Rapid Attack – Mobile Frame Zero, Part Two

Rapid Attack – Mobile Frame Zero, Part Two

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Okay, in the first part of this review I told you that I like Mobile Frame Zero: Rapid Attack, largely because I love Lego, Tabletop WarGames, and Giant Stompy Robots. In this, final part I’m going to try to explain something about what Rapid Attack is, how it plays, and what should be coming next from the creators.

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Mobile Frame Zero: Rapid Attack is the direct successor to and replacement of Vincent Baker‘s older game Mechaton. Basically a skirmish level game with rules for campaign play, Rapid Attack uses a dynamic turn order system which mostly avoids the boredom issues inherent in IGO-UGO games. The ways in which both optional attachments and combat damage are handled are predictably and wonderfully Lego dependant. While the concept is admittedly gimmicky, there is more than enough real depth to the gameplay to satisfy most tabletop wargaming fans.

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At least as interesting to me is the upcoming space combat game in same line, Intercept Orbit (Kickstarted under the name Alpha Bandit) which promises to do for AreoTech what Rapid Attack did for BattleTech.

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There also seems to be a full featured roleplaying game in the offing, a prospect which, in my opinion, would complete the circle rather nicely.

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