Wednesday, 18 June 2025

MegaMACs

So we played around with the shittiest MACs you can field in MAC Attack, but what about the best?

Presenting MegaMACs.


Take a Class 3 MAC, the biggest in the game, and apply the double modules optional rule to every module on it. Now you’ve got a 26pt monster packing 12 modules. 

What? You don't have a full and thorough understanding of the MAC Attack system? That's fine, just go and read it now.

EDIT: right, so double modules aren't in the quickstart... 
In short, you pay an extra point to to cram two modules into one slot. When the slot is damaged, one of those modules is destroyed. When it's damaged again the second is destroyed. So you're getting extra stuff for your MAC, but it's somewhat exposed and adds to its total cost.

Okay? Let’s build a few.

ANNIHILATOR MegaMAC
Class 3 MAC
1: Double LM3 Cannons
2: Double SM2 GunArrays
3: Double Prism
4: Double Servo
5: Double Casing
6: Double ECM

MONARCH MegaMAC
Class 3 MAC
1: Double SB3 Cannons  
2: Double B2 Blade
3: Double SG3-X Rockets
4: Double Intake
5: Double Intake
6: Double Jet

HEARTBREAKER MegaMAC
Class 3 MAC
1: Double LP4-X Missiles
2: Double SP3 PulseBeam
3: Double Amplifier
4: Double Amplifier
5: Double Catalyst
6: Double Catalyst

Are they worth it? I head back to the playtesting table with a force of three MegaMACs against a much more balanced 78pt opposing force of three Class 2s, two Class 1s, and three artillery guns. 

Conclusion

They performed... okay. It actually felt much less uneven than I expected.

Yeah the Heartbreaker launched a 16 die attack against a Class 2 MAC and wiped it out in one shot, but the first attack against it reduced it to a lone Pulsebeam for future attacks. The Monarch leaping 18” makes for a fun start to the game, but it didn’t quite manage to bring its blades to bear before they got shot off. 

That kind of exemplifies the MegaMACs’ performance. They can do some scary stuff on Round 1, but double modules start losing their effectiveness as soon as the MAC takes a hit. It was actually a lot of fun attacking them, as every hit is going to break something. 

Because Heat is strictly limited to six they rely pretty strongly on heat prevention modules like catalysts in order to perform their extreme manoeuvres. Overheating is even less appealing when you know those hits are going to impact your effectiveness. 

I expected this to be a dumb experiment in pushing  the system to its extremes but it’s pushed me toward playing with double modules a little bit more.

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