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Subject Topic: mercs minis - open Beta Post ReplyPost New Topic
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Saint of Sinners
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Posted: 06 May 2010 at 1:38am | IP Logged Quote Saint of Sinners

MERCS Minis finally exposed the general popular to their new infantry game rules with the focus on small unit tactics. It not bad. Alots of potential.

If your interested visit MERCSminis.com

edit - fixed link

Edited by Chrome on 06 May 2010 at 1:41am


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Posted: 06 May 2010 at 1:39am | IP Logged Quote Chrome

thanks!

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Saint of Sinners
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Posted: 06 May 2010 at 1:52am | IP Logged Quote Saint of Sinners

your welcome...

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Posted: 10 May 2010 at 12:51pm | IP Logged Quote Saint of Sinners

I just finished playtesting my first two games of MERCS. I rather enjoyed. The hardest part of the game is wrapping your head around using the cards for movement. Maybe one or two more games and I'll try kicking the wheels on the Advanced Combat Manuevers like bounding, suppression and overwatch.

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Posted: 23 August 2010 at 12:43pm | IP Logged Quote Chrome

FreeFall and Rick came down from Sioux Falls for the weekend and we gave MERCS a try. While I liked a lot of it, I think that there are a lot of things that need work too. If they publish the rules as is, I can tell you that I'll be playing with more than a few house rules.

Not being able to move less than a card length when you want to is retarded. This actually got brought up on their forums over the weekend and while they tried to give all kinds of reasons for it, in the end I think its all just a dumb excuse to make you use the cards.

Same deal w/Snap To Cover. I get the concept, but it just adds another level of mostly unnecessary complexity to the game. I mean seriously, 90% of the time we only had to use it b/c we couldn't move where we wanted to in the first place b/c we couldn't get the card templates to line up correctly, so it came across as a rule made up to compensate for another rule, instead of just fixing the first rule.

Using the cards in full terrain was kinda difficult too. We used a city scape that FF had built so there were a lot of buildings and we were always having to slide the cards underneath them to run past the corners or accidentally bumping them when we'd measure something next to them.

I still had fun playing the game, but I'm not sure if FF and his partner. Rick and I played KemVar and we rolled their USCR team. We killed 2 of their guys before they even got to hit anything and killed their 3rd guy right after loosing only our fourth. The Behemoth evened things out a little bit by taking out my Leader, but we still had 3 guys alive when we took him down.

The tactics definitely take a little getting used to. I know that they had some problems getting their heads around how to use some of the models. The USCR Sniper especially sucked in their opinion since it couldn't actually inflict a wound on anyone, but once they figured out that his strength was slowing us down w/his anchors and forcing Armor Check rolls, I think he did more damage to our team than anyone. (Anchored + broken armor = 0 MP = sitting duck, as my Assault Leader discovered)

The wording needs a lot of work too. Granted I was using the beta data cards w/the free play-test rules, so the real printed cards may be a little different, but there are some things that we didn't think matched up. Like the USCR Sniper's Anchor Gun doesn't specifically state if it is a sniper rifle or not, so does it have the same restriction as other sniper rifles? (can't shoot at targets in short range) Stuff like that needs to be cleared up.

I'm planning on playing it again tho.

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Saint of Sinners
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Posted: 23 August 2010 at 4:19pm | IP Logged Quote Saint of Sinners

Did you download the new finish version of the rules?

Mercs rules

I haven't read the finished rules yet. I've been busy playing WoW. I finally got my first level 80 toon. Only took me 3 years...


Using the cards for movement in 3-D terrain is tricky. Its alot easier if you use the real cards they got marks on the side cards so you can line your mini up with the card on its side.

For the first few games I'd suggest using the CCC yellow jackets. They have a much easier learning curve. And teamwork is very important. With the USCR use the Sniper to pin and break a model's armor so the assault troop can kill 'em. Meanwhile you have the heavy laying suppression fire on the other models to keep them from interferring.

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Posted: 23 August 2010 at 5:06pm | IP Logged Quote Chrome

Yes we were using the newest rules, but its editing still leaves a lot to be desired. Plus Bounding, Suppression, and Overwatch aren't a part of the new download. They're "advanced" rules.

I made my own special cards for us to use. You cut along the lines and they're just like the MERCS cards. They even have the lines on them so you can lay them on their side and use them, but its still not the smoothest process.

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erion
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Posted: 26 August 2010 at 9:37pm | IP Logged Quote erion

I'm intrigued by this as well. I'll be keeping my eye on it.
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Posted: 27 August 2010 at 9:53am | IP Logged Quote Chrome

If you guys want to use the templates I made: http://www.mil-net.net/rob/mercs/

Just cut along the lines and cut out the semi-circles.

Oh, and the abilities w/asterisks next to them aren't included in the free rules download. You'll need the beta rules to get an explanation of how they work. I'd meant to add them to their respective pages, but never had the time.

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"Ritterlich Warriors bring a sense of dignity to the death that they deal out so efficiently that they almost make it look easy."
- Eleanor Syde, 2270
Syde's Guide to the Galaxy
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