MechaStellar VER 9 – Tabletop Gundam Gameplay Example – Round 4 and Round 5

Tabletop Gundam Tactics

In this series of posts we are doing a Gameplay Example for MechaStellar. Click on the following links to see posts for Round 1, Round 2, and Round 3. You can look at the Mecha Unit Profiles for the Federation and Zeon on the downloads page.

Below the break we will cover the 4th and 5th rounds of a 5 round game of MechaStellar. We will go turn by turn each round and include some insights into Gundam Tactics.

Round 4

Starting Momentum Fed 3 / Zeon 3.

Turn 1 – Zeon is up first this round. The Zeon player activates his remaining Dom. He considers issuing a Challenge to Sanders, if he can destroy him he’ll get double Victory Points (VP), but if he can’t there’s a good chance Sanders will destroy him and get the double VP instead. 

So the Dom skips that and fires its giant bazooka into Sanders’ Gundam Ground type. Sanders is also within the Dom’s sensors range so it gains Target Lock meaning any 1s, 2s, and 3s on Evade become Critical Hits.

The Dom chooses Barrage (+1 Shot) while Sanders chooses Guard (+1 Block).

The giant bazooka makes 4+1 Shots at Accuracy 9 vs Evade+3, Sanders needs a 6+.

Sanders rolls 5d10 and gets [2,4,5,7,8] = 1 Critical Hit + 2 Hits = 4 Hits

Sander’s Shield Blocks 1, and Guard Blocks another. He takes 1400 DMG from 2 Hits and passes the Armor Saves from the Bazooka. HP 2100/4100.

With the Gundam still standing, the Dom goes full tilt into Melee with its heat saber. Zeon gains [M+1] as a result.

As the Attacker the Dom gets +1 Hit, while Sander’s chooses Guard for +1 Block.

The Dom puts all 5d10 of his melee dice on ATK. The federation player could split her dice for a counterattack and a potential finishing blow but right now she is not willing to risk Sanders’ life on a bad dice roll and thus puts all her melee dice into Defense.

The Dom rolls 5d10 and gets [7,7,8,8,8] = 5+1 Hits.

Sanders rolls 7d10 uses Improvise to get [2,3,4,4,9,9,10] = 3 + 1 Guard + 1 from the Shield = 5 Blocks and [M-1]

Sanders The Reaper survives yet again.

End of turn Momentum – Fed 2 / Zeon 4

Tabletop Gundam Tactics

Turn 2 – The Federation player considers her options. If Sanders can defeat the Dom then he can fire his weapon, however, due to the Commando trait the Acguy can’t be targeted.

So Sanders will use his action to Focus which gives him +1 Hit in Melee. As the attacker he puts his +2 Hits as a Skilled Pilot plus [M+1] for a melee attack. The Dom chooses Guard for +1 Block.

Sanders rolls 7d10 and gets [4,4,4,5,8,8,9] = 6 Hits + 1 Crit + 2 Hits Skilled Pilot + 1 Focus = 11 Hits

The Dom rolls 5d10 and gets [3,8,9,10,10] = 4 +1 = 5 Blocks. 

With 6 unblocked Hits the Dom is unlikely to survive. Even if they burned [M-3] they are still rolling 3 Armor Saves vs PEN 8. And since Sanders is a Skilled Pilot they will strike a Finishing Blow for another 1000 DMG.

The Zeon player lets the Dom be destroyed rather than risk it on 3 Armor Saves.

The Dom is destroyed and the Federation gains [M+1] for destroying a unit. Sanders falls back to make it harder for Zaku II to get into Rapid fire range.

End of turn Momentum – Fed 4 / Zeon 4.

Tabletop Gundam Tactics

Turn 3 – The Zeon player activates the Zaku he saved last turn hoping to finally avenge his comrade. The Zaku gains [M+1] for the melee attack.

The Zaku gets +1 Hit as the Attacker while Karen chooses +1 Block. The Zaku puts all their dice into ATK while Karen puts all her dice into DEF. The Zaku Pilot uses the Make it Count Skill for +4 Hits in Round 4.

The Zaku rolls 5d10 and thanks to the reroll on the Heat Hawk gets [5,6,6,7,10] = 4 Hits + 1 Crit + 1 Pilot + 4 Make it Count = 11 Hits.

Karen rolls 7d10 and gets [1,1,2,4,4,6,10] = 2 Blocks + 1 Shield Block + 1 Guard = 4 Blocks.

The Federation doesn’t have enough Momentum to save her and so Karen’s Gundam Ground Type is finally destroyed.

Shiro declares Revenge, giving him Tactical Advantage against that Zaku for the rest of the game. The Zaku is also worth 2x VP for scoring.

Ez8 Gundam Zaku II

The Zaku II now burns [M-2] to disengage and attack. The Zeon player considers moving him in the way of the Acguy to make Commando take effect, but instead opts to put the Zaku near the trees to gain Cover.

The Zaku attacks Shiro while moving backwards, this close they gain the benefits of Rapid Fire and Target Lock (1s, 2s & 3s are Crits). Shiro gains [M+2] thanks to Galvanizing Display.

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

The Machine gun makes 7 shots and Rapid Fire gives +3 Hits, Accuracy 9+1 vs Evade+3+2, Shiro needs a 5+ to Evade.

Shiro rolls 7d10 and gets [4,4,4,6,6,7,9] = 3 Hit + 3 Hits via Rapid Fire = 6 Hits.

Shiro’s Shield will Block 1 Hit leaving 5 left dealing 200 DMG each. HP 300/4100.

End of turn Momentum – Fed 6 / Zeon 4.

Tabletop Gundam Tactics

Turn 4 – Shiro is up next. Since he is below 50% HP he chooses to gain [M+2] instead of 2 Focus actions. Finally having having a clear shot at the Acguy, he fires his Machine gun in Rapid Fire range (+3 Hits), and uses 2x Focus Actions each one gives +2 Hits with a low DMG machine gun.

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

The machine gun makes 7 Shots at Accuracy 10+2 vs Evade+5+1, the Acguy needs a 6+.

The Acguy rolls 7d10 with Improvise and gets [4,4,6,6,7,8,10] = 2 Hits + 3 via Rapid Fire + 4 from Focus= 9 Hits.

Zeon loses [M-2] to survive with 200/1600 HP.

Shiro then charges into Melee with the Zaku II who makes an Overwatch attack with 4 shots. Shooting 9 vs Evade+3 with Target Lock.

Shiro rolls 4d10 and gets [4,7,8,10] = 1 Hit which is blocked by his Shield.

Attacking in Melee, Shiro gets [M+1]. As the Attacker he gets +2 Hits, the Zaku chooses Guard for +1 Block.

Shiro rolls 7d10 and gets [2,3,8,8,9,10,10] = 2 Hits + 3 Crits + 2 Hits from Pilot = 10 Hits.

The Zaku II rolls [1,4,5,6,10] = 3 + 1 = 4 Blocks.

The Zaku II is cleaved in half. The Federation gains [M+1] for destroying a unit.

End of turn Momentum – Fed 10 / Zeon 2.

Tabletop Gundam Tactics

Turn 5 – The Zeon player considers whether it would be best to have the Acguy stay far away or get closer for a rapid fire on the mega particle gun while being at risk of melee if the Ez8 Gundam goes first next round.

Either way he has Tactical Advantage firing from behind so he opts to stay far away for now and use a missile salvo. Shiro gains [M+2] thanks to Galvanizing Display.

The AC Guy uses Seize the Day for a Focus Action which gives +1 Hit.

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

The AC Guy’s missile salvo makes 5 Shots at Accuracy 8+1 vs Evade+3+2, Shiro needs a 4+.

Shiro rolls 5d10 and gets [3,4,4,9,10] = 1 Hit + 1 Hit via Focus + 1 Crit from Tactical Advantage = 4 Hits.

It’s an attack from behind so Shiro does not benefit from his Shield. Shiro burns [M-4] to survive.

End of turn Momentum – Fed 6 / Zeon 2.

Tabletop Gundam Tactics

Turn 6 – The Zaku Cannon leaves cover and attacks Shiro, who gains [M+2] thanks to Galvanizing Display. The Zaku Cannon can get into Rapid Fire range but lacks the movement to get close enough for a Target Lock. The Zaku Cannon opens up with his machine gun and a hip mounted missile salvo.

The Zaku Cannon chooses Precision (+1 ACC) for both attacks while Shiro chooses Dodge (+2 Evade) vs the Missiles and Guard (+2 Blocks) vs the Machine Gun.

The Zaku Cannon has accuracy 9+1 vs Evade+3+2, Shiro needs a 5+ vs the Missiles.

The Missile Salvo is 7 Shots, Shiro rolls 7d10 and gets [4,4,5,6,8,9,9] = 2 Hits.

Shiro’s Shield Blocks 1 and [M-1] to block the other.

The Zaku Cannon has accuracy 9+1 vs Evade+3, Shiro needs a 7+ vs the Machine Gun.

The Machine Gun is 7 Shots, Shiro rolls 7d10 and gets [5,6,7,7,8,9,9] = 2 Hits + 3 Rapid Fire = 5 Hits.

His Shield Blocks 1 Hit, Guard Blocks 2 Hits then [M-2] to survive.

End of turn Momentum – Fed 6 / Zeon 2.

Turn 7 – The last Zaku II advances and attacks Sanders in Rapid Fire range with its Machine Gun

The Zaku chooses Precision (+1 ACC) while Sanders chooses Dodge (+1 Evade)

7 Shots, Accuracy 9+1 vs Evade+3+1, Sanders needs a 6+.

Sanders rolls 7d10 and gets [1,2,5,5,9,10] = 2 Crits + 2 Hits + 3 Rapid Fire = 7 Hits.

Sanders has Cover and so gets 2 Block vs the Machine Gun, he takes the remaining 5 hits for 1000 DMG. HP 1100/4100.

At the end of the Round Zeon gets [M+2] for its 2 Control Points while the Federation gains [M+1]. In this game getting close for rapid fire was often the more pressing option than maneuvering to capture more Control Points.

End of Round Momentum – Fed 7 / Zeon 4.

Round 5

Turn 1 – The Zeon player seizes initiative and has his Acguy go first, waddling forward into rapid fire range with his Mega Particle Gun and uses the Make it Count Skill for +5 Hits in Round 5. Firing from behind, he gains [Tactical Advantage], and the [Blindside] attack prevents Shiro from using his Shield. At the very least Shiro gains [M+2] from Galvanizing Display.

The AC Guy chooses Barrage (+1 Shot) while Shiro chooses Dodge (+2 Evade). Shiro is hoping to roll well while the AC guy is fishing for Critical Hits.

The Mega Particle Gun makes 7+1 shots with Accuracy 8 vs Evade+3+2, Shiro needs a 3+ to Evade, however, since he is in Target Lock range 3s are automatic Critical Hits so he can only use a 4+.

Shiro rolls 8d10 with Improvise and gets [4,4,5,5,6,7,9,10] = 0 Hits + 1 Crit from Tactical Advantage + 5 Hits from Make it Count = 7 Hits.

Shiro loses [M-7] to save Shiro once again. The players describe this as Shiro getting a last minute warning from Eledore in the Hovertruck then diving and going to ground to avoid the surprise attack.

End of turn Momentum – Fed 2 / Zeon 4.

Turn 2 – Shiro’s turn and he needs to have a dynamic and successful turn in order to win the game. Below 50% HP he gains 2 Focus actions and uses them on the machine gun in rapid fire range into the Zaku Cannon.

Shiro chooses Barrage (+2 Shots) while the Zaku Cannon chooses Dodge (+1 Evade)

7+2 Shots at Accuracy 10 vs Evade+2+1, the Zaku Cannon needs a 7+.

The Zaku Cannon rolls [1,2,2,4,5,6,7,8] = 3 Crits + 3 Hits + 3 Hits via Rapid Fire + 4 Hits from Focus = 16 Hits 

That is enough to destroy the Zaku Cannon even if Zeon emptied their Momentum pool. The Federation gains [M+1] for destroying a unit.

Shiro then surges into Melee with the Acguy, using the Seize the Day skill for +1 Action to Full Throttle over. The Federation gains [M+1] for the melee attack. Shiro puts all his dice into Attack and the Acguy puts their dice into defense.

Shiro rolls 7d10 and gets [1,4,5,6,6,7,7,8,10] = 6 Hits + 1 Crit + 2 Hits from Pilot = 10 Hits

The Acguy uses Improvise and rolls 4d10 [1,3,5,7] = 2 + 1 Block from Pilot = 3 Blocks.

Zeon’s Commander is destroyed as the Ez8 makes one last valiant charge. The Federation player already destroyed a unit this round and so does not gain any further Momentum for destroying a unit.

End of turn Momentum – Fed 4 / Zeon 4.

Turn 3 – The final Zaku II activates and fires its machine gun in Rapid Fire range into Sanders Gundam Ground Type.

The Zaku II chooses Precision (+1 ACC) while Sanders chooses Dodge (+1 Evade)

The machine gun makes 7 shots with +3 Hits in Rapid Fire, Accuracy 9+1 vs Evade+3+1, Sanders needs a 6+. This close the Zaku has Target Lock. The Zaku uses Seize the Day for +1 Action to Focus for +2 Hits.

Sanders rolls [1,2,3,4,4,5,8] = 3 Crits + 3 Hits + 3 Hits via Rapid Fire + 2 Hits via Focus = 14 Hits

Luck is not with Sanders the Reaper this round, even with cover and Momentum that isn’t enough to save him. Down he goes; Zeon gains [M+1] for destroying a unit.

MechaStellar is designed around 5 round games so with that we conclude the game. If the players continued past round 5, the lone Zaku II has a decent chance of taking out the Ez8 Gundam.

End of Round Momentum – Federation 4 / Zeon 5.

After Action Report

The players were using the simple battle rules which allows for a quick game to fight your opponent with Victory Points scored based on what you destroyed.

You gain VP equal to the destroyed units Frame Level and Pilot Level. If you destroy the enemy Commander you gain bonus VP equal to the current Round.

VP are lost if you lose an Ace Pilot or a unit worth 500+ points, although you can waive those penalties if this is the last game of a campaign and you want a Tomino style finale.

Here are the scores for each player.

Federation VP 16VP

  • Destroyed Frames +12VP
    • Revenge: +1 VP for destroying that Zaku.
  • Destroyed Commander in Round 5 = +5 VP

Zeon VP 11VP

  • Destroyed Frames +6VP
  • Frame below 50% HP +3VP
  • Destroyed Pilots +2VP

The Zeon player was very aggressive near the end, had it worked out for him he could have gained another 6 VP from defeating the Ez8 Gundam. Had he taken down the unit earlier, it may have also saved some of his other units which would have denied his opponent Victory Points.

But hindsight is 20/20 and in this game the Federation player had some fantastic dice rolls. Both players had a great game, we hope you enjoyed reading.

That’s all for the MechaStellar VER 9 Gameplay Example. If you have any questions feel free to leave a comment on any of these posts or hit the contact button at the top of the page to email us.

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