I have a got
mate Sync, who’s name pop’s up on this blog from time to time, and the other
night we managed to organise a games night! And With one game both of us
backed, but one of thus had all the original mini’s and first edition rules
for, we decided that we would make it a MERCS night! For the record it was to
be my second game of MERCS.
For those who
haven’t played MERCS before, and note this is my second game, it’s a 28mm
sci-fi skirmish game in which 2 teams of 5 “MERCS” (who aren’t mercenaries)
take on one another for corporate glory. Basically governments, bar Russia, do
not exist anymore as corporations have taken over. These new Mega Corporations
called Megacons utilize hybrid security military personnel who globally are
called MERCS to protect their products and conduct corporate espionage against
one another, with the game using the more famous units of each Megacon.
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Kempetai,
a CCC leader and Cypher…ok not really 28mm heroic or true scale |
The game uses
D10s, an alternate style of activation based on your rolling, you roll above
your attribute to do actions (like shoot), and when it’s a minis activation you
either shoot or move (but you can always move via snapping to cover). Finally the
game takes place on a 3x2 playing area.
So I set up a
playing area before he arrived using my AT-43 terrain and my papercraft drop
ship (because reasons); creating a few fire lanes and the ability to climb on
most of the containers. And when he arrived I decided (by will of the random
number gods) to use CCC while he decided to use SEDAFU, the quick close combat
faction from what I understand. It was to be a 5 a side annihilation style
game, and I chose the following, leaving the heavy behind because of the whole
set and rip rule which means it has to take a turn to gain his footing before
he can fire.
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This is actually 5 of the 7 possible profiles, Sync doesn't have the breacher profile, but hey dude with a flame thrower!!! |
The first turn
ended with very aggressive movement from Sync and me trying to move into decent
firing positions.
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It looks like I didn't even leave my deployment zone!!! |
This
was then followed by a few turns of my Medic, Demo and Sniper putting blood
onto his Leader, Medic and Booster (?) while the other flank his Berserker and Demo
having an awkward standoff with my Leader and Incinerator.
|
BOOM almost headshot |
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Who will move first!?!?! |
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Demo locks down the area the Medic fell locking down |
Eventually
on my right flank his Demo lobbed one to many fire grenades taking out my
leader and allowing his Berserker to charge and quickly drop my Incinerator
(taking more blood in the process), while his other flank his Medic managed to
take out my Medic, my Demo taking out both his Medic and Leader and his Booster
hiding trying to repair his armour. We ended the game (as he needed to get
home) with the Berserker weighing up his options of climbing to the Sniper and
risking the unblooded Demo taking him out!
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At least he was on fire as he cut down the Incinerator!!! |
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You can catch me I'm the...CCC Sniper Man? |
Sync ended with
three MERCS left, each with 2 blood, while I had 2 MERCS left, one with one
blood and the other with no blood. He called it a win to me! Yay winner!!!
I like this
game, we didn’t use any of the ACM (advanced combat manurers), but it’s a fast
brutal game where tactics really play off regards of the dice rolls, mostly
because the dice rolls are hard to pull off! I can’t wait for MERCS recon to
drop, and also for our next game! We’ve decided that his place is the next
venue, and I need to play another faction to experience Armour failure, as CCC
doesn’t really have that issue. Also the small battle field scale adds this
scene of urgency to it, adding to the fast pace of it. It takes a while getting
use to moving with a card, and my eye for guessing range no longer works
because of this; a good thing because everything is now risky! I can’t wait for
this game to drop!
Cheers
dulydude