Editing 'Mech Duel Rules
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Because of the modified heat recording system and the limitation on fewer actions per turn, players must consider their moves carefully. They have to decide when the time is right to fire, as the 'Mechs run a lot hotter and the respective weapons may not be used in the following turn(s). In addition, the scale shift and quadrupling of the weapon ranges (in game hexes) ensures that weapons with a long [[minimum range]], such as [[LRM]]s which have a minimum range of 24 hexes under these rules, are difficult to use reasonably. Because of the modified heat recording system and the limitation on fewer actions per turn, players must consider their moves carefully. They have to decide when the time is right to fire, as the 'Mechs run a lot hotter and the respective weapons may not be used in the following turn(s). In addition, the scale shift and quadrupling of the weapon ranges (in game hexes) ensures that weapons with a long [[minimum range]], such as [[LRM]]s which have a minimum range of 24 hexes under these rules, are difficult to use reasonably.
− Together, these lead to a distinctively different performance of some weapons and of whole BattleMech designs. Many designs that shine in one ruleset perform poorly in the other. + Together, this leads to a distinctively different performance of some weapons and of whole BattleMech designs. Many designs that shine in one ruleset perform poorly in the other.
==References== ==References==
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Because of the modified heat recording system and the limitation on fewer actions per turn, players must consider their moves carefully. They have to decide when the time is right to fire, as the 'Mechs run a lot hotter and the respective weapons may not be used in the following turn(s). In addition, the scale shift and quadrupling of the weapon ranges (in game hexes) ensures that weapons with a long [[minimum range]], such as [[LRM]]s which have a minimum range of 24 hexes under these rules, are difficult to use reasonably. | Because of the modified heat recording system and the limitation on fewer actions per turn, players must consider their moves carefully. They have to decide when the time is right to fire, as the 'Mechs run a lot hotter and the respective weapons may not be used in the following turn(s). In addition, the scale shift and quadrupling of the weapon ranges (in game hexes) ensures that weapons with a long [[minimum range]], such as [[LRM]]s which have a minimum range of 24 hexes under these rules, are difficult to use reasonably. | ||
− | Together, | + | Together, this leads to a distinctively different performance of some weapons and of whole BattleMech designs. Many designs that shine in one ruleset perform poorly in the other. |
==References== | ==References== |