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
Tracking the Ships in 5150 Fleet Commander. Got a Pencil and Paper?
Friday, 22 March 2019
5150 Fleet Commander and Star Navy for One Low Price!
Get it here and save 10 to 20%. Already bought Fleet Commander? Send us an email and we'll refund the difference!
Star Navy versus Fleet Commander - Compatible but Different
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.
Types
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
Movement
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.
Attack
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.
Damage
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.
In Conclusion
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.
Now on sale here.
Thursday, 21 March 2019
Tuesday, 19 March 2019
Coming Soon - 5150 : Fleet Commander
“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
Stupid *#& Yahoo Store!
Says coupon good through May 10th. But it really means expires on the 10th. Pushed it back one more day, ends Tuesday.
lt25off
25% off your entire order!
Friday, 8 March 2019
This weekend only! 25% off
lt25off
and get 25% off of your order. Only good through Sunday!
http://www.twohourwargames.com/
Thursday, 7 March 2019
Warrior Heroes: New Warring Fleets Bat Rep!
Here's a Bat Rep for the upcoming Warrior Heroes: Warring Fleets.
Kurinthian raiders have been causing lots of trouble for the Governor of south Eskelin. He has decided to dispatch a small fleet of 4 ships to "teach them a lesson." He has sent 1 Great Ship (size 6), 2 Warships (size 4) and 1 small Raider (size 2) under Duke Rodriguez a Rep 5 Fleet Commander.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.
When both sides have finished, the Will to Fight Test is taken; will the sides continue to fight.
Boarding represents casualties and a reduction in the desire to keep fighting.
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.
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