Monday, November 1, 2021

Titanomachina: Impact of Building Changes

As per the last update, the rules on buildings has changed. It has changed because calculating building damage was a hassle, and I think it's worth making buildings sturdier to accomodate interpreting the board state literally rather than inference. Meaning? Instead of players checking the intersection of building corners with a 3x3 target grid, players just nominate a building, and that's the only building that takes damage from the attack. Unless...

The weapon has the High Explosive trait, in which case you apply damage to additional buildings on one or both sides of the original target. 

The weapon has the Armour Piercing trait, in which case you apply all its damage to the building behind the target, and one point of damage to the target building. 

A Titan is pushed into two buildings, as Titans are wide enough to hit up to two. 

The actual impact is that buildings are harder to destroy when all clumped up, and about the same when they're all spread out. This should make Detect actions more valuable as each action can score between 1-4 Victory Points, vs attacks on Titans scoring 0-5 Victory Points (and most likely 1-3 VPs). 

A masterfully operated Macro Gun could, in theory, net a 7 Victory Point spread for destroying a Plasma Howitzer and pushing the target Titan into two of its own habitat blocks. 

A Rocket Pod pushed to full power should be able to knock down 6 habitat blocks in a round, but leaving an opponent time to recover would take a certain confidence. 

I think that what players may actually do is starting dropping new habitats on the board early in the game, particularly when there's no opportunity to kick, punch, or use weapons, rather than late in the game once a decisive blow has been struck (or not). I also think the value of High Explosive and Armour Piercing goes up relative to Hard Rounds and Shock as weapon traits as a result.

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