A
Anonymous
Guest
We recently started (trying to) play High Guard 1980 with the JTAS errata.
Does anyone have house rules that fix the issue with being unable to penetrate the battle line?
Under the standard rules, each player forms their ships up into a line of battle, and a reserve. Line ships take turns firing at each other until each has had their shot. Then, if all of the enemy line is unable to fire any offensive weapons, the opponent can attack again, against the reserve, which cannot shoot back. After that (regardless of whether or not the line is broken), a new round starts with the creation of a new line and reserve.
Either we misread the rules, or the problem seems quite fundamental. So long as at least one battle-line ship is able to fire a weapon the reserve cannot be engaged. Since it's also possible to build some very cheap, almost unkillable ships, the reserve can effectively never be attacked.
Being unable to attack the reserve is broken in two ways: first it breaks the game lore if a carrier or convoy is untouchable, and second, ships in the reserve can conduct repairs, one hit per turn, without limit (that's another rule we need to fix).
We've tried various means to fix this. Things we have tried, and results, are as follows.
1) Changing the point at which the line is broken.
We tried saying each battle line ship can only block X number of enemy battle-line ships from engaging the reserve. The problem is determing how many ships, and their sizes.
Can a 75-ton fighter block a 200,000-ton battleship from picking its target? What about 100 of them? How does tech level affect this? Since relative computer factor is a DM on to hit rolls, it's representing a combination of electronic warfare (sensor vs jammer), and movement prediction vs evasion. So a higher TL squadron should be able to evade being blocked by a lower TL.
We tried to develop a die roll test for it, based on the number, tonnage and TL of the ships remaining in the lines, but never managed to make anything sane.
2) Allow a random check to break the line.
You can shoot at the reserve if you want to, instead of the battle line. For each ship that does this, you make a die roll. On a success, it can engage the reserve ship of your choice. On a failure, it is blocked by the opponent's choice of ship, and it can't shoot back against the blocker.
As this made it too easy to get a shot at a reserve ship (and you only need one: freighters don't withstand spinal mounts very well) we added an escort rule. The defender places escorts in the reserve and preassigns them to each core reserve ship. When you get a choice to engage an escored reserve ship, you must instead engage one of its predesignated escorts.
However this just re-creates the problem in case #1. What counts as a valid escort? So we had fire split randomly between the core reserve ship and its escorts, but this still doesn't fix the problem of what is a legally acceptable escort.
Did anyone actually fix this? Where the are high guard house rules? Google isn't particularly helpful here.
Does anyone have house rules that fix the issue with being unable to penetrate the battle line?
Under the standard rules, each player forms their ships up into a line of battle, and a reserve. Line ships take turns firing at each other until each has had their shot. Then, if all of the enemy line is unable to fire any offensive weapons, the opponent can attack again, against the reserve, which cannot shoot back. After that (regardless of whether or not the line is broken), a new round starts with the creation of a new line and reserve.
Either we misread the rules, or the problem seems quite fundamental. So long as at least one battle-line ship is able to fire a weapon the reserve cannot be engaged. Since it's also possible to build some very cheap, almost unkillable ships, the reserve can effectively never be attacked.
Being unable to attack the reserve is broken in two ways: first it breaks the game lore if a carrier or convoy is untouchable, and second, ships in the reserve can conduct repairs, one hit per turn, without limit (that's another rule we need to fix).
We've tried various means to fix this. Things we have tried, and results, are as follows.
1) Changing the point at which the line is broken.
We tried saying each battle line ship can only block X number of enemy battle-line ships from engaging the reserve. The problem is determing how many ships, and their sizes.
Can a 75-ton fighter block a 200,000-ton battleship from picking its target? What about 100 of them? How does tech level affect this? Since relative computer factor is a DM on to hit rolls, it's representing a combination of electronic warfare (sensor vs jammer), and movement prediction vs evasion. So a higher TL squadron should be able to evade being blocked by a lower TL.
We tried to develop a die roll test for it, based on the number, tonnage and TL of the ships remaining in the lines, but never managed to make anything sane.
2) Allow a random check to break the line.
You can shoot at the reserve if you want to, instead of the battle line. For each ship that does this, you make a die roll. On a success, it can engage the reserve ship of your choice. On a failure, it is blocked by the opponent's choice of ship, and it can't shoot back against the blocker.
As this made it too easy to get a shot at a reserve ship (and you only need one: freighters don't withstand spinal mounts very well) we added an escort rule. The defender places escorts in the reserve and preassigns them to each core reserve ship. When you get a choice to engage an escored reserve ship, you must instead engage one of its predesignated escorts.
However this just re-creates the problem in case #1. What counts as a valid escort? So we had fire split randomly between the core reserve ship and its escorts, but this still doesn't fix the problem of what is a legally acceptable escort.
Did anyone actually fix this? Where the are high guard house rules? Google isn't particularly helpful here.