Saturday, April 14, 2012

Playtesting Information



I've had quite a few people ask about playtesting the rules for Robotech Battles: Macross. So far I have had some amazing feedback. This feedback is essential to making a game that is fun to play and easy to understand. I have been staring at these rules now to the point where I'm getting blurry vision. I need someone else to look at them for a change. I want to personally thank Ben Parker for the wonderful insight and perspective that he has given me on the rules so far. His comments and many others will be given all due consideration. Keep up the great reviews guys and I'll try not to let you down, because from my experience this is a fun game with lots of scenematic elements that match the TV series quite well.
On the other side of the Games news:
I just want to get my Hands on some of the Robotech Miniatures prototypes from Paulson Games. The minis will not be available unless we get Licensing.  Keep your fingers crossed because these minis are damn sexy!

Lastly I wanted to add an example of gameplay from the Version 1.5 ruleset. It was brought to my attention that starting up a game and playing is a bit confusing. I wanted to clarify how to start and how damage was dealt. When I next update the rules, there will be some changes to adress clarity of rules and explain a bit more.
For example:
Typical 1 on 2 battle between an Excalibur/Tomahawk and 2 Zentraedi standard Battle Pods. The Tomahawk is in its Offensive turn. Note this turn would be about 10 seconds in real time..
We'll use the Tomahawk - here's the loadout
   Lasers/Missiles:
   Each Volley/Burst cost: 1 Action Point
   Laser Bursts: Blast cannon - Range 36 in. 1 shot strength 6 + 2D6 Damage 2 Shot per round
   Mid Range Missiles - Range 3 to 24 in. 2D6 Each Volley (2 Volleys per Round)


Phase 1: Determine Action Points -
Rdf Side has 2 action points for the player to use any time and the Macha has 3 = 5 to use each turn
Zentraedi have 2 points for the player and each pod has 2 only to use = 6 to use each turn
Phase 2: The Tomahawk moved 6 inches into position (about 14 inches away from the Battlepods) (Spent 1 action point1)
Phase 3: Make attack roll - Spend action point to make attack. So One Shot w/ Blast Cannon (in range and in Line of Sight) Against standard Battle Pod 14 inches away. So use the Ranged Stat to Hit = 4+ (rolla 4 or better to shoot effectively)
REACTION) Defender spends action point for defensive action Defender (Pod 1) calls a defensive action - Spends an action point for Boost (vs Lasers) so the attacker is now -1 to hit.
Compare modified roll to attack value. (Ranged Stat of 4+1 = 5)
Attacker needs a 5+ to Hit now. - Roll dice (rolls a 5) the shot hits the Battlepod!
On a successful hit, compare strength of attack to strength of target.
On to Damage - Blast Cannon Shot = 6+2D6  = Rolls 2 dice and get a 3 and a 4 = Damage total = 6+3+4 = 13 = 13 points of damage occur.
BattlePod = Strength 8 with 6 structure points...  13 - 8 = 6 these remaing points now get through the armor
to deal structure damage..
If the strength of attack is greater than the strength of the target apply remaining points to structure damage. Pods Structure points = 6 - 5points structural damage = 1 structure point remaining - Battlepod is still standing able to react.

Next action is to shoot a volley of mid range missiles at the same pod -
Mid Range Missiles are fired and 2d6 are rolled for = result is a 6 and a 3  = 9 missiles - missiles immediately move 12 inches towards the target.
The battlepod reacts with Chaff. (Battlepod has now used its 2 existing Action points and is now out of Action points for this turn) Note: each player has 2 Action points (plus 1 per Ace) that they may use during any 1 turn - So if you had to react again with that same battlepod you could use one of these points.

Battlepod uses Chaff - for missiles within 12 inches of the pod. He rolls a 5 and 5 missiles are shot out of the sky... remaining missiles = 9-5 = 4 (the missiles are 2 inches away from the pod)

Lets say the tomahawk uses its remaining actions on other shots and they all missed.
There is no Hand to hand and no conclusions.
End of Turn:

Zentraedi Battle pods Offensive turn:
1)All action points for both sides are replenished. All mecha gets their full allotment plus any rolled over points from leftovers. 1 Action points per mecha for only mecha that didn't use their full number of points last turn. Both Player gets their 2 points. Any SPENT action points from having aces are lost and do not get replenished.
2) movement - Missiles move first before mecha movement happens. SO
The 4 remaining missiles are now able to reach the battlepod that they were locked onto (they move their 2" to the target). The Battlepod elects to react to the threat and uses Chaff. he rolls a 2 and 2 missiles remain.. now we roll to see if the missiles hit. The pod cannot react because he had already used Chaff. All missiles hit on a 4+. The player that shot the missiles rolls for the 2 missiles to hit.. He rolls a 3 and a 2 both miss - The missiles can reacquire on a 4+ and the RDF player (now defender) rolls a 5 and a 6.  both missiles reacquire the same target. (missiles move 3 inches past the target turn 90 degrees and travel 3 inches then another 90 degrees for 3" - lastly they turn 90 degrees and their remaining move of 1 inch they are facing the target. Missiles travel their full movement of 12 inches.  (so they moved 2+3+3+3+1 and are facing the target 2 inches away) so they can reach the target next turn. In this case they are 2 inch from the Target mecha. The missiles resolve at the next turns movement phase.
Battle pod player can move as normal and do their normal turn now. Should the player move past the missiles path to behind the missiles then the missiles would auto miss and be removed from play ( The pods spends the action point to move and moves past the missiles path - the missiles now count as missed and are disregarded) The battlepod has 1 action point remaining.

OK, there is an example of one offensive turn and an example oh how missiles work in the game. This may seem a bit complex at first, but once you get a turn or two in the gameplay gets Very fast.. there is alot of room for options that a pilot can make and how to react to every situation. When you start to run out of options, then your mecha are in trouble..
Let me know what you think.. better yet, get a copy of the Robotech Battles:Macross rules and play a small game.

-Tom
04-16-12 Edit: the missile movement was revised to accurately maneuver missiles during combat - Sorry for any confusion - do not try blogging at 1 AM - mistakes will happen. - Tom

07-07-12 EDIT: All Pics were removed of the Prototypes from Paulson Games - removed by request from the owner of the pics (Jon Paulson)

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