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Battletech/Mechwarrior New Time Line?
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<blockquote data-quote="Purple" data-source="post: 254669" data-attributes="member: 797"><p>The game runs somewhat like Mage Knight, with each force getting to give orders to a certian number of units each turn. If you give an order to the same unit 2 turns in a row it is called 'pushing', and you will take a click of damage and not be able to do anything the next turn. Infantry and vehicles can move and fire in formation, with at least 3 bases (I believe) touching. When you push a mech, it does not take damage but instead must take a click of heat, but can still move the next turn.</p><p></p><p>The demo that I got to play in was on a large table with a very nice ruined city layout, and we had 6 players. They seemed to have 3 different types of armies that you controlled. Two of them were 1 mech (different types - I had a chainsaw arm med/heavy mech) and 3 infantry bases, while the other forces just had tanks and troops. I had Clan Battle armor (I think), and was able to use the flamers on them when I got into hand to hand to get one of the opposing 'Mechs to shutdown from heat. That was fairly neat.</p><p></p><p>Let's see, what else? I (sadly) overheated and had my ammo blow up, causing 2 clicks of damage. On each mech there is a heat dial. When you spin it the first or second time, there are no effects. On the third (for my mech, anyway) click, I got a yellow box for the ballistic damage, which meant that I had to roll a die, and on a 1 or 2 (d6), I had an ammo explosion and took the damage. I think the next heat effect was to roll to avoid a shutdown, which I made. One or two more clicks on heat and you shutdown and cannot move until you get your heat back to the starting point. You lose one click of heat for every turn that you do not give the mech an order.</p><p></p><p>I ended up charging my mech into the opposing mech (we ended up in 3 1-on-1 fights, mostly), and I think that I took more damage than I gave out. I don't really remember at this point. Some of the infantry had Streak SRM's, which I believe are 1 shot weapons. If you have seen Mage Knight or Hero Clicks, you know that a lot of the numbers have a colored box around them that tells you about some special ability. Once my Clan infantry had taken some damage, the box that represented the flamers changed to a circle, which I was told means that the weapon was only one shot at that point. Kind of neat.</p><p></p><p>All of the figures seemed to be painted pretty well, and the mechs and vehicles had parts that moved. The mechs could twist the torso and arms (no game effect was mentioned), and the vehicles had moving turrets. Each unit had a fire arc, and you got a bonus when firing into the rear.</p><p></p><p>To hit in combat, you roll 3d6, with one of them a different color. Defenses were generally in the 16-20 range, and you have to beat that number on the die roll + your attack for your weapon in order to do damage. If you roll double 1's or 6's on the 2 dice that are the same color, you have either a critical hit or miss. I think I had a miss and did some more damage to myself. Our demo lasted an hour, and I don't think any figures were destroyed. Maybe some infantry. As I said, I had shutdown the opposing mech, and would have destroyed or captured it (infantry can capture a mech) had we gone on.</p><p></p><p>All in all, a lot of fun. Hopefully I can get some people around here to start playing. Let me know if you have any more questions, and I'll let you know what I remember.</p><p></p><p>-Purple</p></blockquote><p></p>
[QUOTE="Purple, post: 254669, member: 797"] The game runs somewhat like Mage Knight, with each force getting to give orders to a certian number of units each turn. If you give an order to the same unit 2 turns in a row it is called 'pushing', and you will take a click of damage and not be able to do anything the next turn. Infantry and vehicles can move and fire in formation, with at least 3 bases (I believe) touching. When you push a mech, it does not take damage but instead must take a click of heat, but can still move the next turn. The demo that I got to play in was on a large table with a very nice ruined city layout, and we had 6 players. They seemed to have 3 different types of armies that you controlled. Two of them were 1 mech (different types - I had a chainsaw arm med/heavy mech) and 3 infantry bases, while the other forces just had tanks and troops. I had Clan Battle armor (I think), and was able to use the flamers on them when I got into hand to hand to get one of the opposing 'Mechs to shutdown from heat. That was fairly neat. Let's see, what else? I (sadly) overheated and had my ammo blow up, causing 2 clicks of damage. On each mech there is a heat dial. When you spin it the first or second time, there are no effects. On the third (for my mech, anyway) click, I got a yellow box for the ballistic damage, which meant that I had to roll a die, and on a 1 or 2 (d6), I had an ammo explosion and took the damage. I think the next heat effect was to roll to avoid a shutdown, which I made. One or two more clicks on heat and you shutdown and cannot move until you get your heat back to the starting point. You lose one click of heat for every turn that you do not give the mech an order. I ended up charging my mech into the opposing mech (we ended up in 3 1-on-1 fights, mostly), and I think that I took more damage than I gave out. I don't really remember at this point. Some of the infantry had Streak SRM's, which I believe are 1 shot weapons. If you have seen Mage Knight or Hero Clicks, you know that a lot of the numbers have a colored box around them that tells you about some special ability. Once my Clan infantry had taken some damage, the box that represented the flamers changed to a circle, which I was told means that the weapon was only one shot at that point. Kind of neat. All of the figures seemed to be painted pretty well, and the mechs and vehicles had parts that moved. The mechs could twist the torso and arms (no game effect was mentioned), and the vehicles had moving turrets. Each unit had a fire arc, and you got a bonus when firing into the rear. To hit in combat, you roll 3d6, with one of them a different color. Defenses were generally in the 16-20 range, and you have to beat that number on the die roll + your attack for your weapon in order to do damage. If you roll double 1's or 6's on the 2 dice that are the same color, you have either a critical hit or miss. I think I had a miss and did some more damage to myself. Our demo lasted an hour, and I don't think any figures were destroyed. Maybe some infantry. As I said, I had shutdown the opposing mech, and would have destroyed or captured it (infantry can capture a mech) had we gone on. All in all, a lot of fun. Hopefully I can get some people around here to start playing. Let me know if you have any more questions, and I'll let you know what I remember. -Purple [/QUOTE]
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