Who needs history? We got Mechs!
Because I and another player, Al, were able to make it to
the store early, we decided to partake in some ‘mech on ‘mech violence before
the usual crew arrived. Now, I love the Battletech universe – the mechs, the
lore, all of it – and lost many an hour in my youth playing the game (and I was
playing it shortly after it came out, so there, I’ve dated myself). All of that
being said, I have to say I now find it a long and (at times) unnecessarily
complex game. I just don’t have the time anymore. In addition, I don’t just
want to command one mech, I like the idea of playing games with multiple
lances. Classic Battletech just makes that unworkable unless you have a whole
weekend. Yes, I know about the ‘Quickstrike’ rules and gave them a whirl at
Historicon. While the GM was great and the other players were a lot of fun, I
found the rules as satisfying as eating cardboard – very little flavor. I think
with ‘Quickstrike’ the rules authors took things too far in the oversimplified
direction.
So what did we use for our game this week? A ruleset called
“Meka Tac” by Lloyd Krassner that Al has refined into what he calls the “Giant
Stompy Robot Edition.” (You can find them at Al's website, here.)I had played them once before in a “Gladiator Duel”
scenario where each player was one mech pilot, but tonight wanted to see how they
worked “in the field” with each player commanding a lance. Here’s how it went.
First I stat-ed out 10 mechs based on Battletech mech
designs using the simple Meka Tac construction rules. While the weapons and
extras available don’t match up exactly, and heat does not come into play in
Meka Tac (though I wish it did) I was quite easily able to recreate the mechs I
wanted with a fair amount of faith to the original Battletech designs. I ended
up with a reinforced Steiner Lance of 2 light mechs, 1 medium and two assaults,
taking on a Jade Falcon Clanner Star of 2 lights, 1 medium and 2 assaults. I
then set up the table to have a Steiner military installation at one end and
tasked the Clanners (who would be played by Al) with capturing it after coming
on the board at the other end. In between was a fairly wide river flowing out
of a steep ravine with rocky outcroppings on one side and a line of trees on
the other.
Al immediately moved his lighter, faster mechs up to the top
of the ravine overlooking my heavier forces and the installation, while I did
the same with mine. He had the advantage of being able to hide in the trees,
however. I held my assaults back, while he slowly moved his forward.
The light mechs face-off across the ravine while the Clan assault mechs move forward. |
The light forces exchanging shots over the river led to zero
hits, so eventually I threw caution to the wind and used my two jump-capable
mechs (a Firefly and Trebuchet) to cross the ravine and engage in close-range
combat. They did OK for a couple of turns, but when I seized the moment to drop
my Trebuchet behind one of Al’s assaults and unleash an massive barrage in the
hopes of being able to win initiative for him and get him back out fast, things
started going downhill for them. While my Treb did carve off about a third of
the assault’s damage points, I rolled really low for its initiative for the
next turn, which let Al blast it with both his Assault mechs. (In Meka Tac you
roll initiative for each mech and then perform all its actions when its turn
comes up, so you can end up busy all turn long, and take chances like I did.) Bye-bye
Trebuchet. The Firefly, now alone amongst the enemy, didn’t last much longer.
That white ball of smoke? That used to be my Trebuchet. |
I was now outnumbered 5-3 and decided to pull my remaining
forces back behind a low ridge to shield the lower half of my remaining mechs
and yet be able to rain down fire on the approaching Clanners. The plan worked.
As Al began his final attack, he was forced into open ground. Through
concentrating my fire on one of his two assault mechs I was able to hurt it
badly and ultimately score a reactor critical hit that caused an explosion.
Turning my attention to his lights, I started carving them up, all while taking
no damage to my big guys. After a couple
of turns, it became clear Al would not be able to dislodge me, so he conceded
and pulled back his forces.
"Come 'n get it clanners!" |
This is why charging to assault mechs rarely works out for a light. |
The game flowed smoothly, took a little over two hours and
saw plenty of action despite involving 10 mechs controlled by two players, so I
think it went very well. Meka Tac provided enough detail to make the game
tactically interesting with differing weapons, movement values and critical hit
results, while not being overly complicated. Perfect for a game night where
you’ve only got three or so hours to play (in other words, our typical game
night) I do think the weapon ranges were a little short and so could be
extended, and I could extend Clanner ranges even further to match the
Battletech lore on the point, but that’s easy enough to do.
As I mentioned, this was the early game, and we followed it up by trying out another free set of
rules Al found called “Tacship” – a space dogfighting game. By this time Zach
joined us and it ended up being Zach and I as four “Battlestar Galactica” Viper
pilots against an opposing force of four Cylon craft operating “By Al’s command.”
My two vipers. Since Al said this was 1978 era BSG, I did not get to be the 'hot' Boomer. |
The game was quick and dirty (as many dogfight games are)
and not all that amenable to an AAR, so I’ll just tell you this – Zach and I
got trounced. The “Tacship” rules were
fun and have potential, but do need some work.
On the plus side, the rules do a nice job of managing the
inertia of motion through space. Your ships have two relevant ratings – thrust
and velocity. Velocity carries over from the prior turn, and before you move
you can use thrust points to speed up or slow down. After you do that, you must move your new velocity in hexes.
You can use any remaining thrust to turn, but the faster you are moving the
longer you have to go between turns, and the more thrust points each turn cost.
As a result, you really have to plan your acceleration/deceleration and
maneuvering carefully or you can end up in trouble. I liked it, and by
assigning more or fewer thrust points to a craft at the beginning of a game,
you can easily make it more nimble or ponderous.
I also liked the damage system, which was unlike anything
I’d experienced before. When hit, you roll a d20 and add any “survivability
bonus” your craft gets to the roll. You then go to a series of ten numbered (10
down to 1) boxes on your ship record. If you rolled higher than a modified ten
you mark off your damage starting at ten, if you rolled lower than a modified
ten, you start from where you rolled. As such, if you took two points of damage
and rolled a modified ‘2’ – FAKOOM! The
interesting part is it works the same way each time you take damage, so in your
second hit, you might end up marking off damage boxes farther away from zero
than the first time.
For example, if I take 2 points of damage and roll a
modified ‘4’ I would mark off the ‘4’ and ‘3’ box. If the next time I take two
points of damage I roll a modified ‘9’ I would mark off the ‘9’ and ‘8’ box,
not the ‘2’ and the ‘1’. The only time you must take your damage points away
from the lowest available boxes is if you roll a modified number that you’ve
already crossed off. In the above example then, if I take two more points of
damage in a third attack, I would be fine if I rolled a modified 10+, 7, 6, or
5 but if I rolled a modified 9, 8, 4, 3, 2 or 1 – FAKOOM! This system certainly
provides for scaling fragility and nerve-wracking damage rolls.
Now I did have some real problems with the game – including one
big one. First it seemed too easy to hit at long range. More importantly
though, despite this being space combat, there was no way to act as if you had
the use of three dimensions. I really like the Check Your 6! WW2 dogfighting
rules and the fact that they effectively allow you to use maneuvers like
Immelmans and Split-S’s. There is nothing like that in Tacship. It is only
two-dimensional. That’s a problem for me if it is an aerial or space game
(though Tacship would be great as is for a game of dueling speedboats). After
the game Zach, Al and I threw around ideas for adding that third dimension, and
we’ll see where things go. Still, lots
of thanks to Al for running it.
'Not hot' Boomer goes out in a blaze of glory. |
Now, lest you think it was all a-historical action this
week, Chal and Greg were at a nearby table playing a small 28mm AWI game using
Peter Pig’s Washington’s Army rules. I have yet to play those rules, but since
I typically enjoy Peter Pig games, I can’t wait to do so.
Photo included to maintain my historical wargaming street cred #1. |
Photo included to maintain my historical wargaming street cred #2. |
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