E-Mines Hurt
Mongoose
I just have a few houserules my group is using and I am considering suggesting. I'd like some feedback on how these might work.
1 - Ship availability.
Why? - To prevent results of battles being determined by fleet selection.
Examples include showing up with bluestars only in a blockade, by the time the blockader can shoot the bluestars on APTE have moved 48", or the width of the table; and showing up with only fighters an enemy with no fighters and little AF.
What? - The idea is to first of all enforce race character on fleets without banning special ability ships while making the fleet selection predictable. Ships all get classified as Standard, Common, Uncommon, Rare and Unique. Half your FAP must be standard ships, either one ship or one FAP can be of each uncommon type , no more than one FAP and one ship can be of rare type, only one ship can be each unique type and the rest can be common.
Standard - all ships seen on the show or ships with official variants.
Common - all other ships
Uncommon - all ships that are variants, scouts and with fluff describing their uncommoness
Rare - ships with fluff describing their rairity, armageddon ships and home made or unofficial expansion ships
Unique - with the Unique trait
Only exceptions I have off the top of my head are White Stars (scouts) being common and Warlocks (on the show) being uncommon.
So if your enemy is playing against Crusade EA he knows half the opposing fleet will be Omegas, Hyperions, Chronos', Auroras and Thundergbolts and can plan thereafter. On the other hand, however, the Crusade player know half your fleet is Primus', Altarians, Centurions, Vorchans and Havens.
2 - Active movement first
Why? - initiative sinking is a problem, but it also a feature. Using ship movements tactically is part of the game, but it feels both unfair and unrealistic that a patrol boat well out of range of the combat and hiding behind a dust cloud would seriously affect the overall plan of a major battle.
What? - Movement priority of ships is as follows
1 - Ships that can shoot
2 - Ships that can be shot at
3 - Ships that can perform actions that affect the battle (scouting, jump gates, launch fighters etc.)
4 - Remaining ships
This naturally changes per phase. Two sides star far apart approaching could sink (almost) like normal until one side either put his own ship within range (after movement) of an enemy long range ship or put one of the enemy ships within range of his long range weapons. Sinking is still possible, but any sink would be on a suicide mission rather than a sight-seeing mission. Tactics become more interesting, for example you can force the Warlock to move if you place a patrol boat within 43" of him straight ahead (unless some other ship can also shoot at it). Note, the Warlock doesn't have to boresight the patrol boat, it merely has to make the choice thus deciding it's movement.
This also means that a boresighted fleet cannot be rendered impotent by destroying it's sinks, plus that in order to give sink benefits to bigger ships sinks must risk death.
1 - Ship availability.
Why? - To prevent results of battles being determined by fleet selection.
Examples include showing up with bluestars only in a blockade, by the time the blockader can shoot the bluestars on APTE have moved 48", or the width of the table; and showing up with only fighters an enemy with no fighters and little AF.
What? - The idea is to first of all enforce race character on fleets without banning special ability ships while making the fleet selection predictable. Ships all get classified as Standard, Common, Uncommon, Rare and Unique. Half your FAP must be standard ships, either one ship or one FAP can be of each uncommon type , no more than one FAP and one ship can be of rare type, only one ship can be each unique type and the rest can be common.
Standard - all ships seen on the show or ships with official variants.
Common - all other ships
Uncommon - all ships that are variants, scouts and with fluff describing their uncommoness
Rare - ships with fluff describing their rairity, armageddon ships and home made or unofficial expansion ships
Unique - with the Unique trait
Only exceptions I have off the top of my head are White Stars (scouts) being common and Warlocks (on the show) being uncommon.
So if your enemy is playing against Crusade EA he knows half the opposing fleet will be Omegas, Hyperions, Chronos', Auroras and Thundergbolts and can plan thereafter. On the other hand, however, the Crusade player know half your fleet is Primus', Altarians, Centurions, Vorchans and Havens.
2 - Active movement first
Why? - initiative sinking is a problem, but it also a feature. Using ship movements tactically is part of the game, but it feels both unfair and unrealistic that a patrol boat well out of range of the combat and hiding behind a dust cloud would seriously affect the overall plan of a major battle.
What? - Movement priority of ships is as follows
1 - Ships that can shoot
2 - Ships that can be shot at
3 - Ships that can perform actions that affect the battle (scouting, jump gates, launch fighters etc.)
4 - Remaining ships
This naturally changes per phase. Two sides star far apart approaching could sink (almost) like normal until one side either put his own ship within range (after movement) of an enemy long range ship or put one of the enemy ships within range of his long range weapons. Sinking is still possible, but any sink would be on a suicide mission rather than a sight-seeing mission. Tactics become more interesting, for example you can force the Warlock to move if you place a patrol boat within 43" of him straight ahead (unless some other ship can also shoot at it). Note, the Warlock doesn't have to boresight the patrol boat, it merely has to make the choice thus deciding it's movement.
This also means that a boresighted fleet cannot be rendered impotent by destroying it's sinks, plus that in order to give sink benefits to bigger ships sinks must risk death.