MechaStellar Battle Report – Big O & Baxingar vs Aqua Zeon in the Drowned City

In this MechaStellar battle report we are keeping the fabulous teamup between the suit wearing Roger Smith (Big O) and the king/queen aesthetics of the J9-II team (Baxingar) face off against Zeon Remnants. Since we’re using a lot of amphibious units, we reasoned it was an abandoned and half submerged city which fits well with some of Big O’s environments.

This game series we were heavily testing our the “Reinforcements” mechanic which would take the Ambusher traits (and event) and turn it into an easy to use core rule. Thanks to this series we managed to avoid a lot of missteps with reinforcements out the gate, but our playtesters found several more loopholes we had to patch within 2 months of release.

While Big O and Baxingar both were able to Ambush, you do need to put at least one unit on the field so in this case Baxingar (in their Cosmo Bike form and thus hard to target) was first.

On Zeon’s side we also had some Musai’s taking part, because we really wanted to laydown the fire support. This was hot off the heels of a QoL update for Warships and they were a lot more fun to use and lot more worthwhile on the battlefield.

In universe, we reasoned that since Big O’s world is very….well, to avoid spoilers, full of mysteries, having space ships appear in the city wouldn’t be out of the ordinary. Who knows, maybe the movie was set in a colony all along.

A Hy-Gogg captures a CP, then Baxingar takes it’s turn firing an Antiship missile to obliterate a Musai and then laser’ing the Hy-Gogg off the field. A powerful turn (and due to this and other games we later realized that Valor should be a Round 2+ only skill.)

The other Musai gets LOS to support it’s allies and begin blasting. Baxingar is an absolutely glass cannon of a unit, but fortunately with the updated Momentum system it had enough Momentum to use Flash several times and dodge some painful hits.

The Black Tri-Stars are the Aces on this side and they start blasting. (We were also briefly tested a squad system in this game, to see how valuable it would be for Ace units; normally it was only for nameless grunts. It was fairly successful, but we found that individually the Black Tri-Stars were more formidable. More to come on the squad system!)

BIG O!! IT’S SHOWTIME!!!

Big O reinforces, in this series we realize that reinforcing units should have either limited movement, limited actions, or both. So we test out this idea several times and come to a reasonable solution that doesn’t allow for Reinforcing units to show up, blindside nuke a unit, then capture a CP all in one go.

Speaking of Blindside. Some Goggs reinforced on the enemy side last Round, as a limiting factor we let them attack if they used Zeal. Which they were happy to launch megaparticles supported by torpedos pods into Baxingars backside.

Round 2 Big O pulverizes that Z’Gok and captures the point.

Baxingar clears out the home CP by destroying both Goggs. We were testing out the “Tear through the Ranks” as a melee option instead of an event here, which we really enjoyed so it made it back into the Core Rules.

A Hy-Gogg on the Hy-Ground with an antiship missile. Who should send that into? The agile but glass cannon Baxingar, or the slow moving heavily armored Big O?? Hmmm

Big O withstands the blast then we proceed to beat down the Hy-Gogg. It’s at this moment we realize we should add something in the core rules to mention that very tall units can melee units on the high ground because…well look at this picture lmao

Two of the Black Tri-Stars move into position to Blindside Big O later.

The third Tri-Star gets a lucky critical and blows Baxingar off the board. While we made several of the aquatic units Elite to punch above their weightclass, the Black Tri-Stars ended up carrying the game.

Time to Chrome Buster and blow up the terrain and the Tri-Stars

Big O managed to take down 2 of them, but alas the third one got a blinside attack and then won initiative in the final round for another blindside attack. The ground shakes as the giant crashes down into the earth.

After Action Report

We ended up tweaking several of the aquatic units after this, since they didn’t feel as durable (or as cheap) as they could have been. Big O went through several revisions and one of our outspoken players, really loves this unit so we wanted to get it right. Eventually Big O went up a size tier (to reflect it’s weight, rather than it’s official height) which gave it a considerable HP boost and more slots.

This game we also tested out the squad systems for regular units as well as for elite units. We had tested it out a little before but this version felt a lot more stable and less likely to be all or nothing.

We also had a lot of fun with the Zeon team and ended up using them again versus a remarkably different force. Space Battleship Yamato complete with Cosmo Tiger squadrons. Stay tuned for more!

MechaStellar Monthly Roster Update – DEC 2025 – Aura Battler Dunbine Part 2!

Merry Christmas and Happy Holidays everyone! For this month’s MechaStellar update we are rounding out the Aura Battler Dunbine roster with a complete set of the Aura Battlers from the TV show as well as the Zelana, Wing Calibur Fou, and the 4 legendary Aura Battleships.

You can find the updated units under “Warships” on the gamedownloads page which currently holds Harlock, Yamato, Dunbine as well as Warships from Gundam (and support units like Saberfish and Magella Tanks). https://mechastellar.com/game-downloads/

Aura Battler Dunbine is an outstanding show with some outstanding insectoid mecha designs. It has recently seen a major merchandise revamp with a huge portion of its roster both heroes and grunts getting figures for the Robot Spirits (Robot Damashii) line. The figures are incredible, please check them out. There are also older gashapon available for those who prefer small size minis.

Summary

  • Added 20 units from Aura Battle Dunbine to the MechaStellar roster
  • Significantly rebalanced how size affects all units, especially small units like Aura Battlers, Jets and Tanks
  • Rebalanced all small units. Yamato’s Cosmo Falcon / Tiger received an upgrade
  • Rebalanced all Warships

Look forward to Char’s Counter Attack next month! Happy New Year!!

MechaStellar Battle Report – Gundam Seed vs Shin Mazinger & Getter

In this battle report we have a 2000pt game using the MechaStellar VER10 rules, one side we have the SEED Duo of Kira and Athrun piloting the Freedom and Justice Gundams. On the other side we the iconic Koji Kabuto in the Mazinger Z with the God Scrander as well as the OG Getter Team of Ryoma, Hyato and Musashi in Getter Robo. (We’re using the Armageddon Black version since we’ve customized this 300pt unit into a 1010 point unit.)

In this cross universe game, the SEED Duo are facing off against two of the most iconic Super Robots. Read on below the break to see the results of the battle report.

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MechaStellar Design Goals – SEP25 Update – Balance Update

The latest update has quite a bit of changes both to the Core Rules, Wargaming supplement and the Unit Profile sheets.  In this post we’ll cover a brief overview.   Which we’ve broken into three segments.  Some of these we will cover more in depth in follow-up posts.  For this segment let’s cover Balance Updates.

(Also, Super Robots have been updated on the game downloads page)

Points Update

We’ll start off with the upgrade options for available for your units.  A few new ones were added, a few were updated, and VP in general was streamlined where +50pts now equals +5VP, with the exception being Performance the biggest driver of VP increases.  

The most commonly picked upgrades for Playtesters were one of the ‘Free Skill’ upgrades such as Superior Instincts (Flash), Overzealous (Zeal), Fearless (Valor) and Persist (Iron Wall).  And there’s a reason for that, at the time 50pts for a [M-3] free skill was a steal, especially so when Momentum was always critically low for aggressive players. 

We confirmed this on the Dev team where a very cheap 250pt unit and a partner unit with a wealth of upgrades including free skills ended up hammering a 1000pt Freedom and Justice over and over again.  (Battle Report forthcoming).  The free skills were the driving victory factor here, after bumping up the point cost the gameplay became more fair.  We tries several adjustments in this test series  but eventually settled on +100pts per level which we find to be a bit more fair, while also making other options more viable for their points cost.

As a silver lining, we’ve removed the type restrictions on Flash / Iron Wall.  We’ve also raised the cap by 50pts on Unit Upgrades (although the Free Skill upgrades are exempt from that).

Elite Bonuses

These have been reworked a bit mostly on the melee side, since one option was proving to be much better than the other.  Now both have an equivalent with Bullseye/Barrage, and a bonus effect like making it harder to counter or easier to disengage.  Similarly, the upgradable bonuses you can give your pilots, have been split on the Melee side similar to Bullseye and Barrage.

Speaking of Barrage, we’re also rolling back changes for ‘Auto-Hit’ effects.  Barrage no longer gives auto-hits on +Hit weapons, instead it’s limited to giving auto-hits only if you go over 10dice of attack.  AOE weapons were proving to be too potent, blasting through cover with enough auto-hit effects to wipe out virtually any unit.  Now Heero Yuy has to try a little before vaporizing the target.  Fortunately, all machine gun types weapons were rebalanced and for the most part are all stock 10d10 on attack, so barrage remains the best (and most thematic) choice.

Weapons Update

As mentioned above there were big changes to AOE weapons and machine gun type weapons.  We also did a big overhaul of high damage weapons.  We noticed that some of the melee weapons were remarkably high damage and it only took a couple hits to cleave through heroic type units.  We’ve since adjusted how much damages boosts are worth and you’ll see a lot more reasonable damage numbers on melee weapons, bazookas and cannons.

Similarly, beam weapons are now generally -100 DMG but +1 PEN across the board to further differentiate their feel from conventional kinetic weapons.  Weapons with a [Free Attack] special clause went up again in points costs, and so were rebalanced to be weaker at their same price, or significantly higher in points which affects units like the Gouf series for instance. 

Lastly, but certainly not least the points weighting for attack dice has increased again with this primarily affecting DMG 300+ or PEN 5+ weapons.  Many of these weapons either went down in dice to around 6-7d10, or they went up in points costs as you’ll notice in the unit profiles.

Unit Update

Doing a complete overhaul of all weapons and shields necessitated a rebalance of all units.  So you’ll see a lot of points adjustments, or some units stayed the same points costs but had to be adjusted elsewhere such as lowering their HP or sensors.  HP went through another overhaul, some reoccurring feedback we’ve gotten is that the heroic type Frame 4+ units like Gundam’s, often feel too fragile compared to a grunt suit.  We’ve adjusted the HP formulas (and VP formulas) such that higher Frame units have consistently higher HP while also trying to maintain the lethality where the average grunt can still and will be destroyed by a well placed beam rifle shot.

On top of that, a lot of our more rare units got a lot of care and attention on their rebalance.  G Gundam as a whole has moved up to 1000pts each, representing how they are the finest machines their country put out.  Likewise, the Wing units has a good boost to better represent their grunt killing prowess.

Super Robots also received considerable glow ups, as the Gundam sheets have been overall increasing in costs it’s time to make some of the iconic Super Robots significantly more expensive, and thus more powerful as well.  Some classic favorites will retain their cheap 250pt version, while others are getting bumped up to 750-1000pt options.  Do note, that even a cheap unit with a bouquet of unit upgrades can still menace significantly more expensive units if you play them right.  That’s one of the fun options we’re happy to keep designing around in MechaStellar.

MechaStellar Monthly Roster Update – JAN2025 – GoLion (Voltron), GoShogun, Bryger and Baxinger

Hello everyone, for the last few months we’ve been very busy working on MechaStellar VER10 and we finally updated all the Mobile Suit Gundam Universal Century Mobile Suits to VER10. Well, it’s time to spread the wealth with our Super Robot fans too. This month we have converted some additional Super Robots to VER10 including the much beloved Big O. We’ve also added in 4 new Super Robots.

You can find the updated MechaStellar Core rules and the Mecha Unit Profiles on the game-downloads page.

Keep reading below for additional details.

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Collecting Super Robot Figures and Miniatures

On this page we’re going to discuss the different miniatures available for Classic Super Robots of the 70s and the 80s to be used with the MechaStellar Wargame Rules. This post will feature Super Robots Wars (SRW) Gashapon trading figures made by Banpresto and also Yujin. After that we’ll look at larger size figures such as Super Minipla and Gokin such as the Soul of Chogokin series. 

Note that Mazinger and Getter Robo are extremely popular Super Robot series with lots of merchandise so we have posts specifically about those franchises you can read about here and here.

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Battle Report – Combattler V & GX Versus Gundam Virsago and Shin Mazinger

Here’s a 2v2 battle report using the MechaStellar VER9.3 Rules featuring two of our newer units, the GX from Gundam X and Combattler V against Gundam Virsago and Mazinger witht he God Scrander. We are using the SRW Optional Module which doubles HP, provides bonuses for Real Robots and Super Robots and most importantly provides secondary objectives for bonus Victory Points (VP).

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MechaStellar Battle Report – Amuro and Casval’s Gundam vs Classic Super Robots

Happy New Year! This battle was our favorite of the year.

Here’s a 1500pt battle report using the MechaStellar VER9.3 Core Rules featuring Amuro and Casval piloting the RX-78-2 Gundam’s with Kai and Hayato in Guncannons for support on one side and Mazinger, Getter Robo (Musashi solo) and Combattler V on the other side.

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MechaStellar VER9.3 Design Goals

Whenever we make a chance to the core rules (specifically anything before the advanced tactics section) we do a version update. For VER 9.3 the change was relatively small in the text but fairly large on the tabletop. We changed how [CC] weapons work, converting them over to the Push/Pull weapon profile established in a previous update and what’s more we allowed them to knock your foe out of melee before they can counterattack.

Now that’s a big change!

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MechaStellar – Monthly Roster Update – December 2023 – Combattler V and Voltes V

For this month’s MechaStellar update we are adding the classic combining super robots Combattler V and Voltes V, a well known staple for the SRW games. We have also updated the Core Rules to VER 9.3 with a changes that allow Close Combat [CC] weapons to prevent a counterattack and a streamlining of the SRW module. The Wargame Rules to VER 9.2 to account for some VP updates as well as the inclusion of the “Highly Skilled Pilot” upgrades which allow you to use a Skill like Accelerate or Bullseye for free once per turn. A summary of all changes can be found at the bottom of this post. You can find the updated rules and mecha profiles on the game downloads page: https://mechastellar.com/game-downloads/

Continue reading “MechaStellar – Monthly Roster Update – December 2023 – Combattler V and Voltes V”