Battlefield Report: Assault the Hidden Base

Start Superoverhead All

NOTE: I took a break from blogging for a bit as my duties at work increased.  These drafts are from the VER 2 rule set, we’ve since had many playtests and made it to VER 5 which is a very different game.  We’ll have more to post in the future.

This past weekend we busted out some of favorite terrain to give this scenario another try.  It involves one force dropping into a forest to assault a hidden mountain base replete with anti-aircraft guns.  It also gave us a chance to continue testing Shield rules and see if we wanted to adjust things.  Here’s the Battle Report with a round by round summary.

Continue reading “Battlefield Report: Assault the Hidden Base”

MechaStellar – Weapons Design

Full_Armor_Gundam_Thunderbolt-ova

When it comes to weapons we had the following design goals.

  1.  To the extent possible minimize variations
  2. Variations between weapons should be distinct
  3. Maximize re-usability of weapons between units

To elaborate a bit further on these, for #1 when looking at a list of weapons you don’t want to see 5 versions of a machine gun, or 4 versions of a beam rifle, each with their own nuance.

Continue reading “MechaStellar – Weapons Design”