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7/5/2025, 12:52:41 AM
For a player who has gotten the gist of the rules, but is still new, what would you consider to be your top pieces of advice for games? I have a few friends learning and I'm moderate at best. Some examples I was thinking of
-Moving is good. Not only do you get TMM, but the penalty for walking/running can be "earned back" if you get into a better range band. The only mechs that should be standing still is ones with awkward range bands who have a nice woods/partial cover (i.e. LRM boats)
-Initiative determines the flow of the game since the guy who wins initiative gets the last move. On turns where you lose initiative, be more cautious - this is a good turn to hide that overheating jumper. On turns where you win, get aggressive.
-Prey on weaknesses. Kick the guy with the injured legs. Attack from the side where they have the least armour.
-Remember you can walk backwards.
-Moving is good. Not only do you get TMM, but the penalty for walking/running can be "earned back" if you get into a better range band. The only mechs that should be standing still is ones with awkward range bands who have a nice woods/partial cover (i.e. LRM boats)
-Initiative determines the flow of the game since the guy who wins initiative gets the last move. On turns where you lose initiative, be more cautious - this is a good turn to hide that overheating jumper. On turns where you win, get aggressive.
-Prey on weaknesses. Kick the guy with the injured legs. Attack from the side where they have the least armour.
-Remember you can walk backwards.
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