Wednesday, February 12, 2025

Titanomachina: Myrmidon Mega-Ants Part 2

More first-draft thoughts about Myrmidon Mega-Ants!

Players activate types of Myrmidon Mega Ants, so playing a Tactical card means you can choose to activate any unit of Tactical Ants for the actions on that card. Players also get the choice of distributing the cogs as dice to any actions they choose, like Titans. 

Moving and attacking is resolved using D6s. Like a D6 to move, D6 to attack. Each cog is a D6

Tactical Ants  Walk 1 | Attack 1 | Cog 2 | Range 2 | Range 4 |

Assault Ants  Walk 2 | Attack 1 | Cog 2 | Range 1 | Range 2 |

Support Ants  Walk 1 | Attack 2 | Cog 2 | Range 2 | Range 5 |

Heavy Ants Walk 1 | Attack 1 | Cog 2 | Range 1 | Range 3 | 

Ants can attack up to one of two ranges, rolling a D6 per cog, picking the highest, and subtracting the range to determine damage. Likewise they can move by rolling D6 per cog, picking the highest, and moving that many adjacent squares (no diagonal movement for ants). 

Some of the cards will not activate ants directly, but enable things like aerial/orbital support, command & control to 'operate' the next unit of ants, and to summon reinforcements from the pool of dead ant units that have been removed from the board. Each Ant unit would contribute an equivalent card to the deck, so increasing those extra cards would run up against the 22 card limit. 

Ant movement through habitats would be slowed down, so one point of movement would let them enter a road tile, whereas it would only allow them to enter one habitat, and so would need 4 movement points to attain the roof of a 3-habitat building from an adjacent road. Quite how we might track them inside of habitats I'm not sure. 

No comments:

Post a Comment

We appreciate your feedback!