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| Mechwarrior: Armor Grid (Pic Heavy) | |
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| Tweet Topic Started: Jan 11 2011, 04:32 AM (2,036 Views) | |
| Fantasy Fixtures | Jan 11 2011, 04:32 AM Post #1 |
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Super Mutant
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I just finished rebasing, modding, whatever all the Mechwarrior CMG minis I currently have. I am using the for a fast play system titled "Armor Grid" (hence the Mechwarrior:AG). I modded the rules, created new weapons, and created profiles for all the Mechs, vehicles and infantry. I played the first game solo tonight, and it went pretty well; some minor tweaks are all that is needed. It's got a decent Battletech feel to game play; although it will be more fun when I have an opponent. Anyway, here it is: Mechs: I have 34 Mechs of various sizes and 5 wreck markers Heavy Mechs ![]() Medium Mechs ![]() Light Mechs ![]() ![]() Civilian Mechs and Armed Civilian Mechs ![]() ![]() Wreck markers (Downed mechs from Acheson Designs) ![]() Infantry units w/ command, LMG and SRM teams, Dreadnaughts and Heavy Weapons ![]() ![]() LMG, Mortar and SRM Teams ![]() ![]() ![]() Snipers and Militias ![]() Walkers ![]() Towed ACs and Laser Sites ![]() Vehicles of various sorts; 98 in total at the moment. Tracked and Wheeled MBTs ![]() Various hover tanks and TDs ![]() APCs ![]() Hover Recon units ![]() Artillery ![]() Helos ![]() ![]() Salvage Vehicles ![]() LRM Site (I actually have 2 more to finish and a command bunker)
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| Mr. Clean | Jan 11 2011, 04:45 AM Post #2 |
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Wasteland Legend/Cat Skinner/Bad Speller/Super Nice Guy B^)
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Wow,nice stuff there! I remember the good old days as a pre-teen playing BT arena type fights and laughing at the poor soul who got the Locust.Ah.....he sure could run but a well placed PPC shot and it was all over. Brian |
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| Ross | Jan 11 2011, 07:09 AM Post #3 |
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Wasteland Warlord
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WOW, just wow!! |
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| manic _miner | Jan 11 2011, 10:10 AM Post #4 |
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Tribal Savage
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Not my sort of thing now,but a very impressive collection. I got some of the CMG miniatures years ago along with the Cell Entertainment Ronin Wars game.One of those phases I go through every now and then. Must look great set up on the table. |
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| pauix | Jan 11 2011, 11:39 AM Post #5 |
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Super Mutant
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Cool collection! |
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| dicehead | Jan 11 2011, 12:57 PM Post #6 |
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Mutant Hunter
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Wow nice, some terrific looking stuff there. |
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| Dentatus | Jan 11 2011, 02:14 PM Post #7 |
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Coldheart
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Dude... nice collection. Armor Grid: That's the paper one, right? Tell us how it works. Good fast play rules are hard to come by, IMO. |
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| RavenFeast | Jan 11 2011, 03:33 PM Post #8 |
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Mutant Hunter
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Those look great! Are the infantry also from clickietech? And please tell us about the Armor Grid rules. I'm currently using Meka Tac, but there's always room on the shelf for a good set of mecha combat rules that plays even faster. |
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| mattblackgod | Jan 11 2011, 06:02 PM Post #9 |
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Big boss warlord dude!
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Nice stuff. |
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| Fantasy Fixtures | Jan 11 2011, 07:03 PM Post #10 |
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Super Mutant
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The infantry is from the Mechwarrior clicky game. I had to cut them off individually, and rebase te untis THey are on steel fender washers and pennies. I had to repaint some of them so that they all matched as a unit, Same goes for LMG, SRM and Gun teams. Armor grid is the paper mini game Dentatus mentioned. Let's see if i can give the nickle tour. The rules are simple, everything is based off a D10, and opposed rolls, when necessary. Sequence of play is as such: Setup: Players decide how many Build Points per side Players take turns setting up units Initiative Phase: Everyone rolls D10 Highest goes first and so forth Action Phase: Players take turns moving units (player one, player two, player one, player two), until they are all moved Movement Orders: Stand Fast, Move, or Rush (I added Overwatch) Combat Orders: Scan (usually the result of a Critical Heat Failure) or Fire Heat Phase: Resolve rolls for excess heat End of Round: Resolve any triggered events and reset markers Combat resolution is via rolling D10 against the target's Target Profile;equal to or higher hits Damage is resolved through the Armor Grid system. Armor is setup on a grid system 1 - 10 horizontally, up to 15 vertically. There is a separate Critical area at the bottom numbered 1 -10 Weapons have symbols associated w/ the damage they do (imagine Tetris symbols). On a hit, roll D-10 and that is the horizontal damage area Apply the symbol to the grid until you reach the critical area. Once there roll on the Crit table to see the results (I had a relatively healthy heavy mech blow up on it's first crit) It sounds kind of wonky, it really isn't, though. In fact it's really simple, and intuative once you see it in action. You could teach someone the system in a matter of minutes. I added things like overwatch, torso twists,movement penalties, and such to give it a more Battle Tech feel. It didn't really slow down game play, IMO. I played my first game solo with 2v2 mechs, and it took me about 30 minutes. I also redid the weapons list to extend ranges and costs. The original is meant to be played on a 36"x36" area, while my incarnation is meant for a 6'x6' area. For $6.95, it wasn't a bad investment and gave me a base to create a game I had been wanting to do for a while. Even w/o the changes, is a good 15mm SciFi quick play rules. The Mechwarrior minis I have shown only cost me about $50 total (I wheel and deal a lot), with another $10-$15 spent on basing materials. Hope this answers questions |
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| Inkwell | Jan 12 2011, 01:35 PM Post #11 |
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Toenail cutter / Tin can licker
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Looks like you have been busier than a one legged man in an asskicking contest!! |
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| RavenFeast | Jan 12 2011, 07:38 PM Post #12 |
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Mutant Hunter
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Thanks for sharing your work and the tour, FF! Never did like heat as a play-balance mechanism. |
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| Fantasy Fixtures | Jan 12 2011, 07:47 PM Post #13 |
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Super Mutant
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I really didn't like the heat rules in Battletech; too cumbersome. In Armor Grid, it is a very simple thing. On a D-10 roll on the Heat Critical Chart, adding +1 for every excess heat, and apply the results. The mech's heat goes to 0 after the roll. No need to keep track. Heat costs are given for every system on the Mech Rocord sheet, and there ae only 3 actions that will cause heat build up. Adding them up is quick and simple. It's easy to keep from over heating, and you have the option of risking a critical roll, if you need that extra bit of "umph" in you attack. |
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| sinisterbutt | Jan 21 2012, 07:14 AM Post #14 |
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Desert Punk
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hey dude, i am looking at buying the armor grid rules and was wondering if you could possibly share with me your mechwarrior rule modifications as i also have a huge bunch of dark age minis wanting a new set of rules to use them with. id very much appreciate it |
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| Rad Blight | Jan 21 2012, 11:18 AM Post #15 |
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Wasteland Warrior
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Impressive. |
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| witchfire | Jan 22 2012, 12:12 AM Post #16 |
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Coldheart
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wow those civilian mech remind me of the constructicons |
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| sinisterbutt | Jan 22 2012, 04:57 PM Post #17 |
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Desert Punk
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After a couple of quick playthroughs qith the rules, i can back up your claims, i really is a fantastic and interesting game and easily modifiable to give it any mecha feel you would like, especially mechwarrior. The paper minis that are available for Armor grid arent too bad either, modular and imaginatively designed. |
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