anyway.



thread: 2006-11-30 : Mechaton FAQ

On 2006-12-01, Rich Stokes wrote:

The game lasted 3 turns and on a fairly big table.  That took about 90 minutes.  So there wasn't all that much time for anyone to reach any stations.  One was captured on the last turn, by Dave's "Nutter Ninja" mech with 6 katanas. It was a 3 player kick-about, with everyone just trying to get the hang of the game's flow, so we weren't really playing to win as much as playing to learn to win (if that makes sense?).

About parking Artillery: It was about an hour into the game when we all suddenly realised about the same time that we all had a mech in the corner which had at least one artillery attachment and at least one armour attachment and was simply wailing on anyone who was looking vulnerable.  Since the game consisted entirely of the opening moves, it guess it was just probing and trying to make opponents mechs ineffective and thus protecting our stations and mechs.  It seemed to us that a mech with (say) one Artillery weapon and one Defence attachment would be able to sit in the corner in reasonable safety while dropping shots onto key opponents while your other mechs seized stations.  Such a mech would be rolling 3 dice for initiative and therefore has a pretty good chance of going early in a turn.  So also it could be used to "trigger" oposing mechs and force them to act before their owners really want them to act.  Also, perhaps force them to use a good white roll for defence rather than attack, and thus help the rest of the team get to the stations etc etc.  We were talking about one of your four mechs being like that (we had 4 mechs each, that seemed about right)

Because everyone had such a mech in play, and nobody had time for any real attempts to steal stations, any time anyone left a mech with poor defence all the other players wailed on it with these artillery pieces.



 

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