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Tirnaog

House Rules!

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House rules we have used at our store (you can look up most of these):

Furball rules with 30 point ships, 25 point ships, 40 point ships, 6/12/18 obstacles on a 3x3

Hunger games furball rules

Cross faction 59 point fleets, faction restrictions removed, minimum 2 ships of differing factions

Epic with fleet requirements and objectives

50 point small ships only dogfight

We have also done many games with more obstacles, because FLYING!

 

And soon...  Racing around a 3x3 mario kart style!  Thinking of 40 point ships, saw someone do it with pole position being the one with least build points and moving backwards from there.  Can't wait to try some more formats.  

 

And yes, we play "competitively" too.  Usually during store champs and regionals we focus more on 100 point dogfighting, but still loosely mix in those other formats above.

 

Hell, tomorrow I'm TO-ing a "house rule" tournament mixing 3 formats.  And I expect 30+ people!  It will even be on Backtodials twitch feed. 

So, just wondering, what does "Hunger Games" entail? Whatever it is, it sounds cool.

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I suppose this would be the right thread for this, even if it's been a while since there's been activity in it.

 

Anyway, some house rules I've been fooling around with are a pair of tweaks for ordnance (not trying to start a "(x) needs fixing/no it doesn't" argument, just spitballing ways to shake things up without having to spend a bunch of money I don't have on expansions).  The first is that Warheads would bypass shields, dealing hull damage directly.  The idea is that they'd be intended primarily for use against larger ships-- firing Torps against a TIE Fighter would be a waste of time since they don't have shields and can just evade them anyway, but a good shot on a Decimator or a YT-1300 could be crippling.  This does raise the possibility of making large ships into big fat flying coffins, but then the idea would be that they'd need smaller fighter escorts to take out the bomber before it can get its shot off--require players to incorporate some variety in their builds.

 

The tweak for Missiles isn't a "fix" because I think they work perfectly fine, but based instead on making them more thematic, harkening to the dogfight in Episode II where Obi-Wan is chased by a missile fired by Jango Fett.  Anyway, the short version is that Missiles would work like moving Mines: when fired, a marker (currently I'm just using a small base to reference the firing arc, or tracking arc in this case) is placed at Range 2 from the ship that fired it, and the ship transfers its TL to the Missile-- if the target ship is within Range 2 then the Missile detonates as it normally would.  If the ship is at Range 3, then the Missile pursues after it, only able to move at speed 3 straight forward or in a banking turn--currently I've got the missile moving at the same time as the pilot who fired it, but that may change depending on testing.  The targeted ship can escape by either moving beyond Range 3 or staying out of Range 1 for (x) turns (where x=the number of the Missile's attack dice), or using Expert Handling to shake off the TL.  If the Missile gets within Range 1, it detonates like a Mine, dealing the effect of the card without the target being able to evade.  Again, this isn't necessarily a fix for a problem that doesn't really exist, but just meant to create a sort of "oh crap oh crap ohcrapohcrapohcrap" moment while the opponent tries to get away, causing him to break off whatever he had in mind and disrupt his plans.

 

Your own mileage may vary, but I've had fun with them.

Edited by Cayse

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One house rule several of us have used is if someone forgets an action, we assume they focused.

Also, in a non tourney setting, you do not have to have all of the cards for you list. Ie if you have 3 x-wing's with r2 units, you only need 1 r2 card.

Edited by Harleigh

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I run a club out of a game shop and I plan on joining Organized Play, we're halfway there already. We give away prizes weekly to foster a competitive environment and we strive to get players up to speed on the rules and proper gameplay, so introducing our own rules is actually quite damaging to that goal. If we allow players to play house rules on club night then what is the point? Prizes cost money, if you want to earn one, you have to prove your skill at Fantasy Flight Games Star Wars X-Wing Miniatures Game. There are no prizes for being good at John Does Homestyle X-Wing Scramble.

So what you're telling me is that if two people are playing at a table in 'your' shop, and decide to use a house rule, you'll actively interrupt their game to correct them because they're not having fun the way you want them to?

I bet you're a lot of fun at parties.

as club president I do get to enforce those rules.

No you don't. You can ask people to not use custom rules, and they can tell you to jam it. Even on club nights.

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Straight FFG rules at the store (only exception is allowing the debris from the raider in games.) At home we bump Epic point caps around as we see fit and a lot of times in regard to epic we let you set one dial for a cluster until the first round of combat to save on time. I think it helps just a little bit.

The debris from the raider are not allowed in official games?

]

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House rules we have used at our store (you can look up most of these):

Furball rules with 30 point ships, 25 point ships, 40 point ships, 6/12/18 obstacles on a 3x3

Hunger games furball rules

Cross faction 59 point fleets, faction restrictions removed, minimum 2 ships of differing factions

Epic with fleet requirements and objectives

50 point small ships only dogfight

We have also done many games with more obstacles, because FLYING!

 

And soon...  Racing around a 3x3 mario kart style!  Thinking of 40 point ships, saw someone do it with pole position being the one with least build points and moving backwards from there.  Can't wait to try some more formats.  

 

And yes, we play "competitively" too.  Usually during store champs and regionals we focus more on 100 point dogfighting, but still loosely mix in those other formats above.

 

Hell, tomorrow I'm TO-ing a "house rule" tournament mixing 3 formats.  And I expect 30+ people!  It will even be on Backtodials twitch feed. 

So, just wondering, what does "Hunger Games" entail? Whatever it is, it sounds cool.

 

The "Hunger games" format is small ships, probably 20-25 points as a starting point, and everyone brings 2 upgrades or something.  Everyone starts around the outside of the 3x3 map, and circle the upgrades facedown in the middle (similar to how the hunger games start in the movie).  Everyone fights for themselves in a FFA, and if you run over (or get close, however you want to rule it) an upgrade, you get it!  Its possible to see A-Wings with HLC's, X-Wings with bombs, Y-Wings with PTL, etc.  Everyone fights to the death similar to Furball rules!

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House rules we have used at our store (you can look up most of these):

Furball rules with 30 point ships, 25 point ships, 40 point ships, 6/12/18 obstacles on a 3x3

Hunger games furball rules

Cross faction 59 point fleets, faction restrictions removed, minimum 2 ships of differing factions

Epic with fleet requirements and objectives

50 point small ships only dogfight

We have also done many games with more obstacles, because FLYING!

 

And soon...  Racing around a 3x3 mario kart style!  Thinking of 40 point ships, saw someone do it with pole position being the one with least build points and moving backwards from there.  Can't wait to try some more formats.  

 

And yes, we play "competitively" too.  Usually during store champs and regionals we focus more on 100 point dogfighting, but still loosely mix in those other formats above.

 

Hell, tomorrow I'm TO-ing a "house rule" tournament mixing 3 formats.  And I expect 30+ people!  It will even be on Backtodials twitch feed.

So, just wondering, what does "Hunger Games" entail? Whatever it is, it sounds cool.

The "Hunger games" format is small ships, probably 20-25 points as a starting point, and everyone brings 2 upgrades or something.  Everyone starts around the outside of the 3x3 map, and circle the upgrades facedown in the middle (similar to how the hunger games start in the movie).  Everyone fights for themselves in a FFA, and if you run over (or get close, however you want to rule it) an upgrade, you get it!  Its possible to see A-Wings with HLC's, X-Wings with bombs, Y-Wings with PTL, etc.  Everyone fights to the death similar to Furball rules!

That sounds awesome, I'll have to try it... I can imagine many fun combinations, such as an autothrusting lambda...

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House rules we have used at our store (you can look up most of these):

Furball rules with 30 point ships, 25 point ships, 40 point ships, 6/12/18 obstacles on a 3x3

Hunger games furball rules

Cross faction 59 point fleets, faction restrictions removed, minimum 2 ships of differing factions

Epic with fleet requirements and objectives

50 point small ships only dogfight

We have also done many games with more obstacles, because FLYING!

 

And soon...  Racing around a 3x3 mario kart style!  Thinking of 40 point ships, saw someone do it with pole position being the one with least build points and moving backwards from there.  Can't wait to try some more formats.  

 

And yes, we play "competitively" too.  Usually during store champs and regionals we focus more on 100 point dogfighting, but still loosely mix in those other formats above.

 

Hell, tomorrow I'm TO-ing a "house rule" tournament mixing 3 formats.  And I expect 30+ people!  It will even be on Backtodials twitch feed.

So, just wondering, what does "Hunger Games" entail? Whatever it is, it sounds cool.
The "Hunger games" format is small ships, probably 20-25 points as a starting point, and everyone brings 2 upgrades or something.  Everyone starts around the outside of the 3x3 map, and circle the upgrades facedown in the middle (similar to how the hunger games start in the movie).  Everyone fights for themselves in a FFA, and if you run over (or get close, however you want to rule it) an upgrade, you get it!  Its possible to see A-Wings with HLC's, X-Wings with bombs, Y-Wings with PTL, etc.  Everyone fights to the death similar to Furball rules!

That sounds awesome, I'll have to try it... I can imagine many fun combinations, such as an autothrusting lambda...

 

gotta try this... Thanks for the clarification.

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Lol, yup.  The Evil DC.  Too flippant to excruciatingly drag out every detail of a remark so that his fellow posters aren't put off.  Indeed, strike me down... Then your training shall be complete!

 

I am a lot of fun at parties, but then again, my ability to move parts of my anatomy randomly in attempted cohesion with repetitious audio frequencies has ever been in question, so...  As long as I'm not expected to dance, I find I have a quite enjoyable time.  Also my singing voice has been described as "ululating" and I'm sure that in the right setting that's quite a compliment.

 

I might be a jerk, and I might expect you to play by my rules on my club night, but I'm certainly NOT an un-fun party guest.

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Anyway, some house rules I've been fooling around with are a pair of tweaks for ordnance (not trying to start a "(x) needs fixing/no it doesn't" argument, just spitballing ways to shake things up without having to spend a bunch of money I don't have on expansions).  The first is that Warheads would bypass shields, dealing hull damage directly.  The idea is that they'd be intended primarily for use against larger ships-- firing Torps against a TIE Fighter would be a waste of time since they don't have shields and can just evade them anyway, but a good shot on a Decimator or a YT-1300 could be crippling.  This does raise the possibility of making large ships into big fat flying coffins, but then the idea would be that they'd need smaller fighter escorts to take out the bomber before it can get its shot off--require players to incorporate some variety in their builds.

 

Revised this after some more tinkering with it in the lab.  Having warheads bypass shields completely doesn't merely make them more effective--it makes certain warheads game-breakingly OP.  To that end, I've amended it so that only critical hits would bypass shields.  That way, they're still a very nasty option without automatically turning low-agility ships into easy kills.

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