Wednesday, May 21, 2025

Titanomachina: The Gripping Hand


I saw a picture of a Jenner from BattleTech where someone gave it hands and tried it on Styxx tertiary for a laugh. And you know what, I want to see what it can do? I have a theory that it may get shot up chasing an opponent, but may be able to control the initiative and cover using Her sensors. I think you would want to have lower initiative until you can attack with hands and then with legs. 

Hands, Digitigrade Legs, Thrusters, Deflectors, and Sensor-detection all require a charge of one other card. So that is 20, with senior Crew taking another 4 for 24. That leaves -2 other cards for junior Crew, Turrets, Extra Armour, Coolant, and Capacitor. 

Round 1
A hand, a leg, the master crew, coolant, armour, a sensor, a deflector, and a capacitor 

Round 2
Thrusters, turret, armour, sensor, initiate crew

Round 3
A hand, a leg, the adherent crew, armour, deflector

Round 4
Thrusters, turret, initiate crew, sensor, Personality

Because it occurred to me that you could use the coolant system on the master crew to double their bonus, admitted to two different systems, but for an additional cost of four cards, the master crew and the coolant systems and their respective. Where you only have two weapons, you need this bonus as much as possible. You will also need those legs more than twice a round. 

Turrets not only let a Titan open up a weapon to 270 degrees, but jumping 180 degrees up to three tiles can be both a good defensive or offensive move. You need to close to act directly against the enemy Titans, and you likewise need to dodge out of the way if an opponent is so unkind as to try and hit you back. If you go for a neutral start and try to build cards to start attacking on round 3, you can mix jump and attacking with hands rather than walking and attacking and attacking with hands. Because, ideally, you use the hands to defensively grapple the opposing Titan, and blow out their shields with their massive shield breaker bonus. Once down to 40% or so, there will be big enough gaps in coverage to do some armour shattering kicks. With around four activations to attack with the legs that'll net you four extra armour cards at best. That is if each kick gets three damage past shields. It might be something to operate the hands instead, opening up the legs to keep the Titan pointed in the right direction. Probably depends on the situation at hand...


Oh, and yes, I also updated the Styxx tertiary and quaternary dashboard cards on TableTopSimulator to swap the position of Deflectors and Thrusters in the back-left and back-right stacks of the Titan, with the notion being that Deflectors are supposed to ablate damage and being fewer HR points than Thrusters should be at the top of the stack. 

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