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![[Post New]](/s/i/i.gif) 2014/01/24 20:21:39
Subject: Mecha Front - Rules Qs and random stuff
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Longtime Dakkanaut
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Setting up a thread to cover rules discussion for the game, general feedback and other random stuff that doesn't need to clog up the new and rumors thread.
The 1.4 version of the rules is available and has added infantry and a few vehicles into the mix for combined arms forces.
If you guys have questions about the mechanics just fire away. Also if you spot editing mistakes just let me know it's pretty easy for me to miss stuff while I pound away at the massive text wall.
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This message was edited 1 time. Last update was at 2014/01/24 20:40:02
Paulson Games parts are now at:
www.RedDogMinis.com |
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![[Post New]](/s/i/i.gif) 2014/01/24 20:33:52
Subject: Mecha Front - Rules Qs and random stuff
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[DCM]
Dankhold Troggoth
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Excellent! I will be trying to give this a playtest after I get the Lynx models, as then I'll have 2 mediums and 3 lights  which should be about right for a small game, I think.
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![[Post New]](/s/i/i.gif) 2014/04/16 14:33:49
Subject: Re:Mecha Front - Rules Qs and random stuff
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Longtime Dakkanaut
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Here's links to the WIP rules, keep in mind they are still very much in progress. Feel free to posts critique.
Rules:
www.mechafront.com//f/Rules_-_Mecha_Front_1.4_in_progress.docx
Activation Cards:
www.mechafront.com//f/Activation_Cards_1.4.docx
Unit Stat Cards:
www.mechafront.com//f/Stat_Cards_1.4.docx
Neo-Bloc Cardstock Mecha:
www.mechafront.com//f/neobloc_cardstock.doc
NorAm Cardstock Mecha:
www.mechafront.com//f/noram_cardstock.doc
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Paulson Games parts are now at:
www.RedDogMinis.com |
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![[Post New]](/s/i/i.gif) 2014/04/18 17:45:30
Subject: Re:Mecha Front - Rules Qs and random stuff
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Fresh-Faced New User
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Hi there,
I've been going over the rules and was wondering if aiming and the radar lock rules stack?
e.g. A Raptor performs a radar lock on a Goshawk, spending 1 sensor pint. A Lynx then spends an action to aim and another action to attack the Goshawk. Does the Lynx get +4D (3D from the aiming and 1D for the sensor point)?
Additionally can you stack Radar Locks?
e.g. Two Raptors each perform a radar lock against a Goshawk, spending 1 sensor point each. Would another model attacking the Goshawk get +2D?
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![[Post New]](/s/i/i.gif) 2014/04/18 22:12:21
Subject: Re:Mecha Front - Rules Qs and random stuff
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Longtime Dakkanaut
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Yes those effects do all stack, multiple locks on a target really help increase your odds of both hitting and ultimately damaging the target.
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Paulson Games parts are now at:
www.RedDogMinis.com |
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![[Post New]](/s/i/i.gif) 2014/04/19 21:38:47
Subject: Re:Mecha Front - Rules Qs and random stuff
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[DCM]
Incorporating Wet-Blending
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A question about Edge: When you say that pushing a mech to its limit is mentally and physically taxing on the pilot, are you referring to the sort of intense concentration that a Formula One driver needs to cut off another driver on a corner, or is the pilot physically and mentally connected to his mech as in Pacific Rim or a GW Titan?
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![[Post New]](/s/i/i.gif) 2014/04/19 21:45:23
Subject: Re:Mecha Front - Rules Qs and random stuff
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Regular Dakkanaut
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Not a rules question, per se. But if you were going to play with DZC terrain, which scale fits better: the 15mm or 6mm mechs?
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![[Post New]](/s/i/i.gif) 2014/04/19 22:11:42
Subject: Re:Mecha Front - Rules Qs and random stuff
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Willing Inquisitorial Excruciator
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SavageRobby wrote:
Not a rules question, per se. But if you were going to play with DZC terrain, which scale fits better: the 15mm or 6mm mechs?
I think the ones on the KS page are the 15mm, 6mm works fine with DZC terrain if you don't mind it being slightly big (as in, tanks can drive through some of the doors). Isn't "too" out sized though for 6mm unless you bring magnifying glasses to your games
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- 1250 points
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![[Post New]](/s/i/i.gif) 2014/04/20 01:45:40
Subject: Re:Mecha Front - Rules Qs and random stuff
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Fixture of Dakka
Bathing in elitist French expats fumes
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JoshInJapan wrote:A question about Edge: When you say that pushing a mech to its limit is mentally and physically taxing on the pilot, are you referring to the sort of intense concentration that a Formula One driver needs to cut off another driver on a corner, or is the pilot physically and mentally connected to his mech as in Pacific Rim or a GW Titan?
From what I understand, Formula One. Look at the *devastating* power of LaZ0rs... he tries to keep it as reelz as possible.
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![[Post New]](/s/i/i.gif) 2014/04/20 02:38:09
Subject: Re:Mecha Front - Rules Qs and random stuff
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[DCM]
Dankhold Troggoth
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doc1234 wrote: SavageRobby wrote:
Not a rules question, per se. But if you were going to play with DZC terrain, which scale fits better: the 15mm or 6mm mechs?
I think the ones on the KS page are the 15mm, 6mm works fine with DZC terrain if you don't mind it being slightly big (as in, tanks can drive through some of the doors). Isn't "too" out sized though for 6mm unless you bring magnifying glasses to your games
Yeah, I actually think either scale models will work fine with the DzC terrain  although paulson uses his 15mm on it. I'm personally pledging for 6mm and planning to use the same DzC terrain. It's made for 10mm so it really is right in between the sizes, and paulson's stuff is quite large for the scale. I mean, his 6mm mechs tower over DzC's 10mm ones! So, I personally think it will work fine for the 6mm stuff
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![[Post New]](/s/i/i.gif) 2014/04/20 04:29:28
Subject: Re:Mecha Front - Rules Qs and random stuff
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Longtime Dakkanaut
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JoshInJapan wrote:A question about Edge: When you say that pushing a mech to its limit is mentally and physically taxing on the pilot, are you referring to the sort of intense concentration that a Formula One driver needs to cut off another driver on a corner, or is the pilot physically and mentally connected to his mech as in Pacific Rim or a GW Titan?
The drain from edge is the mental and physical aspect like formula one or jet fighter pilots. Mecha are just complex walking tanks, not tied into the pilot's brains,ueled by psychic energy or whatever anime non-sense is the trend nowdays.
It's meant to be much more of a hard sci fi setting, people are still just people but they have some badass guns and robots.
Lazers are kept to a reasonable level IMO, they do shoot shimmering rays of rainbow awesome like battletech but they have as nasty punch due to their damage centering all in one spot, railguns also fall into the same damage distribution and sometimes those extra 1-2 points in the same location will cripple or destroy a mech. Medium and heavies with quad lasers can fricking hurt, but ACs tend to look sexier at first due to the bucket o' dice effect.
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This message was edited 2 times. Last update was at 2014/04/20 04:34:46
Paulson Games parts are now at:
www.RedDogMinis.com |
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![[Post New]](/s/i/i.gif) 2014/04/20 13:17:33
Subject: Re:Mecha Front - Rules Qs and random stuff
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Regular Dakkanaut
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RiTides wrote: doc1234 wrote: SavageRobby wrote:
Not a rules question, per se. But if you were going to play with DZC terrain, which scale fits better: the 15mm or 6mm mechs?
I think the ones on the KS page are the 15mm, 6mm works fine with DZC terrain if you don't mind it being slightly big (as in, tanks can drive through some of the doors). Isn't "too" out sized though for 6mm unless you bring magnifying glasses to your games
Yeah, I actually think either scale models will work fine with the DzC terrain  although paulson uses his 15mm on it. I'm personally pledging for 6mm and planning to use the same DzC terrain. It's made for 10mm so it really is right in between the sizes, and paulson's stuff is quite large for the scale. I mean, his 6mm mechs tower over DzC's 10mm ones! So, I personally think it will work fine for the 6mm stuff 
Cool. I like the heft of the 15mm ... But I like the quantity I can get for the same $$ with the 6mm. :-)
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![[Post New]](/s/i/i.gif) 2014/04/20 19:32:59
Subject: Re:Mecha Front - Rules Qs and random stuff
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Fixture of Dakka
Bathing in elitist French expats fumes
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paulson games wrote: JoshInJapan wrote:A question about Edge: When you say that pushing a mech to its limit is mentally and physically taxing on the pilot, are you referring to the sort of intense concentration that a Formula One driver needs to cut off another driver on a corner, or is the pilot physically and mentally connected to his mech as in Pacific Rim or a GW Titan?
The drain from edge is the mental and physical aspect like formula one or jet fighter pilots. Mecha are just complex walking tanks, not tied into the pilot's brains,ueled by psychic energy or whatever anime non-sense is the trend nowdays.
It's meant to be much more of a hard sci fi setting, people are still just people but they have some badass guns and robots.
Lazers are kept to a reasonable level IMO, they do shoot shimmering rays of rainbow awesome like battletech but they have as nasty punch due to their damage centering all in one spot, railguns also fall into the same damage distribution and sometimes those extra 1-2 points in the same location will cripple or destroy a mech. Medium and heavies with quad lasers can fricking hurt, but ACs tend to look sexier at first due to the bucket o' dice effect.
Oh I know. We had that discussion about the LaZ0rs( tm) before. I understand the hard sci-fi setting. It's just that for those used to "lasers" in other settings, they might appear lackluster. But I'm a railgun kinda guy, anyway. So there's that.
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![[Post New]](/s/i/i.gif) 2014/04/21 00:32:01
Subject: Re:Mecha Front - Rules Qs and random stuff
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Grizzled MkII Monster Veteran
Toronto, Ontario
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paulson games wrote:The drain from edge is the mental and physical aspect like formula one or jet fighter pilots. Mecha are just complex walking tanks, not tied into the pilot's brains,ueled by psychic energy or whatever anime non-sense is the trend nowdays. 
Let's not say anything we can't take back here... Pacific Rim was amazing!
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![[Post New]](/s/i/i.gif) 2014/04/21 04:02:11
Subject: Mecha Front - Rules Qs and random stuff
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Krazed Killa Kan
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Hey, it's still like to see some force feedback waldos (remote manipulators) controlling some construction mecha hastily turned into combat mecha, not holding the guns, but rather just there with other guns mounted on juryrigged hard points. Perhaps for a mercenary faction.
They can always help construct fortifications for infantry.
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This message was edited 1 time. Last update was at 2014/04/21 04:11:57
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![[Post New]](/s/i/i.gif) 2014/04/22 18:21:43
Subject: Mecha Front - Rules Qs and random stuff
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Fixture of Dakka
Bathing in elitist French expats fumes
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We need to work on a points system.
Should we start on weapons on mecha chassis?
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![[Post New]](/s/i/i.gif) 2014/04/22 21:46:01
Subject: Re:Mecha Front - Rules Qs and random stuff
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Longtime Dakkanaut
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The current set of stat cards has basic points for the mecha, for additional systems I'd been looking at 5 points for each system added to the default profiles, swapping out a weapon for a different one would be done at a change of no additional points as long as the weapon used the same number of hard points.
So if I have a light mecha that costs 15 points and I want to add an advanced sensor suite to it would cost 5 more point for a total of 20. Or if I want to add a pair of linked lasers it'd be 5 points.
Light and Medium Mecha will typically have 4 slots devoted to it's weaponry that are calculated into their basic costs, if I have available hard points I can add additional weapons. Weapons that require a single slot cost 3pts individually or 5 pts if it's a linked system. For example we have a Lynx beta with quad lasers, I could remove a pair of lasers on one of the arms and add 2 autocannons without additional cost. (as I removed 5pts and added 5pts back)
Weapon that require 2 slots cost 5pts per weapon, or 8pts if linked. (railguns or heavier class weapons weapons) If a weapon requires 3 slots then it cost 8pts individually and 10pts if linked.
So if I have the same lynx I can replace the pair of lasers with a single railgun for no additional cost.
If I wanted to add a pair of linked medium lasers to the torsos without removing any existing weapons I could add them for 5 pts. (keep in mind they'd be fired as a separate group from arm lasers)
That's the rough guidelines I've been using for play testing, certainly open to suggestions.
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This message was edited 2 times. Last update was at 2014/04/22 21:56:42
Paulson Games parts are now at:
www.RedDogMinis.com |
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![[Post New]](/s/i/i.gif) 2014/04/23 12:27:58
Subject: Mecha Front - Rules Qs and random stuff
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Fixture of Dakka
Bathing in elitist French expats fumes
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Interesting. It's simple, elegant.
I'd have thought some weapons were more valuable than others, though. Maybe it's just pre-conceived notions about the value of range or bonus due to lack of AP (I think you said machine guns are two-for-one weapons, right?)
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![[Post New]](/s/i/i.gif) 2014/05/01 18:10:45
Subject: Mecha Front - Rules Qs and random stuff
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Camouflaged Ariadna Scout
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So, now that the KS has ende, lets bump this up to get some exposure and discussion.
First off, how many 12 sided die do you guys recommend for playing the game? How many should each person have?
I'm thinking 5-8 per person?
I'm looking at getting new dice for this and just need a ballpark figure for how many.
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My Blog: ski2060.blogspot.com
Occasional ramblings about painting and modelling. |
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![[Post New]](/s/i/i.gif) 2014/05/06 04:45:10
Subject: Re:Mecha Front - Rules Qs and random stuff
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Longtime Dakkanaut
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You'll likely want at least 10 dice as it helps things go faster particularly when you are using larger weapons or missile attacks. (Some of the big attacks can be 16-18 dice.)
Personally I have pool of 20 dice (15 blue 5 red) that way I can track critical rolls easier.
You can get by with have 5-10 dice (or even just one) but having more helps move the game along faster.
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Paulson Games parts are now at:
www.RedDogMinis.com |
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