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Post by loststarr on Jan 25, 2015 23:15:04 GMT
Hi I am new to RRT
I picked up the base game at my flgs a long with an extra box of pods, valks and 2 more box's of command. I was hoping someone could me suggestions on for Force builds that I could use for the learning game I plan on running next week with a friend of mine.
Assembling the mech seems a little daunting just due to the sheer number of parts buy I am confident I should be able to assemble everything needed in time.
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Post by Thorfinn on Jan 26, 2015 2:04:44 GMT
The best way to do the pods is assembly line style. 3 at a time, clean and assemble the sub assemblies like the torsos and hips. The micronian figs have more posing options so you'll probably want to do those one at a time. Dry fit everything before you glue as some pieces will need a little trimming. Look around the boards here as several people have done some nice, detailed build tutorials.
List wise, look at your cards. A pretty good starter force is your Zen force vs your 5 Valkyries. Also run through the mini missions in the book. Get a few games under your belt and you'll see what mechs you like to use.
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Post by tredhed on Jan 26, 2015 15:39:49 GMT
Thorfinn has the right of it. Do the base game build and see what you like. Destroids are VERY popular in our group, but one guy (dcbradshaw on here) is doing mostly Valks. I tend to like the Malcontents to mix my minis....that is until the Female Power Armors arrive
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Post by InitiatedNeophyte on Jan 28, 2015 16:17:21 GMT
Unfortunately, the rule book has little to say about building a force, but what it says is a good starting point. Most of the info is on the included cards, themselves. The large cards detail squads. The small cards detail each specific unit. The rule book tells you how many squads you can have. As far as building goes, take your time with the first model, then start the assembly line. Don't worry about the time you think it will take, just start and I think you will find it doesn't take that long. Enjoy!
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Post by Thorfinn on Jan 28, 2015 17:30:42 GMT
The starting scenarios begin on page 73. You can play those against yourself, and will give you a good intro to how the game plays.
Page 75 explains how to organize a force for regular games. Basically, you'll need the cards in this order:
Faction Card - This gives you the special rules for that particular faction. These rules aren't in the book, so it's helpful to have them on hand.
Core Force Card - This is your squad. It's the large card, and includes the cost for the squad and the damage boxes you'll be marking off. It also includes options that you can buy for that squad. They call these "built-in upgrades", which is a very inaccurate name for them as it makes you think they're free. They're not. For example, you can replace the stock missiles on a Valkyrie with one of three other wing mounted ordinance options for the price listed. That price is for the squad, not per mecha. You can only carry one type of ordinance on your wing, regardless of how you model it (some people have opted to model a mix of missiles and bombs), and the entire squad is armed the same. Valkyries can also buy nose lasers in addition to the missile/bomb upgrade.
Mecha Cards - Unfortunately, the Core Force Cards do not include the stats for the mecha in the squads, or for their weapons. For that info, you'll need the matching Mecha Cards. These are the standard sized cards. Vehicle stats are on the front; weapon stats on the back. Special rules are also on the back, including any Leadership bonuses (in very small print) for the VF-1J and VF-1S.
Those 3 cards are basically the minimum you'll need to build a force. There are a few more add-ons.
Support Cards - These are the little ones. These are mostly extra mecha that can be added to a Core Force Card. You can take TWO per squad. You can't take them on their own (unless you and your opponent agree to do so as part of your scenario). Some are special troop types, such as the Scout Pod, or Missile Pod. Others are more troops to add to the squad, like 2 VF-1As, or 6 battle pods. You'll see the same options to purchase as for the Core Squad they're joining, and you'll need to buy those upgrades for them as well. Cost is on the card. This card also will include the boxes for marking off damage to those particular mecha you are adding to the squad.
Another Support Card is the Valkyrie VF-1R upgrade. This card will replace - not add on to - 2 VF-1As, or 1VF-1A and the VF-1J in the squad. So to upgrade the entire squad, you need to buy 2 Support cards, and you will have a total of 4 Valkyries in the squad (you can then also add a VF-1S). Cost is on the card as well as new damage boxes which replace the ones on the Core Card, as the VF-1R can take more damage. The VF-1J retains its Leadership and higher stats when its pilot jumps into the VF-1R.
Special Cards - These are the OTHER little ones. You can only take ONE of these per squad. Look under the name at the top to see if it says "Support" or "Special". These are officers attached to your squad, like a VF-1S. So a Core Valkyrie Squad (4 mecha) with a VF-1S attached will have 5 mecha in it. These mecha join that unit and are part of it for the battle. Buyable "built-in" options are on the card. You may have to buy the same ones as the rest of the squad takes, but maybe not - the benefits of command.
The other Special Card is a mecha upgrade. Right now, it's just the Destroid Command upgrade but we can assume there will be some others as the game grows. You buy that for the points listed and it gives those upgrades to one destroid in a squad you designate as your squad commander. It's the dishy antenna thing on one of the destroid sprues. I glued mine to a small plastic piece and use sticky tack to mount it on a mecha when needed. Others have glued them to their models. You could also use magnets, or some contrivance to attach it to the base of the model designated to command that game.
Character Cards - These are special characters, mostly from the show, but there are some others which I assume are from the RPG. So you have Rick and Roy, Max and Miriya, Khyron, etc., and an ace pilot for each type of destroid. If you choose to purchase one of these characters, they replace the stock pilot of one of the mecha you have already bought for your force. The card lists what kind of mecha they can fly, usually just one kind, or a selection of Valkyrie variations. Rick is kind of cool because he can drive a Spartan Destroid in addition to a variety of Valkyries. The card will list the character's special rules including any Leadership bonuses, upgrades to stats, such as +1 PIL, or special abilities, like being able to reroll something. There's no limit to how many characters you can take in a squad other than how many points you want to spend. You may only take each character once in your force (even if you were to change their name).
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Post by wargamer43210 on Jan 28, 2015 17:53:23 GMT
Amazing write up Thorfin! That captures the force org/build in all it's glory.
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Post by Thorfinn on Jan 28, 2015 18:03:30 GMT
No worries.
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Post by fuchikoma on Jan 28, 2015 18:07:01 GMT
Agreed. Awesome write up.
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Post by loststarr on Jan 30, 2015 15:02:45 GMT
Lot of great information thanks, I have got most my stuff assembled, and plan on playing a game or 2 this weekend,
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