MechaStellar VER 9 – Tabletop Gundam Gameplay Example – Round 2

Gundam Ground Type Zaku II Dom

In this series of posts we are going to do a Tabletop Gundam Gameplay Example for MechaStellar usings units from the 08th MS Team. You can look at the Mecha Unit Profiles for the Federation and Zeon on the downloads page. Click here to for Game Setup and Round 1.

Below the break we will cover the 2nd round of a 5 round game of MechaStellar. We will go turn by turn each round and include some insights into the Gundam Tactics.

Round 2

Starting momentum – Federation 7 / Zeon 4

Gundam Ground Type Dom

Turn 1 – The Federation player goes first this round, she selects Karen to activate first. Karen moves forward into Rapid Fire range which gives +1 Shot.

She also has the High Ground which confers a [Tactical Advantage] bonus giving +1 Critical Hit. Normally a Critical Hit is simply 2 hits but some weapons such as a sniper rifle can treat a Critical Hit as 3 Hits.

As a seasoned Veteran Karen gains a Focus action for +1 Hit, she uses the Seize the Day Skill to get another Focus action for +2 Hits total.

As the attacker she chooses Precision for +2 Accuracy. The odds are stacking up against the Dom who chooses Guard for +1 Block.

Karen makes 5 shots with her Beam Rifle; she has accuracy 10 while the Dom has Evade+4, so the Dom needs a 6+ to Evade each shot.

The Dom rolls 5d10 and gets [1,3,7,7,10] = 1 Crit + 1 Hit = 3 Hits

On top of the 3 Hits, Karen is on the high ground which grants Tactical Advantage of +1 Crit, her Focus actions gave +2 Hit for a total of 7 Hits. As you can see, a Skilled Pilot is quite a force multiplier.

The Dom has Cover which gives 1 Block and a bonus block vs low DMG weapons like a beam rifle, Guard gives him a 3rd Block. The Dom has a large pool of HP, and so takes the 4 Hits for 300 DMG each and 1200 total.

Since the beam rifle is a high penetration weapon it has a chance to cause catastrophic damage. It’s ARM PEN is 6 so the Dom needs to roll a 6+ on each d10 to save. Failing the Armor Save causes 1000 DMG each as the beam pierces a critical section of the mobile suit.

Even though he was hit 4 times Armor Saves are capped at 3 dice. The Dom rolls [2,4,4] failing all three Saves for 3000 DMG. The Dom is instantly destroyed as the beam rifle pierces through the Dom’s cockpit.

The Zeon player took the gamble that they could rely on their high HP pool and wouldn’t fail all three Saves. In hindsight they should have used [M-1] to block one hit and then even with two failed saves the Dom would have just barely survived.

The Federation player gains [M+1] for destroying a unit.

End of turn Momentum – Fed 8 / Zeon 4.

Gundam Ground Type Dom

Turn 2 – A Zaku II activates next and comes out from behind the obscuring forest to move into rapid fire range vs Karen. Machine Guns and a few other weapons are unique for granting bonus Hits instead of bonus Shots in Rapid Fire range.

The Zaku II chooses Precision (+1 Accuracy) while Karen chooses Dodge (+1 Evade) vs the high rate of fire weapon. In effect their bonuses cancel each other out.

The machine gun makes 7 shots at Accuracy 9+1, Karen has Evade+3+1 so she needs a 6+ to evade each shot.

Karen rolls 7d10 and gets [2,2,4,6,8,9,10] = 2 Crits +1 Hit + Rapid Fire 3 Hits = 8 Hits total.

Since Karen is on the high ground he gets a bonus Hit which is neutralized by her Shield.

The 8 Hits are 200 DMG each dealing 1600 DMG to Karen’s Gundam. HP 1300/4100.

The Zaku uses its remaining movement to move closer to terrain. Prior to finishing the turn, the players eyeball it and agree that if Ez8 does not move then the Zaku will have cover against Ez8 based on its current firing angle.

Dom Gundam Ground Type

Turn 3 – With the Dom now much closer, the Federation player must decide on their target priority. Sanders’ Artillery cannon is less effective in Rapid Fire range (1/2 range) so he could try to take the Dom out now before it gets any closer, or Sanders can try to finish off the Zaku Cannon.

The Federation player mulls it over and she decides to try and finish off the Zaku Cannon rather than let them bombard the rest of the team. Sanders will once again strafe between the two rocky outcroppings, firing then ducking behind LOS cover.

Sanders chooses Barrage (+3 Hits) with Gunnery expert while the Zaku Cannon chooses Guard (+1 Block).

The cannon makes 5+3 shots at Accuracy 10, the Zaku Cannon is Evade+2 and needs an 8+ to Evade each shot.

The Zaku Cannon rolls 8d10 and gets [1,2,2,4,4,5,8,9] = 3 Crits + 3 Hits = 9 Hits

Cover blocks 2 Hits vs the artillery and Guard gives a 3rd Block. With 6 Hits left dealing 400 DMG each the Zaku Cannon will need to lose Momentum [M-2] to survive.  HP 100/2100.

End of Turn Momentum – Fed 8 / Zeon 2

Ez8 Gundam Acguy Zaku II

Turn 4 – The Zaku Cannon attacked in turn 3 activates now and uses a Focus action to gain the ability to target any model, then fires on Karen who is out in the open, being on high ground gives +1 Hit as well.

The Zaku Cannon chooses Barrage (+1 shot) while Karen chooses Guard (+1 Block).

The Cannon makes 5+1 shots at Accuracy 9, Karen is Evade+3 so she needs a 6+.

Karen rolls 6d10 and gets [3,3,5,6,8,10] = 3 Hits + 1 Hit from High Ground = 4 Hits.

Karen’s Shield gives 1 Block and Guard gives another. She is hit 2 times for 800 DMG total. HP 500/4100.

End of turn Momentum – Fed 8, Zeon 2.

Gundam Ground Type Zaku II Ez8 Gundam

Turn 5 – Shiro is up next, he moves to get a clear shot on the Zaku by the hillside then attacks in Rapid Fire range for +3 Hits.

Shiro chooses Precision (+2 ACC) while the Zaku chooses Dodge (+1 Evade).

The machine gun makes 7 shots at Accuracy 10+2, the Zaku is Evade+4+1 so it needs a 7+ to Evade each shot.

The Zaku rolls [1,2,2,4,5,5,6] = 3 Crits + 4 Hits + 3 Hits from Rapid Fire = 13 Hits dealing 200 DMG each.

Their 2 remaining Momentum isn’t enough to save them so the Zaku is perforated and taken out of the fight. The Federation gains [M+1] for the Ez8 Gundam destroying an enemy unit.

Acguy Ez8 Gundam Ground Type

Shiro in the Ez8 Gundam has a few inches of movement left and uses that to move towards Karen’s Gundam Ground Type. This movement serves two purposes:

The first is to make it harder for the other Zaku IIs to get into Rapid Fire range vs Shiro; while the Ez8 is very sturdy, a constant barrage of machine gun fire will eventually bring it down. The second reason is to ensure that the Ez8 is the closest model that way the other units cannot maneuver to make Karen the closest eligible target and finish her off.

End of turn Momentum – Fed 9 / Zeon 2

Acguy Zaku II Ez8 Gundam

Turn 6 – Shiro’s ploy works and a Zaku II unloads on the nearest target, the Ez8 Gundam. The Federation gains [M+2] thanks to Shiro’s Commander trait, or they would but the cap is 10 on Momentum so they gain 1 and stay at 10.

The Zaku chooses Precision (+1 ACC) while Shiro chooses Dodge (+2 Evade).

The Machine gun in Rapid Fire range makes 7 shots & +3 Hits, Accuracy 9+1 vs Shiro’s Evade+3+2, so Shiro needs a 5+.

Shiro rolls 7d10 and gets an unlucky roll [1,1,1,5,5,8,10] = 3 Crits + 3 Hits from Rapid Fire = 9 Hits total.

Shiro’s Shield blocks 1 Hit, he loses [M-2] for +2 Blocks and he takes the remaining 6 for 1200 DMG. His remaining HP is 1300/4100, while below 50% HP his Idealist trait kicks in.

End of turn Momentum – Fed 8 / Zeon 2.

Acguy Zaku II Ez8 Gundam

Turn 7 – The Acguy commander is up next. He unloads on Shiro (the enemy Commander) with his Megaparticle Gun which has +3 shots in Rapid Fire range. Shiro gains [M+2] when attacked thanks to his Commander trait.

The AC Guy uses the Seize the Day skill for +1 Action which it uses to Focus for +1 Hit.

The AC Guy chooses Precision (+1 ACC) while Shiro chooses Dodge (Evade+2)

The barrage makes 7 shots at Shooting Accuracy 9 vs Shiro’s Evade+3+2 so he will need a 4+ to evade each shot.

Shiro rolls 7d10, is unlucky and gets [2,2,3,5,6,7,10] = 2 Crits + 1 Hit + 1 Focus = 6 Hits.

Shiro’s shield blocks 1 hit, he then burns [M-5] to avoid the damage and potential Armor Saves from the beam weapon.

End of turn Momentum – Fed 3 / Zeon 2.

MS-06K Zaku Cannon

Turn 8 – The second Zaku Cannon activates. It chooses to stay behind LOS cover since the Zeon player doesn’t want him to get shot by Karen’s Beam Rifle. Since Karen is too close for Indirect fire (IDF) it instead targets Sanders. The Zaku Cannon uses a Focus action for +1 Hit.

The Zaku Cannon chooses Barrage (+1 shot) while Sanders chooses Guard (+1 Block).

The artillery makes 5+1 shot, Accuracy 9 vs Sanders Evade+3 means he needs a 6+.

Sanders rolls 6d10 and gets [3,4,4,6,6,7] = 3 Hits.

Sanders is near Cover which will provide 2 Blocks vs Artillery and a 3rd Block from Guard. 

MS-09 Dom Ez8 Gundam

Turn 9 – The Dom on the left flank activates, firing on Shiro when he gets a clear shot then uses the rest of his movement to head towards Sanders. Shiro gains [M+2] thank to his Commander trait.

The Dom chooses Barrage (+1 Shot) while Shiro chooses Dodge (+2 Evade)

The Bazooka makes 4+1 shots, Accuracy 9 vs Shiro’s Evade+3+2. Shiro needs a 4+.

MS-09 Dom Ez8 Gundam

Shiro’s terrible luck continues, he rolls 5d10 and gets [2,2,3,5,6] = 1 Crits + 2 Hits = 4 Hits

Shiro uses the Improvise skill which lets you reroll 2 dice such as the pair of 2s. Unfortunately they are rerolled into a 2 and 4, which means he has 1 Crit and 1 Hit = 3 Total.

His Shield blocks 1 Hit and he loses [M-2] to block the remaining high DMG hits from the Bazooka.

End of turn Momentum – Fed 1 / Zeon 2.

Turn 10 – Zaku II uses the Full throttle action to continue advancing down the edge of the map towards Sanders.

Turn 11+ – The remaining Zaku IIs consider using Full Throttle to get behind Shiro’s sight arc for Blindside attack next turn but their movement is lacking. Instead they all advance to get into rapid fire range for next round.

At the end of the round both sides have focused on fighting each other without maneuvering to capture Control Points, so Zeon still has 2 and the Federation still has 1. Zeon gains [M+2] while the Federation gains [M+1] at the end of the Round.

End of round Momentum – Fed 2, Zeon 4.

Click here to continue to Round 3 of the MechaStellar Gameplay Example.

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