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Quick & Easy game start up rules?
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Faolan
Clan Wolf
Point Commander
Point Commander


Joined: 06-Jul-2005 00:00
Posts: 12

PostPosted: 09-Jul-2005 10:32    Post subject: Quick & Easy game start up rules? Reply to topic Reply with quote

Anybody have some quick and easy rules/tables for picking mechs and pilots for small unit battles?
Something beside just having equal tonnage or BV. Something that will encourage mixing up the units a bit, and for example sacrificing tonnage for better pilots all while keeping things fairly balenced.
thanx for any ideas.
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Wanallo
Federated Suns
Leftenant Colonel
Leftenant Colonel


Joined: 02-Jan-2004 00:00
Posts: 671
Location: United Kingdom
PostPosted: 11-Jul-2005 09:08    Post subject: RE: Quick & Easy game start up rules? Reply to topic Reply with quote

OK the way me and my friend do it is first sort your mech sheets into the seperate wieghts (can be tricky when you have a whole draw full like me!)

Then that is all you do for the sorting. No different tech level or base. For pilots use the random character table for each mech after you have assigned a character a mech ( so your best one might be in your flea not your Daishi)

Decide how many mechs you are having on each team and in what wieghts and pick them. randomly from the upside down sheets, if you want 4 vs 4 then pick 6 mechs and choose your favorites as long as you keep to your wieght settings (1 light, 1 medium, 1 heavy and 1 assault, for example) your set to go.

GIves you a good random selection of mechs clan and IS without any forward planning so both of you will be suprised at what you get. A weaker team will have to use the terrain better, for example.

One way we did it was keep all the mechs secret until they were actually within line of sight. So we used blank markers to represent the mechs until they could be seen then they were revealed.

Was a bit suprising when my Spider headed off against another mech to find a Daishi pointing its guns at the poor Spiddly!

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