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Tabletop mech rpg
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<blockquote data-quote="Wik" data-source="post: 5493743" data-attributes="member: 40177"><p>I have a special place in my heart for battletech. And it's easy enough that, if you've been playing D&D and grokking it, you'll have no problem with battletech. It's a great game, and the layers of play are particularly enjoyable - you can play single-mech scenarios, or one-off games where all the players get a set amount of tonnage (say, 200 tons) and have to field at least three mechs each, and no more than five. </p><p></p><p>And you can also play campaigns, with rules for scavenging battlemechs, repairing your mechs in the field, and the like. It becomes fun when you start fielding crappy mechs in missions you don't really need to win, simply because they're easier to repair and find parts for. I remember using a Hollander mech to take out all the little Locusts and Jenners my enemy was fielding, and then realizing that the Hollander's Gauss cannon was too difficult to keep in good repair. I wound up paying for an expensive refit in the game, giving the mech a PPC cannon and some more armour. And of course it was blown up in the very next fight.</p><p></p><p>You can even worry about individual pilots, who can "level up" between fights. You start to protect your "aces", because they can die or be knocked out in fights. One of my favourite tactics was to use a super-fast mech like a locust, and load it up with a weapons loadout filled with machine guns or small lasers (or, better, a combo of both). I'd hide it behind cover and sneak up on my target, and then when I won initiative, I'd charge up behind him and unleash about twelve shot's worth of attacks. Each hit had a 1 in 6 chance of hitting the head if you attacked from the back, and each hit autotmatically did one point of damage to the pilot and could potentially knock him out. You just had to hope you'd hit the head the three times in one round, because it was a pretty good chance of a knockout. </p><p></p><p>Do that a few times, and it's very rewarding... because your enemies start firing at your cheap throwaway mechs before shooting at your real mechs. </p><p></p><p>Long story short, Battletech's a lot of fun, and it's the type of game that you can grow with. I'd personally look at playing an Inner Spheres only campaign (you'll see what I mean if you start playing the game) to start, simply because mixing the Inner Sphere and the Clans will tend to piss off the poor guy stuck with the Inner Sphere, unless you have some good pre-made scenarios done up.</p></blockquote><p></p>
[QUOTE="Wik, post: 5493743, member: 40177"] I have a special place in my heart for battletech. And it's easy enough that, if you've been playing D&D and grokking it, you'll have no problem with battletech. It's a great game, and the layers of play are particularly enjoyable - you can play single-mech scenarios, or one-off games where all the players get a set amount of tonnage (say, 200 tons) and have to field at least three mechs each, and no more than five. And you can also play campaigns, with rules for scavenging battlemechs, repairing your mechs in the field, and the like. It becomes fun when you start fielding crappy mechs in missions you don't really need to win, simply because they're easier to repair and find parts for. I remember using a Hollander mech to take out all the little Locusts and Jenners my enemy was fielding, and then realizing that the Hollander's Gauss cannon was too difficult to keep in good repair. I wound up paying for an expensive refit in the game, giving the mech a PPC cannon and some more armour. And of course it was blown up in the very next fight. You can even worry about individual pilots, who can "level up" between fights. You start to protect your "aces", because they can die or be knocked out in fights. One of my favourite tactics was to use a super-fast mech like a locust, and load it up with a weapons loadout filled with machine guns or small lasers (or, better, a combo of both). I'd hide it behind cover and sneak up on my target, and then when I won initiative, I'd charge up behind him and unleash about twelve shot's worth of attacks. Each hit had a 1 in 6 chance of hitting the head if you attacked from the back, and each hit autotmatically did one point of damage to the pilot and could potentially knock him out. You just had to hope you'd hit the head the three times in one round, because it was a pretty good chance of a knockout. Do that a few times, and it's very rewarding... because your enemies start firing at your cheap throwaway mechs before shooting at your real mechs. Long story short, Battletech's a lot of fun, and it's the type of game that you can grow with. I'd personally look at playing an Inner Spheres only campaign (you'll see what I mean if you start playing the game) to start, simply because mixing the Inner Sphere and the Clans will tend to piss off the poor guy stuck with the Inner Sphere, unless you have some good pre-made scenarios done up. [/QUOTE]
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