House Rules

So, now that some of us have had a few games, is there any houserules that people are playing, or wanting looking forward to trying?

My own personal house rules that I'm wanting to try out:
- Low speed manouvering: If at the end of a ship's move it had not yet made any turns, and the only thing stopping the ship was that it hadn't yet reached its turning distance, it may make a single 45 degree turn.
(The reasoning on this one is that it seems a little silly that a moving vessel cannot turn at all unless it's moving fast. Also, it seems a little excessive to say that ships such as the Condor cannot make any turns purely because of a reduction in forward thrust)

Also, campaign-wise:
(Note that the following are mainly idea from the B5 days, and will no doubt be modified as I get involved in the Club Mongoose campaign)
- Upkeep costs: Before you get to spend your fleet points, you must make a deduction towards the basic upkeep of the fleet. This deduction is equal to 1% of the points value of your current campaign fleet.
(During the B5 era, we noticed a tendancy for the players with the early successes to gain a larger campaign fleet, which in turn gave them an advantage of the players with early losses. This houserule meant that it could be costly to maintain too large a fleet)

- Battle size: I'm not overly enthusiastic about campaigns only allowing for up to mid-sized Raids. Has anyone tried redoing the battle size table to allow for the possibility of larger battles?

- Modifications to game size: Whilst I like the idea of the battle sizes not being completely in the hands of the players, my gaming group agreed that the players should be able to influence the result. As such, we allowed each player to note down before the roll how much they would like to modify the roll by (either up or down). The maximum they could modify the roll was equal to their initiative plus the highest command rating in their fleet. This meant that a player wanting a larger battle might note down that he wants to add 2 to the roll, whilst the other player would prefer a smaller skirmish and chooses to subtract 1 from the roll, giving an overall +1 to the dice roll.
(Combining this point with the previous point, the new table could simply to be extended to include results for dice rolls of 7, 8, 9, etc. This would mean that going significantly into larger games would only be possibly if both players were pushing for it)

- Modifications to scenario selection: At one of the B5 tournies, we had a system whereby both teams selected a campaign stance, and the scenario to be played was found by crossreferencing the 2 stances on a table. I'm hoping to make a similar table for compaign play. This could also replace the previous point in that the table could also modify the battle size (if both players fight defensively, the result might be small skirmishes with a -2 on the battle size for example)
 
nekomata fuyu said:
- Battle size: I'm not overly enthusiastic about campaigns only allowing for up to mid-sized Raids. Has anyone tried redoing the battle size table to allow for the possibility of larger battles?

You might have to up the initial fleet sizes though. Otherwise one or two big games and whoops you could have fleets that are practically wiped out :D
 
tneva82 said:
nekomata fuyu said:
- Battle size: I'm not overly enthusiastic about campaigns only allowing for up to mid-sized Raids. Has anyone tried redoing the battle size table to allow for the possibility of larger battles?

You might have to up the initial fleet sizes though. Otherwise one or two big games and whoops you could have fleets that are practically wiped out :D
Aye, that would be one concern, but partially that comes down to fleet management as part of the campaign.

I've thrown together the following table for use with being able to modify the dice roll. The average battle size goes up slightly, but I think it would still work fine to start off with a 2000-2500 sized campaign fleet. To get any of the larger scores, you're probably looking at either both players aiming for the result anyway.
Even if you have a situation such as a Klingon player with a command ship applying +2, and a Federation player unable to apply any minus scores due to lack of command ship, the maximum score will still be the 2000 points currently being taken as a campaign fleet.

D6 Points Value
-1 or less 100
0 200
1 400
2 600
3 800
4 1000
5 1250
6 1500
7 1750
8 2000
9 or more 2500
 
We've never liked the initial losing initiative roll having to set up the entire fleet first. We use alternating ship placement to cut down the 'gotcha' effect.
 
tneva82 said:
nekomata fuyu said:
- Battle size: I'm not overly enthusiastic about campaigns only allowing for up to mid-sized Raids. Has anyone tried redoing the battle size table to allow for the possibility of larger battles?

You might have to up the initial fleet sizes though. Otherwise one or two big games and whoops you could have fleets that are practically wiped out :D

That happened quite often in B5 ACTA campaigns. Often the winner was so badly mauled he struggled to recover.
 
For campaign battle sizes, why not have a table like such
1-5 "Normal Engagement" (Roll again on the current point value table of 200-1200)
6 "Turning Point" (There is an engagement which could be so decisive it causes a turning point in the war, roll on the turning point table)

Turning Point table
1- 1,500 points
2- 1,700 points
3- 1,900 points
4- 2,100 points
5- 2,300 points
6- 2,500 points

This way, most of the time there are small skirmishes and medium battles, but every once and a while a bigger battle takes place, which could cause a swing in the balance of power.
 
Main house rule we (I) use is to track defensive fire by weapon system as i the rules, but allow individual weapon fire against seekers - a solution for the C8 'mega bank' (so whilst that 2AD phaser bank is assigned to defensive fire, if only 1AD is required, you can 'hold' the second AD for later in the turn). We've actually found that this doesn't make that much book-keeping, generally as the fire is used as a complete system (being playing the plasma races, mainly)
 
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