Dave J McWeasely
United States Louisville Kentucky
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It's been a while since my last game, and it was with noobs, not just to Mechaton, but to tabletop gaming in particular.
One player's mistake haunts me though. He had a melee mech that started out on the flanks. His mission was to walk towards, and beat down, another outlying mech. The outlying mech had other things to do, other foes to fight, and it danced a little, and its melee pursuer contributed nothing to the game. In the course of five or so turns, it never rolled any attack dice, it never caused the other mech to have to detour, it was just a lead weight on that team's victory points.
Now admittedly, that green d8 was not producing the 6s, 7s, and 8s that would have closed the gap in time. So some of this was bum luck.
What did I learn? Placement of melee mechs must be central. Every turn spent walking is a turn spent not firing. They must be alloted a task within their measure.
But basically I don't know how to use them. Any pointers?
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John "Omega" Williams
United States
Michigan
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Melee units are at a decided disadvantage against ranged or agile units unless they can either close the distance ASAP or somehow box them in with other units. If a target is just too agile to close with then change tactics, switch targets or whatever is needed to get the HTH unit back in the fray as it were.
Speed, Speed and more Speed!
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Raymond Bull
United States
Massachusetts
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Starting placement is also important when using Melee mechs. Start them as close to their initial target as is possible.
Also -- stations/objectives have to be won by HtH, so going after a station forces your opponent to deal with the offending Melee mech on its own terms.
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