Topic: Optional Rule: Ramming!

I have been developing this rule for use in the Star Blazers Universe, but it would work with some other settings as well.  Here it is:

When two opposing ships end up in the same hex, they are not automatically seperated.  Instead, both players must decide whether they want to attempt to ram the enemy ship.  If both players agree, than ramming happens instantly.  If one player does not want to ram, but the other one does, the one who wants to ram must roll a 4 or higher for the attempt to suceed.  Also, two ships in adjacent hexes could try to ram, but both players would have to agree and a die roll would have to be made for this to happen.

There are two types of ramming: Suicide and Partial.  In Suicide Ramming, twice the current hull rating of each ship is subtracted from the hull rating of the other, likely resulting in the destruction of both vessels.  In Partial Ramming, one half (rounded up) of the current hull rating of each ship is subtracted from the hull rating of the other, and both ships may transfer as many marines as they want to the other ship.

If two players disagree as to which type of ramming they want to attempt, a coin flip is required to determine which happens.  Note that if a player tried to avoid ramming, but failed, they have no say in what type of ramming occurs.

What do you guys think?

Re: Optional Rule: Ramming!

Does anyone have an opinion on this?

Re: Optional Rule: Ramming!

The two different types of ramming seem a bit fiddly. Also, allowing ships to conduct ram "attacks" inherently unbalances the game, since you can create low (or no) cost ships with large hulls and lots of engines that run around the board smashing in to things...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Optional Rule: Ramming!

Not neccesarily, as you have to be right next to a ship to ram it, and the ram-ee could likely avoid that with his manuvering.  Plus, it would'nt be hard to shoot down a no-cost ship before it gets you  wink

Re: Optional Rule: Ramming!

Pinecone wrote:

Not neccesarily, as you have to be right next to a ship to ram it, and the ram-ee could likely avoid that with his manuvering.  Plus, it would'nt be hard to shoot down a no-cost ship before it gets you  wink

Desslok would approve of your tactics. I would vote for just one type of ramming attack. No idea what would work best, but maybe something as simple as if two ships end up in 1 hex, don't separate them, and one or both ships can declare they are attempting to ram.
Now, for radioactive gas...
Erik

Re: Optional Rule: Ramming!

Blacklancer99 wrote:
Pinecone wrote:

Not neccesarily, as you have to be right next to a ship to ram it, and the ram-ee could likely avoid that with his manuvering.  Plus, it would'nt be hard to shoot down a no-cost ship before it gets you  wink

Desslok would approve of your tactics. I would vote for just one type of ramming attack. No idea what would work best, but maybe something as simple as if two ships end up in 1 hex, don't separate them, and one or both ships can declare they are attempting to ram.
Now, for radioactive gas...
Erik

Activate the Cosmo DNA, LOL.  big_smile

If there was to be only one type of ramming, partial would probably be the way to go.  It would also be less of a balance issue as ships would not neccesarily annihilate each other upon impact.  And you'd need marines (which cost points) to make it worth the effort.

Re: Optional Rule: Ramming!

I created some Ramming/Collision rules, including a Ram as special equipment, for the Ironclad Armada source book that I made. I'm not sure it's quite the effect that you're looking for since it 's designed for low speed naval collisions. It's pretty hard to deliberately ram someone this way if they are able to maneuver, but that's pretty accurate historically. Now accidental collisions on the other hand... wink

You can find the rules here. http://www.mj12games.com/forum/viewtopi … amp;t=2756