It's no secret that I like Horizon Wars, it's a great game that can do a lot of different sorts of mecha and combined arms action play faster without making it too simplistic.
If you are interested in reading a bit about my attempts at tinkering with the rules to fit the flavor of certain mecha shows, read on. If you'd rather just get to the action, you can skip this first part!
I have recently started thinking about trying to play more games inspired by some personal favorites, VOTOMS, Gundam and Five Star Stories in particular. Horizon wars is sure to work for games in the spirit of these franchises I'm sure, but there are some things I can't help but wanting to tinker with to get the right feel. That is, the right feel according to me. ;)
So the problem is two-fold; the amount of damage units can sustain and close combat. Starting with that I think is the easier of the two, damage and how it's to be allocated, I set up this game between the SADU and the NTC.
The mechas of the respective parties are very much influenced by Votoms design, so I felt they were a good fit visually as well.
What I decided to try was to limit the amount of points units are allowed to place in the A(armor/agility) stat, thereby making them more likely to blow up in a spectacular fashion, just like the AT's of Votoms. In this game all the units are P2 mechs with an Armor value of 2.
Since I mostly play solo I use a damage allocation table rather than choosing what stat to reduce when a unit is hit. It used to look like this;
A roll of:
1-5 is a hit to the targets Movement.
6-10 is a hit to Firepower.
11-12 is a hit to the Armor/Agility.
I also modified this table a bit, so that there is an equal chance of "hitting" either of the 3 active stats. So for each hit I roll a d12;
A 1-4 means a hit to the targets Movement stat.
5-8 is a hit to Firepower.
9-12 is a hit to the Armor/Agility.
With these modifications in place I am hoping that the action on the table will be faster and more deadly as well as allowing critical hits have an even bigger impact.
This is where the actual AAR starts!
The NTC squad. 5 regular NTC Warrior class mechs and a bazooka-carrying Warrior model. The leader is the mech with the brown base.
Having failed to destroy the enemy, the NTC mech is now in the open as a comrade of his target locks on from behind some cover. Blasted by rockets, he loses some armor too!
Getting out into the open was a bad idea. The SADU pilot lines up another barrage, finishing the job this time. The NTC pilot will hopefully learn from his error, if he makes it out that is.
Knowing that keeping the centre is the way to victory, another machine is ordered away from the mine and charges at the NTC leader with rockets speeding towards the enemy machine. The explosions pummel the mech, rends the armor, but fails to take it out completely.
They will settle this another time.
Having finished the first test, I'm glad to see it work so well! The numbers might have been skewed a bit by the fact that I rolled quite a few criticals, but the end result came closer to the high mortality amongst AT pilots in VOTOMS and that was what I was hoping for. The NTC boss is definitely being declared an ace after his stellar preformance during this fight, taking down several mechs with little to no help!
I'm still considering several solutions to modify close combat and also trying to finish up my heavy gear minis while I wait for some new models for my latest idea. More on all this soon!
Til next time!