Each team has 12 Mech-like units each having a vary degree of low attack and high defense.
To attack, one unit "leads" against a target. All friendly mechs that can fire in, will do so. Thus they combine their attack strength and if it beats the defense of the target it is destroyed.
No dice, just strategic positioning.
It will play on a hex board.
Rules:
All units start off the board.
Each turn you may choose one of two commands:
1)Move two of your units
OR
2)Move one of your units and make an attack.
Option 1
You may move one or two units from off the board onto the board. Their movement starts on one of the deployment zones on your given side. You may also move one or two units already on the board. Whether they come from off the board or are already on the board after moving two units your turn is over.
Option 2
You must move a unit already on the board. After moving, that unit will lead an attack. After the attack your turn is over.
Moving
Each unit has a Move value associated with them. That unit may move up to that many spaces on their turn. They may not move over any unit or terrain (such as walls, rocks, water, etc) unless they have an ability which allows them to do so.
Attacking
When choosing Option 2 you may make an attack. If the unit just moved has a “clear shot” on an opponent’s unit it will lead in an attack. Add together the Offense value of the leading unit plus the Offensive value of any unit you control who also has a clear shot to the target. If the combined Offensive value is greater than the target’s Defensive value, it is destroyed and removed from play. Otherwise the target is unaffected by the attack.
A Clear Shot
To determine if a unit has a clear shot or not use this principle: If an line can be drawn from the center of the attacking unit’s hex to the center of the target’s hex, without passing through a hex housing another unit or terrain, it is considered a clear shot.