thread: 2006-03-14 : Board Setup in Mechaton
On 2006-03-16, Vincent wrote:
Gains, there are no mooks in the game. Also no lone awesome units. If your guy gets bull-rushed, swamped, and taken out, that's cool, that's your opponent leaving other areas massively undefended.
Tris, in fact there are very good reasons to make your guys into an arrowhead and smash them through my perimeter. That's the starting position (or one of the starting positions) from which you and I begin to make interesting decisions.
You're both arguing about Mechaton's rules from a position of fear, based on a) having never played the game, but b) having played other, crappy, games. It's not a strong position and you should chill out.
I'm not going to promise you that you'll like Mechaton, but I DO promise you that it won't be stupidly broken.
This makes TB go "Fear? Not so much"
Just commenting on what I see - you appear to think the same thing about the armoured spearhead. Attributing that observation to fear... feels pretty bogus to me. I'm trying to contribute because I enjoy it, and enjoy your thinking about games.
This makes VB go "I'm in favor of the armored spearhead."
I think it's a solid offensive approach and I don't see any reason to problematize it. If every single game of Mechaton ever centers on an armored spearhead - that's fine with me.
I suspect that there are other good offensive approaches, but I don't care if there are. The game's fun even if there aren't.
This makes TB go "...and fun is what it's about..."
I guess I got the wrong end of the stick concerning why the set up rules are interesting; tried to point out that they don't do what I thought you think they do; and you were like "so what, I never thought they did that"
This makes SF go "Spearhead vs infiltrators"
Now I really want to see what happens if someone builds lots of low-dice mechs and swarms them through the perimeter -- can you regroup on the objective faster than the defenders pick you off?
This makes NinJ go "Well, there's a hole in the rules there..."
Lots of small and cheap doesn't work because nothing has a cost.
As it stands, the only reasonable way to play is with a small number of mighty dudes; the maximum number of guys is a static resource.
This makes VB go "lots of small and cheap is viable..."
Your choices when you build your army are: 1) few and weak; 2) few and strong; 3) many and weak; 4) many and strong. The win-points-per-victory scheme makes each of the four a potentially winning army.