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Other Customization & HS Additions Everything from new ways to play to modded figures |
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MechaScape
I thought I'd post a few images of something I've been working on. For a long time now I've really want to play a shooty mech game with large numbers of mixed units, but with rules as quick and easy as HeroScape. I'm still working out the rules, but here are some pictures of the project in progress (click images for larger views):
Overview Lefthand skirmish, high angle Lefthand skirmish, low angle Righthand skirmish, high angle Righthand skirmish, low angle Last edited by Elstree; October 6th, 2016 at 10:58 PM. Reason: fixed link |
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Re: MechaScape
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#3
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Re: MechaScape
I most definitely remember Ogre. The little black box version was one of the first war games I ever purchased. I think Malachi recreated the classic map using lava tiles.
You're right that I'm a bit limited here for terrain type options. If I were going to represent urban areas, I'd use road tiles or possibly cement or asphalt tiles from Marvel. I'm not sure what I'd do if I wanted to add roads or rails. Probably add Z-scale model railroad elements. My trees are mounted on acrylic bases that fit in the gutters between tiles. The working rule is that any space adjacent to a tree is wooded, with no differentiation between light and heavy woods. (If I decide to distinguish, spaces next to two or three trees will count as heavy woods.) The temperate trees are Safari Ltd. Tree Toobs. You can get them at Michael's with an online coupon for far less than you would on Amazon. https://amzn.com/B001Q0Y5GS The tropical trees are two types: tall, thin "coconut" palms, and shorter, broader "fan" palms. I ordered them off of Amazon: https://amzn.com/B01FVPKSZK https://amzn.com/B01BF0YZ1S The trees really help define the scale and change the mecha figures from person-height to mecha-height. I discovered this early on when I put one of the Safari trees next to Deathwalker 9000 and suddenly he looked like a huge, towering behemoth instead of something that would fit in your garage. |
#4
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Re: MechaScape
Over the years, I've toyed with this idea, but have gone back and forth on the level of complexity. Straight up Scape style seemed to lose too much flavor, but adding in other elements of the MechWarrior game added in too much work and made it feel less fun. Still trying to find that middle ground. |
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Re: MechaScape
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Since I got a 3D printer, it's changed a lot of what I can do; the hex tile customizer I set up allows people to put custom face textures on a 3D model to print, so I could do up a 'open terrain road' texture and print tiles like this: to use for the roads (that's not what I'd actually use; the road is off-center, and it's a bad texture for the 'grass' around it), with a similar design for rail lines. Quote:
For Heroscape scale, the Safari Ltd trees look worth picking up a set or two and gluing them to one-hex tree bases; the problem I have with most railroad scenery trees is that they typically use flocking for foliage, which degrades with handling. Those look solid enough to take getting bounced around without leaving bits behind. |
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Re: MechaScape
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#7
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The positioning is a stylistic thing; the original RttF trees were hex cappers, so that's what I've been doing most of my terrain object designing around, but if you're getting results you're happy with putting them in the hex gutters, I'm not going to tell you you're doing it wrong. Looking at what the various people here have done with the game, from customized terrain to extending the range of troops, and what other people have done with it, there's room for everyone, and every time someone pushes what you can do with Heroscape, it just makes the game a little bigger. |
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Re: MechaScape
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I think a stripped down Heroscape-esque version would work nicely but I would still have to have hit locations. A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
#9
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Re: MechaScape
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But tracking hit locations adds a lot of record keeping that slows down a game. If you're playing larger scale battles with combined arms, including mechs, armor, VTOLs, and infantry (as I want to do), then you really need to streamline game play, and one of the obvious ways is to eliminate hit locations. You can capture most of the same feeling of the gradual deterioration of your mech with just an armor stat, an internal structure stat, and a chance of scoring a crit once armor is breached. Crits are defined by effect rather than location: movement penalty, targeting penalty, extra heat, extra structural damage, weapon system offline, insta-kill, etc. This captures much of the flavor with far less burden, and is the direction I'm heading. |
#10
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Re: MechaScape
I doubt I would do hit locations for anything other than mechs and to keep the bookkeeping to a minimum.
We used to play huge Battletech games that would last for multiple days of gaming. The pace is a little slow for my current tastes. A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
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Re: MechaScape
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The other concept was a bit more complex. Tried to pull more aspects of the MechWarrior minis game in. |
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I like your second idea too. That's a nice streamlined way of tracking crits to individual systems. |