First, some caveats.
This is based on a limited number of games using the Mk.I and one with a Mk.II
Components were a set of prototype minis and cards etc from Ares. The cards, counters, templates are identical to the PnP version, and the rules used were a PnP printout.
This is a prototype/beta test version, and changes may be made. I have some recommendations regarding clarifying wording, but no rules changes as such.
The rules were my own interpretation of them, as in a few areas they are actually unambiguous if read carefully, but could be clearer.
Ok, on to the Mk.I, when playing without objectives.
You have to pick 3 cards at the start, as with WGF. All good so far. But the card is only part of the move. Just as with WGS where you also have to pick a chit for speed, which determines whether using fast or slow movement.
Before playing each card, and before opponent plays theirs, you must complete your move by picking an action chit for that card. Actions are firing heat ray, firing black smoke, changing facing(when stopped) and recharging energy(when stopped). Some cards which involve unusual movement preclude any action being taken. When firing and also when changing facing, not only do you have to pick an action, you have to pick a direction to fire in, or face too.
Typically, a Martian will play a green stationary card, where it stays in position, and then has a choice of heat ray (1 turn cooldown), black smoke (2 turn cooldown), recharge energy, or change facing to put its energy shield between it and an incoming attacker about to shoot.
Firing either a heat ray or black smoke takes energy, and you only have a limited amount. So recharge whenever opportunity presents itself, even if that would mean missing out on a good but not great firing chance.
Sometimes though it is necessary to plan a move. You can still fire heat ray or black smoke when mving, but even if no target is available after cards are played, you still use up energy. And you can't pick a recharge or change facing.
Every 3 cards must include a stationary card, or a special run one. The run one uses up an energy, and is just a straight move at normal speed.
There is a special stationary card that precludes any action, but means the next move is walking backwards. This is a great way to take fire through the unshielded front at long range (only 1 card), but then reposition to hit the enemy as they fly past at short range and out of their firing arc. It's easy to screw up, but do it once in a game just to keep them off balance.
Another good move is to use movement cards to reposition in a new direction, leaving black smoke behind to discomfit pursuers. The third card will be a stop, allowing change of facing or more likely recharging energy used in laying the smokescreen.
So, in summary
Pick 3 cards.
Before opponent plays first card, pick action, then everyone implements their first card.
Before opponent plays second card, pick action for the second card - which may be the same as the first- then everyone implements their second cards.
Before opponent plays third card, pick action for the third card - again actions can be reused - then everyone implements their third cards.
Consider a Martian that picks 3 stationary cards.
The first action taken is to change facing to put the shield between it and attacker.
The second action is to chuck some black smoke in their path, or heat ray another attacker.
The third action is to either recharge or if a target presents itself, heat ray, or black smoke (remembering cooldown) or even another change of facing to cope with a second target.
The next turn might be a change of position, with at least one stationary to recharge. Or the same again. Or a step back stationary followed by a hard turn then a stationary to either change facing, recharge, or fire heat ray or smoke in the "Martian Pirouette"
Most of the time you're going to be stationary. But be unpredictable so they never know what you're going to do next.
Balance
3 single seaters vs a tripod slightly favours the earthlings.
2 single seaters- the earthlings can win, but odds are against them. Heavily so if none have rockets.
1 single seater and 1 two seater - as balanced as anything can be.
1 giant (R.VI, O/400 etc) - balanced.
Rockets bump up the Earthlings chances significantly. Two rocket armed single seaters are balanced vs a Mk.I.
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