Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

Wednesday, July 20, 2022

Mecha Design & Tactical Doctrine 7

It's been over ten years since I've done one of these.  A discussion last week on the Discord convinced me to give it another try.  There's been plenty of experimentation in the community since my last post like this and, also, I finally came up with names for some of the loadouts our group has been using in the games we've played.

Fast Stalker -- This design has two Artillery systems and two Movement systems.  (2Ra+d8/2G/2W)  Similar to the Stalker it adds a second Movement system to ensure you can move the way you want to.  (They comprised 40% of Occam's Spork's squad in this game.)

Armored Swarmer -- This design has one Melee system, two Defensive systems, and one Spotting system along with the Sprint die for having no Ranged weapons. (2Rh/2B/1Gd8/1Y/2W)  Stack a group of them up on the Defender's Perimeter, give some of them Single Shot Rockets so they can fire at range, and maybe add in a Recon by Fire to add a little long range support, then let them loose on your opponents.  (That describes Tom's Squad in this game.)

Fast Brawler -- This design has two Melee systems, one Defensive system, and one Movement system along with the Sprint die for having no Ranged weapons.   (2Rh+d8/1B/1G+d8/2W)  This Brawler variant sacrifices defense for a more consistent movement rate.  (There are a handful in this game and others.)

Warrior -- This design has one Melee system, one Defensive system, one Movement system and one Spotting system along with the Sprint die for having no Ranged weapons.  (2Rh/1B/1G+d8/1Y/2W)  It's the melee version of the Soldier and was named by JoeMoose on the Discord.  This is a tried and tested build.  (This game featured the largest use of them.)

All of the previous loadouts have seen use in at least one game that I know of, the following one has not.

Ambusher --  This design has one Artillery system, one Melee system, and two Defensive systems.   (2Ra/2Rh/2B/2W)  I based this loadout on a build I did for the January 2021 MMMIG.  I'm not sure it's going to work or why exactly I chose that name.

Wednesday, September 18, 2013

Strategy vs. Tactics

There has been some call lately for more discussion of strategy or tactics within the MFZ community.  Why don't we define those terms before we go any further.

Strategy: This is what happens before you reach the table.  You decide on how many frames you're going to bring and what kind of loadout each will have.  Also, if you're playing in a campaign, this is when the players determine what the next battle is going to involve.

Tactics: This is what happens when you get to the table.  The choices you make during the setting up phase, during play, the results of the dice, and the bargains you make during the game are all tactics.

Okay, now we have working definitions.

Strategy you can talk about.  The meta-game(1) is an important part of playing.  The choices you and the other players make and how they interact will help shape the game.  Tactics, on the other hand, you can't really talk about.  How are we going to know the exact positions of everything on the table and how the dice are going to come up before they even happen?

So, what we're really looking to discuss is strategy.
1: Thank you, Richard Garfield for bringing this term into the general usage.  No, not really.

Wednesday, June 6, 2012

MFZ Archetype Archive

I've added a new page to my blog.  The MFZ Archetype Archive is a compilation of all the Mecha Design & Tactical Doctrine posts.

Wednesday, May 30, 2012

Mecha Design & Tactical Doctrine 6

The Watchtower: This is a multipurpose design.  It features two Defensive attachments, two Spotting attachments, and a free d8 Movement attachments for having no ranged weapons.  It can be cover and spotter for artillery. It can also be fast moving cover so HtH specialists can move up in areas with sparse cover. When the two defense dice get blown it can still run around spotting. Or, if you need cover more than spot, it can lose several systems and still be good cover.  It was created by Majincob

The Guardian: By varying the loadout on the Artillerist slightly you can make a mech with a different purpose.  This design has two Artillery attachments, a split Direct Fire/Hand-to-Hand attachment, and one Defensive attachment.  It's meant to sit and defend a station while shelling the rest of the board with the Artillery attachment.  This was created by Soren Roberts.

The Moving Wall: This design has two Defensive attachments, two Movement attachments, and a free d8 Movement attachments for having no ranged weapons.  It provides cover for other fast mechs with no defense.  In case of emergencies it can also sprint into HtH range to engage another mech with its White dice.

The Shoot & Scoot: Designed to hit and run.  Shoot fast, shoot hard, and run from cover to cover; it carries the weapons the Moving Wall cannot.  It has two Direct Fire attachments, and two Movement attachments.


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Tuesday, May 29, 2012

Mecha Design & Tactical Doctrine 5

Assault: This design has one Direct Fire attachment, one Defensive attachment, and one Movement attachment.  (2Rd/1B/1G/2W)  A front-line, standard combat mech.  It can take 25% less damage than the Soldier as it has one less attachment.

Fast Assault: This design has one Direct Fire attachment, one Defensive attachment, and two Movement attachments. (2Rd/1B/2G/2W)  A quick moving version of the Assault archetype. It should be used in a manner similar to the Swarmer.

Armored Assault: This design has one Direct Fire attachment, two Defensive attachments, and one Movement attachment. (2Rd/2B/1G/2W)  A sturdier version of the Assault archetype.

Heavy Assault: This design has two Direct Fire attachments, one Defensive attachment, and one Movement attachment.  (2Rd+d8/1B/1G/2W)  Designed to follow the Closer into battle. Carrying Double Direct to improve its chances of hitting, while using Movement and Defense to improve survivability.

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Monday, May 28, 2012

Mecha Design & Tactical Doctrine 4

The Swarmer: This design has two Hand-to-Hand Attachments, one Defensive attachment, one Spotting attachment, and the free d8 Movement attachment for having no ranged weapons.  (2Rh+d8/1B/1Y/1Gd8/2W)  Like the name suggests, use these in swarms of four or more.   Gang up on a single target, each unit attacking and spotting for the next one in line. It relies on the higher damage rate of HtH -- 4 or better on the damage roll as opposed to 5 or 6, depending on cover, for ranged weapons -- and successive Spots to chew through individual mechs in the opposing force.

Recon by Fire: Equipped with two Artillery attachments, and two Spotting attachments. (2Ra+d8/2Y/2W)  This design can reach out and touch most of the table -- in one way or the other.  Camp it out in a shooting blind at the beginning of the game and start wreaking havoc.  This archetype was created by Malcolm Craig.

The Charger: It carries one Direct Fire attachment, one Hand-to-Hand attachment, one Defensive attachment, and one Movement attachment.  (2Rd/2Rh/1B/1G/2W)  Like many other designs in MFZ, this is a front line combatant. I originally conceived of this Archetype as the "samurai". He has a Yumi (2Rd), a Katana (2Rh), armor (1B), and a horse (1G). Tactically you use this mech like the Closer, ditching systems as you take damage while making your way to your opponent's Station. Unlike the Closer, you can ditch the systems in the order you want -- rather than in the specific order dictated for the Closer.

The Binary: This design has one Artillery attachment,  one Defensive attachment, one Spotting attachment, and one Movement attachment.  (2Ra/1B/1Y/1G/2W)  The Artillery version of the Soldier. This mech works best in pairs. Stage each mech (Direct Fire +1) units apart from each other. This allows each mech to spot for the other as they work their way through the battle field.

Soldier Variants
Improved Soldier: With the addition of one SSR, the Soldier now has an upgraded punch.

Super Soldier: The Super Soldier should be a frontline striker, using his two SSRs on opposing mechs with big, juicy Spot numbers.

Mega-Soldier: You can use the Mega-Soldier's three SSRs one at a time to give it an extended punch. Or, you can use them all at once to make sure that dangerous opposing mech gets hit hard and stays down.

Mecha Design & Tactical Doctrine 3
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Sunday, April 22, 2012

Mecha Design & Tactical Doctrine 3

There's been some discussion of this over on the Hangar

The Soldier: This is the design with the most basic loadout.  One Direct Fire attachment, one Defensive attachment, one Spotting attachment, and one Movement attachment (2Rd/1B/1Y/1G/2W).  It does everything, but nothing well.  It was either created by Ced23Ric or Mechatonic.  These should be filler units in your army.

Armored Spotter: One Defensive Attachment, two Spotting attachments, one free Movement attachment (1B/2Y/1Gd8/2W)  This guy has one role; putting those big juicy yellows on the most opportune targets the opponent has. The Blue die enhances survivability. Even still, keep this guy in cover, he has no weapons.  This is the base version of the "Missile Monkey" described back in MD & TD 1.

Hammer: One Direct Fire attachment, two Defensive attachments, and one Spotting attachment (2Rd/2B/1Y/2W).  This design and the next one are both created by Joshua A.C. Newman.  They work together as a team.

Anvil: Two Direct Fire attachments, one Defensive attachment, and one Spotting attachment (2Rd+d8/1B/1Y/2W).  The Hammer and Anvil work as a team.  The Hammer drives the opponent before it placing spots for the more heavily armed Anvil.


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Mecha Design & Tactical Doctrine 2

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.

Tuesday, April 3, 2012

Mecha Design & Tactical Doctrine

When I had lunch with Joshua a couple of weeks ago, he mentioned that there are close to - or maybe more than -- 100 different combinations for setting up your mecha with each combination having a role and possibly a name.  He mentioned one or two names that I have since forgotten.  Luckily over on Mechatonic, in their Strategy Guide, they name three; the Brawler,the Stalker, and the Spotter.

As detailed on Mechatonic:
The Brawler: Two Close Combat attachments, one or two armour attachments. This mech has the speed to get to enemy stations, the power to force defenders off them, and the toughness to stay on them until the job is done. For my money, this is the best station-grabbing mech in the game.
The Stalker: One or two Artillery, Movement. This mech stays on the outskirts of the battlefield, shelling vulnerable targets or ganging up with everyone else. Meanwhile, you’re using that movement die to threaten undefended stations, and to keep out of range of enemy units. In the end stages of the game, don’t be afraid to let them under your guns if it means grabbing a station.
The Spotter: Two spotting attachments. A risky design, and possibly not very good. It’s got speed to stay out of too much trouble, and two spot dice makes a good result much more likely. It’s got great initiative too, to make sure you get the best chance to use its spotting. Whether it’s worth a whole mech worth of not shooting, I’m not sure.


I have a few more to add to the mix.

The Tank: Two Direct Fire attachments, two Defensive attachments.  (2Rd+d8/2B/2W)  He's not particularly fast but, he takes a beating and dishes one out.  He fills the role of a line trooper, neither the specialist nor a leader.  This guy holds the middle of the field, slowly moving forward while preventing any of your opponent's troops from getting closer to your Station.

The Closer: One Direct Fire attachment, two Hand-to-Hand attachments, and one Defensive attachment.  (2Rd/2Rh+d8/1B/2W)  This is the first mech you place if you're the Primary Attacker.  He starts outside the Defender's perimeter and rushes in to take an Objective.  He has enough armor to survive for a little while and the DF Weapon can be ditched to soak damage as well.  After the DF Weapon is ditched he gains a Green d8 for movement which allows him to close at high speed and use the two HtH Weapons.

The Missile Monkey: As detailed here, having Single Shot Rockets on an otherwise un-armed frame doesn't negate the free Green d8 for having no ranged weapons.  So upgrade the Spotter with one Defensive attachment and a handful of SSRs then go to town!  Keep this guy in cover and use a SSR if an opponent gets too close.  Otherwise, use the double Yellows to light up targets for your heavy hitters.

I know the rules haven't been released yet.  But, I know there are people out there with copies of Mechaton.  I'd like to hear from my readers other ideas they might have had.  Let's get a discussion going!