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Gangrene Federated Suns Leftenant General
Joined: 04-Feb-2002 00:00 Posts: 939 Location: United States
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Posted: 25-Jun-2002 20:28 Post subject: Guided Missile playtest |
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Hey all, I'm back (didn't know I was gone, did ya). Anyway, during my pilgrimage home I got a chance to meet with my bro's gaming group and do a big playtest of my guided missiles people love to hate. I thought it went well, with 7 out of 8 people saying they liked the rules. But I'm still not satisfied, so the jury is still out. Following is a brief account of the game and missile performance, and a shameless plug to adopt my rules.
We played on two normal maps layed end to end (as opposed to side by side), and all the mechs were custom made by my bro. They all had an assortment of regular weapons and one rack of missiles. All the medium mechs had 4 guided missiles and the heavis & assaults had 10, and all mechs had an AMS. The mission was an attack/defend the depot sort of mission.
To no ones surprise, the missiles did dramatically change gameplay, but only at first. The first two turns were largely people going postal with the guided missiles, since they were so easy to hit with. It didn't help that the attacking team decided to advance via the empty side of the board, instead of the side that has all the hills. The missiles proved to be maybe a tad too accurate. The most dramatic example of this is when a fast 40 tonner ran into open terrain in turn 1 at range 22(ish), and got bombarded with 50 points of damage from a storm of guided missiles (on a side note, that is the guy who did not like the missiles). But in retrospect, that's what they were designed to do. I thought they would advance through the hills, but they didn't. By the end of turn 2 all the medium mechs were out of misiles, the AMS had proven itself to be a "must have" piece of equipment, and the game largely turned into normal battletech. The only difference is that one of the attacker's assault mechs hung back to use the GM's for accurate fire support (that turned out really well).
Except for that one mech that go hammered, the missiles proved to be useful but not that dangerous. The only thing that really bothered me about them was that in the first two turns the game had a feeling like those old time wars we watch in movies, where people line up shoulder to shoulder, the enemy does the same, and people just fire at each other. But that's partially due to the simultaneous-fire nature of Btech.
If anyone is interested email me and I will send you the rules. The rules used in the game are the "quick-start" rules, which proved to be really easy to use.
*P.S. - Chihawk, I thought this post would fit better in the design forum than the regular forum. If you move it I might just make voodoo doll of you and stick with pins in the neck, back, and groin.
_________________
Gangrene
[ This Message was edited by: Gangrene on 2002-06-25 20:32 ] _________________ Gangrene
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chihawk Clan Blood Spirit Master Bartender
Joined: 04-Feb-2002 00:00 Posts: 8072 Location: United States
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Posted: 25-Jun-2002 20:45 Post subject: Guided Missile playtest |
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On 2002-06-25 20:28, Gangrene wrote:
*P.S. - Chihawk, I thought this post would fit better in the design forum than the regular forum. If you move it I might just make voodoo doll of you and stick with pins in the neck, back, and groin.
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Well, because you didn't post the actual rules it does really belong in the General Discussion. But as I know someone's going to ask you to post them and I know you'll resond with them I think we can keep it here for now.
And all you'll be doing by sticking pins in me is saving me a trip to my pain therapist.
_________________ www.210sportsblog.com
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Gangrene Federated Suns Leftenant General
Joined: 04-Feb-2002 00:00 Posts: 939 Location: United States
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Posted: 25-Jun-2002 22:06 Post subject: Guided Missile playtest |
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And all you'll be doing by sticking pins in me is saving me a trip to my pain therapist.
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Really? Oh boy, now I can practice voodoo with a clean conscience. Tell me if this hurts.
*stab*
_________________ Gangrene
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