thread: 2006-07-03 : Mechaton rules
On 2006-07-06, Uriel wrote:
It would'be played out very differently with those rules for seizing. More shooting and maybe more turns. We used bricks to mark the rocket, you can see it on the picture.
What we did when the defender was tied was roll a die and then we switched mech, which in effect gave me one extra attachment. Your rule is a bit clearer and quite fair. That's one things I like best about Mechaton; it's very fair and balanced.
about cover: "Only consider terrain that's within 1 hex of you. If we're ten hexes apart and there's a wall at hex
five between us, and no other terrain nearby, we're exposed to one another. In other words, you can't be "behind" cover that's more than a hex away. Even if you wish you were."
I get this totally for artillery fire that goes in a arc, but direct fire that goes in a straight line, like lasers and such, it seems counter intuitive. But on the other hand the first 6 that you remove could be you blasting right through the wall.
"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."
Good fix. I think the setup rules are excellent, so much that I almost want to have the worst army to be able to gain the tactical advantage.
I briefly explained the spotting rule before we started playing, but after we finished I had to explain it again so I'm not sure they got it the first time, but since we all rolled so low on the spot dice it didn't matter much. But I plan to build more spotter mechs, they're very important indeed it seems.
And we didn??t use any missiles, mostly because not all teams had mechas which were fitted or fitable with missiles from the start. I need to come up and find parts for a generic missile rack that can be fitted to most mechas.
I??ll bring my stuff to my FLGS on monday again and see if I can get a game on. I'll shoot more pictures then, I almost forgot last time.
Rules that would've been cool that I have no idea if they would work or not, I'm just thinking out loud here:
Fall down: Instead of damaging your opponent you make him fall over and he has to spend 2-3 move to get to be able to do something on his next go. Some times you might want to hinder a mech from going some where rather than damaging it.
Push: You can walk 1 extra hex but has to roll a die to avoid getting stuck or falling. First push you fall down on a 5-6. Second push you fall down on 4-5 and take damage on 6. Third push you fall down on 2-4 and take damage on 5-6. Not some thing you would use often but useful for those mad desperate rushes.
Command rerolls. You can reroll any dice by taking a -1 to your score. Maybe it should cost more if you have the current highest score, like -2, to be balanced I don't know.
But since this is you writting this I'm pretty sure you've thought about those ideas before and rejected them. And in a way it's good that Mechaton doesn't have a ton of special rules for very special occasion like some other games (*cough* warhammer). I like that.