Strategy, Tactics and House Rules
House Rules
Repair: In the official rules, Federation crews can attempt damage control each turn.  They have a 50% chance of repairing a system (other than life support).  Other races are not allowed to fix their damage.  Granted, the Feds have a history of engineering and science, but if other races can build warp-capable ships, they probably know how to fix them!   Therefore, all captains get to roll for damage control.  The Federation player can successfully repair a system with any green digit (per the rules).  Any other race can repair with a green 1-7.
Boarding parties: In our game play they are rarely used, but it also seems this area could use some improvement.  After the initial boarding roll, the winner is determined by a simple roll-off - high die wins.  But what if a Klingon party from a battle cruiser was boarding a scout?  Or a dreadnaught security team vs. a destroyer?  Modifications to the die roll should be allowed for ship size and race. 
Cloaking Device:  The Romulan cloaking device is first introduced in The Original Series episode "Balance of Terror".  Kirk steals the device (which happens to look a lot like Nomad!) in "The Enterprise Incident".   In the Warbird, the cloak can be very effective, since it can provide substantial protection while the plasma bolt is charged.  Unfortunately, it consumes a large amount of power (alluded to in "Balance of Terror").  An undamaged Warbird produces 12 units of energy.  If 6 are allocated to the cloak and 1 to life support, this only leaves 5 for movement, any shields, and plasma charging.
In SFBM, the Warbird and Romulan Battle cruiser have 6 cloaking generators.  Per the rules, an undamaged device, if fed 6 units of energy, can cause the ship to disappear in the same turn.  For every generator damaged, you still need to allocate 6 units, but it takes more turns to disappear.  This effectively renders the cloak useless when damaged, even if it takes just one hit.  A captain would be unwise to use those 6 units for multiple turns and get no benefit out of it until several turns down the road.  Those 6 units would be better spent in shields or weapons.  Especially when fighting the Feds - those photons bouncing around, since they ignore shields after the first one - it is likely a Romulan ship would suffer a cloak hit.  When taking a Battlecruiser, it seems a poor trade to mark off one-half of the ship's weapons for a device that will be practically useless after one hit. 
We play with a house rule:  The Warbird and Battle cruiser still require 6 units of energy to cloak.  An undamaged device has a rating of "6", so you can allocate all 6 units and cloak the same turn.  If it takes a hit and is lowered to "5", that is the maximum energy that can be fed into it during one turn.  It still takes a total of 6 to cloak, so you could allocate 3 this turn and 3 the next.  Or 5 and 1.  Or 4 and 2, etc.  The generator will save the energy and once a total of 6 is saved up, the ship can disappear.  Note that, however, if the cloak is damaged, you cannot feed enough into the device to maintain the cloak and will reappear the next turn.  But, it could be enough to escape or get out of a tight spot.  All other rules pertaining to targeting while cloaked still apply.  I believe this new system is an improvement over the original rule.  It makes the device still usable after a hit and still poses limitations since a damaged cloak cannot be used continuously.
Please email me with your house rules, strategy or tactics.
Email Me
Main Page