I've been chewing on the results of the last Myrmidon ("Myrmidiae Formicide") games I've played and overall it's not great. The dice, the somewhat vague mapping of Titan end-games to Ant end-games, the shape of the game isn't satisfactory. It's not the kind of thing where fine-tuning some values is going to work. I think that a better place to restart development of the Myrmidon Mega-Ants would be back to the deterministic structure of Titanomachina, so no dice, variable charge costs based on a cards-to-cogs curve, and more actions available like full power, shields, etc.
Tactical units would be 0 charge, but two cogs, Support 1 charge for two cogs, Assault also 1 charge but for three cogs, and finally Command for 2 charge and three cogs. Attack ranges would be reduced to 1 for assault, 3 for tactical and command, and then 4 for support.
The platoon cards would be cogs equal to charge -1, in general, so Onslaught would be 2 charge but give three cogs and a potential six actions (three walks, three attacks). Firestorm would be 1 charge for two cogs for two Support units and four actions. The platoon cards would feature slightly improved ranges for attacks as well.
The command cards would vary from Advice at charge 0 for a one cog operate action to Swarm at charge 2 for a three cog reinforcement action. There would be a senior-crew style of operate action called Orders, with charge 1 for a two cog bonus to the next action. So with advice and orders three Tactical squads could walk one square and attack with one cog.
Shields up would be charge 0 for one cog's shield token to go on a unit. These shield tokens, much like in the Titan-based game, would be handy for off-setting the deterministic damage. Ditto the swarm card.
If you make a force of ten units, two Command, four Tactical, two Assault, and two Support, then it's a decision to decide what mix of platoon and support cards will put your force at 22 cards. That leaves 23 points out of the 65 VPs, including a full building complement. Suppose then all platoon cards (Onslaught, Firestorm, Charge, Redeploy) are three points each, for 12 points. That leaves 8 command cards with 11 points between them. Put Swarm at 3 points, Spotting and Orders at 2 points, and 1 point got Advice, Shields Up, Rally, and Regroup. That should give a good play-test force. Depending on what gets left out. I might keep Swarm and discard Redeploy?

No comments:
Post a Comment
We appreciate your feedback!