Tuesday, March 22, 2022

Titanomachina on Tabletop Simulator: Refitting Styxx config. 4


This configuration of Styxx, configuration 5, isn't user-friendly and therefore not beginner-friendly. That's a problem where I host Titanomachina on Steam, as it's a problematic platform. The last thing I want is someone to hold their nose and go to the effort of giving it a try and having a bad experience because they're learning the game. 
Part of the problem may be that it has too many Charge 2 systems. This contributes to a problem with agility, making it easy to catch out of cover and with shields down. Once back-footed, this configuration is slow to recover despite the deflectors being Charge 0/1, because it needs the power for offense. 
There are a selection of solutions: (1) reduce all senior crew to Initiates, (2) swap out the capacitors for thrusters or a sponson or both, (3) swap out rear sensors for additional extra armour on the flanks. Maybe some combination. 
Initially I'm going with #2 because doing so meant not creating any new cards (Extra Armour 4 & 5), and adding mobility and agility (Jump & Twist action, and the combination, means more interesting things for learners to explore. 
Of course Styxx already has that unique Turret system for 360 fire, but it's one system that needs to go off with at least two other actions (operate or attack, maybe full power) requiring between 3 and 6 cards. Adding a sponson means that Styxx can twist twice in a cycle of the Titan deck through four rounds. Throw in Thrusters and there's not just the opportunity to thrash around and break buildings as you re-position, but to jump sideways or even backwards. With Adherent Crew operating Thrusters you could jump 4 squares/tiles backwards, or anywhere really. Start in the middle of the board and reposition if you win the initiative draw. You know the first thing a learner is going to do is jump behind their enemy, right? Or at least give them the opportunity to do so. I mean, I have favourites in the Styxx configurations, namely #2 and #5. Why not emphasize the mobility rather than the surge that full power gives?

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