Mechwarrior; Dark Age / Age of Destruction
Posted 03 January 2012 - 08:26 AM
About 1.5 years ago I started perusing Ebay and picking up lots of MW:DA and AoD. I now have a few thousand and proceed to run games for a few groups locally in MKE.
CBT purists hate MW:DA/AoD but what I’ve found is that I can use a mix of CBT/MW:DA rules with MW:DA/AoD figures and people pick up the game way faster and enjoy it much more than CBT. A clickable figure is much easier to follow and participate in that a sheet of paper filled with oodles of information especially for people new to the Battletech universe.
I’m getting ready to start a new campaign so I’ll post the rules from this and some pictures of the board in a new thread in a couple of days.
The biggest challenge now is finding 10/12MM terrain/buildings to use. Gale force 9 makes a bunch of good stuff but there’s only four sets. I need a lot more to get an active feel for how things run.
Posted 07 January 2012 - 03:11 PM
Cheers for that Grayson, I played another friend in an epic session the other day we played the full rules and it made a lot more sense, I was aware of the formation rules but when played with a 600 point build on the full rules it made a lot more sense! Was far more fun too.
Posted 08 January 2012 - 12:02 PM
Posted 08 January 2012 - 05:35 PM
Posted 08 January 2012 - 11:47 PM
Posted 09 January 2012 - 06:11 AM
It depends on how you play it. If you follow Wizkids rules it's "not really" Battletech. It could be any game for that matter. World War 2/Sci Fi/Dungeons/Super heroes. The clix make it easily accessible and followable.
If you however use the clixs and their ease of use to pick up and immediately grasp while applying more in depth dynamics and rules you wind up somewhere in the middle. Where anyone can walk up and start playing yet strategy is required more than just dice rolling.
Posted 09 January 2012 - 08:04 AM
Posted 10 January 2012 - 12:14 PM
Posted 27 January 2012 - 12:58 PM
Posted 27 January 2012 - 02:38 PM
Edited by KingCobra, 27 January 2012 - 02:38 PM.
Posted 27 January 2012 - 06:40 PM
We had one of those powergamer guys at our shop but when I started to get better I would win tourneys and then I'd start getting the LE's from the tourney. The powergamer was no big deal then, I just had to play whatever faction I had the strongest army for, which in the end wound up being ROTS, Firepower xpansion was awesome for me as ROTS. Oh the good ole days.
Posted 27 January 2012 - 07:16 PM
I find the story behind DA/AoD to have potential, but first impressions weren't good, so I haven't really touched it. I will say this though, Johanna was right about Jade Falcon changing, and I guess clan society as a whole. Going from reading "I Am Jade Falcon" to reading "Flight of the Falcon" showed two very different JF Clans...and I was just as annoyed by the change as Johanna was.
Posted 28 January 2012 - 09:10 PM
Posted 01 February 2012 - 05:57 PM
Posted 12 February 2012 - 10:16 AM
Posted 12 February 2012 - 05:10 PM
There still is (a little) activity on the classic battletech and cmgrealms forums.
Next year, theres supposed to be a meetup at Gencon Indy, which i might even attend.
Anyone else remember (or still play) this game?
I thought the first expansion was ok, but as soon as artillery became part of the game I stopped playing. I also hated the force construction rules (or lack there of) and got annoyed by seeing min maxed mixed force armies when it was being played.
Part of the problem was that I kept on thinking, this is a nice substitute for BattleTech.
Posted 18 February 2012 - 03:34 AM
I've played both Classic Battletech and MWDA. MWDA is different. It is a quick play game. No record sheets, no charts, and a typical game can be played in about an hour. I understand CBTers don't like it, but it really has to be thought of as a different game. There was always a CBTer hanging out at one of the stores I played at. I understand that he preferred CBT, but he was always just hanging out in the venue, sometimes playing Everquest on one of the computers. We were playing.
Wizkids was really good at creating rules. The original game rules were really good. The Age of Destruction rules were also really good. The only rules I think really had a problem were the artillery rules. Wizkids' problem was set design. 80+% of the pieces were useless in competitive play. This is a very strange problem to have in a game that can be balanced simply by changing unit point costs. This problem plagued some of Wizkids' other games too. The big example of that is Pirates of the Spanish Main. The core game rules were brilliant. The set design was so terrible as to completely negate the game rules. The combos were ridiculous. I always liked playing Pirates sealed because it pushed the game back towards the brilliant core game rules.
Mechwarrior died in my area a few years before the game's official demise. I blame the demise on set design, as it made it hard to recruit new players when they would get stomped by veterans playing the small number of competitive pieces. "You mean if I just buy a booster, the pieces in it will be awful?" "Yes, almost certainly." Wizkids tried to fix it with retirement, but I don't think they ever realized the set design problem they really had.
The other problem the game had was factions. Too Many! The Battletech Universe contains a huge number of factions. MWDA started with 6 (plus the LE Republic of the Sphere faction). Wizkids gradually added more factions, and never stopped. I don't think anyone was really happy with the faction situation. It ended up being ridiculous.
Posted 13 March 2012 - 09:03 PM
Posted 13 March 2012 - 10:24 PM
I actually liked the pilot/gear concept that came with AoD. Though I will agree, some pieces felt useless (mechs that insta shutdown etc) and the story was mediocre and unfinished to top it off. Would not mind playing some Battletech though I don't know anyone around that plays it...and 40k just feels faster
Posted 13 March 2012 - 10:57 PM
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