Battle Simulation II

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Battle Simulation II

Postby calculus » Sat Apr 21, 2012 10:04 pm

Ran a quick game this morning, testing out the effects of the initiative rules in a 5vs3, and Artillery vs Soldiers.

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Short answer, one sided slaughter.

The sides were:

RED, 3 Frames - 3x Soldiers:
CAASI, 2Rd Meson Tracer, 1B ECM, 1Y Laser, 1G Power Legs
MARIH, 2Rd Meson Tracer, 1B ECM, 1Y Laser, 1G Power Legs
ESSEJ, 2Rd Meson Tracer, 1B ECM, 1Y Laser, 1G Power Legs

BLUE 5 Frames - 4x CYBERs, 1x Scout
Dotted Gain, 1Ra Gun (long range), 1Rd Gun (direct), 2Y Com System, 1B ECM
Relative Sec, 1Ra Gun (long range), 1Rd Gun (direct), 2Y Com System, 1B ECM
Dated Wildlife, 1Ra Gun (long range), 1Rd Gun (direct), 2Y Com System, 1B ECM
Pushing Stop, 1Ra Gun (long range), 1Rd Gun (direct), 2Y Com System, 1B ECM
Small Retraction, 2Rh Plasmoid Cutters, 1Y Laser, 1B ECM, 1G+1d8 Jets

(ON THE CYBER - By my current understanding of the game rules, the CYBER seems like the idea frame. Because it can attack at any range, it does attack every single turn of the entire game. Because of it's two spotting dice, it's also placing down a heck of spot, anywhere on the map, every turn of the entire game. This is quite a dangerous combo that only gets much stronger in bulk.)

I lost my game and initiative notes, but basically the soliders ran up the center, because they were going to die otherwise. They died anyway inflicting no damage. Red could have done better by deferring their setup until after Blue, then setup as close as possible. (If that's actually a game option), Blue could have done better by placing the cybers in a less accessible location with more cover.

Oddly enough, this came out like you would expect a five on the three fight to end up. I'll have to try a five on four next time to see how that goes. Oh, and make a map with more cover.
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Re: Battle Simulation II

Postby Dukayn » Sat Apr 21, 2012 10:19 pm

Is there going to be a more detailed breakdown? I'd be really interested to see how it all came out on a round-by-round basis.
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Re: Battle Simulation II

Postby calculus » Sat Apr 21, 2012 10:57 pm

Sadly, I lost my notes with all the exact details and initiative scores..

By the end of turn two, one red soldier was dead, and one had just his blue die and white left. Turn three the damaged one was finished off, and the fast moving untouched one lost a red dice. He made an attack, adding in an SSR too. He ended up with a 6 vs a 5 defense. Did no damage, then got wiped out.

Mostly charge of the light brigade, but with no one left to turn around and ride back out.
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Re: Battle Simulation II

Postby Mantisking » Sat Apr 21, 2012 11:53 pm

So, once again this comes down to a choice of set-up positions. Is the oil rig Blue's station?
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Re: Battle Simulation II

Postby calculus » Sun Apr 22, 2012 12:43 am

The rig and the dropship were blue's, the buildings and the impounded spaceship were red's.
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Re: Battle Simulation II

Postby Mantisking » Sun Apr 22, 2012 12:48 am

calculus wrote:The rig and the dropship were blue's, the buildings and the impounded spaceship were red's.

Red should have set his last man at the rig and tried to steal it away.
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Re: Battle Simulation II

Postby calculus » Sun Apr 22, 2012 8:02 am

During setup the first person to place units can place them anywhere?

...comes down to a choice of setup positions.


This game would have gone like it did even if all red's soldiers started the game in firing range. The were just plain outgunned.

The way mf0 attacking works with spotting being practically required, one frame alone is mostly useless, and three frames have double the firepower that two frames do. Being even slightly outnumbered in a small fight is quite bad.
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Re: Battle Simulation II

Postby Ced23Ric » Sun Apr 22, 2012 9:01 am

Welcome to MF0: Rapid Attack, and not MF0: Slow Paced Hide&Seek. :D

MF0:RA is meant to be about hitting hard, stomping hard, gunning, running, smashing hard. It favors attack over defense, firepower over anything. Working as intended. Also, you set up a non-specialised group against specialist with all the support they could ask for AND numerical advantage. Of course the Soldiers died as they did. :)
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Re: Battle Simulation II

Postby Mantisking » Sun Apr 22, 2012 10:39 am

calculus wrote:During setup the first person to place units can place them anywhere?

Set up for this game would have gone like so.
1.) Defender places Stations and two mechs.
2.) Attacker places Stations and all mechs.
3.) Defender places last mech.

calculus wrote:This game would have gone like it did even if all red's soldiers started the game in firing range. The were just plain outgunned.

The way mf0 attacking works with spotting being practically required, one frame alone is mostly useless, and three frames have double the firepower that two frames do. Being even slightly outnumbered in a small fight is quite bad.

Maybe so. But if he had at least tried to take the oil rig he might have felt better about getting stomped.

Placement at set-up is just as important a choice as force size and construction.
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Re: Battle Simulation II

Postby calculus » Sun Apr 22, 2012 2:04 pm

Yes, I've felt the placement rules that I've been throwing in have not resulted in coolness. Thanks for real rules to try out there.

Also, I've notice that I've not had much cover in the last games, which may be over biasing the game away from meele units.

So here's the next map:

Image
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Re: Battle Simulation II

Postby The Trilobite » Sun Apr 22, 2012 3:35 pm

Dig. It. Looking forward to this one. Is those black spots pits? Please tell me they're pits.
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Re: Battle Simulation II

Postby Dukayn » Sun Apr 22, 2012 7:52 pm

Light/heavy cover maybe?
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Re: Battle Simulation II

Postby calculus » Sun Apr 22, 2012 8:29 pm

Yes, it's light/heavy cover. Part of the new game is up here now. viewtopic.php?f=4&t=914

Pits would have been cool though!
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Re: Battle Simulation II

Postby randolph » Tue Apr 24, 2012 3:35 pm

Mantisking wrote:Set up for this game would have gone like so.
1.) Defender places Stations and two mechs.
2.) Attacker places Stations and all mechs.
3.) Defender places last mech.

Do the rules generalize to the following?
1) Defender places stations and half of frame forces, rounded up.
2) Attacker places stations and all frames.
3) Defender places remaining frames.
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Re: Battle Simulation II

Postby Mantisking » Tue Apr 24, 2012 6:16 pm

Mantisking wrote:Set up for this game would have gone like so.
1.) Defender places Stations and two mechs.
2.) Attacker places Stations and all mechs.
3.) Defender places last mech.
randolph wrote:Do the rules generalize to the following?
1) Defender places stations and half of frame forces, rounded up.
2) Attacker places stations and all frames.
3) Defender places remaining frames.

For a two player game? Yes. With three players it's a little more complex.
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Re: Battle Simulation II

Postby randolph » Tue Apr 24, 2012 6:29 pm

Mantisking wrote:
randolph wrote:Do the rules generalize to the following?
1) Defender places stations and half of frame forces, rounded up.
2) Attacker places stations and all frames.
3) Defender places remaining frames.

For a two player game? Yes. With three players it's a little more complex.

Thanks! I'll just wait for the reveal for 3+ player setup rules then.

While you're here, is there any sort of bidding/draft phase or anything like that for company size/composition, or is it purely gentleman's agreement/play what you bring, no scouting/counter-composition at the table?

In fighting game / DotA terms, is there counterpicking?
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Re: Battle Simulation II

Postby Mantisking » Tue Apr 24, 2012 6:33 pm

randolph wrote:Thanks! I'll just wait for the reveal for 3+ player setup rules then.

Okay.

randolph wrote:While you're here, is there any sort of bidding/draft phase or anything like that for company size/composition, or is it purely gentleman's agreement/play what you bring, no scouting/counter-composition at the table?

You put your stuff on the table and play. As an example, I brought three teams to PAX East to demo with. One team had no artillery. Between games I could have changed it to add artillery but I didn't. It helped maintain the experiment -- it was the team I was using -- and it helped to showcase different strategies in play.

randolph wrote:In fighting game / DotA terms, is there counterpicking?

What?
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Re: Battle Simulation II

Postby Ced23Ric » Tue Apr 24, 2012 6:38 pm

Mantisking wrote:
randolph wrote:In fighting game / DotA terms, is there counterpicking?

What?

Peter picks Closer.
Seeing this, Paul picks Artillerist.
Seeing this, Mary picks Swarmer.

You base your picks on the picks of the opponents, causing a metagame to emerge. If you field all rocks, I field all papers. Mary fields some papers and some scissors. You are screwed, I am tied or screwed, Mary wins.
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