I think that Your proposals change the game balance too much. A popular German optional rule is limiting each turn´s activations to 1.5 per point (rounding up). Thus, each player has 8 activations per turn in a typical 5 points battle level game. This weakens ini sinking and rewards squadroning...
I think this is a good way of preventing stealth from becoming too dominant.
Well, I really wonder about that. My suggestion seemed to be very unpolular a few pages above;). I improved my critical hits system in the meantime, but I am still unsatisfied about it. The main challenge is reducing...
Well, many "ship hunters" like the WS depend on flanking other ships. Your proposals would make theese ships nearly obsolete, because they do not stand front weapons for long. The advantage of boresight weapons is being much stronger than others, I think this should came at the cost of some...
You are right, just let me add one note before leaving:
No. I mean as soon as the 6th critical hit will have been allocated to the internal systems, the opponent player will immediatly gain control of the ship. The opponent can make she ship doing what he likes (assuming the best option is...
Well, it seems that I still have some problems with my English. As stated above, my tables are to be read as "sum of critical hits /effect". This means that the number at the beginning of each line is the number of critical hits taken until this time:
->You do NOT roll on my tables! The only...
True, You need a place to put the dice. I use small dices for this purpose (0.5x0.5 cm). Theese dice easily fit on the ships´ bases, next to the bases and even on fighter bases if necessary.
I knock off the fractions, the latter is too complicated.
Well, I think my company rules were...
Please note that the damage traits count for the appripriate dice, and that a weapon has to be chosen if the ship has different weapons in a single arc. WS has 2AD TD and 4 AD DD. This is is 14 AD for counting dice losses. Loosing 4 of theese is not much. O course, a canny opponent may decide...
I think the ACTA crit system is just too much of "all or nothing", and also much too comlicated. In my adjustments, I took care of the criticals not having bigger influence on stronger attributes by mixing up a numeric system with a percentage system:
THE LIFEGIVER CRITICAL HITS SYSTEM
If You...
Well, I think that the FAP system is something that made ACTA special. It´s harder to balance, indeed. But I think it possible after all. Warmachine/Hordes MK2 proves that a system including many different units of the same point cost can be balanced. P&P adjusted many things of the 2nd edition...
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