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<rss version="2.0"><channel><title>BSG: House Rules Latest Topics</title><link>https://wingsofwar.org/forum/156-bsg-house-rules/</link><description>BSG: House Rules Latest Topics</description><language/><item><title>Large and unofficial ships, cards, 3D prints, etc</title><link>https://wingsofwar.org/topic/33858-large-and-unofficial-ships-cards-3d-prints-etc/</link><description><![CDATA[Not my material but <a href="https://boardgamegeek.com/thread/2736434/article/38586001#38586001" rel="external nofollow">this BGG thread</a> may be of interest for maneuver and ship cards, stl files and such.  I would probably use Galactica movement cards for colonial fleet ships.]]></description><guid isPermaLink="false">33858</guid><pubDate>Tue, 05 Oct 2021 15:39:49 +0000</pubDate></item><item><title>Big Ships - Battlestar Galactica Weapons</title><link>https://wingsofwar.org/topic/32778-big-ships-battlestar-galactica-weapons/</link><description><![CDATA[<p>What does the Galactica have for weapons?  As best I can determine, from other sources, and image analysis, it is something like this:</p><p> </p><p>
<a class="ipsAttachLink ipsAttachLink_image" href="//media.invisioncic.com/p332513/monthly_2020_12/GAL_BSG_Ortho_Top__Bottom_Guns.jpg.94496e00830b6ba084101a2e1a823de1.jpg" data-fileid="119372" data-fileext="jpg" rel=""><img data-fileid="119372" class="ipsImage ipsImage_thumbnailed" alt="GAL_BSG_Ortho_Top_&amp;_Bottom_Guns.jpg" data-src="//media.invisioncic.com/p332513/monthly_2020_12/GAL_BSG_Ortho_Top__Bottom_Guns.jpg.94496e00830b6ba084101a2e1a823de1.jpg" src="https://wingsofwar.org/applications/core/interface/js/spacer.png"></a></p><p> </p><p>
This thing has a Bunch of Point Defence weapons!  The PD weapons on the engine nacelles are located above and below the approach path to the Hangar Pods (nice!), so that shouldn't be a problem on approach, if the pilot doesn't try anything too extreme.  There aren't many (by what I can determine) on the center belly of the ship, nor on the bottom of the Hangar Pods (although there are some along the bottom edge of the belly that could bear below the Hangar Pods.</p><p> </p><p>
If we extrapolate Neil's [skafloc] ship rules, perhaps we can come up with what these things do for range and damage?  Asteriod chits for the Main Guns at two to four rulers (using <abbr title="Wings of Glory WWI">WGF</abbr>/S AA rules), and regular chits for the PD weapons (Viper shooting rules)?  For PD weapons, use a chit per battery, as opposed to a chit per turret?  Still very ugly (as it should be, I suppose).</p><p> </p><p>
Thoughts?</p>]]></description><guid isPermaLink="false">32778</guid><pubDate>Wed, 02 Dec 2020 20:17:29 +0000</pubDate></item><item><title>Immelmann / Split-S in space</title><link>https://wingsofwar.org/topic/30420-immelmann-split-s-in-space/</link><description><![CDATA[<p>Hi guys,</p><p>
hello Andrea,</p><p> </p><p>
during a friendly game with a friend, who like me is new to BSG, we discussed some ways to move your spaceship that seem "missing" in the rules.</p><p> </p><p>
-&gt; a way to change "height" (I know their is no such thing in space !) and direction, like an "Immelmann" to gain a level of "height" or a "Split-S" to reduce one level.</p><p> </p><p>
So we came to the following way to achieve this:</p><p> </p><p>
1) for "Immelmann"</p><p>
- usage of a special card ( "blank card" with extra marking "Immelmann/Split S") AND a regular straight movement card </p><p>
- settings of the control panel slider: Altitude +1 / still uses the "Back" setting of the control panel</p><p>
- use the backward option on a straight movement card, BUT put the card in front of the model, then turn the model 180 degrees, so it faces the direction it came from.</p><p> </p><p>
2) for "Split-S"</p><p>
- usage of a special card ( "blank card" with extra marking "Immelmann/Split S") AND a regular straight movement card </p><p>
- setting of the control panel slider: Altitude -1  / still uses the "Back" setting of the control panel</p><p>
- use the backward option on a straight movement card, BUT put the card in front of the model, then turn the model 180 degrees, so it faces the direction it came from.</p><p> </p><p>
Movements still count as a "Straight" maneuver, but also as "Difficult" / "Kinetic energy 3" and as a 3G-maneuver !</p><p> </p><p>
What do you think of this ? Does it make sense ?</p>]]></description><guid isPermaLink="false">30420</guid><pubDate>Sun, 02 Jun 2019 23:01:22 +0000</pubDate></item><item><title>Three player games.</title><link>https://wingsofwar.org/topic/29977-three-player-games/</link><description>We flew our first Quick Start missions last night. It was two Vipers vs one Cylon. It was fun but the Cylon lost both times. The instruction book says to use ability cards to balance out the sides when you have an odd number of pilots so we used an add 2 to your dice roll for the Cylon firing. That did not work so well. I was wondering about using must roll a 9 or higher for a hit by the more numerous team instead.  We often play games with 3 players in WGF but this is new territory. Anyone else thought about this?</description><guid isPermaLink="false">29977</guid><pubDate>Tue, 19 Feb 2019 21:58:01 +0000</pubDate></item></channel></rss>
