hi all,
I'm curious if you guys use house rules a lot. I have only played by the book so far, but there are some ideas I think would be great additions to the game:
1. PWT arc setting
PWTs are strong, no doubt about that. So to make them a little harder to use and still remain dangerous, PWT ships get the "rotate primary arc action". I'll explain: When performing this action, you may rotate your PRIMARY firing arc to one side of the ship's base by assigning an "arc" token (rear, right, or left). The ship can now attack with its primary weapon ONLY in the set direction. During the end phase, you MAY discard the arc token, which resets the primary arc to the front direction. Cannons, Torpedoes and Missiles still always use the front arc.
Pro:
- Forces players to put a lot more thought to maneuvering their PWT ships
- Autothrusters wouldn't be as much of an auto-include anymore, because you now can still get caught in the primary arc of a PWT ship - they would be useful against secondary turrets, however
Con:
- maybe too much of a nerf? It is a purely hypothetical idea and I'd love to test it sometime.
2. Large ship boosts
I think most of us agree that the boost mechanism is pretty wack on large ships. So what I propose is to boost from the back nubs. If you're gonna boost, you just slide any maneuver template into you back nubs, remove the ship and then apply your chosen boost template to the front of the "helper" template.
Pro:
- no more covering extreme amounts of ground by boosting
Con:
- one extra template used
- maybe too little ground covered? could be remedied by just using the "2" template for large ship boosts
3. Range modifiers for cannons and turrets
Cannons and turret secondary weapons WILL get the defender an extra defence die at range 3. Due to balancing and the way these weapons are designed, the extra attack die at range 1 will not be granted, though.
Pro:
- it only makes sense that a shot from a cannon or turret is easier to dodge at range 3, it's no different from a primary weapon shot
- it would passively add to the usefulness of torpedoes and missiles, which don't suffer from range modifiers
Con:
- I can't find any
4. Determining initiative
Don't you hate that? To make sure your best arc-dodging ace gets to move last, You slap VI on them only to discover your opponent has done the same. You lose the initiative bet (or the dice roll if your lists are equally priced) and your VI is basically a point wasted (ironically, if you had not taken VI, your list would be cheaper and therefore you'd win the initiative bet... ;-) )
So I would just roll for initiative at the start of each turn. Having played lots of Battletech back in the day, the "roll for initiative phase" always was a thriller.
Pro:
- Very interesting tactically. You can't just rely on a set movement / firing order.
- It can give you the edge in one situation, it can be brutal in another one. The dice giveth and the dice taketh away...
Con:
- a bit much unpredictability maybe?
What do you think? Did I forget something vital? What about your ideas?
Edited by debiler