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/tg/ - Traditional Games


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File: gundam.jpg (230 KB, 3328x1698)
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Are there any mecha wargames (where you control multiple units) that model the acrobatic feats and fast paced battles associated with the anime part of the genre? I think every mecha game I've seen treat the mechs like tanks or infantry shooting each other.

I've looked into how Gundam Assemble does it, and it looks like they abstract feats into "tactics cards", but otherwise the move and attack system is pretty standard.
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>>98140911
I've run Chris Perin's Mecha like a wargame and its got a lot of movement to it. Requires a decent amount of abstraction, making the combat map larger, adding terrain rules, etc. but it was neat. Could look at that.
Not a Heavy Gear player but I'm under the impression the mecha are more mobile suit power armour like.
Zone Raiders is more BLAME! than mecha but its got power armours and a decent focus on mobility, vertical movement/terrain and such.
New Gundam game didn't seem to have much going on that way though.
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>>98140911
4e
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>>98141649
This, or re-skin an aeronautic wargame that's more on the hollywood rules of air combat rather than a simulationist dogfight wargame. Something like Aeronautica Imperialis, although I have no experience with it so I can't recommend.
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>>98141645
>>98141924
Thanks for the suggestions. These are some good leads. I know a lot of air combat games have some kind of simultaneous movement mechanic, and that sounds like a good match for what I picture for a mech battle.



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