woensdag 14 oktober 2020

MechaTop

 It has been a while since I backed something on Kickstarter, but when this ruleset was announced, I just HAD to have it.


MechaTop is just what the title insinuates: a tabletop game for Mecha's.

And while there are a lot of statcards already for other franchises then Gundam, that was of course what I wanted to play.


The Kickstarter is set to be delivered in march 2021, but the PDF version of the rules was released to the backers a fortnight ago, and I went in and looked over the book.

But first things first, there is one thing I`ll be already changing in the rules.  Mecha's are placed on 150mm octaginal bases, but this is for the model kit sizes and the likes, so I`m going to go for 50mm sized ones, as that fits better for 1/400 scale of my Gaspaphon models.  And rebase the ones as such that I already have painted up on rectangular bases...


Handy tool, a 3D printer to churn out those bases... 

The first chapter is Enter the Cockpit, where one gets the base outlines of the game mechanics: your field of fire, how to read the statcards, what the buttons (which define your actions for the turn) are...

After that, we move to the core of the game, the Actions.  This is done by rolling a D6 for example when making an attack, and then looking on the table to the position of the used weapon (mounted on the frame, left handed, etc etc) to see what score is required.  Your opponent then rolls his defence dice, and so one gets to the result of damage that is being inflicted.  The rules also take a look at how various weapons can counteract which each other, like beams colliding while fired at each other.

 


Movement is decided by the type on the statcards, and the game lists a table for each scale as well, going from 1/48th to 1/400th and beyond, for example an Average mech will go 60cm (it also has inches by the way, so you can choose the metric system of your liking) at 1/48th scale, and 7.5 cm for that same mech in 1/400th scale.  Great thing!

Units can move forward in one of three arcs from your front line of sight, or directly backwards, so manoeuvring and covering your flanks is a thing in this game, adding some decent tactical and in advance thinking.

Other actions include changing or reloading weapons, or commanding remote controlled weapon systems like the fans of a NuGundam for example.

Some units also have special traits, that while not at all sure winners, can turn battles around.  There are passive traits, deployment traits, etc etc... and they can also influence the cost of your mecha's should you make custom ones.  It's big list, as it covers of course all the franchises.

 


The weapons table, like the movement, is split in scale and metric system.  For example, in the 1/400th that I`ll be gaming, Very Long Range comes down to 16 inch or 40 cm, so that makes it ideal in range to play on a 2 by 2, or 3 by 3, gaming mat surface like I have here at home for diner table games.  Even on a 2 by 2, your gun won`t cover the entire table as such!

Next, the different characteristics of the ranged weapons are explained, and the sort of damage that will be inflicted.  Structural damage is just that, damage to the shield and armour of your mecha.  You can also gain Collateral Damage, which depends on cards drawn what their effects are, and Stun damage which reduces the effictiveness of your pilot.  

Scenery of course plays a large roll in the game as well, as you can use it for cover, but it will also affect your aim and such.  They can be destroyed (agree with your opponent on this before the game).

 


Next to your suit, you will also have of course your pilot, who can be anywhere from a prodigy to a lowly grunt that can barely turn his machine on the spot.  The various pilot classes come with various skills that can be selected, making every pilot and machine combination different on the table.

With the game mechanics covered as such, the next section is the actual Game Turn.

Players select their units and pilots to an agreed points value, taking into account as well the rarity's of some machines, and cards like Twists that add a certain layer of suprise to the game.  

Players then go the various sequences of Instinct, Initiative, Unit Activations and Combat in order to try and take out the opponent's mechas.

The Game Modes are next on the list, containing as well rules for (huzzaaah!) Solo play, in which the opponents are controlled by an automatic system of either dice throwing or card drawing, whichever mode is preferred.  Tables are included to help control the enemy models and what their actions will be.

The other game modes range from the Standard Duel, which takes between 15 to 30 minutes with 2 players, up to campaign games that can last a whopping 240 minutes with teams of players.

Rounding out the rulebook comes all the material you need to build your own statcards for your favorite mechas, with points for about every weapon ever seen in the various franchises and the likes.

A great looking rulebook, I can`t wait to have a go at the rules using the Solo mode for now, at least until I can convert some of my gamer buddies of taking the plunge as well!



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