I got Full Thrust. I'll try it as is, I'm sure. But I've seen here that there
are a few house rules for some problems many people had in common. The only
one I remember was a common solution for balancing A, B, and C batteries. I'd
like to know more about that, plus any other house rules that a number of
people have used.
I also remember a simple thing about cloaking--that you decide
when you are going to uncloak and give orders for all turns cloaked when you
cloak.
Anything else?
Thanks,
> I got Full Thrust. I'll try it as is, I'm sure. But I've
The only problem with the Batteries is that the points cost for them is
unbalanced. For the cost of two "C" batteries you can get one "B" battery
which is far better, and for the cost of 3"B"'s you get two "A"'s, which again
are far better. We have solved this by allowing the "C" batteries to act as
weak PDAF's (as per the 'More Thrust' rules) and making "A" batteries one
point dearer per battery. Simple. Effective.
> I also remember a simple thing about cloaking--that you decide
You state when you cloak how long you cloak for and then mark the point at
which your ship cloaks. Remove it from the table and write the orders for the
turns it is cloaked without the model being on the table. Funny.
> Anything else?
I don't know how common this is but I have A batteries cost 4 mass each,
declaring them "military class" weapon systems. This seems to work well
so long as you're using the ships in a FRP but it of course makes the designs
less portable.
> Joe A. Troche wrote:
"Military Class"? What's the others used for? Heating left-overs? ;)