Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Tuesday, June 14, 2016

Overpowered Active Camo


Active Camouflage - KemVar is always considered to be at one higher tier of cover than their position as long as their armour hasn't failed.

What does that mean in practice? If a KemVar model is in
  • the open, with No Cover, any shot against them counts as Weak Cover (+1FN)
  • Weak Cover, any shot against them counts as Strong Cover (+3FN)
  • Strong Cover, well, you technically can't draw LOS to them to take a shot anyway
That means that a KemVar model that has elevation and cover would have a +4FN modifier to any shots fired on them. When the general FN of models is FN6, you'd already be at FN10 to make your shot!
At a glance this seems like a very overpowered Corporate Trait, but here are some pointers to ensure fun and balanced MERCS games. Note that while this was written with KemVar in mind, it does apply across all factions.


MERCS Appropriate Terrain

Firstly, ensure you are playing on MERCS appropriate terrain.
Specifically, ensure terrain elements that offer optimum firing positions (that is, both elevation and weak cover) are limited and are located mid-field.
This ensures that both teams have an equal opportunity to secure these positions, and the most valuable firing positions on the field are rare and have to be fought for.
As an extreme example, if you put all the buildings that provided elevated cover in the KemVar deployment zone, then the KemVar would have very little motivation to give up their prime firing positions to expose themselves - they would just sit there and shoot down the opposition that came towards them.

A good example of MERCS appropriate terrain from the rulebook

Missions/Scenarios/Objectives

Similar to the extreme example above, if there are no in-game objectives or missions to accomplish, once a KemVar model has secured an optimum firing position, there is very little incentive for them to move from it and expose themselves.
This is where good missions and scenarios significantly improve games - by helping to ensure units are forced into action, as well as adding an element of narrative to the game.

Squad Selection - Template Weapons and Armour Failure

It should be noted that Active Camo only affects weapons with an FN - so things like grenades thrown at the ground, that auto-hit anything within their template, are not affected.
Furthermore, note that the Active Camo ability does not work once a KemVar unit's armour has failed - some units have abilities focused on causing armour to fail, which is invaluable against Active Camo.
This battle report (specifically Game 2) shows how it's done. After the KemVar stole Game 1 by surprising the CCC with their speed, the CCC then played defensively and brought their template weapons to bear. The template weapons destroyed the KemVar - the Incinerator's flame thrower, the Demo's Frag Grenades and the Leader's Emp Grenades made short work of the KemVar.


Sync out.

Thursday, February 11, 2016

MERCS 2.0 - Rulebook Preview

Megacon Games shared a preview of the new hardcover MERCS 2.0 tabletop rulebook in their latest MERCS Recon Kickstarter update!


I am crazy stupid excited for this!

Sync out.

Monday, February 8, 2016

MERCS 2.0 - Rules Changes

As part of my preparation for MERCS 2.0, I decided to type up some notes on the major rule changes. After typing them up, I decided to post my notes up here in case anyone else was interested.

MERCS 2.0 Quick Rules: This 3 page PDF covers the basic changes to MERCS tabletop. This is a pre-2.0 release document that should be considered in beta at this time:
http://megacongames.com/download/mercs-2-0-quick-rules/


Initiative Modification
  • This is a new rule and provides the players with more flexibility when planning, and forces players to make important choices in the first Initiative phase
  • When assigning the initiative die result to the unit, the result may be modified by the value of the unit's Initiative Modifier
  • Players do not need to modify their initiative; it is a choice
  • The initiative die result may be modified to be higher or lower
  • The value of initiative may be modified up to or below the value of the unit's Initiative Modifier. 
  • Initiative can only be modified in the Initiative Phase, and once the initiative result is changed and assigned, then the initiative cannot be altered.

Movement
  • There will be only one movement template in each faction deck, and this template is where Corporate Traits (formally Corporate Abilities) are listed
  • Players can choose to use the card for movement, a custom movement template, or tape measure. For people who use a tape measure, 1 MP = 4 inches
  • Using the card for movement, units can now move to any location underneath the card, if the entire base is covered by the reference card
  • Any movement, whether a full card or moving within the card, counts as a movement point
  • As before, snap to cover is NOT considered a move, but the unit must have cover within base range.


ER rating
  • The biggest change in the ER number is how units move up and down terrain. It is quite a bit different. It is more limiting compared to the first edition rules
  • The elevation rating number is based on a simple scale: each ER number represents eight feet of real world height
  • All units fall into the ER1. The ER stat from 1.0 has been removed from the card, because all units (even the Behemoth) are the same elevation rating
  • If terrain elevation rating is greater than the ER1, then the target cannot be seen or targeted (except in special circumstances with certain MegaCons)
  • If the ERs are the same, then normal LOS rules apply
  • In 2D terrain, players will need to determine if same ER terrain can be seen over
  • MERCS in 3D terrain is quite simple, as players deal with true line-of-sight. If an attacker can see the inhabited space of the target, he can attack
  • When ascending up terrain, it must follow the rules for measuring elevation rating. If the elevated terrain is within a card width of the ground, then the unit can ascend, but must use an entire movement point. Same goes for descending.
  • Any elevation outside this card width measurement cannot be climbed into without assistance -the unit needs a special personal ability or piece of equipment that allows them to ascend or descend.

Firing numbers
  • The firing numbers are all a bit lower - every weapon’s FN has been lowered or altered in some way
  • Firing numbers are based off of weapon type
  • All range combat starts with this number 
  • All rolls in MERCS are still equal to or higher to succeed
  • Most modifiers are the same in terms of definition of modifier value
  • However, there are several NEW optional modifiers based off of keywords, like AIM and SET - make sure you understand how these new modifiers work, because they are a choice
  • Flanking no longer requires the target be engaged in melee combat
  • Flank - a flank attack is from one of the two side arcs. The attacker must be clearly attacking from the 90°side quadrant
  • Flank attack bonuses are provided to attackers at range or in melee, to targets in cover or not
  • A flank attack lowers the firing number by one AND increases the weapon strength of any weapon used by one


Melee combat
  • Melee combat makes more sense now - moving and attacking in melee is standard practice now
  • In order to make a hand-to-hand attack, a unit must have a melee stat bar. If the unit doesn’t have the keyword melee stat anywhere, he cannot attempt a melee attack
  • Everyone with a melee stat can move into and attack for one action, but do so at a -3 melee attack penalty
  • If a unit with a +0 melee stat moves into range and attacks in the same turn then he would roll his d10 dice pool and subtract three from each roll. If after the result is modified, it is equal to or higher than the target’s Reaction, then the target is hit
  • Melee combat specialists have advantages that eliminate penalties and often provide further bonuses
  • Once in melee range, moving into range and attacking penalties do not exist
  • Units in melee range cannot leave hand-to-hand and reenter melee range with the same target
  • Attackers can leave melee combat without penalty

Overwatch
  • A unit on overwatch MUST shoot - they cannot choose to wait for a specific target
  • Overwatch is a one on, one off action. A unit on overwatch attacks the first target to meet overwatch requirements, then cannot attack the next target that meets overwatch requirements
  • Overwatch results should be treated like a simultaneous action results in terms of how the original action and overwatch take place - it does not prevent the target’s action, even if the target is killed 
  • Overwatch carries over from initiative to initiative, until the overwatcher activates again
  • Actions that do not trigger an overwatch attack: Hold, Suppression, Snap to cover, Aiming, Passive abilities
  • There are some weapon limitations for overwatch: grenades and melee combat cannot be used for overwatch
  • Likewise, any weapon that has a load penalty occurs over two turns cannot be used to overwatch
  • Long range kill weapons with single turn load penalties CAN be used on overwatch, because overwatch is a one on/one off action

Suppression
  • A unit on suppression MUST shoot - they cannot choose to wait for a specific target
  • Suppression is a two on, one off action. A unit on suppression fires (for no damage) at the first two targets to meet suppression requirements, then cannot suppress the next target that meets suppression requirements
  • Suppression carries over from initiative to initiative, until the suppressor activates again
  • Targets under suppression must make a courage check

Sync out.

Thursday, February 4, 2016

A New Way to Move

In a previous post I looked at all the options for movement in MERCS 2.0, and in this post I'd like to share a different method of movement I've found quite handy.

In this post, I am simply sharing a quick n dirty method of movement that works well as a 'house-rule' technique amongst friends that I have played with - I am NOT trying to cause any dramas or radical upheavals of the MERCS system, or anything stupid like that. MERCS ROCKS.

In some situations I find it a little tricky using the MERCS cards for 3D movement - lining up the models with the 3D Movement Indicators on the side is sometimes bit difficult in tight spots. So I've come up with, what I believe, is an easier way of measuring movement, both on 2D terrain and in 3D terrain.

Let's examine the MERCS faction cards, which we use for movement:

Reference Image - note the red, green and blue lines


The RED line measures 65mm, and represents the distance that can be moved by a model when the card can be used on flat, unimpeded terrain, allowing for a movement distance of 95mm - like so:



The GREEN line measures 60mm, and represents the distance that can be moved by a model when the card is turned on it's side and the movement indicators are used, allowing for a movement distance of 90mm - like so:



But let's check out the BLUE line, which is the width of the standard MERCS card, and measures 64mm, allowing for a movement distance of 94mm - if used like so:

Step 1: place the movement template at the front of the models base,
in the direction you want the model to move
Step 2: have the model 'hop' over the movement template, now with
the back of its base touching the other side of the movement template

I've used my technique with friends, and have found it quite good - it is consistent and accurate, and makes navigating tight corners very easy, while being just as functional in 2D terrain as 3D terrain.
The comparison movement distances are included to provide an idea of where this technique lies in the spectrum of MERCS movement options.

I guess in the end, it doesn't really matter what measurement technique you use - what is important is that all players agree on using the same consistent technique, and fun is being had by all. 

If you're so inclined, give it a whirl and let me know what you think!
Sync out.

Thursday, January 28, 2016

Movement Options

One of the biggest changes coming to MERCS 2.0 is the option to use a traditional tape measures for movement.
MERCS 2.0 now gives players three options for measuring their movement, which we'll look at below in a little more detail:
  1. using the half circles around the cards
  2. using the indicator marks on the sides of the cards
  3. using a standard tape measure

1 - Half Circle Card Movement

The unit begins their move in the larger half-circle located on the bottom of the card, then the model may move to any of the smaller half-circles at the top of the card.
This method of movement allows the model a movement distance of 95mm.



2 - Indicator Mark Movement

In this case the card functions like a normal measuring device.
Turn the card on its edge, and use the indicator at bottom of the card to mark the front of the models base. The model may then move the back of its base to the indicator mark at the top of the card.
This method of movement allows the model a movement distance of 90mm.



3 - Tape Measure

This is the industry standard for tabletop wargaming and in MERCS 2.0, a model can use 1 MP to move up to 4 inches (or 10cm).
This method of movement allows the model a movement distance of 100mm.



My thoughts

I think the addition of the tape measure option is great, as it makes the system even more accessible and allows players to play MERCS their way.
Using the indicator marks (option 2 above) makes movement in tight 3D terrain easier - however, there are still some situations where it's still a little tricky to manage, and lining up the indicator marks with the front and back of a models base isn't always the most accurate technique. 
I've listed the difference in movement distances above just for sake of comparison, as I thought it might be of interest to some players. To me, the 5mm-10mm discrepancy between movement distances isn't anything to write home about, but that's just my opinion - though generally I'm a pretty easy going player.
With a few options for movement, I think it'll be up to the players to agree on what they'll use for their games. If standardisation is really an issue, there is nothing stopping tournaments or gaming groups from restricting the movement options, saying "movement cards only", or "tape measures only" - and at least now the option is there.

Sync out.

Monday, January 25, 2016

MERCS 2.0 - Rulebook

Rulebook

  • Limited edition hard-cover book - when they are gone, or slightly before that, production will move to a more mass market softcover with the rules and MegaCons (but no fluff or campaign)
  • 384 pages, with 128 gsm gold east matte paper
  • The spine width of the book is 30 mm (1.25 inches)
  • It has a soft-touch surface with a premium gold foil treatment


Punchboard Tokens

  • Each hard-cover rulebook comes with a full compliment of MERCS tabletop tokens
  • Every token needed to play
  • Included is a high-quality hard board version of the MERCS movement card
    • Note that each MegaCon deck also includes a faction specific movement card
    • In MERCS 2.0, players can use tape measures


Game Modes

  • Conflict: the standard 5 MERC team-kill-team game 
  • Capture: this mode revolves around an asset that must be captured and escorted to the extraction zone
  • Control: this game has three areas of control, where controlling zones earns victory points, and controlling more zones earns lots of victory points
  • Deathmatch: every player controls a MERC, and the first MERC to 3 kills wins. Random respawn locations make this fun for the whole family
  • Defend: one person is tasked with protecting a zone and each round the zone is protected earns the defender VP. Attackers gain VP for getting MERCS inside the zone.
  • Economic: this is a combination interaction and kill game mode. There are three locations that must be interacted with at certain times
  • Espionage: this is a combination of control zones and interact locations
  • Political: this is a combination of capture and interact locations
  • Platoon: this game mode uses all 10 MERCS from a faction's roster. Players act as commander and select 6 MERCS out of the 10 to activate each round. Those that activate receive initiative, those that are not are inactive. Inactive MERCS do no carry bonuses over from round to round nor perform round to round actions. 

Scenario Story

  • The book also comes with an 11 chapter scenario story, which tie MERCS lore into game play 
  • Each scenario has special rules and a detailed map layout
  • The Sabre and the Snowman scenario story follows the birth, capture, escape, and possible death of the world's first AI. It introduces a couple new characters, and adds background to ones that have been mentioned before in MERCS lore


MERCS Lore

  • 40 pages of lore
  • Updated timeline
  • Expanded history
  • Short story by J.L Allan, that ties into the background of The Worker's Heart

MERCS Campaign

  • Designed to give the community the tools they need to establish a MERCS league with their friends/FLGS
  • Campaign rules for MERCS, that use the MERCS: Conflict dice
  • Players select whatever MegaCon they wish and try to wrest control of old Hong Kong in the Lost Margin from the other players
  • MegaCons build their economy, exploit resources, upgrade MERCS, and expand their MERCS team
  • Maps are included for 2 to 8 players


Sync out.


Sunday, January 24, 2016

MERCS 2.0 - Updated Cards, Templates and Tokens

With the release of MERCS 2.0 around the corner, I thought I'd have a look at some the upcoming changes.

One of the biggest changes are the new unit cards. Below is the MERCS 1.0 unit card for the KemVar Heavy Assault, followed by it's MERCS 2.0 successor.


Firstly, there is now information on both the front AND back of the cards.
All the basic unit information is on the front, with more detailed information on that back - very handy.

Secondly, the indentations in the cards, which were used for movement, have been removed.
Movement in MERCS 2.0 can be now be done using tape-measures, as well as using the new template card - which will be included in each deck, pictured below. The new template cards will have the Megacon's Corporate Traits listed on them as well.


Each unit in MERCS will also have a page dedicated to them in rulebook. Pictured below is the CCC Incinerator unit card, followed by the corresponding page in the rulebook.


Another addition are the new punch-board tokens, which will be shrink-wrapped along with the MERCS 2.0 tabletop hard-cover rulebook. The picture below shows which tokens are included, and the movement template is hard to miss.
I'm not sure if this is a Kickstarter exclusive, or if it will come with all MERCS 2.0 tabletop rulebooks purchased via retail.


Sync out.

Sunday, June 5, 2011

MERCS Rules: The Basics

I've had a few people asking me how MERCS plays, so I thought I'd run through the basic elements of play. This little write-up is designed to provide a basic understanding of the main concepts of gameplay, so I won't go into further detail - that's all clearly outlined in the Rulebook and on available FAQs.

There are also some How To videos up on youtube, thanks to Soulreclaimer! These are great explanations on some of the finer mechanics of the game, particularly movement.

The gameplay is very fast-paced, with simple concepts that are easy to understand and apply. With a small ruleset, it's easy to get into, but applying tactics and strategy using these rules combined with your faction's abilities provide a wonderful challenge.



Choosing Your Team
Each faction has 6 unit choices. In a 5v5 game, you may choose 5 of these units, with no duplicates (i.e. you cannot choose to field two Snipers in the same game).

Deployment
The game is played on a 2' x 3' area, with each player having a starting 2' edge. Players deploy their units within one card width from their edge of the board. Players take turns to place their models on the board, after determining who may place first with a roll-off.

USCR Assault Leader and USCR Behemoth deploy one card-width from their starting board edge. The card width is the short length of the card.

Turn Order: Determining Initiative
At the start of each turn, roll a d10 for each model. This determines the order in which the models activate, from highest to lowest (10 first, then 9, etc).
If models have the same Initiative Roll, then the tie is broken with the unit's Reaction number (indicated in blue circle, on the top right corner of the card).
If the Reaction number of the units are the same, a Simultaneous Action occurs. Simultaneous Actions represent the two models acting at the same time and the rules for this are specified in the Rulebook.

In this example, the turn order would be USCR Assault Leader, Simultaneous Action with CCC Demo and USCR Booster, then the CCC Assault Leader.

Actions within a Turn
Each unit can perform a single action per turn. This ranges from Basic Actions (movement, shooting, melee etc) to the Advanced Combat Maneuvers (Bounding, Suppression and Overwatch).

Movement
Each unit has an MP number, which are the points they can use for movement, ascending, descending, turning etc.
Movement distance is measured using the Faction Cards. Each card has a starting location, and three destination locations. The starting circle is placed around the miniature, and the unit can then choose which destination circle to move too.
One of the game's best mechanics is Snap-to-Cover (S2C). This allows a model to close a short distance of space to an object of cover after performing an action. A model can take a shot during a turn, then S2C behind a wall, ducking out of the enemy's LOS.

In this basic movement, the USCR Assault Leader (bottom-most model) can move to any destination location - which is indicated above by the other USCR models.

Range
Unless otherwise specified, all weapons have unlimited range. If you can see it, you can shoot it - a unit's LOS is anything in the model's front 180* arc.
Otherwise, the weapon and it's range are specified on the unit's card, and these ranges are measured in card lengths. For example, Range 2 means that the range for that weapon is 2 card lengths away.

In this example, the CCC Demo throws a Frag Grenade at the USCR Behemoth. The Frag Grenade has a range of 2 (two card lengths) and it's detonation point is marked with the dice.

Shooting
A unit's to hit value is specified on that unit's card, and is called a FN (Firing Number).
The FN is modified depending on various factors (cover, elevation, unit abilities, target unit abilities etc). Once the FN has had all the modifiers applied to it, a d10 is rolled and compared to the FN to see if the shot was successful.

Melee
Not all units can participate in melee combat - this is specified on their card.
A melee to hit value, is based on the target's Reaction number - which acts similarly to the FN above.

Drawing Blood
Each standard MERCS unit has 3 Blood, or 3 wounds. Once it has been dealt 3 Blood, it is removed from play.
Once a shot or melee hit is successful, the Weapon Strength of the weapon (gun or close combat weapon) is compared to the target's Armour Value. If the Weapon Strength is higher or equal to the Armour Value, then 1 Blood is dealt.

Armour Failure
Any successful hit also has the chance to cause the target unit's armour to fail.
This has dire consequences:
  • Reduced mobility, in most cases no movement
  • Weakened armour, allowing weapons with lower Weapon Strength the ability to deal Blood.
Units that have high Armour Values, must often have their armour broken first (which can be done by low strength weapons), in order to be able to deal Blood damage to them.

Combat Class
Maneuvers
(CCM)
These are actions that are beyond the basic combat actions. Here are three examples, although there are several more.
Fire and Move
The unit can both fire and move during a turn, under certain conditions and at reduced accuracy and speed.
Hold 
The unit can perform no action this turn, and await eagerly for his next turn - receiving a bonus to his Initiative.
Set and Rip 
The unit must Set for one turn, performing no action other than preparing his weapon for firing in his next turn. This usually applies to heavy weapons.

Advanced Combat Maneuvers (ACM)

There are 3 ACMs, which are the key elements to the ruleset that allow for a higher tactical level of play. These are the basics of each ACM, and specific restrictions and conditions apply.
Bounding 
A coordinated movement between two or more friendly units, allowing for increased speed.
Suppression
Standing vigil and watching for any enemy action within your LOS, and firing suppressive rounds on any enemy unit attempting an action within this area.
Suppression is not designed to deal Blood damage, but rather prevent the enemy from moving, firing, or performing any action, locking down an area of terrain. They must pass a Courage Check in order to perform their intended action, and even when this is passed their fear still has a residual effect on their abilities.
Overwatch
Like suppression, the unit remains stationary and keeps a watch looking out for any enemy action. Unlike suppression however, the unit does not try to deny enemy action, and instead attempts to deal Blood damage.

The CCC Medic (right) makes a last stand attempt to keep the advancing USCR suppressed until the rest of the CCC arrive!

The USCR Sniper (bottom) locks down the road, and forces a CCC retreat while in overwatch.

So those are the basic rules/concepts for play - if you're interested, the Rulebook is superb quality with lots of detailed diagrams and photo examples - as well as lots of fluff and fiction.

With my two factions fully painted up, I'll have more time to play and run games at home - so expect to see more battle reports soon!

Sync out.