anyway.



thread: 2006-07-03 : Mechaton rules

On 2006-07-05, Vincent wrote:

Awesome! Thank you!

The rule for seizing stations is, you seize it only if your mech is the only mech within HtH range of it. Otherwise, its ownership stays.

So here's a station, let's say its an unclaimed fallen satellite, like for the short game.

You and I both choose our fastest mechs and run them straight toward it, holding our second mechs back for support. By a quirk of green die rolls and initiative, your mech reaches it first, at initiative 1 of turn 3. At step i of your mech's go, your mech is the only one within HtH range of it and you seize it.

At initiative 2 of turn 3, mere seconds later, my mech reaches it. I smash into you with everything I've got, but you're still standing at my step i. At step i of my mech's go, my mech isn't the only one within HtH of the station, so I don't seize it - it's still yours.

In order to seize it from you, I have to take you out or drive you away (and there are no rules for driving someone away). Until that happens, yours it is and yours it stays.

It's really easy to figure out if you have an actual brick your color to put on it. When you're the only mech there, put your marker on it. When someone else arrives, they can remove your marker and place their own only if you aren't there to interfere.

Let's see.

For ties during setup, roll off. The loser has to add one attachment to one of his mechs. If both armies are maxed out, then instead the winner gets to remove one attachment from one of his mechs. Now they aren't tied anymore.

I may decide that rule sucks, but it's my proposal for now.

Someone behind cover still gets the benefit of cover against artillery fire. Notice in the new rules that being behind a wall doesn't mean nobody can shoot you.

Strictly, a mech with green dice can pass through any terrain as though it didn't exist. However, it'd be very reasonable - especially looking at your layout - to make a rule that to pass through a wall you have to spend an extra hex of movement. That is, moving into a hex with a wall is 2 move instead of 1.

About setup: yeah, that guy's criticism is fair. Add to the rules: when the defender places her two initial mechs, she can't place them so that they're farther than 10 hexes from her nearest station.

Here's another important rule I missed: in HtH, never consider cover. You always hit on a 5 or 6 on the damage dice.

What else?

Oh, it's interesting that you did high defense and low spotting. High spotting is the way to beat high defense.

Did you use any 1-shot missiles? High spotting plus a 1-shot missile is REALLY the way to beat high defense.

I'm glad you had a good time!



 

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