Wednesday, May 21, 2025
Titanomachina: The Gripping Hand
Monday, May 12, 2025
Titanomachina: Myrmidon Mega-Ants Part 5
Updates and changes to the info used in Part 4.
Ant Decks are composed of unit cards, platoon cards, and support cards. The unit cards apply to all units of that type, so a Tactical Ants card enables any one unit of Tactical ants to perform an action or two. Platoon cards enable multiple units of the indicated type to share the card’s actions and cogs. Support cards enable a unit with the model pictured on the card to perform actions.
Ant units have unlimited stacking but occupy target locations on tiles like buildings. Ants cannot stack with enemy units, or share buildings with enemy units. Each ant unit can take one point of damage before it is removed from the board.
Actions include:
- Attack – The unit of ants chooses a range and rolls 1D6 per cog. The target must be in range, line of sight, and arc (arc is 360ยบ). Each dice result that rolls over the range does a point of damage. Ants in buildings gain line of sight from that building. Ants in a building are destroyed if that building is destroyed. However, they won’t be destroyed until the entire building is destroyed, not just individual habitats. Each point of damage removes one unit of ants from the target stack.
- Walk – The unit of ants moves a tile per cog. Ants can move into buildings, An additional Walk icon allows the unit to move one more tile in addition to any cogs.
- Reinforcement – One unit of destroyed Tactical, Assault, or Support ants may be placed on a road tile on the edge of the board. The Gracious personality is a reinforcement for ants.
- Detect Titan – All ant swarm units have line of sight to a detected Titan until the end of the round, or the location of a stack of ants – moving ants away from this location on a tile will disrupt automatic line of sight to that stack, but not to anything in that location until the end of the round.
- Detect Habitat – Place a habitat within line of sight of the unit.
- Scan – Increase the swarm’s initiative.
- Operate – Increase the cogs of the next action to be declared.
Reactions Include:
- Fall Back – enables a unit of ants to move one tile directly away (‘directly’ by overkill rules). This may take them out of range (attack fails), or into a different range band.
- Block – enables a stack of ants to switch the attack to a different target on the same tile.
- Covering Fire – enables a unit of ants to shoot back at an attacker with 1D6 at Range 4 simultaneously with the attacker.
- Take Cover – enables a stack of ants to ignore one point of damage that turn.
End-Game/Victory Conditions
- Knock-Out: All Command Ant units are destroyed.
- Ring-Out – All Tactical, Assault, or Support Ant units are destroyed at end of round.
- Time-Out – the usual 9 or 18 rounds.
Units
- Command Ants (Walk, Attack, Scan, Cogs: 2, Range 1, Range 3)
- Tactical Ants (Walk, Attack, Cogs: 2, Range 2, Range 4)
- Assault Ants (Walk, Walk, Attack, Cogs: 2, Range 1, Range 2)
- Support Ants (Walk, Attack, Attack, Cogs: 2, Range 3, Range 4, Range 5)
Platoons
- Onslaught – Up to three units of Tactical ants can each walk or attack at range 3.
- Charge – Up to three Assault ants can each walk or attack at range 2.
- Firestorm – Up to three Command, Tactical, and Support ants can each attack at range 4.
- Redeploy – Up to four units of any ant unit type can walk with a movement bonus.
Support
- Command – Add two cogs to one unit during the next action played.
- Spotting – Add a building to the board or gain line of sight to a Titan or ant target location.
- Reinforcements – Up to three locations on road tiles around the edge of the board may have x cogs-worth of ant casualties redeployed onto the board.
Monday, May 5, 2025
Titanomachina: Myrmidon Mega-Ants Part 4
Support Cards
· Scout is an option for Tactical,
Support, and Assault Ants.
· Reinforcements is an option for
Tactical, Assault,
· Command is an option for Heavy Ants
Actions Include
Attack – The unit of ants chooses a range and rolls 1D6 per cog.
The target must be in range, line of sight, and arc (arc is 360o).
Each dice result that rolls over the range does a point of damage.
Move – The unit of ants moves a tile per cog. Ants can move
into buildings, gaining the line of sight of that building, and being destroyed
if that building is destroyed. However, they won’t be destroyed until the
entire building is destroyed, not just individual habitats.
Reinforcement – One unit of destroyed Tactical,
Assault, or Support ants may be placed on a road tile on the edge of the board.
Detect Titan – All ant swarm units have line of sight to the
detected Titan until the end of the round.
Detect Habitat – Place a habitat within line
of sight of the unit.
Scan – Increase the swarm’s initiative.
Operate – Increase the cogs of the next action to be declared.
Reactions Include:
Block –
enables a unit of ants to switch the attack to a different target on the same
tile.
Fall Back –
enables a unit of ants to move one tile directly away (‘directly’ by overkill
rules)
End-Game/Victory Conditions
· Knock-Out: All Heavy Ant units are
destroyed.
· Ring-Out – All Tactical, Assault, or
Support Ant units are destroyed at end of round.
· Time-Out – the usual 9 or 18 rounds.
The notion, of course, is that there is a trade-off between the amount of ants you can have on the board at any given time vs their capabilities. But that is why we do development and play-testing, to see how this makes us feel...