For our original overview of the MERCS game you can take a peek at our original article here.

This time However I wanted to take some time to discuss a bit more about the game before we start into our series where we take a bit re of a look at the specifics of the units for each faction in the world of MERCS.

For those of you who want the readers digest version of the Article MERCS is a 28mm sci-fi skirmish game that can be played on a 2ft x 3ft or 3ft by 3ft table. It can also be played with two-dimensional maps akin to what one would see used for D&D minis or Heroclix or you could play using a table filled with amazing custom three-dimensional terrain.

Looking at the Mechanics

The game utilizes cards that not only have the information you need to play the game for each miniature but these cards are also used for movement, firing distances and Area of effect templates.

Lastly Mercs is a game that uses a d10 to resolve all of the actions. In MERCS you want to roll high so 10= good 1 = bad.

Now lets take a look at a little turn synopsis for MERCS  as well as the chain of Occurrence and then talk a little bit about some of the neat game mechanics.

Game Turn:

  • Roll and assign Initiative
  • Delcare Actions
    1. Move
    2. Attack in ranged or melee
    3. Use Object such as a Medkit, a repair kit or Adrenaline shots.
    4. Perform Close combat maneuver (CCM)
    5. Perform and advanced combat Maneuver (ACM)
      1. Suppression
      2. Overwatch
      3. Bound

So as we can see there are quite a few options for a MERCS miniature to choose from in a given turn.  Before we move on lets look a how the chain of occurrence works.

Chain of Occurrence:

  1. Suppression
  2. Overwatch
  3. Action

 

The ACM’s:

Looking at the Chain of occurrence above it shows that Supression and Overwatch are two of the three ACM’s a model can take that will really mess with your opponent’s actions the next turn. Why don’t we look at those first?

assault

Suppression:

Suppression is an ACM that lets you lay down an area of fire that demoralizes your opponent.  Anyone starting an action in line of site of a model laying down suppression fire must make a modified courage roll. If it fails the action does not take place and that models turn is over.

If the roll succeeds the model can move or perform actions however they are at a penalty to both.

Overwatch:

Overwatch is similar to suppression except now your not just firing bullets into the wild blue yonder. In this case your keeping an eye on a specific area with the intent to shoot anything that moves across your field of fire.

In this case every time there is an action happening that you can see you get to make an attack against the target.

Note: While Friendly models wont trigger Overwatch they can be affected by it if caught in the area when an enemy model triggers it.

Bounding:

The last ACM Bounding. This ACM lets you tie a miniatures movement to a miniature on your team that is going later in initiative. The Benefit to this is it gives the miniature using Bounding a small increase to its movement.

The ability of your team to coordinate and use bounding properly can quickly move a team into positions it needs to be in.

The CCM’s

Lets take a look at one of the other unique things in MERCS CCM’s or Combat Class Maneuvers. The CCM’s currently are  Fire & Move, Set & Rip, Load & Aim and Hold.

heavies

Set & Rip

This is a CCM that is found on the units in the game that utilize heavy weapons. The Heavy weapons have a requirement that one turn be used to “set” which is anchoring them and getting ready to unleash hell with their weapons next turn. If you see an enemy Heavy setting up get the hell out of his way.

Fire & Move

Models that have the Fire & Move CCM allow the model using the ability to both fire its weapon and move in the same turn (normally its one or the other). The model sufers a penalty to its movement so it is not going far and it also makes the shot it is taking much harder as they are not takin the time to line up a precise shot.

Fire & Aim

This CCM gives some flexibility however in the fact the model could fire then move behind cover or move forward to get a bit closer or into line of sight to take a pot shot at the enemy forces.

snipers

Load & Aim

Similar to in some effects as Set & rip this CCM is found on many of the snipers in the game a model could have Load & Aim, Load or just Aim. This will mean the model could have anywhere from 1 to two turns between firing its main gun. The rest of the time they are either going to need to use to reposition or use alternate weapons that they may have.

Hold

The Last CCM is Hold. In this case the MERC model decides not to move or perform any actions for the turn. However next turn they gain a bonus to their initiative roll next turn.

In Closing

As you can see there is a variety of unique actions and abilities to the game. When combined with personal abilities of the models, the corporate abilities of the Megacorp as well as the models personal weapon load out the potential tactics are almost limitless.

If you want to play a game that has you on the edge of your seat and constantly thinking about how to lure your opponent into a well-laid ambush then this game is for you. In the world of MERCS the tactically superior survive.

-Geist

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This entry was posted on Thursday, September 22nd, 2011 at 12:00 am and is filed under MERCS. You can follow any responses to this entry through the RSS 2.0 feed. Both comments and pings are currently closed.

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  1. Hand Cannon Online » Blog Archive » MERCS – Faction Focus: USCR    Sep 29 2011 / 5am:

    [...] game. For Those of you who did not catch our first article of the series you should check it out here for more info on the game. For those of you who have been following along but want to know more [...]