So there is a little flaw with the anti-fortressing rule I am sure you can think of. It requires a TO to enforce it. While some might say this is fine I will say it seems very little thought out and more of a band-aid fix than anything. So I am going to propose an alternative. So first a couple of new terms to assist in rules because I think we can agree the best rules are written as analog programs.
Static Overlap When a ship in the End Phase is in the same position and facing as they were in the planning phase of the same round by cause of overlap or other reasons that ship is in what is called a static overlap.
Collision When one or more ships are in Static Overlap for 2 or more turns during the end phase each ship in a static overlap is dealt 1 face up damage card and resolves it immediately.
So basically redefine what is overlapping and what is using the overlapping rules to prevent movement, then adding penalties to intentionally preventing movement for multiple turns. It give considerable disadvantage to static play in deployment but still allows for scrums (think 3rd edition furballs) to be played yet even those scrums will have to eventually disperse before it starts to give out additional damage.
One more term that is more for specific scenario and this is in refrence for shuttles and ships that have the Red Stop Maneuver.
Landed (scenario permitting only) A ship with red stop maneuver can declare a land in the planning phase. During activation reveal a red stop maneuver, instead of executing the red stop maneuver discard dial and skip action, do not add stress for the red maneuver. While landed it does not have a dial and agility and weapons = 0 and does not get bonus dice for any reasons. During the end phase player may declare ship to be taking off (no longer landed). Place dial on the planning phase and activate ship as normal.
That is my idea, what is yours?
Edited by Marinealver