Democratus
Mongoose
We are getting ready to start a new campaign in my local area. (Dilgar won the current one!) After our experiences playing through a full campaign we have decided to try and tweak the rules we are using at home.
The biggest problem we see with ACTA is the init sink problem. There is simply no way around it without a massive change. We played around with changing the move system to "move + shoot", but that threw the value of the ships waay off and caused complications that were too much trouble to suffer.
So we thought a bit about how to reach a middle ground. One proposal was that ships with the Command trait could have a few abilities linked to the trait. This has the added bonus of making Command ships more of a priority target in ACTA (as they should be).
Here's what we've got so far. It's a work in progress so please share your thoughts and ideas.
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Command Abilities:
A ship with the Command trait may, each turn, use any of the following abilities once per point of command. So, for example, a ship with Command +2 can use two of these abilities per turn.
We are also still trying to decide if this should be on a per-turn basis or on a per-battle basis. Per-turn makes the command ship much more important to kill - this is good for theme and tactics. Per-battle means that there will likely be less impact on the overall battle (only when it matters most) but that a command ship, once it has spent its points, is no longer a priority target.
Please discuss.
The biggest problem we see with ACTA is the init sink problem. There is simply no way around it without a massive change. We played around with changing the move system to "move + shoot", but that threw the value of the ships waay off and caused complications that were too much trouble to suffer.
So we thought a bit about how to reach a middle ground. One proposal was that ships with the Command trait could have a few abilities linked to the trait. This has the added bonus of making Command ships more of a priority target in ACTA (as they should be).
Here's what we've got so far. It's a work in progress so please share your thoughts and ideas.
===============================================
Command Abilities:
A ship with the Command trait may, each turn, use any of the following abilities once per point of command. So, for example, a ship with Command +2 can use two of these abilities per turn.
* Priority Fire: A nominated ship may fire immediately after moving during the movement phase. This ship may not fire during the subsequent fire phase of the same turn.
* Priority Scramble: A nominated ship may perform the Scramble! order immediately, launching its auxiliary craft immediately after moving during the movement phase. This ship will not launch any craft during the end phase.
* Command Decision: A nominated ship may re-roll a Crew Quality check.
We are also still trying to decide if this should be on a per-turn basis or on a per-battle basis. Per-turn makes the command ship much more important to kill - this is good for theme and tactics. Per-battle means that there will likely be less impact on the overall battle (only when it matters most) but that a command ship, once it has spent its points, is no longer a priority target.
Please discuss.