Favorite house rules?

By Lord Ashram, in Star Wars: Armada

The only house rule that we are using is this one : The player with initiative is picking one mission card at random for each color (Red-Blue-Yellow) and choose one between them.

This way, it's forcing people to change their fleet composition and keep them a little bit balanced.

When you are going to war, you don't always know what kind of mission you will have to face ;)

I am toying with the idea of adding debris field tokens when a ship is destroyed.

1 for small

2 for medium

3 for large

Too many other things to playtest first from KDY.

55 minutes ago, cynanbloodbane said:

I am toying with the idea of adding debris field tokens when a ship is destroyed.

1 for small

2 for medium

3 for large

Too many other things to playtest first from KDY.

That sound like a sweet idea.

9 hours ago, DOMSWAT911 said:

The only house rule that we are using is this one : The player with initiative is picking one mission card at random for each color (Red-Blue-Yellow) and choose one between them.

This way, it's forcing people to change their fleet composition and keep them a little bit balanced.

When you are going to war, you don't always know what kind of mission you will have to face ;)

I would encourage you to drop this one. Being first is quite good. The second player having control over their objective suite helps give them a leg up against the first player. By randomizing the objectives instead of presenting the first player with a strong suite of objectives hand-picked by the second player, you're disadvantaging the second player.

Essentially if your ships movement overlaps another ship it counts as a ram. It may seem like a nightmare to some especially on a smaller board but it changes the dynamic of manuvering to something more visceral at least to me.

Now I think that rule could be changed to only effect the big and medium ships rather then the small to allow corvettes the ability to simulatw running battle lines and or blockades.

Edited by Forresto
2 hours ago, Snipafist said:

I would encourage you to drop this one. Being first is quite good. The second player having control over their objective suite helps give them a leg up against the first player. By randomizing the objectives instead of presenting the first player with a strong suite of objectives hand-picked by the second player, you're disadvantaging the second player.

We know this rule is affecting the advantage/disavantage for the initiative player but it will be the same for every player cause we always play this way. It let us on the edge for every game session for the mission selection. Think about it, a player could be tempt to keep certain missions every time because is fleet composition fit extremly well with it. And even more you will have to play the same mission all the time. Now, there is no such thing. We tougth that little tweak was not that strong and we enjoy it since is introduction.

But that our experience for home play. I understand perfectly why in tournement you would not want that kind of house rules. ;)

Edited by DOMSWAT911

There is an other tweak that we made, we have a third kind of dommaging obstacle. The two first have the same effects as usual. The third one is a little bit more strong.

1- Debris : 2 shields down

2- Asteroid's field : 1 critical card

3- A big asteroid : 1 critical card and you have to slow down your speed by 1 on the speed dial. The asteroid is destroyed after the impact.

photo5.jpg

It bring it on an other level. If a part of your ship touch it... Boom!

Can be really creepy when you are at speed one and hit them ;)

Edited by DOMSWAT911
12 hours ago, DOMSWAT911 said:

The only house rule that we are using is this one : The player with initiative is picking one mission card at random for each color (Red-Blue-Yellow) and choose one between them.

This way, it's forcing people to change their fleet composition and keep them a little bit balanced.

When you are going to war, you don't always know what kind of mission you will have to face ;)

Just in case the second player doesn't have it bad enough already.

15 hours ago, DOMSWAT911 said:

The only house rule that we are using is this one : The player with initiative is picking one mission card at random for each color (Red-Blue-Yellow) and choose one between them.

We do a similar thing, except it's the second player who gets to pick from the three random ones. I feel this gives them back some of the influence, although they can certainly still get screwed by a bad set. We haven't had to yet, but maybe allow them one redraw?

In our case it's mostly due to circumstance rather than choice though. I'm the only one who owns the game, and the people I play with don't know it nearly as well as I do. We usually build fleets on the spot or use ones that I've premade, and I've had to do a bit of persuading to use objectives in the first place.

I'm hoping to move on to the regular rules at some point, but for now I feel it works decently enough as long as second player gets to pick.

We haven't done any house rules at our group (not on purpose anyways, our first CC we accidentally let players share resource points) we have done a few custom scenarios

2485h.jpg


Comes to mind, by the end of the match everyone was hitting debris

If you're looking for other objectives, you can try these (details and high-res images here) :

Objective Card - Assault - Limited Warfare Objective Card - Defense - Flanking Maneuver Objective Card - Navigation - Battle Line

Objective Card - Assault - Wounded Prey Objective Card - Defense - Stand-off Engagement Objective Card - Navigation - Nebula Encounter

Battle Line is kinda obsoleted by Targeting Beacons, though it's rather more advantageous for the second players so might actually be worth playing.

Yet another (untested, WIP) objective card is here .

4 hours ago, DiabloAzul said:

If you're looking for other objectives, you can try these (details and high-res images here) :

Objective Card - Assault - Limited Warfare Objective Card - Defense - Flanking Maneuver Objective Card - Navigation - Battle Line

Objective Card - Assault - Wounded Prey Objective Card - Defense - Stand-off Engagement Objective Card - Navigation - Nebula Encounter

Battle Line is kinda obsoleted by Targeting Beacons, though it's rather more advantageous for the second players so might actually be worth playing.

Yet another (untested, WIP) objective card is here .

Some of them seem funny.

How did they do when played? Is there some awkward result or the balance is fine? I'm thinking about Stand-Off Engagement : B-Wing paradise ;)

1 hour ago, DOMSWAT911 said:

Some of them seem funny.

How did they do when played? Is there some awkward result or the balance is fine? I'm thinking about Stand-Off Engagement : B-Wing paradise ;)

In Practice/Testing - It seems like it'd be B-Wing Paradise... Until you lose them to TIE fighters that were commanded in the Squadron Phase, and realise your enemy is nearly getting 30 points a pop for that...

Back in wave 1 my friend and I always played without debris fields and when a ship died it left a debris field until the end of the squad phase.

About Stand-Off Engagement - kinda makes all the squadrons that are rogue overcosted though .... & makes Ghost/ Hera pointless

9 minutes ago, slasher956 said:

About Stand-Off Engagement - kinda makes all the squadrons that are rogue overcosted though .... & makes Ghost/ Hera pointless

Well, yes. It also makes Sloane weep. So obviously you won't pick that objective if it doesn't fit with your fleet - which is (or should be) true of any objective.

(EDIT: In any case, do bear in mind these objectives were written almost two years ago, long before Hera and Sloane!)

Edited by DiabloAzul
23 hours ago, Forresto said:

Essentially if your ships movement overlaps another ship it counts as a ram. It may seem like a nightmare to some especially on a smaller board but it changes the dynamic of manuvering to something more visceral at least to me.

Now I think that rule could be changed to only effect the big and medium ships rather then the small to allow corvettes the ability to simulatw running battle lines and or blockades.

Interesting thought. It would disadvantage medium ships though, because they still have an ability to leapfrog other ships. Large ships almost always overlap with just their bodies, so this does not affect them much.

Why not this rule variant. If a ship being rammed is destroyed from the ram damage, then the ramming ship claims its spot where it would have overlapped the rammed ship instead of moving back 1 speed. This makes more sense since the rammed ship is destroyed and gives way on the last ram.

Edited by Muelmuel

Our only house rule currently is: "No Blue vs. Blue if it can be avoided."

Whenever possible, a battle will be Rebel vs. Imperial.

12 hours ago, Drasnighta said:

In Practice/Testing - It seems like it'd be B-Wing Paradise... Until you lose them to TIE fighters that were commanded in the Squadron Phase, and realise your enemy is nearly getting 30 points a pop for that...

Dras... I didn't say that I will put them at distance 5, far far away from any ship or escort and let them burn like paper. But this mission could put them at distance 3-4 in front of your ship and join them in one turn. So all those vilain Tie/F (even at speed 4) wont reach you too rapidly and if they do it, your fleet will finish the job with AA. The odds are more in favor for the B-Wing. Alpha strike are really good but there is a price to pay. 5 Tie/F against 3 B-wing and a support ship. Don't think they are that dangerous.

Edited by DOMSWAT911

I get what you're saying, but you've missed my point.

The problem isn't so much the distance - its anytime they are shot at, they are trading now at double their points... A B-Wing wing often means you're spending a chunk of points on the full investment... 100+ points... That 100+ investment, when destroyed, ends up costing you 200+ Points.

When its countered by a squadron listing that that might only be 80 odd points, and even if you retaliate in full and destroy everything, you end up with a 40-60 point differential there, instead of 20. That's a combat ship in difference.

That's all.

Rogue tends to push a desire for you to independantly move and utilise your fighters, which is counter to the fact in that mission, you need to protect your fighters simply to preserve points differential.