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.
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.
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.
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.
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).
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.
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.
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/
Below you’ll find a battle report using the MechaStellar VER 9.2 Rules with units that released in the November 2023 Roster Update. For this match we are using 1/144 scale Gundam figures, Revoltech for Gurren Lagann, Enki and Lazengann and the recently released Moderoid Infinite Combining Gurren Dan Lagann. At the end we have a mecha tactics after action report.
On one side we have the GX-9900 from After War Gundam X as well as Gurren Lagann, King Kittan and most of the Gurren Brigade (Dayakkaiser, Kid Knuckle, Mo-Shogun, Sawzorthn, Twinboekun). On the other side we have Gundam Virsago and several Jenice and Septems represented by Zakus and Goufs as well as the Spiral King’s Lazengann and Viral’s original Enki. Total points is 2300 on each side.
A new poll has been opened for which Mecha series to add to the roster next. Last poll the winners were Turn A Gundam, Captain Harlock: The Arcadia of my Youth, and more Braves (Yuusha) series such as Da Garn, Goldran, Might Gaine etc.
For this poll we have options returning from last poll as well as Gundam Seed, Ideon and Yamato.