does TI3 need another unit-- a what if for any future expansions

By andrey6, in Twilight Imperium 3rd Edition

i am thinking perhaps a new miltary land unit or a ship - kamiazi, or something that will occupy empty space tles.....

I think the general idea is that land units as they are are a vague representation of invasion forces comprised of troops and vehicles, so additional troop types are unnecessary.

I will admit that I'm a stickler for greater variety, which affords me more freedom in my tactics. If I were to suggest a different type of unit, it would probably be a support ship, much like the destroyer, with a particular tactical purpose.

cheek out ti3wiki forum .

there you got tested rules for better SD and a smaller versjon of the carrier

One house rule unit I played with lately is 'fighter aces'. The rules are basically shock troops applied to fighters, formed on a natural 10, has to be accompanied by a regular fighter or it loses 'ace' status, and a significantly increased chance to hit.

I've been thinkik for some time about introducing fuel to my games. To be as simple as possible, if your ships start in the system where you don NOT have any planets, you have to move ships to any system you control or in the beginning of status phase loose ships in that hex. If your ships start in a system in which you control planets they can move as normal. To go in a little deeper, this is how it should work:

1. Any ship that starts in hex with planets player owns (one could also include planets owned by someone you have trade agreement with) can move anywhere player wishes;

2. Any ship in open space (no planets, or planets player does not contol) may move only to a hex containing player's planets;

3. extracted from 1. and 2. any and all ships which, at the beggining of the status phase, stand in a hex containing no owned planets OR command tokens is immediately destroyed; if there was a ship somewhere, and you activete system to bring more ships there, or build space mines, you get to keep the ships because you had spent some resources there and thus have provided them with additional fuel. (could also introduce just activating the system so that the ships do not die, but you spend valuable command pool token).

Why did I put this here???

New unit Tanker!

ship that provides aditional move, and is then discarded, could cost 2 and have combat value of 9, and limit of 3.

Or carrier could support 1 additional ship for 1 extended move per each unoccupied slot.

I don't know if this makes any sense, and I do know that I am trying to complicate already VERY complicated game, but that is what I am like.

Introducing all these complications can be very restricting in running from one to the other side of the galaxy on large galaxy maps.

TheMarko said:

I've been thinkik for some time about introducing fuel to my games.

I kinda figured 'fleet supply' was the abstract concept of all the tankers and food ships and stuff like that. You know - the supply to your fleet.

TI is a fairly slow game already. I'm very leary about adding new rules which will slow down or restrict it in any way. Leaders, Distant Suns, Space Mines.. they add time to the game, and not that much more.

It was just the attempt to limit the distance one can move away from his "controled space" . . .