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General Discussion

A Quickstart Guide to SW

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Case88

2016-06-12 18:36:46

Warning: I am a Noob, but wanted to help get more people playing (and hopefuly loving) the game.

 

The full rules (a pdf "photocopy" of the original rules) can be found on boardgamegeek.com, you just have to register with them, then you can download the pdf.

 

However, I thought I'd give it a shot at my Quickstart guide (and senior players please correct me where I've blundered!)

 

First, try to join a game, rather than Creating a New one. Do this by looking at View Open Games, or View Recent Games, or Look in the Forums ("Find a Game" section), preferably ones that are Public, unless you know the password to enter Private games, Scroll down to see the most recent games that you can join.

 

2nd; once you've joined a game, you have to wait for a full set of gamers (so if you want, invite friends to join the site) then the game can start. Definitely Turn ON Notifications in the Your Preferences section (left Column of the Game Dashboard) so that you will know/be advised when it's your turn or that there is an action/step in the game that needs your attention.

 

Setup: If you are starting the game from scratch, when it's your turn, Place Units by clicking on the appropriate tab. There are a limited number of units and it's advised that you have a unit in every territory that borders an opponent's or grey Neutral Periphery State, or is linked by a light blue Diagonal line (will explain later why). Mercenary units have an asterisk (*Unit Name) and be aware that during the game, their contracts can be Ended (with certain cards); potentially you may lose territories by some1 bidding a higher price than you for their services, so BE CAREFUL where you place those damned Mercs! You also have to place Leaders and Jumpships (both important) so make sure they are protected. Once all your appropriate territories are garrisoned then you can click "Finished with Unit Placement"

 

Once every1 has set-up their troops, the game can start :)

Last Modified on 2016-08-27 03:52:20



Case88

2016-06-12 19:10:56

Gameplay: Each player has a turn in a predetermined order. Each turn is divided into Phases; Draw Cards (cards are special bonuses/advantages that you use during the game), Production (of units, Jumpships and Manufacturing Centres), Movement (using your Jumpships), Combat (if there are Units from opposing factions in any territory), +/- Retreat.

 

Draw Cards: Every1 starts with 4 cards (click the Cards tab in the grey bar above the map), which is replenished at the start of your turn. Some of the cards can be used immediately or at any time, and some only in the Production phase, others only during Combat. If you don't want to use the cards that you have, you can elect to discard them or give them away (click Players tab, select a faction, then there is a "Give a Card" tab below their stats). When you click "Done with Draw", your hand will be replenished to 4 cards.

 

Production: Construct Units (Mech units cost 8 CBills and Mercs 6 CBills initially, Conventional units cost 3 CBills, some games have Elementals/Battlearmor), Jumpships (1-, 2-, 3- or 5-space capacity and now, for some games, 7-, 9- and 12-space capacity!) or Build a Manufacturing centre (40CBills!) or Repair a damged MC (20CBills). Mech units/Elemental/Battlearmor take up 1 space, Conventional units take up 2 spaces on jumpships. Anything that you build will be available after Combat has occurred, so you can't build lots of units and attack with them on that turn.

 

Movement: Select a Jumpship (either by clicking in the territory that has a Jumpship symbolised by J:number of JSs/number of spaces available or looking at the Jumpships tab), then Load units (be aware of the space occupied by various units, Leaders take up no room, as they are a person rather than lots of Mechs/soldiers/tanks/etc.). Move your JS by clicking on the name of the territory that you wish to jump to (found at the bottom of the right hand screen if you scroll down), unload/load and continue your moves. Connected territories either share a common border, or have a Blue diagonal line connecting their corners. If you've made a mistake, then you can Undo Move at the top of the screen. Jumpships start with a maximum of 3 Jumps (but can have 4 Jumps if your Technology is high enough, see explanation later). Unloading Units into an opponent's Territory will trigger Combat (see below). Click Done with Movement when you are finished.

 

Combat: The Combats tab will show what battles are taking place in the Inner Sphere, and you can see which one's you are involved in. Clicking the name of the territory will open the Battle View page, listing the Factions, their units, any bonuses or penalties that apply or leaders involved. The Final column is the number to roll (on a 10-sided die/D10) to determine if you "Kill" an enemy unit. You can modify combinations of units; Units with the same name can combine freely (including Conventional units) whilst other units will need a Leader with Military ability to combine them. Note that Merc leaders can only combine Merc units. Apply Leader Combat bonuses by selecting the leader, selecting the unit, then clicking the Bonus button. Once you've sorted your battle plan/combinations, click Done with Combat. Once every1 in the game has clicked Done with Combat, then the game will "Roll the Dice".

 

Done with Combat & Retreat: After the first barrage/"Roll of the Dice", players will have to allocate Casualties (click the Kill button for units that you want to kill/remove). If there are JSs, and units still remaining, then factions can Retreat by clicking on the appropriate Jumpships and loading Units/Leaders. You are allowed to retreat to a friendly territory, but BE WARNED, if an active battle has occurred in a neighbouring territory, then you cannot retreat into it yet (I have seen traps sprung, and only just escaped one myself!). Battles continue until all Combats are finished (so there may be a lot of waiting for players to Click Done).

 

Special notes about Combat:

  • Bribed House Leaders can break combinations of their former faction and give negative Combat bonuses (think of it as them deliberately sabotaging the battle plans of their former House).
  • End Merc Contract cards and Create Merc Cards can be played during Combat (!) and can potentially swing a battle, so you can't always trust those Mercenaries.
  • Merc units with leaders are also susceptible to an End Merc Contract card, so can be a liability. Some game owners may establish a House Rule whereby Merc units with leaders can only be Bribed away, not "Contract Ended"
  • Some "advanced" games also include special cards, like Air Raid or Bombardment which can launch an attack at selected enemy units in Combat/contested regions.

 

Technology: The Tech level of your faction is very important, as there are bonuses for a high tech, and penalties for low tech. For example; Mech prices get cheaper, jumpships can have 4 jumps/moves, Mech units (and Elemental/BattleArmour) can also have combat bonuses when your Tech is sufficiently high. Mech units are more expensive, Jumpships can be reduced to 2 moves only and Combat values/strength decrease at low (negative) Tech levels. You can increase your Tech by the play of certain cards, Tech rolls (5CBills for a chance of increasing Tech), capturing or building Manufacturing Centres, capturing Regional or Factional Capitals. You lose Tech in a similar fashion (cards, Manufacturing Centres damaged, loss of capitals during war).

 

Leaders: There are 2 types of leaders; House leaders and Mercenary leaders. They all have a Military ability, Combat bonus, Administrative bonus and Loyalty rating. Military ability defines how many combinations of disimilar units this leader can combine (Mercenary leaders can only combine Merc Mech units). Combat bonus was explained in Combats above. Administrative values mean extra CBills income per turn. Loyalty ratings imply how easily (or difficult) it is to bribe the leader; the higher the number, the more loyal they are. For example, a leader with a Loyalty of 3 (Davion's Michael Hasek-Davion) can be turned if the "dice roll" is 3 or more. A Loyalty of 0 or * implies this leader cannot be bribed. Some Scenarios have leaders with loyalty ratings of 9 or 10 (but not the original 4th Succession War scenario) so you'll likely need a Blackmail card (+2 to the "dice roll") to try to bribe them. Another reminder that Merc Leaders with an active associated unit on the gameboard can have their Contract "Ended" hence be a liability, at the worst possible moment (when you've spent all your CBills for that turn!). Some Game Owners may decide to stop this from happening by creating a House Rule prohibiting Contract Ends cards to be played on Merc units with Leaders.

If you lose all your House leaders, either through being captured or having been bribed away, you are out of the game, so guard them well!

If 1 Faction captures all the House Leaders of another faction, then they immediately take over everything belonging to the conquered faction! This includes territories, military units and Merc leaders. Thus protect your leaders well.

Captured or bribed leaders can be transferred to other players (for example, during diplomacy or for ransoms), or executed. Be aware if you execute a leader such that 1 Faction owns all the remaining leaders then they take control of that faction, as noted above. If all the leaders of a House are executed, then I think the developers have instituted that all of the units of that House become "Neutral" (i.e. you capture the House, but then they revolt if you kill all their leaders).

Other Bits and Pieces:

In some games, there is a Mercenary Phase (1st Succession War), so everyone bids on "new Merc units" as they are formed after Aleksander Kerensky has left the Inner Sphere. Whichever faction wins the bid, gets Free Placement of the Unit.

In most games, if you attack and capture Terra, then you receive a +10 Tech Bonus (and if you are the first, 2 X Strength 7 units and 25CBills), but it also comes with a Ongoing/Enduring Terran Comstar House Interdict, for as long as you hold Terra, so capturing Terra is a decision only to be taken when sober :P and prepared for the consequences. Be warned!

Thus Endeth Your Turn and hope you have fun taking over the Inner Sphere!

Last Modified on 2017-07-11 17:32:56



johnpaulaxon

2017-07-11 05:12:57

Thanks or writing this Case, you may wish to add in a bit about Merc leaders and contract ends/bribe cards :)



Case88

2017-07-11 17:24:35

Hi JohnPaul! Copy that, so I've added the bit about Merc Leaders into the Combat Phase section and Leaders section :)

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