
In our previous post we talked about changes to Support ATK / DEF, and how in this update we needed a new mechanic to represent the old gameplay of letting your grunts support each other and become more deadly. With this we created a Squad system with the goal of making it as simple and easy to use as possible. We took some inspiration from the Official Gundam 1/400 Tactical Battles rules which also features a Squad System (complete with base-to-base mechanics) and tried to streamline that idea as much as we could into MechaStellar.
For Squads we wanted a very simple way to boost their effectiveness. The old Support ATK system was perhaps too generous, since it allowed you to gain bonus hits on any attack. Thus you would often see a pair of machine guns supporting a bazooka unit (I know, I’ve certainly done it a lot myself), allowing for the weapon machine guns to get +2 hits on the very high damage bazooka. It was a very effective combo. Unfortunately it didn’t just apply to grunts, but also your overpowered units like a Gundam or Mazinger.

The Squad system wanted to provide a simple attack bonus to your grunts, without providing a massive attack bonus to your already powerful units. Afterall, the intent is to improve you grunts, and let them fight against tougher opponents and help break through their defenses.
So for squads we allow you to pair up similar units, and you get bonus attack dice from your squad members when using the same weapon. I.e. +2 machine guns from your squad mates gives your Squad Leader +2d10 attack dice, 1 bazooka and 2 machine guns does not give you bonus dice.
This ended up being a simple and easy to follow system, but we had to build in some limits so you weren’t pairing up Leos with Wing Gundam or Heavy Arms to immediately give them a huge attack bonus for a relatively cheap cost of +2 Leo units. So to pair up similar units they would have to have the same Role and the same performance. This lets you pair up various kinds of Zaku variants, it also lets you pair up Mass produced units, for example in the future you might have a Nu Gundam + MP Nu’s in a squad.

Lastly, we needed a way to make this worthwhile for Ace units. We had a lot of success using the squad system with Battle-Tested pilots like the Cosmo Falcons / Tigers from Space Battleship Yamato, but overall, the system was not great for Ace Pilots like the Black Tri Stars. The simplest fix to that, was to let Elite units gain a Defense bonus, so your Black Tri-Stars were getting +2d10 on Attack dice, but also on Defense dice, massively improving their survivability.
We also updated the Coordinated Attack event for the Black Tri-Stars, and we updated Tandem Fighter to be support focused, while also making it powerful if you lose one of your three Aces. So the Black-Tri Stars with Tandem Fighter still fight very effectively when they are down to only 2 members.
We really enjoy the new squad system but there are likely still some wording loopholes we missed. If you notice any, or just break the game in general, please let us know. You can shoot us an email or contact us on social media.



























