Sunday, 19 February 2023

What a Mech Suit first game

In an effort to find a good ruleset for hard sci-fi games featuring troops in power armour (battle suits or mech suits) we tried out the Toofatlardies What a Tanker rules. 

Rules were added to include AT infantry, close combat and counter measures. Also dice use was adapted to be more flexible (better suit means changing more dice to the desired number) and we also had one card per unit to interrupt the other players turn once per game.

My opponent fielded two heavies against a pair of light power armoured troopers and an infantry anti-suit team.





My guys managed to scratch the paint on one of the heavies but were no match for them. The infantry ant-mech team was wiped out and the light power armour suits had their command dice reduced to zero.


Although the game went relatively smooth we agreed on changing several things for the next game:

The WaT way of determining initiative will be swapped for the Sharpe Practice (also from Toofatlardies) activation method.

Deployment from other places than only the table edge should be possible (by using the Chain of Command patrol phase). Jump off points could then also be used by hidden Mech-knackers to ambush the heavies.

Infantry teams may also "paint" a target for other troops, allowing them to fire at these targets when they are not within line of sight and/or make Aqcuisition easier.

And of course some finetuning of strike and armour values.

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