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Thread: MechaWars free beta test

  1. #1

    MechaWars free beta test

    Hi folks.

    I'm preparing to release a new range of games exclusively for download under the One Pound Wargames imprint. As the name implies, when the finished games are released, it will cost £1.00 to download each game. However, to promote the range, I'm releasing the beta test version for free download now:

    http://precinctomega.co.uk/pop-onepo...s/Mechawar.pdf [If you could right-click and "Save as..." that should save my limited bandwidth somewhat]

    The official feedback thread is here on the Precinct Omega forums, but you're welcome to make observations (typos, criticisms, suggestions, unjustified abuse, unqualified praise) here or on our Facebook page. I'll do my best to read everything, but if you want me to listen, the PO forums are the best place to get my attention.

    R.

  2. #2

    Re: MechaWars free beta test

    Amended rules for Collisions, as - whilst they worked - they tended to lead to the disintegration of both mechs involved:

    COLLISIONS!
    Rarely do mech pilots like coming hand-to-hand with enemy mechs. *It is an ugly contest of mass and strength that rarely leaves either mech undamaged. *However, if a mech's weapons systems have been disabled or its pilot is desperate, he may resort to fighting up close. *The process is as follows:

    1. Declare Charge. *The mech must be able to reach its target with a walk or run move that follows a straight line. *Charges may not be declared at targets that are obscured or hidden.

    2. Target declares reactions. *The target of a charge or any one other mech within 1" of the line between the charger and its target may declare the special counter-charge reaction (see below). *If any mech chooses to counter-charge, then no other reaction may be declared as a result of the Charge action. *If no mech chooses to counter-charge then all other reactions may be declared as usual.

    3. Perform Charge. *A Charge move must follow a straight line and stop exactly 1" away from the target or from the nearest mech that has declared a counter-charge.

    3. Resolve shooting reactions. *First resolve all shooting at the charging mech. *If the charger survives the firestorm...

    4. Resolve Charge. *If a mech declared a counter-charge, it now moves 1" towards the charger until the two are in base contact. *If not, the charging mech moves the remaining 1" into base contact with its target.

    5. Resolve Collision. *See below.

    Collision
    Mech combats aren't fights in the sense of two warriors swinging weapons with skill and finesse. *They are purely about the crash of metal on metal and are usually just called "collisions" whether they are intentional hostile action or accidental clumsiness on the mustering ground.

    Each mech in the Collision rolls a number of dice equal to its MA value. *Both sides then discard all dice except the highest – if more than one dice is equal highest, keep all the highest dice. *If the charging mech moved at least 4", add +2 to the result. *If it charged less than 4", add +1 to the result. *If the target or any other mech counter-charged, then that mech adds +1 to its own values. *No modifier can increase a dice value to more than 12.

    Each mech now takes an amount of damage equal to half its opponent's dice roll rounded down, +1 damage for each additional dice with the same value as the highest.

    Results of 12 are Critical Collisions. *As collisions typically cause multiple damage, the player who causes a critical collision may allocate 1 point of damage to a stat of his choice. *The remainder are allocated by the controlling player.

    Both mechs are automatically Shaken.

    If both mechs are still standing, move whichever took the most damage 1" directly away from the other (if both took the same amount of damage, move the non-active mech) and proceed with the turn as normal.

    ***

    Example:
    My MA2 mech is five inches away from an enemy mech (MA2) and I elect to charge. *He declares a counter-charge reaction, so I move 4" towards him, then he moves 1" into base contact and we both roll two dice. *I roll a pair of 8s. *My mech moved a total of 4" so I add +2 for a total of 10, plus a second 10. *He rolls a 12 and a 2, discards the 2 and would add +1 but he already has a 12.

    I take (half of 12=) 6 damage, one point of which he can allocate to an active stat of his choice. *He takes (half of 10=) 5 damage, plus one point of damage for the second 10 for a total of 6 damage which he can allocate to his stats at will.

    Neither mech is wrecked (although it's a close thing!), so both mechs are Shaken. *As I used my first action to charge, I lose my second. *He used his first action as a reaction (counter-charge), so he also loses his second action.

    Finally, as we each took the same damage, but I performed the charge, his mech moves 1" away.

    ***

    Note that collision is an excellent way to end up wrecking both mechs. *Even a surviving mech will be badly damaged and vulnerable to further enemy action.
    R.

  3. #3

    Re: MechaWars free beta test

    I'm looking at the maths of shooting and I'm not happy.

    You have a target value and a dice result. Mathematically-speaking, reducing one is almost exactly equivalent to increasing the other.

    So AG increases the target value, whilst AR (MA-AR, but bear with me) decreases the result... or increases it (thus decreasing the target value, effectively) or does nothing if MA and AR are the same.

    This is unsatisfactory. So I'm looking at the following fix:

    AG will cease to be a stat and will, instead, be replaced by AR which becomes an active stat (logically enough: armour's ability to protect the mech is ablated by incoming fire and, when it's all gone, the mech is dead).

    AG will, instead, become a special property that can be applied to a mech for the expenditure of power points. So a mech may be given the quality "Agile". If an agile mech is the target of a shooting attack, the lowest dice rolled is removed before hits are calculated.

    AR otherwise replaced AG in terms of calculating effective range.

    Thoughts?

    R.

  4. #4

    Re: MechaWars free beta test

    OK, so after some playtesting, we like the much smoother, faster solution inherent in ditching AG and replacing it with AR, which then becomes an active stat. *That change is in.

    I've also clarified the issue of whether a mech that hasn't activated yet has a 360degree awareness arc (it does), but have taken away the 360degree LOS. *This means that, if a mech acts behind an opposing mech that hasn't activated yet (or which prowled and has an action remaining) then the opposing mech can react, but if it wants to shoot the active mech, then it must do so with a move & shoot reaction, turning around and then shooting.

    I'm fiddling a bit with the terminology. *At the moment I've got "awareness arc", "LOS" and "LOF". *I think, with a bit of tweaking of the wording, I can reduce that to two: LOS and LOF. *The former may extend up to 360degree, but the latter is only ever the 180degree arc to the mech's front.

    Nearly finished with the release version of the rules, now. *I'm tidying up the text, improving the formatting and trying to work out how to make decent-looking example images with my primitive image editing software and limited photographic skills...

    R.

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