Post by dcompanychris on Dec 26, 2014 2:56:10 GMT
I bought RRT for a love of Robotech, but also because my son (age 8) has been interested in the wargames I build/paint minis (primarily 30/40k and Aeronautica Imperialis) and play with friends. When he asked me if there was a game he and I could build/paint and play together, I jumped at the chance to get into RRT with him.
I bought a pair of starter boxes to get us started...traded some Epic scale stuff for some additional Zentradi including some heavy weapon pods.
We've played a half dozen games now starting with the intro scenario, but we jumped in quickly after learning the basic rules/turn sequence, playing up to about 200 points (the most we could swing with the models we have built and in hand.
Some unscientific observations:
1.) Valkaryies are really good, but Destroids can be stupid, especially with some of the special characters. I never liked the Rifleman in Battletech, but 36" MDC 8 rapid fire guns are silly in this game, even with the tissue paper armor that Defenders have. The Tomahawk is a monster, especially with the Command Upgrade and the Dietrich character at the helm.
2.) I assumed the Znetradi would be the hammer and the RDF would be the scalpel, but in the games we have played (even switching sides) the RDF has crazy firepower. I thought the Zentradi numbers would negate this somewhat, but the RDF's ability to just put battlepods down for the count really makes them the hammer.
3.) The ability to regenerate dead pods should not be underestimated and you have to protect the Glaug(s). Scout pods, while a command point sinkhole, really pay the bills. I'm neutral on the recovery pods (I'd rather have more Scout Pods personally)
4.) The Zentradi have an awful lot of anti-missile power. Has been a huge factor in multiple games, as has their ability to move and leap (essentially doubling their movement)
5.) Zentradi come apart quickly as their command point pool starts to dry up. The RDF can stand in there tough with minimal points just because their mecha can soak up so much more damage before going down. The sheer amount of Zentradi fire means the RDF needs the command points for defense, but when the RDF can spare CP for offense...look out, stuff is going to die in groves.
6.) Aside from some of the issues with the cards/rulebooks, I haven't noticed too many rule problems with the system. It plays quick, and stuff dies quickly. (I know this is not a common viewpoint) With experienced players it think you could play 500 point games quickly.
7.) We've been using terrain from Epic Scale 40k (both buildings and ruins) in addition to a variety of terrain from my vast collection. Tight terrain fights are a serious equalizer. If the RDF can take advantage of open spaces and their overall advantage in range...the can take the Zentradi apart...thinning them out with longer range missiles, then moving in for the kill with the GU-11 and short range missile packs when the Zentradi's numerical advantage is not as great. In tight, Focus Fire (and the sheer amount of dice) the Zentradi get, make the situation almost as desperate as it appeared in the anime for the RDF.
8.) It took just two games for Blast weapons to lose the significant advantage in practice that those weapons have on paper. Our initial games saw us bunching our mecha together to make advantage of shielding/close formation...but after a couple of big hits, neither of us made that mistake again.
I bought a pair of starter boxes to get us started...traded some Epic scale stuff for some additional Zentradi including some heavy weapon pods.
We've played a half dozen games now starting with the intro scenario, but we jumped in quickly after learning the basic rules/turn sequence, playing up to about 200 points (the most we could swing with the models we have built and in hand.
Some unscientific observations:
1.) Valkaryies are really good, but Destroids can be stupid, especially with some of the special characters. I never liked the Rifleman in Battletech, but 36" MDC 8 rapid fire guns are silly in this game, even with the tissue paper armor that Defenders have. The Tomahawk is a monster, especially with the Command Upgrade and the Dietrich character at the helm.
2.) I assumed the Znetradi would be the hammer and the RDF would be the scalpel, but in the games we have played (even switching sides) the RDF has crazy firepower. I thought the Zentradi numbers would negate this somewhat, but the RDF's ability to just put battlepods down for the count really makes them the hammer.
3.) The ability to regenerate dead pods should not be underestimated and you have to protect the Glaug(s). Scout pods, while a command point sinkhole, really pay the bills. I'm neutral on the recovery pods (I'd rather have more Scout Pods personally)
4.) The Zentradi have an awful lot of anti-missile power. Has been a huge factor in multiple games, as has their ability to move and leap (essentially doubling their movement)
5.) Zentradi come apart quickly as their command point pool starts to dry up. The RDF can stand in there tough with minimal points just because their mecha can soak up so much more damage before going down. The sheer amount of Zentradi fire means the RDF needs the command points for defense, but when the RDF can spare CP for offense...look out, stuff is going to die in groves.
6.) Aside from some of the issues with the cards/rulebooks, I haven't noticed too many rule problems with the system. It plays quick, and stuff dies quickly. (I know this is not a common viewpoint) With experienced players it think you could play 500 point games quickly.
7.) We've been using terrain from Epic Scale 40k (both buildings and ruins) in addition to a variety of terrain from my vast collection. Tight terrain fights are a serious equalizer. If the RDF can take advantage of open spaces and their overall advantage in range...the can take the Zentradi apart...thinning them out with longer range missiles, then moving in for the kill with the GU-11 and short range missile packs when the Zentradi's numerical advantage is not as great. In tight, Focus Fire (and the sheer amount of dice) the Zentradi get, make the situation almost as desperate as it appeared in the anime for the RDF.
8.) It took just two games for Blast weapons to lose the significant advantage in practice that those weapons have on paper. Our initial games saw us bunching our mecha together to make advantage of shielding/close formation...but after a couple of big hits, neither of us made that mistake again.