| MechWarrior is fast and fun, with three 600
point games easily achievable in a club afternoon.
Most players have more models than can be used at 600 points. Some club members fancied a bigger rumble. We tried it, it works. Try the following (unofficial) game suggestions for a whole afternoon battle, provided by Orlando Murrish, WizKids MechWarrior Envoy at our venue. No planetary condition or mission cards are used. The pictures here are thumbnails: click on them to see a larger picture |
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MEGA MECH SLUGFEST |
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| Multiples of 450pts, try between 2,700 to 5,400
points. Mechs only. Mechs must be organised in four mech lances (Inner
Sphere) or five mech stars (Clans). Repair industrial mechs (if used) do
not have to be arranged in lances/stars. Calculate the number of orders as normal, and then halve the number. This slightly limits orders, adding tactical choices and allows the command SE to have an effect. Use a 6ft x 3ft playing area. Dice to determine who deploys terrain first. Continue until either side wants no more terrain or no more terrain can be legally placed. Dice for who deploys a star or lance first, then alternatively deploy lances/stars (singleton industrial repair mechs deploy last). Determine player one, then deploy infiltrators as normal. Play as normal except you only count VC1 & VC2. |
4,500
point six player game, |
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Fire fight under way, |
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MEGA SUPPORTED MECH SLUGFEST |
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| As above except you can include any unit with
repair on its starting click and coolant trucks. Arrange non mech units in
to ad hoc lances/stars and deploy when repair industrial mechs (if used)
deploy.
These support pieces use up orders but really can help mechs out. |
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MEGA BATTLE |
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| Multiples of 450pts, try between 2,700 to 5,400
points. No artillery. Units must be organised in four mech
lances (Inner Sphere) or five mech stars (Clans). Use a 6ft x 3ft playing area. Dice to determine who deploys terrain first. Continue until either side wants no more terrain or no more terrain can be legally placed. Dice for who deploys a star or lance first, then alternatively deploy. Determine player one then deploy infiltrators as normal. If your army will not fit on to the deployment area the extra units are deployed just off the table (no part of the units base on the table) and they can only be given move orders which must result in the entire base ending on the table. Once on the table normal rules apply (i.e. they cannot leave the table). Otherwise play as normal. This assumes a balance of mechs, vehicles & infantry so there will be a shortage of orders, if building mostly mechs go for a Mech Slugfest. |
The fire fight turns against Kurita. |
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MEGA BATTLE SUPPORTED |
Victors & vanquished already |
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| As above but adding artillery. | ||
MULTIPLE PAYERS PER SIDE |
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| Assign lances, stars to players before deployment. When deployed there must be an 8-inch gap between another players lance/star (Mech Fest) or 6-inches (Mega Battle). This will spread the units out preventing bunching. | ||
SAMPLE LISTS |
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| Here are some sample large force lists. They are Zip archives of Word documents. | ||
| 5400 point House Liao list | 4500 point ROTS list | |
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This page was last updated on 26 November 2006 |
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