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July 7
Jul 1, 2009 11:11:29 GMT -5
Post by Zxqueb on Jul 1, 2009 11:11:29 GMT -5
I won't be able to make it that day, so if other people are planning on being there, work it out early on the forums!
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July 7
Jul 2, 2009 7:35:03 GMT -5
Post by deusxmachina on Jul 2, 2009 7:35:03 GMT -5
I should be able to make it on the 7th. Here's a couple options I'd be interested in:
1) Mech Warrior - with some experimental rules tweaks. If there's interest in this I'll post the changes I'd like to try out.
2) I got some new games at Origins I'd be happy to bring. They are: - Battle Spirits - Another two player CCG Magic look alike, but with some interesting new mechanics that make it worth a game or two. - Wits and Wagers - a triva game where you bet tokens on other peoples answers (would need at least 4 to play this) - Say Anything - similar to Wits and Wagers but less trivia more opinion (also would need at least 4 to play) - Trailor Park Wars - Funny politically incorrect game where you play rival trailor park managers trying to build your park while sabataging everyone elses.
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thekaiser
Amphibious APC
Star Colonel
Posts: 149
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July 7
Jul 2, 2009 11:18:58 GMT -5
Post by thekaiser on Jul 2, 2009 11:18:58 GMT -5
Can be there, Mechwarrior sounds good.
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July 7
Jul 2, 2009 12:45:43 GMT -5
Post by deusxmachina on Jul 2, 2009 12:45:43 GMT -5
OK, Mechwarior it is. I'd like to run 600 point 4 order games with the following rule changes:
1) No tank drop - Transports can only carry infantry units with the foot movement symbol.
2) Vehicles get assault moves - A single vehicle can be given an assault order that allows them to move up to half their speed and make a ranged attack. They may either move then attack or attack them move, but not move, attack and move again. Normal order token and pushing rules apply. The target(s) of the attack gets +1 to its defence.
3) Free break away - Units can freely move out of base contact with other units with the following exception: a) Grapple - Units will still be required to make a break away roll from units that have grapple as before.
4) Hang on - If a mech or vehicle moves out of base contact with any opposing infantry units with the foot movement speed and battle armor, the battle armor may elect to hang on. The player who controls the battle armor places any units that hang on in base contact with the moved unit where ever it stops its movement. If there is no space to place the battle armor around the moved unit when it stops, just stack them on top of the moved unit. They are considered to be in base contact. This does not apply to VTOLs at cruising level, but if battle armor bases them when they are at NOE they are fair game even if they rise to cruising level, units hanging on may stay in base contact. If a Mech moves away using jump jets any battle armor that ellcts to hang on must roll a d6. On a 1 or 2 they fall off remaining where they are and taking 1 click damage.
Let me know if there any questions or if I've left some gaping hole in the rules to exploit.
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thekaiser
Amphibious APC
Star Colonel
Posts: 149
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July 7
Jul 7, 2009 14:09:38 GMT -5
Post by thekaiser on Jul 7, 2009 14:09:38 GMT -5
At the last minute I've had something come up (Gotta help a friend with summer school work), won't be able to make it tonight, sorry Deusxmachina, maybe we can move the Mechwarrior to next week.
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July 7
Jul 7, 2009 15:06:51 GMT -5
Post by deusxmachina on Jul 7, 2009 15:06:51 GMT -5
Seeing that no one else has posted they were going to be there. I'm going to assume I would be playing solitare tonight so I will not be there either.
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