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Post by branflayk on Mar 22, 2015 7:45:47 GMT -5
Hi
Have had Mech Attack for ages, just looking at it again in a burst of wanting to scratch my big robot itch... I've dusted off my old BT Introductory Box Set (that came with 24 plastic mini's and some hex maps), and was wondering if anyone else plays MA this way? I might go to hexless later (with some 6mm scale terrain) - would I just half the current move/fire values? How do people handle jump-jet mechs? I'm thinking of classing it as a Rush move, with the added heat (although may just not have jumping at all to get started).
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Post by Dagger on Mar 22, 2015 20:15:45 GMT -5
Hi Have had Mech Attack for ages, just looking at it again in a burst of wanting to scratch my big robot itch... I've dusted off my old BT Introductory Box Set (that came with 24 plastic mini's and some hex maps), and was wondering if anyone else plays MA this way? I might go to hexless later (with some 6mm scale terrain) - would I just half the current move/fire values? How do people handle jump-jet mechs? I'm thinking of classing it as a Rush move, with the added heat (although may just not have jumping at all to get started). That's an interesting idea... If I remember correctly, the BT figures are 6mm so halving the move/fire values is a good start. You can just count hexes for movement but I'd forget about counting hex faces when turning like you do in BT. As for jumping, please try this... Add this option when building a Mech: Jump Jets: Launches the Mech over other units and obstacles when given a JUMP order (up to 2x their MV). Choose the option that matches the size of your Mech frame. Light Mech: 1 Bp Medium Mech: 2 Bp Heavy Mech: 3 Bp Add this to the list of Movement Orders: JUMP – A ground unit equipped with Jump Jets or Jump Packs may move in any direction (ignoring terrain and obstacles) up to twice its Move Value (Mv), and then land facing any direction. Mechs that JUMP generate 3 Heat. Any unit that JUMPS must end their activation with no Combat Order. Note that the JUMP order applies to troops with Jump Packs as well...
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Post by branflayk on Mar 23, 2015 6:44:07 GMT -5
Thanks Dagger. I want to introduce my son to this game, and hex maps will probably make it easier to grasp at the beginning in terms of how many "spaces" he can move or shoot.
Depending on how that goes, would like to just play on a tabletop with some terrain (you're right, BT is 6mm scale), so I was thinking halving distances would be close enough.
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eilif
Junior Member
Posts: 72
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Post by eilif on Mar 25, 2015 12:31:57 GMT -5
Whatever scale you use, Mech Attack with minis is a very rewarding experience. We play it with rebased mechwarrior pre-paints in 10mm scale and keep the ranges as-is on 3d terrain. We also do 28mm (see my earlier post) with doubled ranges However, we used hexes with halved measurements once. You can see the report on that game here: chicagoskirmish.blogspot.com/2013/02/more-mech-attack-and-panzer-8-gaming.htmlIt was a good time, but you'll notice that the hexes are pretty big (around 50mm) and there are many fewer as compared to a BT map. Battletech hexes are notably smaller and if you can fit 2-4 BT hex maps together, you would probably have enough hexed area to use the ranges as-is. You can see our other games of Mech Attack in both scales on the same blog. Whatever you decide, I hope you enjoy this excellent ruleset.
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Techpriest
New Member
Looking for players in KC
Posts: 34
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Post by Techpriest on Apr 18, 2015 8:23:31 GMT -5
We have used MechWarrior figures which are about the same size as Mech Attack paper figures. We are now using BattleTech figures. We kept all the numbers the same and have noticed no issues. In BT a Long Range Missile can fire 21 hexes. In MA a Missile can fire 14 inches, I would not want to reduce that at all. We have actually talked about increasing the ranges of weapons, but that is for another thread.
I have not played with hexes yet, but have only played with experienced wargamers. I do think the hexes would help a new gamer. It takes much of the guess work out, you always know what is in range, where you cane move, etc and when moving or shooting it reduces argument and driver error.
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Post by Mike H "Chugosh" on Apr 25, 2015 21:53:08 GMT -5
I've been thinking of doing something similar for my kids when I play MA with them.
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