TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: j123456 on August 09, 2014, 06:46:31 PM

Title: Tactics in Mekton Zeta
Post by: j123456 on August 09, 2014, 06:46:31 PM
Anyone play Mekton Zeta?  Does anyone have any recommended tactics for mecha combat?  Or is it basically shooting gallery where mechs stay in place and there is no advantage to maneuver?

I'm thinking about running a game, but I wonder how much depth the combat system has.
Title: Tactics in Mekton Zeta
Post by: jeff37923 on August 09, 2014, 06:56:16 PM
Quote from: j123456;777908Anyone play Mekton Zeta?  Does anyone have any recommended tactics for mecha combat?  Or is it basically shooting gallery where mechs stay in place and there is no advantage to maneuver?

I'm thinking about running a game, but I wonder how much depth the combat system has.

Reflexes are king in this game, mecha pilots should have high scores in that. Power plant is queen for the mecha in this game, an oversized power plant gives you extra actions in combat and lowers the reflex modifier.A lot will depend on the design of your mecha, but one tactic that I have found that works well is use a weapon that rapid fires low damage hits in order to knock down your target's armor first and then hit it with a heavier  weapon once the armor has been ablated away.

And Use The Internet! There are supporting websites which are filled to the brim with mecha designs and optional rules for Mekton.
Title: Tactics in Mekton Zeta
Post by: j123456 on August 09, 2014, 07:21:45 PM
Good advice.  I really liked what I saw of the optional rules on MektonZeta.com.

But what's your advice on maneuver?  

1. Is it better to keep MA low in order to keep a small turn radius?  Do you find it valuable in practice to keep a high MA in order to get behind opponents?  

Or
 
2. Is the advantage to attacking the rear of a Mech so low that maneuver is a non-factor?
Title: Tactics in Mekton Zeta
Post by: J.J. on August 09, 2014, 09:20:41 PM
Based on my experience, which is admittedly hazy due to time lapsed:

A lot of it really depends on how your mecha is built. If the weaponry is sufficiently dangerous, being able to maneuver out of firing arcs is a big advantage. Even in the same setting, you could have the stand and slug it out types and the more nimble types doing their own things and succeeding just by merit of being designed to do so.
Title: Tactics in Mekton Zeta
Post by: Silverlion on August 09, 2014, 10:41:55 PM
A lot depends on your mecha, and your weapons load. I've played games where you had to hammer on things to take them out, and ones where cockpit or called shots to other systems were possible due to the mecha builds.

Generally speaking a lot depends on if you aim to build towards "semi-real mecha" and tactics make a lot of difference, or more "super-mecha" which means its mostly awesome sword fights that take a while to shift the game.
Title: Tactics in Mekton Zeta
Post by: Gabriel2 on August 27, 2014, 07:58:17 PM
Hmmm.  I missed this one.

Like Silverlion says, it mainly depends on what mecha and technology are in your campaign.  Here are a few things that work in a generic sense:

Title: Tactics in Mekton Zeta
Post by: daniel_ream on September 02, 2014, 02:43:24 PM
FWIW, I have a near complete set of Mekton books up through MZ+ I'm looking to unload.