Mechaton Rules Questions
Mantisking:
Quote from: lumpley on February 18, 2011, 05:42:49 AM
3) In the new edition, a) you won't lower your defense or spot dice, and b) spots will add directly to the attack roll. A spot will turn a miss into a hit, a weak hit into a strong hit, and a strong hit into holy cow!
Oh. Oh my. That's going to be interesting.
Keith:
I think it helps in two ways:
a) not that the old version of spot was at all complicated, but this is simpler. It manges to do basically the same thing with fewer words.
b) it fits in more thematically with what spotting attachments are trying to do: make your shots more accurate. Targeting lasers, floodlights, tactical calldowns, all that good stuff, they're trying to help your army find the enemy and hit them good and well. Old spot kind of did that, kinda-sorta, but it didn't also make your misses turn into hits the way this does.
Mantisking:
Quote from: Keith on February 19, 2011, 09:31:10 PM
I think it helps in two ways:
a) not that the old version of spot was at all complicated, but this is simpler. It manges to do basically the same thing with fewer words.
b) it fits in more thematically with what spotting attachments are trying to do: make your shots more accurate. Targeting lasers, floodlights, tactical calldowns, all that good stuff, they're trying to help your army find the enemy and hit them good and well. Old spot kind of did that, kinda-sorta, but it didn't also make your misses turn into hits the way this does.
And I think it will change the way people use them. Generally when I play I'd throw high Spot rolls on low Defense mechs. Makes sense, right? Now, with Spot rolls adding to Attack rolls, I'll be throwing them on high Defense mechs in hopes of getting past the Defense roll.
Robert Beckett:
Hey Vincent
After reading the planned changes you mentioned in this thread, I created a one-page Play Aid to help me & my boys incorporate the changes into our Mechaton battles. I'm posting it here (the formatting is a little wonky trying to post it to a forum reply, but it's still reasonably readable).
Do you notice anywhere where I got your changes (or even the original rules) wrong?
Mechaton – One Mech’s Go
1. Discard your initiative die.
2. Name your targets (one Attack and one Spotting; can be the same mech):
“Attack” Target: You must have at least one weapon attachment left (unless targeting at HtH range)“Spotting” Target: Any mech anywhere, but only if you have a working Spotting attachment
3. Roll all dice except for range-inappropriate red attack dice. Remember the following:
• ...your automatic green d8 if you have only HtH weapons
• ...your red d8 if you’re firing a one-shot rocket (and detach & discard the rocket)
• ...your red d8 for a second weapon at the targeted range (in lieu of a 2nd pair of d6’s)
• (DO NOT SUBTRACT ONE from defense or spotting dice!)
4. Assign one blue or white die to your Defense; put a tiny blue defense die next to your mech (good for the entire turn)
If you have an unresolved attack against you, stop now and let your attacker resolve it now; you must wait to complete Steps 5 through 8 until after your attacker finishes her go.
5. Assign one red or white die to your Attack; assign one green or white die to your Move.
6. Choose whether to move first, then attack, or attack first, then move:
WHEN YOU MOVE
• Move a number of hexes equal to your Move die, or less.
• Cover and Movement: Your mech may not move through or stop in a hex containing cover UNLESS you rolled a green die this turn.
WHEN YOU ATTACK
a) Verify range; if target is not within the targeted range, then no attack is possible (skip steps b thru e below )
b) Determine target’s Defense number (i.e. allow her to do steps 1 – 4 of her go if she hasn’t already)
c) Add your Attack number PLUS any one of the target mech’s tiny yellow spotting dice (discard the spotting die), then SUBTRACT target’s Defense number.
d) Roll that many damage dice
• Exposed target: each 5 or 6 is a hit
• Target Behind Cover (and within HtH range/one hex of cover): each 6 is a hit; each 5 destroys 3 bricks of cover (or is a hit on a covering mech). Note that even two pieces together count as cover.
e) For each hit, target chooses one attachment+die combo to lose
• For white dice, remove arms, head, etc
• Remember: A destroyed weapon means BOTH red attack dice are lost
7. If you named a Spotting Target in Step 2, assign one yellow or white die to your Spotting; put a tiny yellow spotting die next to your Spotting Target.
8. Seizing an station: If you’re the only mech within HtH range (one hex) of a station, replace the marker belonging to objective’s former owner with your marker.
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