Timewaster's Guide Archive

Games => Table-Top Games => Topic started by: The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers on February 28, 2005, 11:55:55 AM

Title: review: Mechwarrior: Age of Destrution
Post by: The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers on February 28, 2005, 11:55:55 AM
reference: http://www.timewastersguide.com/view.php?id=992

Yet ANOTHER set for clix fans to obsess about.
Title: Re: review: Mechwarrior: Age of Destrution
Post by: Spriggan on February 28, 2005, 12:01:28 PM
great, more money for Fell to waste on non-heroclix.
Title: Re: review: Mechwarrior: Age of Destrution
Post by: Fellfrosch on February 28, 2005, 12:43:28 PM
More money? Sweet!
Title: Re: review: Mechwarrior: Age of Destrution
Post by: Lieutenant Kije on March 10, 2005, 02:25:19 PM
I wasn't unfavorable to MW when I first played, but after last night's game (Fell, Gemm, and I) I'm thinking that it's a pretty fun game.  The way they did the Mechs and how they work in the game is cool, as well as the array of other support pieces.  And the sculpts are neat!

My only beef is a gerenal beef for many tabletop affairs: the measuring tape means of determining position and range.  I like the surety of a fixed means of determining position and range (like the Heroclix grid.)  While I do appreciate the flexibility and added realism of measuring tape means, it just seems that in a game where relative position is so important the pieces end up getting picked up, bumped, etc. too much.  I know the grid simplifies, perhaps too much, but I favor simplicity here when weighing the ads and disads of the two systems.

This is all probably stemming from the factthat at times I can be inept with a measuring tape.  But anyways, here's to someone who can invent a more flexible means of movement/position/range determination for table top games, that also offers the stability I seek.
Title: Re: review: Mechwarrior: Age of Destrution
Post by: Fellfrosch on March 10, 2005, 02:38:19 PM
Yes, last night's game was fun. The more I play it the more I realize that the combined arms are the key to the game--pure mechs wouldn't be nearly as interesting, because it would just be a boxing match between a couple of big thugs who can do everything. Bringing in the different unit types suddenly makes tactics and positioning and coordination very important. Which also makes measuring and moving kind of a pain in the butt, as Kije mentioned, but I've never been too bothered by it. A system as controlled as Heroclix yet as flexible as a measuring tape is a tricky problem indeed.
Title: Re: review: Mechwarrior: Age of Destrution
Post by: Lieutenant Kije on March 10, 2005, 03:23:48 PM
I'm thinking any such fix would not be so much a system one as a practical methods one: in other words, no messing with rules, but improving the way the figures are handled and measurements made.
Title: Re: review: Mechwarrior: Age of Destrution
Post by: Spriggan on March 10, 2005, 08:40:30 PM
Something I know others do is use magnets Kije.  They use magnetic tape on the figures and then would use a thin piece of metal the size of a battlefeild.
Title: Re: review: Mechwarrior: Age of Destrution
Post by: Gemm: Rock & Roll Star; Born to Rock on March 11, 2005, 12:30:06 AM
Kije, you totally suggested that last night. Either way I think using a more sturdy measuring stick would be better. Like the one I got from my 40K box thing years and years ago. Otherwise I found it to be rather fun. Aside from not completely understanding the rules until pretty much the end of the game. =P I probably won't get into it unless I find a group of people that play. And I know my current grouping of friends won't be into that anytime soon.
Title: Re: review: Mechwarrior: Age of Destrution
Post by: Spriggan on July 17, 2005, 01:40:47 AM
WK listed the US National winner's teams and none of the top 4 had a mech in it, kinda ironic.