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Subject: Alternate or house rules

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Sean-Khan
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12/13/2006 3:44 AM  
I think we need some kind of 'collected alternate rules' -thread, as there's so many who think that SB rules aren't good like that.

If you have your house rules, post them here, and update them later if need be. If commenting is done in another thread, this thread can stay as purely informative thread. Also, if you are using a whole alternate rules system - a short description, maybe even a small review of the system would help people to decide if that system is what they are looking for.

I'm still developing my own rules, but here's what I've got so far; I'm trying to keep things simple and get the real feel for smaller class 3 ships. Here's what I've got:

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Capital ships have fire range 6 to shoot other capitals, range 4 to shoot fighters. Halve damage against non-adjacent fighters. (ranges are under consideration, and how diagonal ranges are handled)

Class 3 -ships are divided into Class 3 capitals and class 3 fighters. Fighters act as if they were class 4 except that they move only 3 squares, their facing matters, they don't stop fighters and fighters don't stop them. And, they start on the board. They can shoot only opponents that are next to them and use class 4 command counters. Class 3 fighters having class 3 command counters have class 4 command counters instead. Class 3 fighters are: Falcon, Outrider, Imperial Shuttle, Palpatine's shuttle, Virago, Sith Infiltrator.

Capital class 3 can't move diagonally. Class 3 capitals are: Rebel Cruiser, Rebel transport, Republic Cruiser, Wild Karrde, Rebel Transport, Tantive IV (and customs like Corellian corvette, Carrack)

command counter that allows class 3 to target fighters further lets them be targeted at range 6.

(Am I forgetting any class 3? Their class should be pretty obvious anyway in most cases)


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Shalekitty
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12/23/2006 5:53 PM  
The game suffers mainly from the fact that ships don't behave the way they are supposed to.  mostly, the rules aren't that bad.Â

-Range > the thing that kills it is that capital ships have a range of Yes - that is - the board.  this needs a fix.  A friend and I have concluded that a reasonable fix for this is to take the number 6, and subtract ship class from this.  so class 1 ships fire 5 squares, 2 fire 4 squares, and so on.  Per standard rules, Fighters (class 4 ships) only may target, or be targeted at one square.  Otherwise, all ships that are not class 4 sit with their back arcs against the edge of the map, launch fighters, and pot shot each other.  this is not correct behavior, and the game becomes incredibly simplistic.Â

-Line of Sight > The other issue is line of sight.  if LOS is never an issue, the game becomes more two-dimensional than it already is.  to fix this, we have decided that ships of equal or greater size to the attacker block line of sight.  this is reasonable, as a star destroyer would eclipse half of the sky.

on our watch list:
-Infinite rule - this could be a problem in larger games, we are holding off judgement on this until we see how badly it behaves in 600 to 1000 point games.  it is possible that Imperial Star Destroyers with mass Tie Fighters become unbeatable at this level of play.

-Droid Control ship > this ship is flat broken, and we advise not playing with it.  With Fighter Launch 4 and Droid Control +1, it makes droids excessively powerful.  especially with Vulture Droids being as good as an X-wing, and also Infinite.

-Zone of Control > we are considering alternatives to this rule, giving starfighter facing some relevance.  I will post our fixes to this rule in this thread when we have playtested further

-Interceptor and Assault > this rule seems fairly useless, we are considering adding a respective bonus and penalty to speed, pending further playtest.  all in all, not a terribly relavant entry.Â

Overall, the game functions suprisingly well for having rules as simplistic as it does.  these look like a few blatant oversights in what is otherwise a well balanced game.

Luisjoey
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02/14/2007 11:22 AM  
I support this idea

I was thinking about a simple rule of range 6 for all ships (except type4) because if you see star wars starships battles is about capital ships against capital ships but before they get close the starfighters resolve part of the conflict (sometimes the starships overcome enemies starfighter and begin to attack the other capital ship) To represent this the 6 squares range gives chance to this happen, with this rule what happen:

Heavy ships that shoot strong move slowly and needs to get close to enemy in more turns, but ships type 3 would be in range in the second turn to shoot (but likely to be destroyed)

Ships could turn back from a strong damage, getting out of range (maybe they consider this to prevent long time games) but that where some starfighters enter in action (finishing the type 3) When type 1 and 2 become close, they have made some maneuvers to catch the enemy.

The starfighters would be the first to battle, like is for real, and they could overcome this with interceptor and assault to attack enemy ships (AoO could be included to be more realistic).

If several type 2 ships are on game, when they get close that would look like the battle over coruscant!!! ^^

I give the name of Nebula Assault Format

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BromlyFalco
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11/01/2007 3:14 PM  
Hey all, new to these boards. My friends and I haven't been playing for very long, but I thought I'd throw in my two cents on House Rules. We've only instituted a few, but after reading all the stuff you guys have come up with so far, we'll be sitting down and putting together a pretty solid set of House Rules. Our current modifications are as follows:

If an ISD or Super-Star Destroyer is only launching TIE Fighters, it's Fighter Launch is x2. Thus, ISDs have Fighter Launch 2 when launching TIEs, and the SSD has a FL of 4. Though, we only have the 1 SSD, 2 ISDs, 4 TIEs, 2 TIE Aces, 1 TIE Interceptor, 3 TIE Interceptor Aces, and 4 TIE Bombers. So, I imagine that this rule would quickly become overwhelming in fleets that had larger complements of these vessels.

Class 1 and 2 Ships, when adjacent to any Class 4 vessel, fire Point Defense against the Fighters. If any Class 4s are still adjacent to the larger ship after PD is resolved, it may then bring it's other weapons to bear. It is, however, extremely difficult for the Gunners to bring Capital Scale Turbolaser Batteries to bear on such small ships. Thus, the Capital Ship must roll a Natural 20 in order to hit.

We've been considering implementing a rule that would allow the Dark Side to field Rebel Cruisers (seeing as they're Nebulon-B Frigates produced by the Empire... And only a handful defected to the Rebellion after the destruction of the Death Star).

What do you all think? Those are what comes to mind right now that we've been playing with, but I think there were a couple of other Rules we talked about trying. I'll post them when they come to mind. BTW, any of you in Oregon? We might have to get together for a game sometime. Later all!

Dameclese
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05/19/2008 9:47 PM  
Posted These a while a go. so i figure ill repost them now.

Star Wars Fleet battles minatures house Rules
By Dameclese with friends Kalin, and E-man

Note: Im sure a lot the things in here will have you going, well i was thinking about that. Fair is enuf to say, that im not intentinailly ripping off anyones ideas, Just putting down the ideas that we have playtested and though up on our own in one place for us to take a read through and share, after much time spent game testing them, i now throw out our house Rules to the masses.

Command Options
As an admenment to command options. additional command options can be purchased at the costs. this was done to shore up the lack of command avaliblity in "dedicated faction battles"

Command token 1-4 = 16 Max bought is 1 period. And only if one is not available too your fleet
Command token 1 = 10 Max bought is 1 per one class 1 ship in the fleet
Command token 2 = 8 Max bought is 1 per one class 2 ship in the fleet
Command token 3 = 6 Max bought is 1 per two class 3 ships in the fleet
Command token 4 = 4 Max bought is 1 per four class 4 ships in the fleet

All tokens When purchaced, must be assigned to a specific ship, so they can be lost etc as per normal.

Setup Phase
A main difference here is that we have Chosen to go to a 3 foot by 3 foot play area. Big is better, allows for some flight time. (note we need your feed back on this one, think its too big cause of capital range, or do you think size is good, but we need to limit range of fire on cpaitals.)
Secondly Fighters equal to your MAX fighter launch Capacity may start the Game DEPLOYED at the cost of +1 pt per fighter deployed this way. ("sir the scourts are reporting rebel conatct") Rebal fighters with thier Hyperdrives may take a free movement after deploment of both sides and before the begining of the first round.


Section 1: Movment.
Most noteabily will be the complete Lack of a grid system for in game use anymore. Yes we understand this changes the Fundamental Rules fo the system, however, for the full scope of the system to come to a tatical level where we would be happy with it, this Had to be done.
Movement Rates as follows. Movment is now in Inches, and is double what the calss of the vessal is. KISS = keep it simple stupid. class 1 moves 2 inches, class 2 moves 4 inches, class 3 moves 6 inches, and class 4 moves 8 inches. This is in keeping with the scale of the grid system, with one major difference. it Boils down to the turning, and when its allowed for different classes as well as a useable more belivable facing choice.

Turning, How much, and when you can do it.

Class 1 vessals. may Turn a total of 90 degrees in a movment, and must do so at the Beguining of thier move phase.
Class 2 vessals may turn a total of 90 degrees in a movement, and may do so during the start, and/or end of the move phase. Break it up how you want.
Class 3 vessals may turn up too three times in a movement each being no more than 45 degrees and may do so at anypoint in thier movemet. (yes all 3 can be used at once.)
Class 4 fighters, thier just Uber, turn em anytime, anywhere, so go out there and YARRR!!!

Interceptors:
These fast little suckers are what speed is all about, Thes gain an extra 2 inchs of movemnt in a phase. so 10" instead of 8"

Bombers:
Play the video games, read the novels, thier slow... but DAMM hard to take down. Bombers gain +1 hull in our rules. This one is still being play tested several ways, our alternate is ether the +1 hull or +1 shields.you try it and decide. let us know 8)
(A complete list of what we calssifie as bombers should not be needed, use your discression, and no, none of the droids are 'Bombers')

Displacment: Class 3 and Capital ships Displace Fighters as normal. When a SHIP moves within 2" of a class 4 vessal (Frindly or Foe!!!) Move them From the forward movement of the SHIP. class 4 ships Cannot be displaced more than once by a ship diuring its movement phase. Its is the decision of the owner of the displaced ship where the pilot flys too.

Ramming: Yes there are the Crazys out there. Ramming is a suisidal action, and garrentees the destrustion of the ramming vessal. this says nothing for the target. attacker rolls a d20 and adds the class of the vessal. hit the shields value and do (damage equal too 5 minus Class) damage and then remove the Ramming ship. (removal takes place immidily for the attacker (NO FIRING PHASE)) The defender applies damage at the end of the turn phase normally.
Miss the ram attack and take your class size in damage as you Carren off the deflector screens or a heavy piece of armour on the target vessal.This damage is applied immitly as well. if you survive you can fire this turn normally. The movement ends Immeditly after a Ram attempt for the ramming vessal. You may not ram fighters, they are just too damm manuverable.

Section 2: Targeting.
First off, this is important. NOTE:ADJACENT IS NOW 2 INCHES. This too is imporantant to remember, please note the note about this being imporatant. With Squares out of the picture, ranges that were equivlient had to be assumed. we chosse 1 square to be 2 inches. KISS again.

ALSO IMPORTANT. Measure ALL distances from the edge of the Base of the minature. (and for Budda's sake NO and NO, you can't measure from the nose of the SSD, or StarDefender)

Range: ok heres where it gets fun. We have decided that there are 3 types of ships when it comes Classes. Class 1 and Class 2 fall into the Capital ship range, Class 3 has its own, and class 4 is its own. We were finding that the class 3 ships ended up being far to vunerable in the mass melees that ensued, and set about to give them the survbility of the classic ships from the movies and the games. heres how we did it.

Capitals may Fire on capitals Anywheres. They may only fire on class 4 vessals that are adjacent. They may fire on Class 3 ships that are within 6" inches.

Class 3 vessals fire on capitals and other class 3 ships only within 6 inches, and may fire on class 4 ships while adjacent.

Class 4 ships are basicly unchanged. they fire at adjacent targets only barring some form of special ability or command token.

Line of sight: LOS is now blocked by Fighter Combat. yes thats right, no matter who you are, no matter how dark your intentions for the neibours on Naboo, you Cant fire through fighters that are adjacent to enemy fighters. (Class 4's)("yes sir Launching the fighter screen") etc etc. your Fighters keep your capitals alive. And remember that 2" around engaged figters is blocked, not just thier bases, Fighters Tend to get all over the place in a dogfight.

Also, Ships of the same class may now intentionally Block Los to a target behind them that is the same size or smaller. but to do so a command token of the apopiate class must be spent. Example. a capital ship decides to block for another capital ship, look to the accual class of the blocker, and use an appopiate token. From then until one of the ships involved moves, the blocked ship cannot be fired on through the arc in which the BLOCKER is sitting in. Any shots fired at the blocker use thier appopiate arc to hit it. Any shots coming from Arcs that the BLOCKER is not in, resolve normally.
Important. The ship that is being defended, MAYNOT fire thorugh the blocking ships ' ARC.
It is highly recommended that you follow the cant fire rule, as it would allow for WAYYYY too much Cheese to occcure. (where'd you Park your Superstar destroyer again, I can see the incoming fire but can only seee that Commerce class frigate.)

Concentrated fireing: Any class ship that has multiple weapon emplacemtns may concentrate thier fire. The effect of the option is that for each weapon past the first that is declaired part of the concntrated attack, an additional +1 to hit is added to the primary weapon system for the attack.
Example: Jango Fett ends up looking down the maw of the stardefender, he decides that his chaces of hitting are small, and there fore combines all 3 of his weapon systems. he shooses the Proton Torpedos as his primary, base +1 adds +2 to hit for the other two weapons systems added to the conctrated fire. and is now +3 to hit the star defender with the photon torpedos. damage is STILL ONLY 2.
(cudos to Great Ajax for this bit) Players declare all ship's targets with each weapon system before the attacks. Example, Republic Assault Ship declares that he is going to target Turbolasers and Laser Cannon at the enemy Super Star Destoyer and Proton Torpedoes at the Tantive IV. I think this is more realistic as it prevents players from targeting a ship until it is dead.

"Lets drop these Coffins" Mechwarror for life, life for as long as we keep moving.
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