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Post by maxvale76 on Nov 28, 2014 15:04:50 GMT
Hello everyone!
I'm new to these boards but I've been a fan of Robotech since I first saw it as a kid back in the mid 80s. (I'm one of the rare few who enjoys Invid Invasion/Mospeada better than Macross; but all of it's good!) I recently learned about this game and while I'm still on the fence about buying it (I'm a gamer; NOT a modeler….putting together all those figures is definitely NOT something I want to do); I'd REALLY like to hear about people's experiences playing the game. With that in mind; I thought I'd start a thread for people to post Session/Actual Play reports to let us know how Veritech vs Battle Pod battles are going!
-Max
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Post by pliskinaj on Dec 1, 2014 15:33:07 GMT
We managed to play 3 games and since they were the first 2 missions of the learning campaign they weren't exactly points even but they were designed to show the mechanics of the game.
Game 1 (mission 1): I played the Zentraedi with 2 squadrons of 3 pods against 2 Veritech squadron. The other player flew in thinking he could wreak face and I sat there and have him 2 broadsides of pod shots. It was a quick game.
Game 2 (mission 1): I played UEDF this time and attempted to learn from the previous game put my Veritechs in guardian mode to outlast the initial onslaught. It would have worked just fine if I didn't move forward. I managed to do damage to the pods but I was wiped in 4 turns.
Game 3 (mission 2): I played UEDF again and had a 2 flights of 2 veritechs and the Zentraedi forces had 2 6 pod squadrons but importantly we had COVER this time. The larger game was very even and Battloid GU-11 gunpods are amazing. Most of the time I was in Battloid mode and occasionally changing to Guardian for the defense bonus. I did eventually loose but it was a very close game.
What I learned from the 3 games. The Zentraedi might be a little bit more new player friendly but as the points went up and there was terrain added it quickly evened out. The alternating squads makes it you will get into situations where you have to choose, save a squad or kill an enemy, which I like that dilemma as I don't normally see that in tabletop games. Both sides were worried about being eliminated which is good because it means both sides felt evenly matched.
Orders are amazing and you will burn through them fast. UEDF can be orders hungry as those gunpods want to fire twice a turn. Its also important to leave a few for defense.
Fighter mode probably should only be used for quick redeploys. The base distance a fighter can go without boosting is 24 inches due to afterburner, this will help you out a lot so you don't get overwhelmed. Pods also can move 10 inches native due to the jump ability so they can also cover a lot of ground.
Finally you need to have unit markers on the models damage tracking can get a bit confusing when models start jumping across the board.
Bottom line is I think it is a very fun game and I'm looking forward to a larger game this next weekend.
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Post by maxvale76 on Dec 1, 2014 18:56:56 GMT
Thanks so much for sharing this! This is exactly the kind of thing I love reading about. Wow....kinda sounds like Pods are pretty damn dangerous....did your opponent roll really well? Were these Pods all basic Battle Pods; or were some Artillery Pods?
-Max
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Post by pliskinaj on Dec 1, 2014 19:23:40 GMT
Basic pods, it was just us thinking Valkyries we essentially 40k terminators. We were very wrong.
Pods get 2 bonuses for staying still. The main 18" range gun gets +1 gunnery and they can fire a second gun for free. When you are out numbered 3 to 1 and you charge in your going to get burned. Valks have 2 24" range weapons and more speed so if you are careful with your placement you should have the advantage. The first training mission though has no cover so it is more of a who has the most firepower wins. That is why the second mission it was really equal, my opponent had average rolls and I had lots of misses but even with my misses when I hit I did lots of damage.
The Valk can put out 21 MD per activation (requiring 2 CP) and the Pod can put out 12 MD if they are staying still in the first mission, you can up the damage of both mecha if you dump more command points into them. I do feel though if I was to play the first mission again after learning a few things the Valks would stand a better chance. 1v1 a valk has more damage output, range, maneuverability and can take more hits (in most categories by a factor of at least 2) but they are not invincible.
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