Texico and the ISS Are Ready for Hire in MERCS
August 28, 2012 by brennon
The MERCS world is welcoming two new factions, the Texico and the ISS. Check out the Starter Sets below and get ready to start your MERCS experience...
Both of these factions are great additions to the line-up, with some fantastic miniatures that we've been seeing over the past few months. The next step is to see how they play!
Will you be starting your MERCS campaign with these factions?
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Both these Factions are looking pretty good for the Mercs range; the art for the Texaco Marshal however… 🙂
Now why is it Texico only has one hat? I think they should all have them.
They also have a doggie. Texico seems to have flavor the other factions don’t. On the one hand, that’s great that they can generate such attention. On the other… MERCS might start to feel like a Texico Civil War. 😛
Sefadu are pretty flavorful, and the upcoming House 4 looks AWESOME! I’d say the USCR has their own flavor as well, even if it is kind of the stereotypical “Big Slow Russian” flavor that’s in a lot of other games. It’s not like putting a cowboy hat on a Texan is any more inventive though. FCC House 9 stands out too, being more rough around the edges and less high tech in appearance. They do kind of put the other factions to shame though, the overriding theme of most being “guy in power armor”. Luckily, “guy in power armor” is… Read more »
Yes, I perhaps didn’t express myself completely well. I meant a flavor in a more appealing sense. Sadly, I don’t know anyone who finds the USCR minis all that appealing – usually they seem to be described as awkward looking. Not much love for the not-quite-quasi Zulu look, either. For some reason, though, a silly cowboy hat makes people say “that dude is slick.” Taste varies, of course. I’m not suggesting everyone gets a funny hat and I like all the sculpts (except the USCR, I’m in agreement with others I know that they don’t appeal). I like the Yellowjackets’… Read more »
Tastes always vary. I try to remind myself of that every time I see people drooling over WFB stuff. Personally, I’ll be picking up Sefadu and Texaco as my next factions probably (currently have CCC and KemVar). Don’t know if I’ll ever get around to House 9 now if I don’t get to it before House 4 is released.
For the record, USCR doesn’t appeal to me either.
When are we going to see some gameplay videos for MERCS on BoW? Seems like that was teased some time ago. We know you guys got some MERCS minis painted up because you showed them to us. When are you going to grab your D10s and let slip the polygons of war?
All in good time @mpopke 😉
BoW Ben
MERCS Week, MERCS Week, MERCS Week.
Videos make an excellent tool to selling folks I know on games.
I have only played one game of MERCS and have to say the models look really nice indeed and enjoyed the fact that each model has multiple wounds, so you don’t feel to bad about exposing your troops. The only down side that I came across is the need to use the card in order to move. Why not just have cm/inches? The fact your model could not move slower than the distance of the card made it really clunky to play, at times my models were having to run in weird directions just to turn a corner. Other than… Read more »
The snap-to-cover system should take care of any short moves you want to make since you can snap to any piece of cover within 30mm of your model (which is roughly half distance anyone can travel with a template). If you’re having trouble getting around corners or making more precise moves with the template then I would suggest that you just haven’t made the best use of the snap-to-cover system. That or you’re moving out of cover a lot while playing which in MERCS is a really bad idea.
can you only snap to cover once? as I say,it was an intro game so we could have made some/lots mistakes.
You can snap to cover once during any movement (I think it’s per movement action, not per turn. Should double check that). The thing people forget is that everything is cover, including other models. So moving around a corner simply requires you to move past the corner (or not totally past it, you can snap around cover) and then snap 30mm in the direction you want. Or you can move in front arc of an enemy model within 20-30mm of them and then snap to the side of their base behind their forward arc as long as you don’t move… Read more »
I will try it out again if I get chance. 🙂 I to have served over 15 years in the military, but I am still unsure why a card is utilised for moving a set distance. Surely deciding how far you want to move (up to a max limit) is sufficient enough. I like the card in the sense that it allows easy access to the stats of the mini. Over and above this, I feel it is needless complexity that doesn’t offer any extra quality for me. I am not saying it should be changed, as then a few… Read more »
I think the point of the card is that it limits the players’ options. You NEED snap to cover to make the game work at all. Which means you need cover for the game to work at all. It forces players to think tactically not just about where they want to go but how they want to get there. Most games (most non-historic games) just let you march out in the open with very little penalty for exposing yourself to enemy fire. So long as you’re trying to flank, you’re maneuvering in most wargames. MERCS forces you to be more… Read more »
Cheers for the clarification mpopke really appreciated. looking forward to the new mini’s when we get to see a closer look 😀
P.s. the game I played was an intro game with a friend. Bigger pictures would be awesome to 🙂