SFB Tournament Advice Page

This is intended as a tactical and practical guide to SFB tournament
play. The top SFB tournament is held at Origins Gaming Convention,
but there both official and unofficial tournaments held across the
U.S. and England. There are even official tournaments played by
email and online. The tournament game is played using special
tournament cruiser designs and a fixed map with literal walls around
the edges.
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Official Tournament Rules
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Tournament Ships
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Play Aids for Tournaments
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Tournament Tactics
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Ongoing PBEM Tournaments
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HR3 (started June '97, finished July '99)
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HR4 (started February '98, finished December '99)
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HR5 (started March '99, currently in round 4)
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HR6 (started August '99, currently in round 3)
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HR7 (signing up now -- December '00)
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Star Fleet Arena (signing up now)
The tournament cruisers themselves are highly standardized, as can
be seen from the chart provided. Current popular choices include
the WYN Black Shark, the Kzinti, the Andromedan Krait, and the Orion.
Others popular contenders are the Federation, the Archeo-Tholian, and
ISC. Certain features are standard for everyone (except the
Andromedan, the oddball on most counts):
NOTE: The Romulan TKR and TKE were upgraded after the '97
Origins tournament. The Andromedan was downgraded and the Seltorian
was upgraded in April of '99. See my
TC History page for details.
Standard TCC Features (Exceptions apply)
- Shields: 30-30-24-24 (Exceptions: Andro, A-Thol, TKE)
- 5 Battery (Exception: Andro, LDR)
- Move Cost 1 or 2/3
- Breakdown 5-6 (Exceptions: Orion, WYN AxBC)
- 4 Shuttles
- 2 Tractors
- 12 BP's
- 2-7 Transporters
In terms of tactics, these ships are typically divided up into several
categories. In certain tournaments, these are officially used as
``food groups'' -- matchups between different food groups are
preferred.
- Direct Fire Ships (Federation, Hydran, and Tholians)
These ships tend to rely on a heavy punch and then running away to
reload. The Federation and Hydran have two-turn load weapons.
The Tholians have one-turn load weapons, but are more direct-fire
oriented than other disruptor-armed ships.
Note the Hydran TC has a PH-I-360 and 1 APR added to the Module T
design. The Archeo-Tholian, introduced in CL#15, has its
breakdown rating changed to 5-6 from the CL#15 version.
- Disruptor Ships
(Klingon, Kzinti, WYN Shark, Lyran, Seltorian)
These ships have less one-turn punch and rely on staying on their
opponent over several turns, since all their weapons can fire
every turn (ESG's every other turn, but the Lyran tends to cycle
them).
Revisions since CL#15, added 2 warp to the Seltorian and 2
drone points to the WYN Shark. August '97 the Seltorian gained
two Ph-1's (FA+L and FA+R), but these were revoked in
November. April '99 the Seltorian gained a third WB/SC.
- Plasma Ships (Rom TKE/TKR/TFH, Gorn, ISC)
These ships all require getting a hit with plasma torpedoes, which
in itself is an endless source of tactics. The ISC is unique in
that it also has good long-range firepower, but still needs
its plasmas to win.
Revisions since Module T added 5 armor and 2xPh-3(RS/LS) to the
TKE. The TKR added two APR and two `wing' Ph-3. Also, 2xPH-III
(RS/LS) have been added to the ISC.
- Wild Things (Orion, WYN Aux, LDR)
These are heavy-hitting ships with few internals (technically the
Andro is in this ``food group''). They are all Move Cost 2/3 and
fairly power-heavy (i.e. fast). The Orion and the WYN Auxiliary
can vary wildly depending on what is placed in their option
mounts. (However, note that the WYN is required to have two
'local' weapons.) Both ships have gobs of power, making them
quite fast -- but the Orion is nimble and thin to damage, while
the WYN is clunky and comparatively tough.
The LDR Red Jaguar is tricky to fly, in that it is devastating
at close range but is sensitive to damage coming in. The design
is from CL#15 (superceding an earlier design), and has 2 APR added
to boot.
- Playtest (Jindarian)
The Jindarian is the only new TC design which is currently in
playtest. It is NOT sanctioned for use in rated-ace tournaments,
but can and (arguably) should be played in just-for-fun tournament
games.
- Andromedans
really deserve their own category for the special rules and
tactics they require. This is especially needed given their
popularity in recent times. The Krait can be flown to win using
very textbook tactics: fire at range 3 then displace and run for
the other side of the board fast as you can to dump panels and
reload. It will outrun or displacer-dodge plasmas and drones,
outlasting its opponent. Common failures are that it can be
cracked at the range-3 exchange by an Orion or a lucky Fed, or it
can get unlucky with displacement rolls.
The Andromedan was downgraded in a revision in April '99, removing
2 cargo, 2 AWR, and the PA mine option - and also converting the
remaining 2 AWR to APR. This will be required for all tournaments
as of June '99.
See James Bradley's
Andromedan Tactics Manual for more info.
Back to John's SFB Page
John H. Kim <jhkim@fnal.gov>
Last modified: Tue Oct 22 12:32:50 2002
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