#MechaMonday is here and I am leading with my two favorite mechs - The Locust and The Archer.
The reason I like these two mechs is you can get a 2:1 movement ratio. Sure there are pairs of variants that do not have this ratio, but you have to look for them. You can start advancing with the Locust zig-zagging while the Archer lumbers along behind.
Thanks to the variants, you can pretend to be something you aren't by moving slightly slower. This shouldn't work by the rules, but it sidesteps the rules by repetition. If they see you move 8" and 4" every round, they will assume that you will in the future. The rules don't assume for player assumptions.
This creates many possible attack positions for the pair:
- The Locust can move in lockstep with the Archer, forcing your opponent to pick between a sure kill on the closer Locust or trying to kill the distant Archer.
- The Locust can dash through the enemy and end up at their rear or better, a flank.
- The Archer can dash forward and end up slightly in front of the slowing Locust.
- The feint is a good gambit, where the Locust moves to one side dragging the enemy around so the Archer can turn to face a different foe or objective.
This combo is costly in terms of Locusts but you can wreck formations, cut off individual mechs or make fancy powerplays with low-end mechs. Personally, I like the satisfaction of getting the Archers in front of the Locusts because my opponent has to sweat the dice to kill an Archer while worrying about what the Locusts are really doing. Even if they aren't doing anything.
The Archer Slide Show
The Locust Slide Show
You can pick up a copy of this game on DrivethruRPG, but if you hit up brick-and-mortar stores, you can get the physical copy with minis.
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