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Sean-Khan Commander
 2656 Posts




 | | 12/13/2006 3:44 AM | Alert | I think we need some kind of 'collected alternate rules' -thread, as there's so many who think that SB rules aren't good like that.
If you have your house rules, post them here, and update them later if need be. If commenting is done in another thread, this thread can stay as purely informative thread. Also, if you are using a whole alternate rules system - a short description, maybe even a small review of the system would help people to decide if that system is what they are looking for.
I'm still developing my own rules, but here's what I've got so far; I'm trying to keep things simple and get the real feel for smaller class 3 ships. Here's what I've got:
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Capital ships have fire range 6 to shoot other capitals, range 4 to shoot fighters. Halve damage against non-adjacent fighters. (ranges are under consideration, and how diagonal ranges are handled)
Class 3 -ships are divided into Class 3 capitals and class 3 fighters. Fighters act as if they were class 4 except that they move only 3 squares, their facing matters, they don't stop fighters and fighters don't stop them. And, they start on the board. They can shoot only opponents that are next to them and use class 4 command counters. Class 3 fighters having class 3 command counters have class 4 command counters instead. Class 3 fighters are: Falcon, Outrider, Imperial Shuttle, Palpatine's shuttle, Virago, Sith Infiltrator.
Capital class 3 can't move diagonally. Class 3 capitals are: Rebel Cruiser, Rebel transport, Republic Cruiser, Wild Karrde, Rebel Transport, Tantive IV (and customs like Corellian corvette, Carrack)
command counter that allows class 3 to target fighters further lets them be targeted at range 6.
(Am I forgetting any class 3? Their class should be pretty obvious anyway in most cases)
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| Shalekitty Skirmisher
 1 Posts



 | | 12/23/2006 5:53 PM | Alert | The game suffers mainly from the fact that ships don't behave the way they are supposed to. mostly, the rules aren't that bad.Â
-Range > the thing that kills it is that capital ships have a range of Yes - that is - the board. this needs a fix. A friend and I have concluded that a reasonable fix for this is to take the number 6, and subtract ship class from this. so class 1 ships fire 5 squares, 2 fire 4 squares, and so on. Per standard rules, Fighters (class 4 ships) only may target, or be targeted at one square. Otherwise, all ships that are not class 4 sit with their back arcs against the edge of the map, launch fighters, and pot shot each other. this is not correct behavior, and the game becomes incredibly simplistic.Â
-Line of Sight > The other issue is line of sight. if LOS is never an issue, the game becomes more two-dimensional than it already is. to fix this, we have decided that ships of equal or greater size to the attacker block line of sight. this is reasonable, as a star destroyer would eclipse half of the sky.
on our watch list: -Infinite rule - this could be a problem in larger games, we are holding off judgement on this until we see how badly it behaves in 600 to 1000 point games. it is possible that Imperial Star Destroyers with mass Tie Fighters become unbeatable at this level of play.
-Droid Control ship > this ship is flat broken, and we advise not playing with it. With Fighter Launch 4 and Droid Control +1, it makes droids excessively powerful. especially with Vulture Droids being as good as an X-wing, and also Infinite.
-Zone of Control > we are considering alternatives to this rule, giving starfighter facing some relevance. I will post our fixes to this rule in this thread when we have playtested further
-Interceptor and Assault > this rule seems fairly useless, we are considering adding a respective bonus and penalty to speed, pending further playtest. all in all, not a terribly relavant entry.Â
Overall, the game functions suprisingly well for having rules as simplistic as it does. these look like a few blatant oversights in what is otherwise a well balanced game.
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| Luisjoey Underboss
 1698 Posts



 Caracas Venezuela
 | | 02/14/2007 11:22 AM | Alert | I support this idea
I was thinking about a simple rule of range 6 for all ships (except type4) because if you see star wars starships battles is about capital ships against capital ships but before they get close the starfighters resolve part of the conflict (sometimes the starships overcome enemies starfighter and begin to attack the other capital ship) To represent this the 6 squares range gives chance to this happen, with this rule what happen:
Heavy ships that shoot strong move slowly and needs to get close to enemy in more turns, but ships type 3 would be in range in the second turn to shoot (but likely to be destroyed)
Ships could turn back from a strong damage, getting out of range (maybe they consider this to prevent long time games) but that where some starfighters enter in action (finishing the type 3) When type 1 and 2 become close, they have made some maneuvers to catch the enemy.
The starfighters would be the first to battle, like is for real, and they could overcome this with interceptor and assault to attack enemy ships (AoO could be included to be more realistic).
If several type 2 ships are on game, when they get close that would look like the battle over coruscant!!! ^^
I give the name of Nebula Assault Format | | Knight of the Quori Champion of King Kaius III of Karrnath
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| BromlyFalco Skirmisher
 2 Posts



 | | 11/01/2007 3:14 PM | Alert | Hey all, new to these boards. My friends and I haven't been playing for very long, but I thought I'd throw in my two cents on House Rules. We've only instituted a few, but after reading all the stuff you guys have come up with so far, we'll be sitting down and putting together a pretty solid set of House Rules. Our current modifications are as follows:
If an ISD or Super-Star Destroyer is only launching TIE Fighters, it's Fighter Launch is x2. Thus, ISDs have Fighter Launch 2 when launching TIEs, and the SSD has a FL of 4. Though, we only have the 1 SSD, 2 ISDs, 4 TIEs, 2 TIE Aces, 1 TIE Interceptor, 3 TIE Interceptor Aces, and 4 TIE Bombers. So, I imagine that this rule would quickly become overwhelming in fleets that had larger complements of these vessels.
Class 1 and 2 Ships, when adjacent to any Class 4 vessel, fire Point Defense against the Fighters. If any Class 4s are still adjacent to the larger ship after PD is resolved, it may then bring it's other weapons to bear. It is, however, extremely difficult for the Gunners to bring Capital Scale Turbolaser Batteries to bear on such small ships. Thus, the Capital Ship must roll a Natural 20 in order to hit.
We've been considering implementing a rule that would allow the Dark Side to field Rebel Cruisers (seeing as they're Nebulon-B Frigates produced by the Empire... And only a handful defected to the Rebellion after the destruction of the Death Star).
What do you all think? Those are what comes to mind right now that we've been playing with, but I think there were a couple of other Rules we talked about trying. I'll post them when they come to mind. BTW, any of you in Oregon? We might have to get together for a game sometime. Later all! | | | |
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