FC is
fully active at the start of the lock-on step of impulse #8]. Therefore, if
your weasel is destroyed in MOVEMENT of impulse four, and you announce activating
your FC on impulse four, then on impulse 8 the weasel ceases to 'protect'
AFTER movement is complete. (This is because the weasel was not destroyed
until the Damage Resolution portion of movement). If you do NOT announce
activating FC immediately (impulse 4), then you would be vulnerable to any
new seeking weapons launched on impulse 8.
However, if a WW is destroyed in direct fire phase, you cannot (due to
sequence of play) activate your fire control until the next impulse. So, on
impulse 4 (in fire phase), your WW is destroyed. You announce activating FC
in impulse 5. After direct fire on impulse 8, the explosion phase would be
over and you would no longer be protected by the WW, and could be hit with
seekers in movement of impulse 9.
16) WIGGLY-BENDY TRACTOR - Many people 'believe' that once a tractor is established that your relative shield facings remain fixed. This is NOT the case. Tractors are 'ignored' for purposes of determining shield line situations, etc.
17) SHUTTLE LAUNCHING AFTER HET - (C6.38) prevents a ship which has just HETed from launching or recovering shuttles, PFs, mines or Sat ships on the impulse of HET, PLUS the next four impulses. Example: If you HET on impulse 4, you could not launch a WW on impulse 4 OR 5-8. Impulse nine (9) would be the first impulse you could launch a weasel.
With a game as complex as SFB, despite their best intentions, some rules just get worded in such a way as to be ambiguous. Such rules are unfortunately open to interpretation, where oftentimes diametrically opposed views are supported 'equally' by the wording. To maintain some consistency in our on-line tourneys, when we reach a decision on a rule we will stick with it unless details we missed are brought to our attention, or until ADB officially publishes the 'official' position. Remember, the following are NOT official ADB rulings, but rather official HR Tourney rulings, though we do our best to adhere to official ADB rulings. A few of the most critical of these rules are explained below.
A) SHIELD BOUNDARIES - Most of this rule is clear and easy to understand, so I'll start with the easy part. When determining which shield is hit by direct fire (and you are on a shield boundary), you see which ship moves next USING THE ORDER OF PRECEDENCE, (D3.41-B in the on-line errata). This handles 90%+ of all cases. However, when you happen to be the same turn mode and moving the same speed, (D3.43-A) applies, so you move BOTH ships forward, and IF THE SITUATION IS STILL UNRESOLVED, you move only the TARGET ship forward. Most of the above seems to be relatively easy to follow - now comes the confusing part:
Determining who moves next (by consulting the impulse chart), fails to take into account announced (but not executed) speed changes, or the end-of-turn break. Per Petrick, you use the CURRENT speed when determining which ship moves 'next', even if a speed change has been announced that may change the situation on the next impulse. For EOT situtations, movement is 'complete' by the time you reach direct fire phase, so this becomes the dreaded 'ambiguous' situation, which is resolved by (D3.43-C-3 - the TARGET gets to select which shield gets hit - this is clarified in the on-line errata). The ruling is that ALL impulse 32 shield-line shots are TARGET gets to choose. Note: We aren't real happy with the combination of these two rulings, but we asked Petrick about these, and we are sticking with what he told us.
B) RESERVE SPEED CHANGES - The interpretation for this rule changes. It's simple now. You pay 1 for 1 as long as your speed change lasts for the rest of the turn. You ONLY pay 2 for 1 if you have a speed RPA which doesn't last for the rest of the turn. (This is where the cap clause would kick in). If you have any question, just don't use RPAs which don't last for the rest of the turn. It will simplify ALL our lives.
C) DIZZY DEV HEX DETERMINATION - Some items simply get lost in the shuffle,
and this appears to be one of them. The Sequence of Play states in 6D1,
"Announce intent to use DizzyDev, the unit to be displaced, and (if Andro),
the 'direction' (shield arc), in which displacement will be made. Note that
the 'target hex' is not mentioned. In 6D1 (paragraph 2), "All players
secretly decide what direct-fire weapons to fire [note - DizzyDev has already
been taken care of], and the target of those weapons". In 6D5, (para. 3),
"Displacement devices operate (G18.3)..."
Per ADB, the Andro MUST determine and notate his destination hex at the same
time he ANNOUNCES his displacement direction. It is ADBs contention that the
Term Paper in CL#12, "Andromedan Attack" is incorrect in stating otherwise.
=========================================================================
While we are certain there are more rules that confuse and baffle many players,
we hope that the above will help prevent a few catastrophic rules blunders
and allow more games to be won with cunning, guile, and solid tactics than on
gross rule blunders. If you have additional rules you think ought to be
included on the list, please don't hesitate to let us know.
Note: If you know of a published rule that contradicts anything stated above,
please let us know.
=========================================================================