Hi!
My friends and I have had a great fun with these rules. Giving the Epic games more action and faster speed. Epic game tends to take much time and suffers sometimes from the large battlefield. My concerns are mostly in adding more strategic maneouvers found in larger battles. In my experimentations I have tried to take advantage of the possibilities in the large playarea. Trying to flank or surrounding the enemy is hard with standard rules. You can always read the opponents big movement, no surprises. With rules adding speed in the initial phase it could result in more unexpected movement. We have had great fun with the rule ”Epic maneouver” explained below. It works. It really gives the line-up another dimension and it makes the game more interesting when you get the ships faster to the action. Try! What do you think?
Activation phase
Rule "Epic Maneuver", this is how it goes:
Epic manoeuvres resolves as the first thing of the activation phase for the first TWO rounds of play. As an option for the regular maneuvers on dial, all small and large ships can use the Epic maneuver rule.
To show that you want to move Epic style, the player flips the dial or dials for the ship or ships the player wants to move. The face-up dials marks the ships waiting for the manoeuvre. It doesn’t matter what manoeuvre the dial is showing. When everybody is ready the movement starts with player with initiative and pilot skill as normal.
To do a epic manoeuvre, you must use three manouvers combined as one chained movement. Must be straights or banks, no turns. The sum of speeds must be equal to eight or more. Choose your three desired maneuvres and pick them up. Hold them in the right order. Place them in a confident way and move your ship to the end of the last template. No measuring or trying different combinations of the three manouvers of course. Assign the ship a weapons disabled token. Due to insane speed you get an evade token, and also therefore, you can’t do any actions.
"Huge ship jump"
A simple rule for adjusting a too defensive line-up or to give the huge ships a chance to catch up with the small and fast ones.
If any enemy ships is further than range five, a huge ship may jump. To do so, name two straight manoeuvres by speed. Execute the manoeuvres as normal. The sum of speeds must be equal to six or more. Due to temporary exhausted energy levels, assign that ship a weapons disabled token.