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Post by Mike H "Chugosh" on Apr 24, 2012 1:50:01 GMT -5
#1: A new set! It seems to have been a while, guys.
But seriously, I would love to see a Mk2 come out with all the construction rules we happy few got a peek at, the infantry construction rules suggested on another thread here somewhere, line art models for the color ink challenged, and even perhaps simplified models for the scissors and knife challenged.
I could put it elsewhere, but here will do as well. I think I like your models better than I like my Mechwarrior collectable miniatures I got to play an even more simplified version of the game. (things got a bit harey when my 5 yr old put a tiny plastic bunny on the table for one her units. I gave it a tp 7, mv 6 and it did 1 pip of damage. She had just gotten the bunny as part of a My Little Pony play set that morning.)
Thanks for all your efforts, Dagger and Waffle!
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Post by WaffleM on Apr 25, 2012 11:40:46 GMT -5
Thanks for the suggestions! I hate to make excuses for the delay in a new set, but for a while "real life" was colliding with "gamer life" and the gamer side had to be put on hold. Things are back to "normal" now and work on the new vehicle set is been back on track!
The Bunny should also not be hindered by terrain (hopping equivalent of jump troops) and cause a -1 targeting modifier to all units within a 6" radius due to the distraction effect of the Cottontail Ultra-radiant Turbulence Emitter or CUTE.
As another optional Rabbit Multiplication Rule: If you have two Heavy Bunny Units within base to base contact at the end of your turn, you may add 2D6 more Light Bunny Units to the battlefield at the start of your next turn.
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Post by Mike H "Chugosh" on Apr 26, 2012 13:18:01 GMT -5
I have an idea how real life can curtail the game thing. Good additional bunny rules! I should also report that she did take out my largest tank with a head of lettuce.
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Post by Dagger on May 7, 2012 21:02:39 GMT -5
As another optional Rabbit Multiplication Rule: If you have two Heavy Bunny Units within base to base contact at the end of your turn, you may add 2D6 more Light Bunny Units to the battlefield at the start of your next turn. ROFLOL!!!!! That's funny.... On a serious note... I've been really, really busy with the real world since I got back from Afghanistan, got promoted, and moved to a new job. Right now I'm in the 3rd week of a month long rotation at JRTC (Fort Polk). I am SO ready to be done with this exercise...(GriN) I will get around to updated the rules though. Ver 2.0 will be very near to the polished product I envisioned from the beginning.
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Post by Mike H "Chugosh" on May 10, 2012 19:33:43 GMT -5
Good news!
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Post by Mike H "Chugosh" on Aug 13, 2012 0:58:54 GMT -5
Another thought. If you guys ever decided to do a Kickstart of the game, one of the stretch goals could be heavy chipboard versions of the various mechs and weapons.
I sure hope real life isn't kicking you guys around too hard. Hang in there anyway!
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Post by sharkbait on Aug 13, 2012 19:09:47 GMT -5
Looking forward to the the updated rules. I like the original, too. But incorporating new ideas is always usually good.
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eilif
Junior Member
Posts: 72
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Post by eilif on Aug 15, 2012 9:47:39 GMT -5
Having played and commented on the testing rules, the only other thing I'd like to add is that I'd really like to see the addition of Jump Jets and Flame weapons.
I realize they aren't particularly realstic, but they are such a part of Mecha lore that it seems a shame not to have them be part of Mech Attack.
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Post by Dagger on Aug 20, 2012 12:25:08 GMT -5
Flame Weapons - I too like the idea of flame weapons, but I just can't decide on how to implement them. I'm torn between making it a template weapon or giving it a bonus to hit. I think a template would be more representative of a flame thrower but having a new template and the possibility of hitting multiple units just adds too much complexity and goes against my goal of keeping things simple and avoid re-inventing a "mech simulator". I guess I'm leaning toward a short range weapon with a bonus to hit that really hurts Troops and heats up Mechs.
Jump Jets - I will include Jump Jets because I want to support some of my favorite MWDA figs, but I've never been a fan of the "death from above" tactic because it slows down the game. Also, I just don't feel comfortable with the idea of larger mechs getting off the ground, it would just be too cost prohibitive. What do you guys think of having jump jets only available to light mechs only?
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Post by sharkbait on Aug 20, 2012 14:02:06 GMT -5
I'd agree with your assessment of flame weapons - short range, infantry killer and mech heater.
Jump Jets - I can agree with them only being available to lights only. The other option would be to make them more costly for mediums and heavy. 1 Bp for per 1" for light 2 Bp per 1" for mediums, and 3 Bp per 1" for heavies. Or something like that.
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Post by Dagger on Aug 20, 2012 20:59:32 GMT -5
Jump Jets - I want them to be useful, but not abused. I'm thinking maybe 1Bp for Light, 2Bp for Medium, 3 Bp for Heavy. Allows the mech to move/rush while ignoring obstacles. Generates 3 heat (otherwise you would always Jump instead of Rushing). Must land in a clear area.
Flamers - Do we need a Light/Medium/Heavy version? Or maybe keep it simple and implement them as support equipment... just have one size. Maybe:
Bp=3 Rv=8/- (no extended range) Hv=1 Dp= 4x Special Rules= +1 to Hit, Troops roll damage twice at Heavy (+2), Mechs gain +1 Heat when hit, no additional effect for Aircraft or Vehicles
My only issue with implementing it as Support Equipment is that it could only be mounted in a Mech's torso... so maybe implement it as a weapon with Bp costs at 1,2,3 and Dp at 2x,3x,4x for Light/Medium/Heavy respectively.
Thoughts?
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Post by Mike H "Chugosh" on Aug 20, 2012 22:49:43 GMT -5
I think the range on the Flamer is a little on the long side. I'd believe it more at like 4 or so, with an extended of 6 perhaps. I agree that a template makes the game just a hair too fiddly. The special rules are good, with a tweak, in that the extra heat on the target Mech could equal the bp. The heavy flamer would and should be devastating. The shorter range would compensate for the possibility of popping mechs by overheating them.
The jump jets rules look good. All they do is allow the mech to move like jump troops, after all.
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Post by sharkbait on Aug 21, 2012 7:01:12 GMT -5
Dagger - I like the jump jet rules. Will there be an attack modifier for a jumping mech. There's the -1 for a rushing mech, are you thinking it will be the same for jumping or go with a -2?
Flamers - I think a L/M/H version would be good. Or some way to be able to arm mount them.
I also like Chugosh's suggestion: "The special rules are good, with a tweak, in that the extra heat on the target Mech could equal the bp. The heavy flamer would and should be devastating."
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Post by WaffleM on Aug 21, 2012 8:55:12 GMT -5
Maybe Flamers should also do extra damage to buildings and forests? They could also be used to create fire or smoke walls that prohibit troop movement or cause heat damage to Mechs that move through them (and block LOS). This would give them a tactical use rather than a strictly damage based one.
Maybe something like: Light Flamers create a 30mm hex flame marker per shot (flame markers also act as heavy smoke for LOS rules) Medium create a 40mm hex flame marker Heavy create a 50mm hex marker
Each turn the flame markers would drop one level: 50 drops to 40 40 drops to 30 30 drops to just a 30mm smoke marker 30mm smoke marker fades away and is removed from the board
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Post by Dagger on Aug 21, 2012 10:06:41 GMT -5
Ok... so we have: Light Flamer Bp=1 Rv=4/6 Hv=1 Dp= 3x (+1Hv) Medium Flamer Bp=2 Rv=4/6 Hv=1 Dp= 4x (+2Hv) Heavy Flamer Bp=3 Rv=4/6 Hv=1 Dp= 5x (+3Hv) Flamer Special Rules= +1 to Hit, Troops and Terrain roll damage twice "Terrain" being buildings and forest areas. Destructible Forests will be an optional rule like Destructible Buildings... except using a Sv like Troops instead of an Armor Grid. Once the Forest area is destroyed the area becomes Rough Ground. I like the idea of smoke... but I think it's best left to the optional Smoke rules in the Terrain expansion. Keeping up with smoke would put it just over the CCP (Complexity Control Point)
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