MechaStellar VER 8.7 Design Goals – Core Rules Updates

Here’s an indepth look at some of the design decisions that went into the VER 8.7 Core Rules Update for MechaStellar.. For your convenience I have included the relevant summary line item list for each of those categories from the previous post as well.

Continue reading “MechaStellar VER 8.7 Design Goals – Core Rules Updates”

MechaStellar JAN 2023 Update – VER 8.7 Released

For this months update we have a major update to the Core Combat Rules along with a balance patch and overall UI improvement to the Mecha Profile Sheets. We’ve also added new units to the roster based on player requests. Below the break is the summary of updates, you can read a more indepth breakdown on a few updates in a follow up post.

Continue reading “MechaStellar JAN 2023 Update – VER 8.7 Released”

MechaStellar Battle Report – Amuro, Koji and Ryoma Vs Zeon Aces and Big O

For this battle we set up a SRW style game where universes collide with Amuro, Koji and Ryoma in the Gundam, Mazinger Z and Getter Robo on one side and on the other we have Big O and some of Zeon’s Aces including Char’s Gelgoog, Mikhail’s Kampfer and two of the Black Tri-Stars. (The 3rd Tri-Star was killed by Amuro in a previous battle and this was a follow-up grudge match). Rounding out the roster we have a Zaku I sniper and a Zaku II with a magella top cannon versus Kai’s Guncannon providing long range support for each player.

For the narrative on this battle the player’s decide that Zeon had hired Roger Smith under false pretenses informing him that Getter and Mazinger were possessed robots holding memories of the past and rampaging through the area. The player’s remark that after the battle and Roger discovers the ruse he would most likely switch sides.

For the battlefield we are still using some Greco-Roman style ruins that we used previously in a few Mazinger Z match-ups. Below the break will be the round by round battle report as well as a post-mortem on the mecha tactics employed.

Continue reading “MechaStellar Battle Report – Amuro, Koji and Ryoma Vs Zeon Aces and Big O”

[MS] Miniatures for Gundam 1/400, 1/300 SOG, Standart, Ultimate Operation, Assault Kingdom

Gundam Miniatures, Gundam 1/400, Gundam 1/300 SOG, Ultimate Operation, Standart, Assault Kingdom
Zaku I Sniper sleeping on the job

On this page we’re going to discuss the different miniatures available for Mobile Suit Gundam for use in the MechaStellar Wargame Rules. This post will feature the Gundam 1/400 collection, the 1/300 S.O.G. range, and a number of ranges that are roughly 1/220 scale but for the sake of convenience we’ll call them 1/200 for this write-up. We’ll examine the pros and cons of each Gundam mini collection and at the end we’ll have a number of comparison shots showing the different ranges side by side.

Continue reading “[MS] Miniatures for Gundam 1/400, 1/300 SOG, Standart, Ultimate Operation, Assault Kingdom”

MechaStellar VER 8 – 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.

Continue reading “MechaStellar VER 8 – Tabletop Gundam Gameplay Example – Round 4 and Round 5”

MechaStellar VER 8 – Tabletop Gundam Gameplay Example – Round 2

Gundam Ground Type Zaku II Dom

In this series of posts we are going to do a Tabletop Gundam Gameplay Example for MechaStellar usings units from the 08th MS Team. You can look at the Mecha Unit Profiles for the Federation and Zeon on the downloads page. Click here to for Game Setup and Round 1.

Below the break we will cover the 2nd round of a 5 round game of MechaStellar. We will go turn by turn each round and include some insights into the Gundam Tactics.

Continue reading “MechaStellar VER 8 – Tabletop Gundam Gameplay Example – Round 2”

MechaStellar VER 8 – Tabletop Gundam Gameplay Example – Setup and Round 1

Tabletop Gundam Tactics

In this series of posts we are going to do a Gameplay Example for MechaStellar using units from Mobile Suit Gundam. We are using some fan favorites from the 08th MS Team including Shiro Amada, Karen Joshua, and Terry Sanders Jr, who will be referred to as Shiro, Karen and Sanders for short.

On the Zeon side we have an assortment of Zaku IIs, Zaku Cannons, Doms all being led by an amphibious Acguy. You can look at the Mecha Unit Profiles for the Federation and Zeon on the downloads page. The Gundam models used for this playtest are from the Gundam 1/400 collection.

Below the break we will cover the game setup, deployment, and the 1st round of a 5 round game of MechaStellar. We will go by turn by turn each round and include some insights into the Gundam Tactics.

Continue reading “MechaStellar VER 8 – Tabletop Gundam Gameplay Example – Setup and Round 1”

Salamis & Musai Update

Just a quick update. While prototyping some powerful warships (Ra Cailum, Arcadia, J-Ark, etc.) we decided to alter the cost formula since these units were becoming too costly. This also affects Frame 1 units like the Salamis and Musai to a smaller degree. Their new costs allow them to have a full crew for 300pts with 5 Zaku IIs to a Musai and 4 GMs to a Salamis. The Salamis also got a slight equipment adjustment with more missiles available.

Additionally VER 8.5 of the core rules was updated to R2. This update adds in a [Reload] action for Stellar Warships.

Stellar Warships

  • All ships received Move+1, HP+1000, and a Cost decrease
  • AA Guns now ignore the Defense array trait