House Rules

I'm not sure if it is a rule, per se. But we use small gaming chips, much like poker chips, to keep track of the action. Each side gets its own color. Chips are placed down next to ships or squadrons after they move. The chips are removed after they fire. This way, no one loses track of who has done what. Nothing gets left out, unmoved, or unfired. This is especially useful in larger games. Most especially games involving more than two players or more than two Battle Pints. ;>
 
David said:
I'm not sure if it is a rule, per se. But we use small gaming chips, much like poker chips, to keep track of the action. Each side gets its own color. Chips are placed down next to ships or squadrons after they move. The chips are removed after they fire. This way, no one loses track of who has done what. Nothing gets left out, unmoved, or unfired. This is especially useful in larger games. Most especially games involving more than two players or more than two Battle Pints. ;>

Dopus. I forgot to mention that we use the painfully bright yellow chips to show which ships have been illuminated by scouts.
 
one of the guys we play with actually made some "moved/fired" counters for us. he took some thick plasticard and printed out moved and fired on some sticky paper, and then stuck em to the plasticard. dont always need them in a small battle, but they help in a large battle with lots of ships so you know what has and hasnt fired or moved yet.
 
yeah, we found the add a crystal when moved, remove when fired worked, and kept the table somewhat clear. Biggest issue we have is actually slow loading weapons. We've tried to use crystals but gets confusing with a bunch out for different reasons. One local player used straws cut to wrap around the stems as the indicator. I rather like the idea but haven't pursued it as a standard.

Ripple
 
I use the old epic dice to indicate slow loading and generally place it on the side which has fired (when Im using my Sags anyways) but generally I just use dice to indicate what has moved then clear everything at the end of the movement phase and use dice again to inidcate firing.
 
We had the idea a while back of having lifepods in campaign games.

Eg. say a ship is destroyed, but still has some crew left. If, at the end of the battle you hold the field you can test to see if they made it to a lifepod. On a 4+ they did, and you can use them to replace lost crew on another ship in your fleet. If the ship they were on exploded, you didn't get to make the test. And the transfered crew took the crew quality of the ship they join, even if the ship they came from had higher or lower CQ.
 
Tank said:
I use the old epic dice to indicate slow loading and generally place it on the side which has fired (when Im using my Sags anyways) but generally I just use dice to indicate what has moved then clear everything at the end of the movement phase and use dice again to inidcate firing.

How about small plastic rings, cut, so that they can be snapped around the stems? I've been toying with the idea of using small chits with "even" and "odd", or simply a numeral 1 and 2 on flip sides to indicate when a slow loading weapon has fired and when it will be eligable to do so again.
 
The life pod thing seems cool for campaigns, maybe even allow the player holding the table to choose whether to kill, allow a round up by the opposing fleet or ransom?

As to the slow loading indicators... yeah the plastic ring is one I was looking at, but the issue for me is the sag with it's multiple slow loading guns. How do I know which weapon I'm marking.

We used dice for a while Tank and still do in pinch, but the issue there was that was how we indicated the level of interceptors available. That and we can get enthusiastic when we roll so sometimes hard to tell what was part of the roll and what was marking something after we run around collecting the dice form the floor, under the coke machine, from some poor bystanders eye....you know...

Ripple
 
We used dice for a while Tank and still do in pinch, but the issue there was that was how we indicated the level of interceptors available. That and we can get enthusiastic when we roll so sometimes hard to tell what was part of the roll and what was marking something after we run around collecting the dice form the floor, under the coke machine, from some poor bystanders eye....you know...

Ripple[/quote]

There are smallish poly dice, D10s or 12s would work nicely for this. Small enough to place on a base with poster putty, different enough to not get mixed up with D6s.
 
Different coloured dice my friends different coloured dice, I have plenty of different D6 that I use different sets for different things

I have the set I use to indicate interceptors

I have the set to indicate movement/firing

I have my movement planning set

I have different ones I use for initiative

And then I have the rest for firing

I usually tend to buy a new set of dice every time i go to a tourney

and yes it is sad :lol:
 
Since someone already started a house rule thread, I figured I'd add on rather than create a new one. There are several things about the game I can't get around (the activation order, the fact that the Init roll lets you choose who moves first and who shoots first, the fact that smaller swarms are favored, the fact that Init sinks become almost mandatory for some fleets) plus a few smaller things (stealth and interceptors being two).

So here's the house rules. These are rather major changes, by design. (my comments in parenthesis):

1) Fleet Limit: Fleet limit: a fleet commander can only control as many activations as the commander's ship quality + 6. (assuming avg ship quality is 4). The fleet commander is assumed to be on ship with the PL equal to the scenario. (i.e. in a Battle PL, the commander is on one your Battle level ships, you choose which)

For every activation over the Fleet limit, you suffer a cumulative -1 to your Initiative

(This is the anti-swarm idea, but still granting a fairly large number of ships).


2) Shooting phase: you roll for Init in the shooting phase as well as the movement phase. The winner may chose 1 ship to shoot first (ship, not squadron). After that, all firing is simultainious.

(The idea that you can have this tit-for-tat of taking ships out before they shoot is silly to me. The show is full of all sides opening fire and the battleground becoming this maelstrom of released weaponry. That said, the show is also full of someone getting that first shot that can make the difference. For example, the Shadow ship against the G'quan in season 1 [granted that was an ambush], the Narn and the Shadows fighting in season 2 ["fire Energy Mines!"], and the battle of B5 in season 3 [the Clarkist Omega firing on the one captained by the Asian lady]).


3) New Special Order: Get a Firing Solution! A ship can make a turn at the start of the shooting phase, before the Initiative is rolled. This is not an extra turn but 'holding' a turn. (the language isn't precise because I don't have the book in fornt of me). All normal rules for turning and special orders must be obeyed. (so for example, a ship that can only turn once, essentuially doesn't turn in the movement phase but 'holds' it until the start of the shooting phase. The ship also can't launch fighters) CQ check is 8 (assuming average CQ is 4).

(this one is a bit more rough but it allows boresights to not be screwed with the reduction of Init sinks from rule #1)


4) Redundancy: straight out of the house rules people have used.

5) Stealth: A failed stealth roll makes a weapon Inaccurate. All hits must be rerolled. If a weapon system is Twin linked, then it simply loses the trait for that shot. All stealth scores are increase by +1.

(Stealth is unbalanced, just frustrating, so the balance is the stealth bump).


6) Interceptors: The owning player chooses against which enemy weapon they will be used first, requiring the enemy player to roll that weapon first. If the player has interceptors left, he chooses the next enemy weapon agaisnt which they will be used.

(It annoys me to see minor weapons burn up interceptors. If you have sufficiently advanced computers that can target relatively miniscule targets moving at very fast speeds, you could also heve them zero in on specific weapons of the enemy ship)


There you go. I have a feeling most people won't like these ideas, but for me it makes the game have a less clunky feel.
 
Hannibal said:
There you go. I have a feeling most people won't like these ideas, but for me it makes the game have a less clunky feel.


I can not say that i love every of your rules but there are some that have potential :wink: ... we will have to talk about same of this in our gaming group and see what we get.

Thanks for sharing !
 
Yay!

I have been championing the Get a Firing Solution your using for a long time. Really glad to see someone adopt it. Given that I find your initiative system quite balanced. Drazi still hurt, but hey need a few more open ended ships, thinks like the nightfalcon shouldn't be bore.

I find the interceptor thing interesting but potentially frustrating for some races.

Still overall fairly cool.

Ripple
 
I've been playing around lately with ideas for specific targeting of ship systems. This is the current idea I have for the SA.

Target Their Engines/Reactor/Weapons/Crew
Crew Quality Check:8
Whenever this ship rolls a critical hit, if the result on the systems table is not the chosen system you must reroll the result. Note that you may not target their vital systems.

This SA would make it more likely that you would hit your chosen system with any criticals, but at the same time would make vital system hits much less likely.
 
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