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MechWarrior: Firepower New Game Mechanic - Mission Cards
MechWarrior: Firepower New Game Mechanic - Mission Cards
by Kevin Goddard
Mission cards are the last new MechWarrior game mechanic of this year. They were originally slotted to show up in the MechWarrior: Age of Destruction release, but Game Design decided they wanted some more time to playtest this interesting new game twist. Offering players a way to get extra victory conditions, after all, should be treated delicately!
Mission cards are pretty straightforward. In casual play, they fall under the “All Players/Single Card” category, meaning you and your opponent must each agree to play them, and you may play only one per game. Mission cards are identified by the “M” in their collector’s numbers. The card contains instructions on how to complete the mission. If you do, you win an additional victory condition. The number of victory conditions in the game is increased by the number of mission cards played. Only you may complete the mission card you play. You play your mission card face down after terrain has been placed and battlefield condition cards have been played, but before forces are deployed.
At the end of the game (or earlier if indicated by the card) the mission cards are revealed, and players determine if they completed their mission. If a player does, he or she wins the victory condition for that card. Ties are resolved as covered in the Rules of Warfare.
Mission cards vary in topic, and there are eight different missions in MechWarrior: Firepower. Take a look at Deliver the Payload:
Seems easy, until you consider that your opponent is going to wonder why you are loitering around his or her deployment zone. In the late game, however, this maneuver is certainly possible!
Check back next week for the beginning of the MechWarrior: Firepower sneak peeks.
I am wondering what do you get for accomplishing the mission? Hopefully it is something worth doing. otherwise these will be relegated to unrestircted where the venue and BM can make scenarioes out of them . On a side note it does have possibilities for later scenarioes designed by WK, but that would basically again relegate them to unrestricted.
What I mean by Wk using them as scenarioes is what they are doing now. These wont be that useful unless there is a benefit to them , which i suspect there will be, hopefully the preview next week will shed some light on it.
Can anyone say highlander shun? But really, these cards could be great or tottaly bomb. I won't say anything iether way until I have gotten a chance to playtest them myself.
Can anyone say highlander shun? But really, these cards could be great or tottaly bomb. I won't say anything iether way until I have gotten a chance to playtest them myself.
I agree , I for one want to see just how they up your VC.
Wow, I can definately see the potential with mission cards. This one is a little weak (only two turns?), but these might be the next big thing. Definately adds some depth to army building (for this mission, I'd either field a ton of VTOLs or a fast, hard-hitting army with some decoy strategies to eliminate major threats).
This could be interesting. It could also make things a nightmare to calculate; if there are 3 VCs up for both, and another VC that each player could get, then things might get interesting. Then again, if VC2 is still the tiebreaker, there goes that.