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Crushed Metal (Red Sector) problem
Piston Joined: 05-26-2010, 07:40 AM Posts: 437 Location: Germany
Hi there,
what with X-Mas coming closer, I was looking at things I could build and gift. So I had another look at Crushed Metal (from Red Sector) - while I have constructed a few paper mechs, I have never looked at the rules closely.
I did so now (with the idea of maybe using Bionicles as mechs), and the game seems unplayably broken, unless I'm very much mistaken.
The problem appears to be the way aiming is done. In short, there's no dice roll (interesting idea), and everyone is always in range of everything (OK, why not). You first determine whether the mechs move towards each other or away from each other. If they move towards each other, you take the higher Move score (between 1 and 8), and subtract the lower Move score from that. If they move away from each other, you add the Move scores. The result is compared to your weapons Aim value, a number between 1 and 5. If your result is equal or lower o this aim value, you hit.
So far, so good. However, this means that a faster mech (say, Move 7) cannot hit a slower Mech, or one with damage to his Move score (say, Move 1). Because in such a case, you always subtract 1 from 7, result 6, which is never a hit. Note that mechs can take damage to their Move, so a Move 1 mech will not be that unusual. At the same time, a slow Mech can never hit a fast Mech.
I know that Crushed Metal was basically an add-on to the (cool) paper models, so I'm not disappointed even if the game were unplayable. Still, is my analysis above correct? Thoughts?
Well that takes me back. If I understand my own scribblings, then there are two solutions:
A) Slow down/stop moving
B) Use different weapons
It is perhaps not entirely clear in the rules as written that the Mobility used to calculate aim value is the distance actually traveled (not including the +3) that round and not the maximum possible number on the stat card.
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