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MERCS 2.0 Quick Rules & A Look at USCR 1.9 Cards

  • michiganmercs
  • Aug 4, 2015
  • 3 min read

The MERCS 2.0 quick rules are now available and can be downloaded here: MERCS 2.0 Quick Start Rules

These new quick rules detail only the changes between MERCS 1.0 and 2.0 and you'll need a 1.0 rulebook along with this to really be able to play 2nd edition MERCS. The changes in this new edition are minor and seasoned MERCS players shouldn't have toruble picking them up. Give these a download and keep checking in on Michigan MERCS for the 1.9 cards which are compatible with 2.0! Today, we'll be sharing the USCR 1.9 cards!

You can download the USCR 1.9 cards here:

USCR 1.9 Cards

I’ve always seen USCR as a difficult army to play. When they first released with the launch of MERCS and there were only four factions (CCC, KemVar, FCC, and USCR) I can see how they would have been able to pose a threat. But as more and more armies began to enter to game, it became evident that the MERCS system favored faster models with more maneuverability far more than the slow going Russians. All you needed to do to beat a USCR player was use your superior movement speed to run circles around their force. What are they going to do? Turn and shoot you? With all their fire and moves, right? That’s funny.

With a first look at these new cards, I already see that there is a massive improvement. Sure, they’re still slow-going, and MERCS is still a game that favors faster models and armies, but it seems that USCR now has the PAs and equipment to give them a better fighting chance.

Here are some highlights on the changes:

-The Ice Grenade has been nerfed but it is now far more clear on its effects and duration. Models hit by the ice grenade receive 3 ice tokens. Each ice token causes -1MP +1FN, so a model that’s just been hit isn’t going to go anywhere and will have a really hard time hitting anything. At the start of each activation a counter gets removed. The ice grenade is a ridiculously frustrating weapon and this new mechanic makes far more sense. But, what happens if I hit someone with an ice grenade TWICE, back to back? That means that after I fire a second time, provided I hit, the target model will have 5 or 6 ice tokens on them. With tournament games typically lasting 7 or 8 rounds, a model hit like this could really just be considered “dead.” They wont be able to do much of anything. After all, that grenade probably hit turn 3 or later. The USCR player won’t even need to kill the enemy model at that point, why waste the action, right? It’s not like they’re going anywhere. -There are now two four blood models, the sniper (who has lucky), and the Commissar (who has flesh wound). If the Gunner comes back and gets to keep Tough as they come, USCR could be fielding a force with 3 four blood models. -The Booster has the Martyr PA and that’s so cool. This PA makes him worth taking to every game if you ask me. He also has “From Hell’s Hot Fire.” Yes Please. -The Behemoth always counts as being set, which means he is firing his full auto at FN7. If that wasn’t terrifying enough to imagine, remember that the Behemoth’s cannons are 30mm canons, the same thing that we strap onto the nose of apache helicopters to blow up bad guys and other stuff. Now go onto youtube and look up how devastating a weapon that is…. The Behemoth+Commissar buddies 5ever combo was really popular in 1.0 thanks to the Commissar’s leadership, and I have no doubt it will continue to be the cat’s pajamas seeing as you can get the Behemoth down to base FN6 that way. -The medic can move and heal. -The monkeywrench has remained generally unimpressive.

This new USCR is going to be a lot of fun to play, and I’m excited to try them out. My 5 man team for 1.9 would be everyone but the wrench and my new favorite USCR model is definitely the booster. Our next update will bring out FCC House 9, followed by Keizai Waza and sefadu.


 
 
 

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MERCS Artwork and game images are owned by Megacon Games

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