Hi everyone,
I'm currently playing a CC campaign, and some of the rules seem like they could use some houserule treatment. It's now end of round 2 and four fleets are maxed out. Does anyone have good houserules they want to share?
Hi everyone,
I'm currently playing a CC campaign, and some of the rules seem like they could use some houserule treatment. It's now end of round 2 and four fleets are maxed out. Does anyone have good houserules they want to share?
I have like a 4 page document for our house rules. I can forward it to you if you’d like them. Probably won’t help for this campaign though...
Nah, but for the next! Please do. stefan_sasse [at] gmx [dot] de
This is not strictly for the CC, but we have a couple rules we sometimes use in my group. The first one we use all the time, the second, depends on what kind of game we are playing; if its by the book 400pt with objectives, or historically based scenarios created from WWI or II naval history and other things.
1) No slicers, boarding teams or similar themed upgrades. These just seem too cheesey. Its one thing to beat an opponent, it's another to beat your opponent because you've taken control of their fleet or the ability to respond away from them.
2) No more than two upgrades per ship. You really have to make some hard choices that way.
For every blank you roll, take a shot. All skill and fleet build goes out the window when you're drunk. It really levels the playing field and things will certainly get destroyed (including your liver).
My favorite: Unequipped upgrade cards do not count towards your final fleet point cost.
That way, if someone makes the mistake of putting tractor beams on three ships, they don't have to live with it for six games.
To force some engagement on the imperial side during the hyperlane raid we made it like so:
At the end of round 6, If the objective ships did not make it to AT least on the line 2 ruler lengths from the opponent's edge of play, the rebel player gains the objective token (and ressources).
If you make it ON the line, nobody gets the tokens
If you make it WITHIN 2 range ruler lengths, then as usual imperial gets token...
Makes it for a more fun match, waiting to try out fake cargo ships to protect that only go straight or 1 yaw at speed 2
Edited by Darth Max2 minutes ago, Darth Max said:To force some engagement on the imperial side during the hyperlane raid we made it like so:
At the end of round 6, If the objective ships did not make it to AT least on the line 2 ruler lengths from the opponent's edge of play, the rebel player gain's the objective token (and ressources).
If you make it ON the line, nobody gets the tokens
If you make it WITHIN 2 range ruler lengths, then as usual imperial gets token...
Makes it for a more fun match, waiting to try out fake cargo ships to protect that ongly go straight or 1 yaw at speed 2
We did this too
17 hours ago, Stefan said:Nah, but for the next! Please do. stefan_sasse [at] gmx [dot] de
Sent. Feel free to ask me any questions about it. I believe the word document is also attached here. It went really well. I might bump up the points for a future game, but overall we had a lot of fun with it. Way more tactical choices were made. If my life ever slows down a bit, I'd love to run a second CC and do more rules updates.