An idea for a house rule… thoughts?

By Lord Ashram, in X-Wing

Hi all!

Okay… was thinking a bit about how to add a bit more strategy to movement… right now it seems like it is a "run at the enemy, pass him, K turn" rinse and repeat.

So… here is my proposal.

First, all regular fighters have four 90 degree "sides"; their front fire arc (as already defined) a rear arc (the reverse of the front fire arc) and two side arcs. You'd have to maybe draw the rear arc onto the card.

Then add this rule:

If you are attacking an enemy ship in its side arc, you may reroll one attack die.

If you are attacking an enemy ship in its rear arc, you may reroll one attack die AND you may force the enemy to reroll one agility die.

I have to sit and look at the ships to figure out how you determine exactly if you are in an arc, but I think a post-to-post line should help determine which fire arc you are in.


My hope is that this might make people more interested in things like attacking from the flank and even getting behind enemies, rather than simply charge en masse.

I am not sure if it would work with the big ships, as they are rather large and I don't have any to look at.

Thoughts?

I don't think I've seen 'too many K-turns happening' - both because stress tokens are usually something you want to avoid, as well as there GENERALLY not being that many sensible spots on the table to just 'keep doing it over and over' and hope to have any enemies in arc (given the 3' by 3' play area with asteroids the rules call for).

I love it when my opponent does a k turn after the first pass, this is the best time for my ion cannons to limit their movement next turn, or for the falcon or firespray to take advantage. after a few games i think you may realise that the first pass k turn isnt an effective tactic. As for your house rules i can see where you are coming from, but this will just lead to the same problem because both sides will try to hit each others side arc so you will just end up with ships trying to circle each other and with only 45 degrre and 90 degree turns this could be problematic. you would also have to give modifiers for hitting ships nose to nose as a closing target is easier to hit than one moving away. personally i think as the rules stand they are simple but to add more complexity would make games alot longer.

Yeah, pass and k-turn is not a very good strategy, and if everyone you play against is playing that way, try not to and you may quickly find yourself winning your games. Take advantage of the difference in pilot skill. If their's is lower, it is possible to exploit this to get your opponent to have to choose between crashing into you and ending up pointing the wrong way, or overshooting you on accident and ending up with you behind them.

Try to force your opponent to choose between bad options, like flying such that he has no shot but is safe (removing him from formation perhaps) or where he has a shot but 3 of your ships can all hit him.

Flanking your opponents already has the built-in advantage: You get to shoot, they do not.