MechaTop Preview

I think it goes without saying that we at Purple Phoenix Games love board games – otherwise I wouldn’t be sitting here writing this preview. That being said, wargames are not something that our group has really gotten around to playing. So when Tabletop Systems L.T.D. reached out about having us preview their newest wargame system, curiosity got the best of me and I couldn’t refuse. If you’re in the same boat we were, check out MechaTop – this system might surprise you!

MechaTop (2020)Tabletop Systmes L.T.D.
2-10 Players30-120 minutes
Ages 14+BGG Weight – 2.00 / 5

Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L

MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!

Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!

Mecha and Pilot cards

First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.

The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!

Chart from the core rulebook – Button Token Actions

There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.

Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!

Twist and Upgrade cards

All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!

Another play through – this time with BSG standees!