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Friday, May 29, 2015

MURPHY'S LAWS OF STAR FLEET BATTLES, part 6

51. By the time the Harriers get to Range Zero you will recognize them as Howlers.

52. Since the enemy did not have a copy of your plan, he could not oblige you by walking into your trap. And since your force was bought based on your plan, your plan isn't going to work with the ships you bought.

53. If you overwhelm an Orion with drones, you will discover that he could afford to buy a cloak.

54. Sending your really cool loophole tactic to ADB is the best way to get the rules changed to block it.

55. The ADD that missed was the one targeted on the type-IV.

56. The more you need to find the rule, the better it's hidden in the rulebook.

57. Congratulations on destroying all of the enemy's plasma launchers. Too bad he anchored you seven impulses later.

58. If you can Hit & Run the enemy, he can do it to you.

59. All ships are underpowered except for the ones that are under-gunned.

60. Those strange maneuvers of the enemy just led you across a nuclear space mine.


-- Garth Getgen, Steve Cole, Steven Petrick, Larry Ramey, Kirk Spencer, Jessica Orsini, Ron Sonnek, Andy Vancil, Ben Moldovan, Mark Kuyper, Howard Berkey, Timothy Steeves-Walton, David Keyser, Oliver Dewey Upshaw, Carl Magnus-Carlsson, Kirk Spencer, Richard K. Glover, Jeff Zellerkraut, Andy Palmer, Sean Newton, Daniel Zimmerman, Jason Goodwin, Michael Sweet, Paul Stovel, John Sierra, John Sickels, Sandy Hemenway


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