Person that eats pizza and then picks up my models ends up dead....last!
Share Your House Rules!
Proton Torpedoes at 2 pts. so Y-Wings can be useful!
If you forget your to pick an action then it is automatically a focus.
... In my opinion though, swarms are balanced as they are, even against smaller elite squads, making the rule a bit extraneous. I wouldn't necessarily be against using it even if I were the swarm, but I think people do need to learn how to handle swarms and giving them a handicap can impede that process.One house rule I have been considering is in an effort to promote more "quality over quantity" squads. I call it: Target Rich Environment
During the Movement Phase, when you have more than 2 ships and your opponent has at least twice that number of ships, you may choose to acquire either a free focus token, or free target lock if Target Lock is on your Action Bar. Acquiring a target lock follows the normal rules for target locks.
The purpose of this rule is to give a smaller squad with quality pilots a fighting chance against a large swarms. The rule would only apply for a limited time during the match, so I don't think it would kill game balance, but only testing will says for sure. Hida77, wanna give it a try?
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I do discourage 3 (small) ship rebels just in general though, especially for new players since it can be very difficult to come back from the loss of a ship if you make a mistake or are unlucky on the dice early on. But that's really more out of preference/ease of play rather than a balance issue.
...
- Newer players love named pilots
- Newer players can handle only a limited of ships (early on)
- 3-ship lists against other 3-4-5-ship lists aren't so difficult to rebound from a ship loss
- Facing your first swarm is a frightening experience (spoken from the position of facing my first swarm from... well... you
Granted, as I gain some experience, it's not (quite) so bad, but it really does leave me wishing that a quality, 3-ship build was not at such a disadvantage facing a 7-8 TIE swarm of nearly faceless clones/drones/Academy Pilots. After all, the math favors a swarm against most 3-ship builds because there is not enough offensive dice on the side of the 3-ship build compared to the Howlrunner-assisted swarm.
I know that we can run whatever both parties agree to in our league and that's wonderful. I was just offering this house rule to everyone here to see what they thought of it. Thanks for taking the tile to reply to my post.
For a while, we made it so if two ships collided, they would roll for damage just like asteroids. Makes sense.
For a while, we made it so if two ships collided, they would roll for damage just like asteroids. Makes sense.
If i'm not mistaken the game's flavour explanation for overlapping ships is that since both ships are flying in a 'tridimensional space', they are not colliding 'per se', but dodging each other instead. The overlapping ship loses it action because he's busy dodging what's in his way.
If the dice you rolled hits any ship, even your own, your opponent applies an automatic hit to any ship he chooses.
(this was to stop people damaging the ships with rolls. It was applied when playing with the younger kids)
If a high pilot skill overlaps onto a lower pilot skill the high pilot skill still gets their action.
If the dice you rolled hits any ship, even your own, your opponent applies an automatic hit to any ship he chooses.
(this was to stop people damaging the ships with rolls. It was applied when playing with the younger kids)
If a high pilot skill overlaps onto a lower pilot skill the high pilot skill still gets their action.
Can't say I like this much. I find the PS/action/movement to be very well balanced as is. High skill pilots already have a huge advantage, having a much easier time planning maneuvers and a hugely more effective action phase. Allowing them to perform actions even after a collision has two very detrimental effects:
1) it makes their already very effective action phase EVEN MORE EFFECTIVE.
2) (and this is the big one) It removes interesting choices and complexity from the game. Kamikaze ramming fighters and shuttles is no longer effective, and high PS pilots pretty much have NO real negatives when they make bad guesses about their opponents moves because they never lose their actions.
It just seems to remove a lot of complexity and depth to the game, which to me seems like a bad idea.
my friend and i had a rule that you lost a target lock after your opponent got past the range of fire for any ship. also we came up for a way to have reinforcements arrive after a set number of turns.
Let the Wookiee win.
In my group, we liked the game the way it is. Except expose card.
In my group, we liked the game the way it is. Except expose card.
So rule expose was to turn it into action on / off.Since performing the action of the expose, the ship will be in that condition (+1 attack primary weapon / -1 agility) for the nexts turns. Expose always on. Until to the player uses the action again to turn off the ability.Is working very well for us.Try to play like you too.
Phewww!
I thought you were going to say you had to expose yourself to the other player to use it.
That would be a weird house rule.... where do you live?
In my group, we liked the game the way it is. Except expose card.
So rule expose was to turn it into action on / off.Since performing the action of the expose, the ship will be in that condition (+1 attack primary weapon / -1 agility) for the nexts turns. Expose always on. Until to the player uses the action again to turn off the ability.Is working very well for us.Try to play like you too.
Phewww!
I thought you were going to say you had to expose yourself to the other player to use it.
That would be a weird house rule.... where do you live?
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XXX-Wing
Show him the full R2
Missiles and torpedoes given a 1pt discount.
Custom minis - you made it, we'll balance it and play it for a laugh. Who doesn't want a YT-2400 flying about?
In my group, we liked the game the way it is. Except expose card.
So rule expose was to turn it into action on / off.Since performing the action of the expose, the ship will be in that condition (+1 attack primary weapon / -1 agility) for the nexts turns. Expose always on. Until to the player uses the action again to turn off the ability.Is working very well for us.Try to play like you too.
Phewww!
I thought you were going to say you had to expose yourself to the other player to use it.
That would be a weird house rule.... where do you live?
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I rather like that idea.
Not sure if these really count as house rules... Maybe more just suffering from OCD.
If someone leaves their movement template right behind their ship... Their ship gets damaged. (All damage gets restored after the template is removed)
If the dials are not twisted in an "Oreo" fashion, their ship gets damaged.
If there is a drink present on the same surface as any cards, their ship gets damaged.
If the dice/movement template/range ruler/clumsyness moves any ship by accident, their ship gets damaged.
And so on. Basically, anything that you do that causes the game master twitch uncontrollably... Costs you a damage. Till it is fixed.
Haven't really thought this idea out much or even played that way. But during a game with my group we started talking about having a "fog of war" scenario. Where you don't know what ships your opponent has or what upgrades. Something like maybe getting into range 3 reveals the target. Sounds cool, might be hard to implement.