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Subject: Our House Rules.

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Dameclese
Skirmisher
Skirmisher
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02/22/2007 6:03 PM  
Star Wars Fleet battles minatures house Rules
By Dameclese with friends Kalin, and E-man

Note: Im sure a lot the things in here will have you going, well i was thinking about that. Fair is enuf to say, that im not intentinailly ripping off anyones ideas, Just putting down the ideas that we have playtested and though up on our own in one place for us to take a read through and share, after much time spent game testing them, i now throw out our house Rules to the masses.

Setup Phase

A main difference here is that we have Chosen to go to a 3 foot by 3 foot play area. Big is better, allows for some flight time. (note we need your feed back on this one, think its too big cause of capital range, or do you think size is good, but we need to limit range of fire on cpaitals.)

Secondly Fighters equal to your MAX fighter launch Capacity may start the Game DEPLOYED at the cost of +1 pt per fighter depployed this way. ("sir the scourts are reporting rebel conatct")

Section 1: Movment.

Most noteabily willl be the complete Lack of a grid system for in game use anymore. Yes we understand this changes the Fundamental Rules fo the system, however, for the full scope of the system to come to a tatical level where we would be happy with it, this Had to be done.

Movement Rates as follows. Movment is now in Inches, and is double what the calss of the vessal is. KISS = keep it simple stupid. class 1 moves 2 inches, class 2 moves 4 inches, class 3 moves 6 inches, and class 4 moves 8 inches. This is in keeping with the scale of the grid system, with one major difference. it Boils down to the turning, and when its allowed for different classes as well as a useable more belivable facing choice.

Turning, How much, and when you can do it.

Class 1 vessals. may Turn a total of 90 degrees in a movment, and must do so at the Beguining of thier move phase.

Class 2 Wessals may turn a total of 90 degrees in a movement, and may do so during the start, and/or end of the move phase. Break it up how you want.

Class 3 vessals may turn up too three times in a movement each being no more than 45 degrees and may do so at anypoint in thier movemet. (yes all 3 can be used at once.)
Class 4 fighters, thier just Uber, turn em anytime, anywhere, so go out there and YARRR!!!

Interceptors:

These fast little suckers are what speed is all about, Thes gain an extra 1 inch of movemnt in a phase. so 9" instead of 8"

Bombers:

Play the video games, read the novels, thier slow... but DAMM hard to take down. Bombers gain +1 hull in our rules. This one is still being play tested several ways, our alternate is ether the +1 hull or +1 shields.you try it and decide. let us know (A complete list of what we calssifie as bombers should not be needed, use your discression, and no, none of the droids are 'Bombers')

Displacment: Class 3 and Capital ships Displace Fighters as normal. When a SHIP moves within 2" of a class 4 vessal (Frindly or Foe!!!) Move them From the forward movement of the SHIP. class 4 ships Cannot be displaced more than once by a ship diuring its movement phase. Its is the decision of the owner of the displaced ship where the pilot flys too.

Ramming: Yes there are the Crazys out there. Ramming is a suisidal action, and garrentees the destrustion of the ramming vessal. this says nothing for the target. attacker rolls a d20 and adds the class of the vessal. hit the shields value and do (damage equal too 5 minus Class) damage and remove Ramming ship. (removal takes place immidily for the attacker (NO FIRING PHASE)) The defender applies damage at the end of the turn phase normally.

Miss the ram attack and take your class size in damage as you Carren off the deflector screens or a heavy piece of armour on the target vessal.This damage is applied immitly as well. if you survive you can fire this turn normally. The movement ends Immeditly after a Ram attempt for the ramming vessal. You may not ram fighters, they are just too damm manuverable.

Section 2: Targeting.

First off, this is important. NOTE:ADJACENT IS NOW 2 INCHES. This too is imporantat to remember, please note the note about this being imporatant. With Squares out of the picture, ranges that were equivlient had to be assumed. we chosse 1 square to be 2 inches. KISS again.

ALSO IMPORTANT. Measure ALL distances from the edge of the Base of the minature. (and for Budda's sake NO and NO, you can't measure from the nose of the SSD, or StarDefender)

Range: ok heres where it gets fun. We have decided that there are 3 types of ships when it comes Classes. Class 1 and Class 2 fall into the Capital ship range, Class 3 has its own, and class 4 is its own. We were finding that the class 3 ships ended up being far to vunerable in the mass meleese that ensued, and set about to give them the survbility of the classic ships from the movies and the games. heres how we did it.

Capitals may Fire on capitals Anywheres. They may only fire on class 4 vessals that are adjacent. They may fire on Class 3 ships that are within 6" inches.

Class 3 vessals fire on capitals and other class 3 ships only within 6 inches, and may fire on class 4 ships while adjacent.

Class 4 ships are basicly unchanged. they fire at adjacent targets only barring some form of special ability or command token.

Line of sight: LOS is now blocked by Fighter Combat. yes thats right, no matter who you are, no matter how dark your intentions for the neibours on Naboo, you Cant fire through fighters that are adjacent to enemy fighters. (Class 4's)("yes sir Launching the fighter screen") etc etc. your Fighters keep your capitals alive. And remember that 2" around engaged figters is blocked, not just thier bases, Fighters Tend to get all over the place.

Also, Ships of the same class may now intentionally Block Los to a target behind them that is the same size or smaller. but to do so a command token of the apopiate class must be spent. Example. a capital ship decides to block for another capital ship, look to the accuall class of the blocker, and use an appopiate token. From then until one of the ships involved moves, the blocked ship cannot be fired on through the arc in which the BLOCKER is sitting in. Any shots fired at the blocker use thier appopiate arc to hit it. Any shots coming from Arcs that the BLOCKER is not in, resolve normally.

Important. The ship that is being defended, MAYNOT fire thorugh the blocking ships ARC.

It is highly recommended that you follow the cant fire rule, as it would allow for WAYYYY too much Cheese to occcure. (where'd you Park your Superstar destroyer again, I can see the incoming fire but can only seee that Commerce class frigate.)

Ok there is more to come. But im too dammed tired to keep typing, and to be honest, i think im forgetting some of the things as my note book is in Kalin's bookbag atm. Frik. Please. read Discuss, and NO FLAMMING. comments, critisims, ideas to help better the rules. ALL GOOD. type em out.

As a note, Ive decided to exclusivly post these house rules to MAXMINI's. if you want to post them on your privite web page go ahead, if you want to post them in some other fourms, DONT. link here instead please. Respect for Maxmini's community and help it grow. I may mostly Lurk here, but here is where i lurk dammit So when i post, it tends to be a doozy.

Also please be kind and give credit to where credit is due.

"Lets drop these Coffins" Mechwarror for life, life for as long as we keep moving.

wildmage
Sneak
Sneak
123 Posts


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02/25/2007 9:53 AM  
I would just like to comment that the first time I played Star Wars SSB, I played on a 1" grid since we didn't yet have the starter pack.  Based on some reading I'd done online, we decided off the bat to limit ranges.  We set the max range at 12 inches (equivalent to six 2" squares).  I think this worked well because the capital ships had to close with each other and there was a decision making process of whether to keep all class 2 & 3 ships grouped together or to split into different strike groups.  These decisions also affected where fighter support was sent.

I would argue that playing on a 1" grid works well.  The ship bases naturally fit it just as well as 2" squares- fighters work ever better since they just take up one full 1" square rather than "floating around" haphazardly within a larger 2" square.  We also made it so each class could move up to 2x their class # in 1" squares.  Turning 90 degrees cost 1 square of movement, but I could see changing this to vary by ship class (maybe costing 4 minus the ship class number of squares to turn 90 degrees).  We also allowed fighters to move diagonally, but costing 2 squares for every other diagonal move (same as D&D movement on a 1" grid).  We still had "adjacent" mean really adjacent 1" squares, but I could see changing this to within two 1" squares.

All in all, I think a 1" grid works fine, and actually allows for finer scale tactical movement.
Any thoughts?

Champion of the Bone Naga
(There's just so much roleplaying to be done with a large skeletal snake!)
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