House rule thoughts - opinions please

locarno24

Cosmic Mongoose
Just hoping for some quick oversight on some house rules I was looking at playing around with. Essentially looking at how I can speed up the game and make (to me, at least) feel a little more slick without distorting things statistically too much.

I'm after a critical check on my logic that I shouldn't be distorting any of the relative capabilities of fleets too much.


1) Move-and-fire

I've seen several threads suggesting this, and keep coming back to it as a suggestion. It gets rid of the initiative sinking question, and encourages people to focus on their big ships and specialists (like scouts). The turn sequence as revised is:

Initiative
Player 1 moves fighters
Player 2 moves fighters
Dogfights and attacks (alternating)
Player 1 moves, declares special actions (in play till next time ship is activated), uses scout, and fires one ship
Player 2 moves, declares special actions (in play till next time ship is activated), uses scout, and fires one ship
[Repeat as necessary]
End phase - damage control, launch attack craft

The only arguments I've seen against it are:

a) Dilgar pentacons - yes, you lose a free initiative sink but this is more than made up for by the increased value of a larger squadron upper limit. 5 ships shooting in each step means getting a lot of damage in, very quickly.

b) 'Jumping' someone with breaching pods. Yes, you can move after another ship, launch pods and have them latch on and board before the ship next gets to move. But, you still get to intercept them with fighter cover and Anti-Fighter, and you can do this at the moment anyway against 90% of ships; yes, said ship gets to move, but for most ships you can predict a 6" radius bubble that said ship must be inside; you just drop the pods ahead of the enemy. Besides which, this trick requires you to be at extremely close range and to achieve anything meaningful will require a large number of pods - which means something with the Carrier trait - which are usually very ill suited for a plan based around 'fly to close range of an enemy warship'

c) Getting 'two consecutive goes' with a ship. Yes, it's possible. Examples given are a ship opening a jump point at the end of a turn, and then being the first ship activated on the following turn, coming through and firing, or coming off Close Blast Doors And Activate Defence Grid! or Intensify Defensive Fire!, shooting, then at the start of the next turn going straight back onto that special action. In order to do this, however, there are several requirements:

- You need a big ship (i.e. significantly above the priority level of the game) for this, or no-one really cares.
- You need to outnumber the enemy enough that you can go 'last' - which is difficult to achieve simultaneously with the previous requirement.
- You need to feel you can reliably win initiative.
- Any situation involving a jump point or terrain requires a set-up allowing this (suitable terrain on the board, enemy fleet deployed bundled up for a jump point attack).
- Going first means not doing anything else for the rest of the turn, which means at least a turn and potentially more like two (depending on when said ship is used the following turn) of the rest of the fleet acting without you getting to respond.





2) Damage Only

I understand the whole 'crew casualties' thing, but I much prefer only one damage stat; I don't mind two damage tracks where you have shields then damage, for example, as they work differently, but damage and crew always struck me as two damage tracks you cross off simultaneously. On a more 'fluffy' level, important crew are not spread equidistantly around the ship. Short of engineering, damage control central, the bridge and weapons control, casualties don't really matter that much, because if someone is killed when a gun turret is blown off....sucks to be them, but if the turret is gone we don't really need them anymore, do we? Equally, carriers and command ships tend to have higher crew scores - but tacticians and small craft technicians aren't going to make much difference to casualties amongst the 'core crew'.

Intention is therefore only to use the lower stat of the two as 'damage'.

In order not to skew the maths too much, though, I need to bear in mind that crew and damage are lost at different rates; the critical table means that crew is killed faster, varying from 4.2% faster for weapons with the Double Damage trait up to 6.4% faster for Precise or Masters of Destruction weapons without it. As an average, I was going to say that crew is considered to die 5% faster, so if a ship's crew total, reduced to 95%, is lower, use that (and crew threshold).

Crippled rules are used in each case, and Flight Computer stops crippled rather than skeleton crew (assuming it's not lost).




3) Single D6 critical table

This is something that I think might be nice, but I'm not sure how to do per se.

The reason is that if I get 5+ criticals from a single volley of fire (I'm looking at you, Apollo squadron), then it wouldn't half be simple if I could pick those dice up, and roll them as a batch, instead of having to roll them individually. Equally, 6 critical results are easier to remember without going back and forth in my increasingly disintigrating rulebook.

The thing that's required is ensuring that the average 'extra damage' and fires, are essentially the same. (~1.7 and 0.8 respectively)

D6
1-Engines (Renamed as Thrusters to differentiate)
2-Engines
3-Reactor
4-Weapons
5-Crew Compartments
6-Vital Systems

For an average of 1.7 extra damage, that works out as 10-and-a-bit extra damage split between the results. The best way to get the 'and-a-bit' is a D6, which is effectively 3.5, which belongs with vital systems. I then parcelled out the extra damage roughly as I thought it should be - reactor and crew got 2 (since they imply deeply penetrating internal hits) whilst weapons and engines only got 1 (since they tend to be surface features)

D6
1-Thrusters - 1 Damage
2-Engines - 1 Damage
3-Reactor - 2 Damage
4-Weapons - 1 Damage
5-Crew Compartments - 2 Damage
6-Vital Systems - D6 Damage.

My concern was that this didn't allow the proper 'earth-shattering ka-boom' - even with Double Damage, d6 extra isn't that scary. Hence, I moved some about a bit, to make a vital-systems-double-6 a lot nastier.

D6
1-Thrusters - 0 Damage
2-Engines - 1 Damage
3-Reactor - 2 Damage
4-Weapons - 1 Damage
5-Crew Compartments - 2 Damage
6-Vital Systems - D6 Damage. Roll a second D6 as well if the first result is a 6.

Fires were similar; an average of 0.8-and-a-bit fires started per critical means that 'one of every critical' on a D6 table should start 5 fires. I put the reactor as starting a fire (fusion plasma + electricity+ internal compartments), and the weapons and vital systems as starting D3. Engines are essentially redirecting reactor energy so don't get fires of their own, and crew compartment hits are as likely to cause fire-extinguishing decompression as to start fires (net zero).

D6
1-Thrusters - 0 Damage
2-Engines - 1 Damage
3-Reactor - 2 Damage, 1 Fire Starts
4-Weapons - 1 Damage, D3 Fires Start
5-Crew Compartments - 2 Damage
6-Vital Systems - D6 Damage, D3 Fires Start. Roll a second D6 for damage as well if the first result is a 6.


The last element is the critical 'effect' - assuming you've overcome a ship's redundancy. This is probably the trickiest.

Engines/Thrusters: A speed penalty, obviously. I was going to suggest -D3" speed, and adrift if reduced to less than half speed (yes, that does mean adrift if you take an engine critical when already crippled).

Reactor: Not sure on this one. A penalty that hits both engines and general weapons as the power grid gets messed up is what's needed. How you do that without being worse than the Engines and Weapons crit is something I'm not sure of. -1 Speed and something akin to 4+ to fire (but not as bad - 3+, maybe 2+ initially , but getting worse with multiple reactor criticals?)

Weapons: -D6 AD on a random weapon on the arc you're firing into(including turrets in all and boresight weapons in fore/aft if present). If there are no weapons in the arc you're shooting at, randomly select an arc.

Firstly, I would like shooting into a ship's port side to hit the port broadside. It just makes sense. Secondly, there's no 'magic bullet' that takes out an entire arc of fire; one hit taking out a 3 AD heavy laser (one of an Omega's two) I can see, but one hit taking out all seven of a Nova's broadside turrets seems unlikely without spontaneously removing about 1/3 of the ship's hull (in which case you've done enough damage that a single critical roll is the least of your worries); you're more likely to take out one of them (again, 2-3 AD). I thought -D6 AD on a random weapon rather than D3; not sure if that might be a bit harsh, but I suppose it's still only an average loss of 3-4AD or so - it's only going to entirely disable a weapon on a patrol priority ship unless it's a weapon with very few AD (I.E a particle cannon, slicer beam or whatever) - the 'Oh Crud' moment is when you lose a G'Quan's heavy laser.

Crew: Not sure. I was going to suggest decreasing CQ by 1, so Concentrate All Fire! , Scramble Scramble! , Intensify Defensive Fire!, and so on get much harder, as does damage control, and Scout use, and an under-crewed ship is easier to ram and more likely to surrender.

Vital Systems: Losing a random trait seems simplest. I've never liked "No Special Actions" or "No Damage Control" hits.
 
locarno24 said:
Initiative
Player 1 moves fighters
Player 2 moves fighters
Dogfights and attacks (alternating)
Player 1 moves, declares special actions (in play till next time ship is activated), uses scout, and fires one ship
Player 2 moves, declares special actions (in play till next time ship is activated), uses scout, and fires one ship
[Repeat as necessary]
End phase - damage control, launch attack craft
Bad news for fighters. Fighters move, ships move, fighters can't get out of the way if ships want to shoot at them. Really bad news for fighters if the ships in question are Shadow Scouts. :twisted: Also bad news if the fighters move, then someone moves a ship with lots of antifighter into the middle of them and successfully uses "Intensify Defensive Firepower".

2) Damage Only

I understand the whole 'crew casualties' thing, but I much prefer only one damage stat...

Intention is therefore only to use the lower stat of the two as 'damage'.

Using only Damage is good news for the Explorer. Using the lower of the two stats is bad news for the Explorer, and incidentally messes up the "Explorer Rescue" scenario I found in an old issue of S&P, in which the Explorer is likely to be decrewed but victory in the scenario is determined by who has troops on it at the end of the game. If there are other ships with wildly different Damage and Crew stats, they may also be affected.

Also, what does this mean for campaigns? Repair and recruitment cost separately and may happen at different rates depending on what strategic targets you own.

3) Single D6 critical table

This is something that I think might be nice, but I'm not sure how to do per se.

The reason is that if I get 5+ criticals from a single volley of fire (I'm looking at you, Apollo squadron), then it wouldn't half be simple if I could pick those dice up, and roll them as a batch, instead of having to roll them individually. Equally, 6 critical results are easier to remember without going back and forth in my increasingly disintigrating rulebook.
And then, since most of your criticals involve some randomness in effects, you roll again to find out exactly what happened, e.g. -1D3 loss of speed, -D6 AD lost, random trait lost. Meanwhile, I pick up all the dice, roll the whole lot for the first die on the critical table to see where they went, then re-roll each one individually to see exactly what it did. I've saved wear on my rulebook, and a lot of time, by printing out Greg's summary sheets:
http://myweb.tiscali.co.uk/gregsmith/misc/ACTASummary2e.doc
http://myweb.tiscali.co.uk/gregsmith/misc/ACTASummary2e.pdf
Alternatively you could just photocopy the relevant pages from the rulebook. ;)
 
First of all, thanks for putting this out there. It isn't easy to open up your creative output for comment and criticism. So kudos! :)

I recognize that the init sink problem is probably the biggest flaw in the game. It creates a lot of frustration for our group because it feels "game-y" where so many other aspects of ACTA feel cinematic or tactical.

I think the key to fixing the fighter problem is that you have all fighters go last - but don't allow Anti-fighter to engage until after they have moved and shot. You may even have to make ships declare regular weapons as "reserved against fighters" and then have them fire in an "Anti-fighter phase", assuming fighters are still in range and arc.

You may also need to re-cost any vessel with boresight weapons. I would LOVE to play my Drazi under this rule system.
 
How bout moving & firing fighters as ships, move 4 at a time seems a reasonable number, it's round the average patrol point. Just need some little tokens that has moved & fired. Probably a good idea for ships as well.
I agree with the crew thing. Maybe only have crew hit by a critical. Crew score dived by 10. When reduced to zero-skeleton crew it. Flight comp ignores the effects but can't do SA.
 
locarno24 said:
2) Damage Only

I understand the whole 'crew casualties' thing, but I much prefer only one damage stat; I don't mind two damage tracks where you have shields then damage, for example, as they work differently, but damage and crew always struck me as two damage tracks you cross off simultaneously. On a more 'fluffy' level, important crew are not spread equidistantly around the ship. Short of engineering, damage control central, the bridge and weapons control, casualties don't really matter that much, because if someone is killed when a gun turret is blown off....sucks to be them, but if the turret is gone we don't really need them anymore, do we? Equally, carriers and command ships tend to have higher crew scores - but tacticians and small craft technicians aren't going to make much difference to casualties amongst the 'core crew'.

Intention is therefore only to use the lower stat of the two as 'damage'.

The 'lower' stat doesn't really make sense to use, and is clearly pointed out with the case of the explorer. This holds true for ships with flight computers as well, as they typically will have a lower crew score because the majority of the systems on board are controlled by computer. If you want to just pick a stat to track, you should pick the damage track, as it is the indication of the damage suffered to the ship.

If you want to make justification, you could consider that, since vital personnel are really the only ones that matter, they are also going to be the most heavily protected and as such, to kill off vital crew, you are going to have to do vital damage to the ship itself.

Those 'critical hits' that do inflict casualties to vital crew are easily handled by the critical hits tables, as these indicate what vital systems in the ship have been damaged, a loss of special actions could just as well be attributed to injured/dead crew as it could to damaged systems. The same can be said for less turns, slower speed, weapons unable to fire, etc.

So, I think handling the single damage track by using the ships damage score would work better. Crew casualties can be accounted for through the impact of Critical Hits.
 
Target said:
How bout moving & firing fighters as ships, move 4 at a time seems a reasonable number, it's round the average patrol point. Just need some little tokens that has moved & fired. Probably a good idea for ships as well.
I agree with the crew thing. Maybe only have crew hit by a critical. Crew score dived by 10. When reduced to zero-skeleton crew it. Flight comp ignores the effects but can't do SA.

What about moving a full patrol point (as able) worth of fighters at a time? If you are left with less than a patrol point, you move all remaining fighters.

There are some BIG differences in fighter cost, especially considering Shadows/Vorlons vs other 'lesser' races.
 
l33tpenguin said:
Target said:
How bout moving & firing fighters as ships, move 4 at a time seems a reasonable number, it's round the average patrol point. Just need some little tokens that has moved & fired. Probably a good idea for ships as well.
I agree with the crew thing. Maybe only have crew hit by a critical. Crew score dived by 10. When reduced to zero-skeleton crew it. Flight comp ignores the effects but can't do SA.

What about moving a full patrol point (as able) worth of fighters at a time? If you are left with less than a patrol point, you move all remaining fighters.

There are some BIG differences in fighter cost, especially considering Shadows/Vorlons vs other 'lesser' races.
Went with a certain number rather actual patrol point cause some races have multiple types of fighters. Thought it would just be easier.
 
Target said:
l33tpenguin said:
Target said:
How bout moving & firing fighters as ships, move 4 at a time seems a reasonable number, it's round the average patrol point. Just need some little tokens that has moved & fired. Probably a good idea for ships as well.
I agree with the crew thing. Maybe only have crew hit by a critical. Crew score dived by 10. When reduced to zero-skeleton crew it. Flight comp ignores the effects but can't do SA.

What about moving a full patrol point (as able) worth of fighters at a time? If you are left with less than a patrol point, you move all remaining fighters.

There are some BIG differences in fighter cost, especially considering Shadows/Vorlons vs other 'lesser' races.
Went with a certain number rather actual patrol point cause some races have multiple types of fighters. Thought it would just be easier.

A possible way to do this would be to
1: Activate fighters with the ships they are bought with, yes, this is more paper work, but it ensures hordes of fighters aren't used as init sinks in this design
2: Activate fighters purchased on their own as single patrol points. Again, this results in a little more paper work, to ensure that all fighters you bought with a single patrol point move together, but as fighter flights are lost from the point, it doesn't affect the number of activations you get until the entire point is lost.
 
That amount of paper work would be a little insane. Little counters just sayin moved & fired is a lot easier than keepin track of fighters with numbers. Doesn't matter so much about int sinks if you are moving & firing. We move and fire fighters in groups of 4's in our house rules. Hence my slight biais .
Haven't tried the move & fire thing yet though.
We found it better than moving all & firing all at once. Most of the mixed fighter types would be reasonbly easier to work out to a patrol point. Just the odd race with unusual numbers, Brakari & Raiders im lookin at.
Might have to give the move & fire thing a go though.
 
I think the key to fixing the fighter problem is that you have all fighters go last - but don't allow Anti-fighter to engage until after they have moved and shot. You may even have to make ships declare regular weapons as "reserved against fighters" and then have them fire in an "Anti-fighter phase", assuming fighters are still in range and arc.

The former partly goes without saying - as listed, fighters move first and Anti-fighter wouldn't shoot until after this; Anti-Fighter is essentially the first thing to happen in the fighter attack phase.

Moving fighters to 'last' in a turn wouldn't really change anything; the ship still gets to move up and shoot with its normal weapons before the fighter can fly off again. I don't know. Shadow Scouts, White Stars, Dark Stars, and EA missile cruisers packing AFMs aside, I'm not convinced that it's that big a deal. It might lead to a few more secondary weapons shots at fighters but you're not going to deliberately manoeuvre to attack fighters unless they are the primary threat to you - in which case that's what you'd be trying to do in the current rules.

At least in this you have a hope in hell of engaging a fighter flight with a ship's primary guns when you have the fighter-wave-pursuing-vorchan syndrome. Not much of one, as it's still an Agile ship pursuing a Super Manouvrable one, but the chance is there.



Maybe just using the damage - the reason I was saying the lower stat was because there are some ships that seem designed to be killed off by crew loss, but then in some ways it feels right that they shouldn't be. I never quite got the whole 'depopulated but fundamentally intact' ship that you often get with first-one tech equipped younger race ships (white star and shadow omega are prime cases; self-repair almost invariably meaning that ours, at least, normally die from crew losses)

If you want to make justification, you could consider that, since vital personnel are really the only ones that matter, they are also going to be the most heavily protected and as such, to kill off vital crew, you are going to have to do vital damage to the ship itself.

That was what I was getting at before. I get that a critical hit to engineering is going to kill someone that will seriously screw up the ship's operations. But I don't buy that even a fairly large amount of 'generic structural damage' will do the same. Most compartments (living quarters, mess, if I'm honest even Medbay within the timescale of a battle) don't have anyone in there at all, or else don't have anyone necessary to fight the ship.
 
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