MechaStellar VER10 Playtest Request

We’re working on VER10 with a planned release around November or December. Our number one question has always been why are dice rolls for Shooting and Melee so different so the goal for this update is to have Shooting and Melee use the same attack mechanic. Likewise for Evade and Melee Defense.

So when you shoot you will roll d10s, every 5+ is a Hit and every 10 is a Crit. The defender then rolls Evade and every 5+ is a successful Defense. Melee is also getting updated to be faster. The current Shooting / Melee / Evade stats are being updated to provide bonuses, for example, you might have a Shooting bonus of +4 Hits, a Melee of +5 Hits and an Evade of +2 DEF.

There are some other updates going on as well, including an update to the Mech Profiles so that will take a lot of time to update.

In the meantime we’re going to get some playtest rules ready for Version 10.

Leave a comment below, shoot us an email or contact us on social media with your favorite series (from the current roster) and two favorite units so we can work on getting those updated with the new layout.

Example 1 Favorite series Gundam 0080. Favorite units: Alex and Kampfer.

Example 2 Favorite series Great Mazinger. Favorite units Great Mazinger and the Great General of Darkness.

Playtests – 5 Shot Weapons

We ran a large number of playtests with five shot weapons to evaluate if we could include this suggested change without breaking game balance. You can read more about it in this previous post here.

In this series we had some asymmetric warfare with two 500pt units (Eva-01 and Big O) vs 1000pts of Zeon grunts (Zaku II, Dom and Gelgoog) with a few skileld pilots mixed in.

The extra shot made the game very dangerous for the two 500pt units. Big O was eventually take down by bazookas and great positioning in most games, while Eva 01 usually survived but once Berserk had a hard time chewing through most of Zeon’s forces.

In this series we had a cross era game with the same force from Zeon vs the Titans from Zeta Gundam fielding the Hizack,Marasai and Asshimar.

For some highlights, in the top left photo a Skilled Asshimar pilot with Barrage made 8 shot within Sensors range and landed 6 out of 8 critical hits, annihilating the Dom before it got to take a turn.

In the bottom photos we have an Asshimar jet forward while transformed as a UFO causing some havoc then transforming and punching a Gelgoog next Round before ultimately being cut in half. On the bottom right is a Hizack who managed to survive 2 rounds while surrounded.

This playtest series used units from Mazinger Z as well as a streamlined version of the Defend the City rules to spice things up. These are the Go Nagai Robot Collection figures.

With base 5 shots on most weapons things got very deadly with all the firepower units on the field. The Doublas M2 in particular were pushing out high volumes of shots as well as Venus A in return. Most of these games ended up being bloodbaths.

The highlight was when Boss Borot stole a weapon, which was Garada K7s horns and then proceeded to destroy him with them.

This game series with our Mobile Suit in Action (MSIA) figures had Mudrock and a basic Guncannon vs Char’s Zaku and a skilled Dom pilot.

The 5 shots were nice with Indirect Fire, but the enemy team had a high enough movement that they could get within shooting range rather quickly. Over a few games Mudrock folded pretty quickly after pressure was applied by Char’s Zaku, the extra shot with bazookas is extremely powerful.

Closing Thoughts

While all of these games using base 5 shot weapons were fun, we can’t deny that they have become remarkably more lethal with more games being over by Round 2 or Round 3 which is a bit premature. For about 2/3 of these games we also played with a draft revision with a nice bump up in HP but that still was not enough to slow the destruction going on in each game.

While it was a good suggestion I think if we want to implement this suggestion we would have to rework a number of weapon profiles to be considerably lower damage and/or further increase HP on unit. Something to think about.

Evaluating suggested weapon upgrades

We had a suggestion last month about raising the number of shots on weapons. Here’s a draft of what weapons would look like if we moved everything up to base 5 shots or higher.

  • Machine gun R24 Shots 8 RF+4H DMG200
  • Beam machine gun 24 Shots 6 RF+4H P4 DMG200
  • Beam Pistol 16 Shots 5 RF+1H P5 DMG300
  • Beam Cannon 48 Shots 5 RF-2 P5 DMG400
  • Beam Sniper 48 Shots 5 RF-2 P6 DMG300
  • Beam rifle 32 Shots 5 RF+1 P6 DMG300
  • Beam carbine 24 5 RF+3 P5 DMG300
  • Railgun 48 Shots 5 RF-2 P3 DMG400
  • Artillery 48 Shots 5 RF-2 P1 DMG500
  • Bazooka 32 Shots 5 P3 DMG 700
  • Missile pod 32 Shots 6 RF+3H P2 DMG300
  • Missile Salvo 48 Shots 5 RF+1H P3 DMG400
  • Fire support 48 Shots 10 RF-4 P2 DMG300
  • Micromissiles 40 Shots 10 RF+6H P2 DMG100
  • Needle Missiles 16 Shots 10H RF+10 P2 DMG100
  • Grenades 16 Shots 5 RF+3H P3 DMG300

There are a lot of things to like about having that bonus shot. It makes playing long range games a lot more viable and makes rapid fire not as huge an increase in overall shots. The downside is that the lethality of the base game gets high enough that a lot of things are being immediately one shot, including higher point units like the Hyaku Shiki. So there are three options to fix this.

  1. Return Critical Hits down to 1s on shooting and 10s on Melee
  2. Rebalance HP and give each unit additional HP
  3. Do nothing and keep weapons balanced the way they are

For #1 this would definitely solve the lethality issue in most cases. The downside of removing this is that it makes cross era play more difficult. To use Hyaku Shiki as an example again, it has an extremely large Evade value (higher with an Ace pilot) where 1s and 2s are essential for a grunt unit to threaten it.

For #2 this isn’t super hard to do but it doesn’t solve the problem for all weapons, for instance a bazooka is still likely to accidentally one shot some units with a base of 5 shots.

For #3, well, things are working well as they are but I know there are still some issue where long range fighting runs into some issues when shooting at units with shields and decent evade.

As someone who likes crits, and how those can influence the narrative, I’m leaning towards #3 or #2 myself.

VER9.4 Playtests – Dodge / Guard / Counter

Below you’ll find some recent playtest photos for testing out VER9.4 which will be updating how pilots work, taking a lot of their Momentum driven abilities and turning them into passive abilities instead.

Now, when a mobile suit is the target of a shooting attack they can choose to Dodge (+1 Evade) or to Guard (+1 Block). When they are in Melee they can choose to Counter (+1 Hit) or Guard (+1 Block).

Continue reading “VER9.4 Playtests – Dodge / Guard / Counter”

Playtests – Captain Harlock The Arcadia of my Youth

I had the downstairs 8ft table setup for a 2v2 2000pt each 40k game not too long ago. While the table was cleared off and setup for gaming I thought it would be a great time to get in some test games with Captain Harlock’s ship, The Arcadia, on a grand table befitting such a grand ship. Below the great are photos from various tests.

Continue reading “Playtests – Captain Harlock The Arcadia of my Youth”

[MS] Battle Report – GaoGaiGar vs the Zonderized Federation Lunar Base

This is one of the many test games we did for GaoGaiGar in the last several months. For this series of games the setting is a SRW style Earth with multiple factions. This is a sequel to this GGG battle report.

The narrative was that the GGG organization failed to capture the Zonder machine lifeform which escaped into space and began to transform an Anaheim Electronics lab into a Zonder metal plant. The Lab housed several older Gundam and GM Types for testing as well as several newer prototypes which were zonderized and used to fight the GGG + J-Ark Team.

Below the break you’ll find a write-up for the battle report as well as an after action report and MechaStellar designer commentary.

Continue reading “[MS] Battle Report – GaoGaiGar vs the Zonderized Federation Lunar Base”

Battle Report – Federation vs Zeon Grunts 1000pts

This is a battle report using the MechaStellar Rules for a series of games we did testing out changes to HP, Evade and Shields. This is the first series where we focused on grunt units without any Ace Pilots bringing as many cheap and useful units as we could.

Check below the break for a really fun battle!

Continue reading “Battle Report – Federation vs Zeon Grunts 1000pts”

Battle Report – Federation vs Zeon and Getter vs Mazinger 1500pts

This is a battle report using the MechaStellar VER 9.2 Rules for a series of games we did testing out changes to HP, Evade and Shields. This is the second series, where we took the forces from the first series and then added one super robot each, this way we could also test out the modified close range weapons like Tomahawk boomerang and Rocket Punch.

Check below the break for a really fun battle!

Continue reading “Battle Report – Federation vs Zeon and Getter vs Mazinger 1500pts”

Playtest Photos – Melee Overhaul 2

Here’s another short playtest report focusing on Super Robots and their Gundam Fight counterparts. We have Getter Robo G and Great Mazinger each 750pts on one team. On the other we have Combattler V, Gundam Maxter and Bolt Gundam, each 500pts.

We are using the SRW module here, so double HP, more Armor Saves, Rally and Knockback for Super Robots.

Continue reading “Playtest Photos – Melee Overhaul 2”