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Post by Sarcastro on Nov 28, 2010 19:21:34 GMT -5
We played two large games today with 6 people in an arena style game. We had just a few things we decided to change and I thought I'd share.
We decided to allow mechs to take a max of two engine upgrades BUT they could choose to double dip if they wanted (two speed boosts or two upgrades to target number) and were not required to take the speed upgrade first.
We also decided that anyone could use the RGMS bonus if someone got tagged (normally restricted to friendly models.)
We played one game with modified initiative as well. The person who won initiative could decide who would move first and play then proceeded clockwise rather that have to keep track of everyone's initiative numbers. It seemed to work just fine and did help speed up an already quick game.
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Post by Dagger on Nov 29, 2010 14:32:29 GMT -5
That's an interesting perspective... you can think of it as upgrading the engine components with speed in mind (Mv) or agility in mind (Tp). The intent of the rule as written is that Tp bonus comes with faster speed. I wasn't sure about allowing the Tp to be pumped up more than +1. That's awesome! That can be very useful in a multiplayer arena game... and amusing in that once you designate a target with the RGMS you can try to convince your other opponents to fire missiles at it as well (taking some of the heat off you and putting it on someone else). I hereby dub this mod as the RGMS-AM... Remote Guided Missile System-Arena Model I can see someone quickly progressing to a Heavy Mech just to find themselves on the unfriendly end of a massive missile barrage from all of the other opponents You seem to like optional rules... so here's one I would like for you to try: Scanning - If you give your unit a SCAN order during the Combat Phase, your unit will have the option to react to threats until the end of the round. If an opponent's unit ends their movement within your scanning unit's firing arc, you may immediately target that opponent with one weapon. Declare the scan attack, check range, then resolve the attack immediately before the opponent continues with their Combat Phase. You may make more than one scanning attack each round, but you are still restricted to firing each weapon only once per round.
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Post by tugunmojo on Nov 29, 2010 17:23:41 GMT -5
Is this optional rule intended to be like Overwatch in other games?
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Post by Sarcastro on Nov 29, 2010 22:13:05 GMT -5
We'll give that a try. It does make for more book keeping having to remember each weapon that was fired but it does allow for more tactics as you are able to move into position and cover an area (like someone's arena exit point.)
Letting folks up their target number by two points didn't seem to unbalance anything. We were playing with heavy mechs so at best you're still only at a 5 and honestly many folks weren't willing to part with the extra armor or more powerful weapons (the engine upgrades are pretty costly at 2bp each.) Yes, a light mech could up their TP to 7 but that's half their points. When that mech does get hit it's going to suffer a critical more often than not. Besides, it gives a little more incentive to take the targeting device (no one took it our first game since heavies are hit on a 3.)
Off topic, we did all decide that there needs to be a way to mess with an opposing mech's heat (it only became an issue once in the two games we played.) Whether it's flame throwers or incendiary missiles/rounds we aren't picky. Maybe trading damage for +1 heat or add a modifier to the target's heat roll IF it needs to take one. Both seem to require a bit more book keeping but it's just too cool to ignore.
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Post by Dagger on Nov 30, 2010 1:09:34 GMT -5
Is this optional rule intended to be like Overwatch in other games? I'm not familiar with "Overwatch"... but I'm sure it's a common concept. The idea is to add a level of strategy and timing to the game... do I fire now, or sit here with my finger on the trigger hoping for a better target?. It also makes scenarios more interesting... gives you a way to defend something in a way other than just standing there. True... Scanning tokens are included in the current game that you can use to show that your unit was given a SCAN order, but I can see where keeping up with what weapons have fired might get tedious. Another way to do it is to only allow one SCAN attack... firing any eligible weapons. I'm stuck here in Afghanistan and can't playtest it the way I'd like... feel free to try it different ways and let us know how it goes.
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eilif
Junior Member
Posts: 72
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Post by eilif on Nov 30, 2010 13:35:33 GMT -5
Off topic, we did all decide that there needs to be a way to mess with an opposing mech's heat (it only became an issue once in the two games we played.) Whether it's flame throwers or incendiary missiles/rounds we aren't picky. Maybe trading damage for +1 heat or add a modifier to the target's heat roll IF it needs to take one. Both seem to require a bit more book keeping but it's just too cool to ignore. I've been thinking about this too. I would approach it with flamethrowers. How about this: The flamethrower would have a very short range, but would be able to set a mech on fire. Each turn that the mech is on fire would do very little actual damage (maybe the same as a light MG, but might take 2 HV away from the mech that turn. The fire would have a 30-50 % chance of going out each turn, and the mech pilot could spend it's attack phase trying to put out the flames with a 30-50% chance of success. It could be a cool way to temporarily partially incapacitate mechs, but at the cost of having to get up-close, and a reasonably unreliable durration.
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Post by Dagger on Nov 30, 2010 14:22:23 GMT -5
I have been toying with the idea of a flame-thrower. Most likely implemented as a piece of Light special equipment. It will have short range (probably 4/8), do light machine gun damage with a "bonus" effect: Mechs successfully hit receive +1 Heat that they'll have to deal with at the end of the round... Vehicles and Troops receive DOUBLE damage. Crits are ignored, and I'm not sure about the cost yet... probably 2. I think it would be neat to have it ignore Cover bonuses too.
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