Monday, April 9, 2012

Mecha Design & Tactical Doctrine 2

After playing MFZ at PAX East, I came to realize that two more battle field roles were used in one of the games I played.

The Artillerist: This design has two Artillery attachments and two Defensive attachments.  (2Ra+d8/2B/2W)  He doesn't move fast and he doesn't have to.  The only time you'll really move this archetype is at the start of the game when he hunkers down behind some cover in a nice shooting position.  You'll use his White dice for Defense or Offense, maybe a little of both depending on the situation.  When you get good rolls from your primary Red and Blue dice you can toss a Spot on an opponent's mech that's out in the open.  You'll want a spotter for this one, to get those really high attack rolls.

The Sniper: This design has one Artillery attachment, one Defensive attachment, and one Movement attachment.  (2Ra/1B/1G/2W)  Take it up on top of the nearest piece of terrain to rain shots onto the battlefield.  He moves around to get the best use of cover and range.  He also has an open slot to use however you see fit for the coming battle.

Mecha Design & Tactical Doctrine 1.

5 comments:

  1. Defiantly sounds like my kind of units. Keep a few out in front with heavy shields and let artillery/sniper knock them down.

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    1. Defiantly? :-) You have to be very active with both of these designs. You also have to hope your opponent doesn't activate you before you get to Spot his mechs with your frontline troops.

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  2. On the Artillerist: if you tack a combo Direct/HtH weapon on that guy in place of the second Blue, he can guard your stations at the same time - frees up more of your army to go out and take the other guy's objectives.

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    1. Which changes it into another archetype entirely.

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    2. Perhaps, though the main tactics regarding the Artillerist remain unchanged. It's still a foxer at heart, just with a little more versatility.
      Imagine a company focused on multiple-range combat, so Direct Fire/Defense builds and Artillery/HtH builds, in a 4:2 ratio. There you'd have some riflemen for the main work, while a full third of your company is devoted to shelling duties. Voila! You now have a way to counter those annoyingly speedy ones who manage to skate right on past your main force. Think about it, you light up one of those guys, shell the heck out of it, and if it survives, shank it when it comes close enough. Nasty, but it may actually work.

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