Planet Mongoose - Mechanismo Strike Force

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MongooseMatt
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Planet Mongoose - Mechanismo Strike Force

Postby MongooseMatt » Thu Dec 05, 2013 2:10 pm

We have a saying here at Mongoose (no, really, we do) - you can never have too many Mechanismo units in your games.

So, it could only be a matter of time before we penned some rules for the Mechanismo Strike Force!

This is just a set of 'playtest' rules for now, but check them out and have a few games, and we'll see if they are worth making an official add-on!

You can check out the rules here on Planet Mongoose;

http://blog.mongoosepublishing.co.uk/?p=583
Matthew Sprange

Mongoose Publishing
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Chip
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Re: Planet Mongoose - Mechanismo Strike Force

Postby Chip » Thu Dec 05, 2013 3:36 pm

These look like a ton of fun! Is there any chance of letting them take some characters? Judge Giant leading a group of Mechanismo MkIIs would be an awesome and very thematic force (especially with the AvP minis on the way...) :D
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Re: Planet Mongoose - Mechanismo Strike Force

Postby DrDuckman » Thu Dec 05, 2013 4:25 pm

Hah, that is fluff awesomeness!

My only concern that, in gameplay terms, Combat Robots are just better than Mechanismos, if you want to go all mechanical. I mean, always having a ready action is huge! Being able to equip both a Katana, a Jetpack, armor 8 AND a Heavy spitter, while being a hero is worth 160 more credits over the Mechanismo, right? Especially since Combat Robots dont have to arrest... and Combat Robots dont have to deal with Twitchy.

What's more, Combat Robots are more scalable. You can just upgrade them gradually, instead of paying that crazy cost up front. So why would, in pure gameplay terms, one choose a Mechanismo force over a Robot one?

The one advantage I can see is this ending up a lot more varied than a robot force, simply by virtue of having more merc options. By Abusing Loyal followers you could easily end up with a decent judge force. And as fluff goes, this is an excellent addition, ofcourse. I assume they are still considered Judges, so they should be able to get all the Judge heroes... perhaps a special rule to that effect would make sense? There is precedence in the comics, after all.
mattausten86
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Re: Planet Mongoose - Mechanismo Strike Force

Postby mattausten86 » Fri Dec 06, 2013 9:47 pm

Love it....

I was wanting to go down the tech heavy route, but as drduckman pointed out, i think id rather take a combat droid.
chaoschild
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Re: Planet Mongoose - Mechanismo Strike Force

Postby chaoschild » Sat Dec 07, 2013 12:08 am

Chip wrote:These look like a ton of fun! Is there any chance of letting them take some characters? Judge Giant leading a group of Mechanismo MkIIs would be an awesome and very thematic force (especially with the AvP minis on the way...) :D
I was thinking exactly this! :D
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Re: Planet Mongoose - Mechanismo Strike Force

Postby Zond » Tue Dec 10, 2013 8:16 am

The Mechanismo Mk 2 needs a points reduction due to the twitchy flaw. There also needs to be a way to have a Mechanismo hero beyond minions lasting five games.

The Tek Judges talents need to apply to the Mechanismo or robot types. That or Tek Judges for this force need another built in rule to represent their connection to the robotic judge program. The Tek Judge is five points cheaper for his troubles than the mercenary version, but has lost a full melee dice. He may need some more oomph.
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Re: Planet Mongoose - Mechanismo Strike Force

Postby Dave Chase » Tue Dec 10, 2013 1:11 pm

Neat

Just a note though, in the fluff text box on the right side of the MK 2 you state that they do not share the twitchy fault, yet in the rules area, you state that they do
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Re: Planet Mongoose - Mechanismo Strike Force

Postby andrewgpaul » Wed Dec 11, 2013 10:41 pm

A Mechanismo mk2 added as a mercenary to a force from the rulebook does not suffer from the Twitchy rule. Those included in this force do; as it says, they've been up a nd running for longer than their expected run time, and have started to suffer from the same programming glitches as the mark 1.

The flavour text box is a cut & paste from the rulebook, hence the discrepancy.
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MongooseMatt
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Re: Planet Mongoose - Mechanismo Strike Force

Postby MongooseMatt » Thu Dec 12, 2013 11:12 am

And a good catch, will be changed in the revision :)
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