Here's a pic of a dozen ships fighting using the Star Wars Fighters. You can use any ships to play, I just counted them as Class 4 Cruisers. Play it with counters or any models you already have, you choose. Heck you can even use these!
Tuesday, 26 March 2019
Friday, 22 March 2019
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Although the two sets of rules are compatible, here’s a quick explanation of the difference between the two. Star Navy gives you more control over each ship, while Fleet Commander places you at a higher level complete control of the fleet, not each ship.
Fleet Commander uses the same ships as those found in Star Navy, same Classes are used – 3 to 6. We used the stats for each ship in Star Navy to build the ships in Fleet Commander. Hulls sizes are reduced by half. How a ship causes damage to the enemy is not as important as the overall effect, so fighters, guns, torpedoes have been rolled together into one value in Fleet Commander called Firepower
In Star Navy you plot the movement of each ship, turns, and speed.
In Fleet Commander each side lays out their ships based on the location of its Flag Ship – in the center of the line.
In Star Navy you roll on a variety of tables to fire weapons, launch missiles or torpedoes, and launch Fighters; then use tables to evade missiles and torpedoes, try to shoot down fighters and missiles.
Fleet Commander tries to cause damage by rolling 2d6 versus the Rep of the ship with all the ways to cause damage rolled into one Firepower factor.
Pass 2d6 score a full nit, pass 1d6 and the target could escape damage and immediately return fire – something not found in Star Navy. Pass 0d6 and the target returns fire, immediately.
In Star Navy you need to find the location where the ship was hit and it takes damage on that location. The crew takes one of five different Reaction tests to see what they do. It’s like you are the Captain of each ship.
In Fleet Commander the ship takes damage to the hull and the crew takes a Damage Control Test to see what they do. Ignore and act normally next turn, go to Damage Control and forfeit their next activation, or leave the fight.
Ending the Fight
In Star Navy each ship is checked to see if they leave the fight.
In Fleet Commander you track the number of ships lost in the fleet and when you reach excessive casualties and fail on the Will to Fight Table, the rest of the Fleet leaves at the same time.
Want to command some ships with individual detail? That’s Star Navy. Want to command a fleet with many more ships, that’s Fleet Commander.
As they are compatible, you could play a small fight with 3 to 6 ships with Star Navy and a large battle with 10+ ships using Fleet Commander.
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Thursday, 21 March 2019
Tuesday, 19 March 2019
“Captains; I expect you to do your jobs. Engage!”
Your Captains move their ships, fire missiles, launch fighters or torpedoes and preform damage control. That is not your job!
Your job is to decide where and when to engage the enemy, and more importantly, when to cut your losses and leave, while keeping the fleet in being.
In 5150: Fleet Commander, the rules are made to reflect your job. Command a Task Force or Fleet; not a few ships.
Be a Fleet Commander, not a Captain!
Your job is to decide where and when to engage the enemy, and more importantly, when to cut your losses and leave, while keeping the fleet in being…
Do Your Job!
Play it with any existing minis you already have or use the over 120 color counters included with the game.
Sunday, 10 March 2019
Friday, 8 March 2019
Thursday, 7 March 2019
Here's a Bat Rep for the upcoming Warrior Heroes: Warring Fleets.
The Kurinthians have sent out 6 Raiders (size 2) under the leadership of a Rep 4 Chieftain. The ships meet off the coast of upper Kurinthia and the battle is joined.
The game revolves around how well you command your fleet, not each individual ship.These are controlled by the game mechanics being Ship Size, Crew Rep, Hull points and Firepower points. Firepower can reflect archery (as the Kurinthians have), Artillery (Eskelin ships) or Engines - large ballistae/catapults.
The fight starts with seeing who has the Advantage, who saw who first.
The table is divided into three sections and each side sets up with one empty side between them. Movement is one section at a time, remember you are the Fleet Commander, not a ship's Captain. Artillery and engines fire two out sections, archery (missile fire)only one.
More to come. Like all THW games, playable with minis or counters.