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Post by Zxqueb on May 28, 2007 15:42:23 GMT -5
Seems like there is a lot of positive feedback coming from those that attended Gencon paris. I can't wait to see the final version of the ruleset.
Z
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Post by brinxter on May 28, 2007 15:55:32 GMT -5
It seems nice enough at fist sight, but...
Its just that i love MW-DA/AoD because it can be real subtle. And these finer things, like saying i'm exactly 0.1" outside of your reach, and your inside mine, or coaxing someone into taking your carefully laid out bait will probably get lost in MW-Hex warrior.
Damage is simultanously... So you need to have either a bigger reach, or a retardedly high defense to be able to give and not receive. No more subtlety, no more maneuvering.
It sounds decidedly meh to me.
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Post by asburygrad on May 28, 2007 20:20:36 GMT -5
Damage is simultanously... So you need to have either a bigger reach, or a retardedly high defense to be able to give and not receive. No more subtlety, no more maneuvering. Without seeing the rules, it seems to me that a battle can be over in one turn: two Mechs move within range of each other. Both fire. One hits, one misses. The one that missed is now basically finished, barring a great deal of luck. I think I'll be holding on to my Rasalhague pieces now . . .
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Post by brinxter on May 29, 2007 2:50:50 GMT -5
Without seeing the rules, it seems to me that a battle can be over in one turn: two Mechs move within range of each other. Both fire. One hits, one misses. The one that missed is now basically finished, barring a great deal of luck. I think I'll be holding on to my Rasalhague pieces now . . . Exactly, i think that with a game like Solaris a few pieces will be uber effective (RD Solitaire, CNC Vixen) while 95% of the other pieces will not make the cut. Just put two pieces into range of eachother and roll dice untill one is dead. With multiple mechs on the board this will not really change since no one in their right mind will sacrifice one because there's no advantage to be had in doing so.
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Post by asburygrad on May 29, 2007 10:03:08 GMT -5
I'm slightly surprised to hear that multiple Mechs may be played. Maybe Jack will have a place in this game after all . . .
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Post by tjpandv on Jun 6, 2007 10:01:34 GMT -5
This from the WK Site...
"What Can I Expect from Solaris VII?
Hey, all—Tony here. I just wanted to take a few minutes to tell you a little bit about the upcoming MechWarrior: Solaris VII game that we will be putting out soon! We intend to post the rules as a .pdf document in the next week or two, but I thought you might like a little heads up so that you’ll know what to expect.
1. Solaris VII is a companion to the MechWarrior: Age of Destruction rules set. It is not a replacement to the combined-arms game that many enjoy; rather, it is another way to play. Solaris VII is Inner Sphere combat distilled to its most fundamental form: BattleMech on BattleMech. Many of the rules will be familiar to MechWarrior aficionados, but Solaris VII is a distinct game in its own right. Solaris is a place to be bigger than life, and many of the ’Mechs and paint schemes reflect this bravado and ethos.
2. Solaris VII is consciously designed to be a quicker game experience than the combined-arms game. We have found that games usually run between 15 and 25 minutes, depending on how bloodthirsty people are. With reasonably short matches, you should find Solaris VII tournaments at your venue to be delightfully grueling, yet satisfying. You’ll find that there’s a lot of action and tactical thinking required in that period of time. In fact, more often than not, the loser of the duel will demand a rematch!
3. Solaris VII rewards risk. Some of you might remember the “time compressed” mechanic of the Classic BattleTech Solaris VII game. We have something similar going on in MechWarrior: Solaris VII. You have many options open to you—as long as you are willing to pay the price in heat. You might find that you want to push your ’Mech to the limit and risk shutdown to get in that perfect crippling shot. Be wary, though; attitude and a flashy paint job will get you only so far. If you can shoot at your opponent, chances are that she can shoot back.
4. Solaris VII is designed to be compatible with all ’Mechs, even back through MechWarrior: Dark Age. Do you have a cherished older ’Mech or two? I know I do—Tolin Men, Viktor Hannan, Seka Ward, the Stormhammers/Dragon’s Fury Ullers . . . wow, the list goes on. Their presence is requested in the arena, along with all your other pre-AOD favorites. Now, certainly, some ’Mechs and pilots will be better than others in one-on-one combat. Even so, every ’Mech in your collection is now a potential contender.
5. Solaris VII has a few surprises in store for you. Solaris VII Action Packs feature a number of units with combat dials and special abilities uniquely suited to arena combat. Each Action Pack contains a unique arena map, and all four of them can be combined into one ginormous stadium. And for prizes . . . well, suffice it to say that it will soon be time to reacquaint yourself with a few old friends.
That’s the teaser; we’ll be putting up the rules soon. Once that happens, I look forward to lots of energetic discussion. And beating people with a certain Shen Yi BattleMech.
Gear up. It’s time to make some noise."
So, only a couple of weeks to wait for the rules and we'll be able to use older mechs in the arena (in the same way you see older mechs taking on AoD ones with their gear cards - NOT!).
And, although its fully comaptible, some of the SOLARIS Mechs will have abilities "uniquely suited" to the combat arena - that must mean these aren't suitable for the MW table.
And if the combat dials are freaky and hightly unstable, then any compatability is only theoretical. Yes its got a combat dial, yes, its got an AV and does damage so of course you can field it in a MW Battleforce but hey - its got a DV of 16 and an AV that drops like a stone after 4 clicks...
Oh well, we'll see what happens with the rules. If its not a game where you just stand up and blast each other and there is real tactical play, then it could be a good little game. I'm open minded but I can only see a lot of WK resources going into this to the detriment of MW proper.
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Post by brinxter on Jun 6, 2007 10:19:32 GMT -5
<snip> So, only a couple of weeks to wait for the rules and we'll be able to use older mechs in the arena (in the same way you see older mechs taking on AoD ones with their gear cards - NOT!). And, although its fully comaptible, some of the SOLARIS Mechs will have abilities "uniquely suited" to the combat arena - that must mean these aren't suitable for the MW table. And if the combat dials are freaky and hightly unstable, then any compatability is only theoretical. Yes its got a combat dial, yes, its got an AV and does damage so of course you can field it in a MW Battleforce but hey - its got a DV of 16 and an AV that drops like a stone after 4 clicks... Oh well, we'll see what happens with the rules. If its not a game where you just stand up and blast each other and there is real tactical play, then it could be a good little game. I'm open minded but I can only see a lot of WK resources going into this to the detriment of MW proper. I think you dont need to worry about the mechs Phil. Given WK's track record i expect 80% of the mechs to be ok-ish, 15% to be utter rubbish, and the remaining 5% near broken. Cant wait to see the pilot ability's though, since they will probably be most effective against other mechs. On Solaris as a whole... well... while i have high hopes, i cant see me playing without combined arms. I think i am going to hibernate untill MW 3.0 comes out in 2008. (though i had a little discussion with Elite130 about GenCon UK, and i wouldnt rule out an appearance there)
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Post by tjpandv on Jun 6, 2007 12:12:32 GMT -5
I think i am going to hibernate untill MW 3.0 comes out in 2008. (though i had a little discussion with Elite130 about GenCon UK, and i wouldnt rule out an appearance there)It would be good to see you both there. I live about an hour's drive away so we could look at accommodation and stuff closer to the date. I think it starts on the 30 Aug and I should be able to make a couple of the days. And don't hibernate too much. I'm still hoping to make it over to Arnhem in mid September. I would suggest an Anglo-Dutch event being instigated but quite honestly I think it would be too demoralising for the Brits...
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Post by elite130 on Jun 6, 2007 16:16:08 GMT -5
Come on Alexandre can bolster you guys he probaly will come too. We might coax Milamber to come as well.
But watch it before you know it we have the unoffcial worlds going :-p
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Post by tjpandv on Jun 7, 2007 3:10:58 GMT -5
Come on Alexandre can bolster you guys he probaly will come too. We might coax Milamber to come as well. But watch it before you know it we have the unoffcial worlds going :-p An alliance with the French!! I'll have to think about that... I'll speak to Anup at the Nats in a week or so. I think we'd need to make a decent event format in order to attract people. Perhaps some sort of draft and a constructed on 2 days then a top flight eliminator - just like the Euros. I think we'd be pushed to come up with a "secret" round but we'll see. I think the main thing will be to remove all mention of SOLARIS...
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Post by warlord1985 on Jun 7, 2007 10:17:35 GMT -5
Wow, this is funny. Battlestar Galactica died, so their players are having a non-sanctioned Hot-Shot tourney at Origins to commemorate the game. Mech brings out Solaris, and the Worlds players have to make an unsanctioned game just to play AoD. Funny that.
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Post by tjpandv on Jun 14, 2007 3:20:04 GMT -5
So, the rules are up. Not had a look at the map yet, but the rules are no more than a minor mod to AoD. Some of the SE has been altered to reflect its mech on mech and there are a couple of different orders that can be given. Apart from the damage and heat resolving at the same time and the fact that the LOF/LOS and facing has to adhere to hexes, it seems the sort of game you can get into really easily.
They are going to run a SOLARIS 7 match as a side event at this year's UK Nats. I think I'd rather be making the last 8 to be honest!
There is some debate over paying for some pilots whose abilities are of no use in SOLARIS. I've taken a look through the gunslingers and the list isn't that bad. I would say the following would qualify for not being costed for the alternate cost for being in their preferred Mechs:
Enil Searcy - Skeet Shooter. Charles Westerfield - Widow Maker. Yulri Wolf - Leading the Charge. Reo Jones - Collateral Damage. Shizuka Findlay - Coming Through. Colleen Sawyer - You and You and...
Bottom line is that these abilities affect troop types not seen in SOLARIS.
Chris Hart is a tricky one. If he pilots Emperor, he gains a +3 AV but INTIMIDATE is of no use in the arena. I would say that he has to get the alternative cost as that +3 is still very useful but he does loose out somewhat.
Initial thoughts are it looks good and will make a good supporting game to MW proper (and NOT the other way around...).
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Post by Zxqueb on Jun 14, 2007 5:53:34 GMT -5
Initial thoughts are it looks good and will make a good supporting game to MW proper (and NOT the other way around...). I don't think WK ever claimed it would be the other way around.
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Post by tjpandv on Jun 14, 2007 6:01:42 GMT -5
No, that's true. However, it seems that SOLARIS can play well now without too much support so I hope they don't put too much effort into it to the detriment of AoD.
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Post by brinxter on Jun 14, 2007 8:54:46 GMT -5
Personally i dont like Solaris much. If you take for example Haria with her own pilot, put evade on it and always give it a dodge. The other guy most likely misses, but you get a free attack. Same with headmaster.
Also, for a game where heat management is key, i find it very odd that you cannot vent a shutdown mech.
I feel that in this game more the regular MW you have only a few mentionable pieces, and rely to much on luck. Also i find it very cheap that infiltrate is not a gear. A much better option would have been +1 or +2 initiative on your first turn.
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