The new girl, Clymene, got Her secondary configuration tested in production last night and the reviews were mixed, with is not to say the results were mixed. Clymene managed to ring-out Styxx's secondary configuration on round 3, and then ring-out Eurybia's secondary configuration in round 9. Was She working as designed? Well, Clymene's secondary configuration is vibe-architected, rather than carefully designed around the numbers. Her rear-mounted plasma driver was never used, and the number of sponsons in this configuration were held to be insufficient, leaving Her vulnerable to a flank assault. Her pincer, despite winning Her the second game, was deemed a liability with a comment something like "I say this now, but watch me win with this." In the writing business we call this 'foreshadowing,' and perhaps Clymene's apparent faults lulled me into a false sense of security.
Here it might be useful to distinguish between the purpose of the game and the goal of the game. The goal of the game is to win, to do whatever you can within the framework of the rules to achieve that win-condition. The purpose of the game is to have fun, and to enjoy the experience (trying to win while your opponent is also trying to win), and so while Clymene's secondary configuration certainly seems to be able to push when it counts, maybe there are useability changes that will make Her more enjoyable to utilize on the board. By contrast Styxx is a sluggish, cantankerous reptile that rewards a slow and careful build-up, which I did not do in the first game. I had set up too aggressively, having drawn the Sagacious personality vs Clymene's Pugnacious, when I think perhaps that I should have hid Styxx in a corner with an escape combo (initiate crew, turret, thrusters) loaded for the first round. The fun of using Styxx is carefully building up power for mid to late-game press. Letting Clymene get in close and early was a fatal mistake.
Conversely, Eurybia is an oppressive monster that can let a player get carried away. Having chased Clymene all over the board, I had hoped that Her underwhelming offense would continue, and apparently not completely learning from the first game got between Clyeme and the board-edge. Not only that, but I cleared some of the habitats that would have prevented a ring-out by catching Eurybia as She was pushed into them. All I can say is that it seemed like a good idea at the game.
But about Clymene: The stabilizers were a clutch system, enabling the Titan to make quick, opportunistic jumps to evade Eurybia and close with Styxx. Choosing the extra bracing specialist system enabled Clymene's player to grapple Styxx into a position with a leg that allowed Her to be pushed off the board by sustained vulcan gun fire. It also enabled Clymene to punch Eurybia off the table with the pincer. The lack of a system like coolant or capacitors reduced Her rate of activity, but careful (perhaps miserly) hoarding of cards meant that Her player was able to exploit card advantage perfectly. In fact, to a degree where I'm not sure I like what that means for game-play. Certainly, hoarding cards can lead to a satisfying explosion of activity when players have completely filled their hands with their cards, but at least in the two-player game it can lead to somewhat static game-play. I don't yet have an answer to this, and perhaps it doesn't need one, but I'm not sure it improves the game. Nonetheless, the consensus seemed to be that giving up one of Clymene primary's sponsons was perhaps a design mis-step; the question being what to give up to retain it?

We had used Rhea's yellow habitats for Clymene this game, since the board was pre-set and I am only now realizing that the game can now support 2-6 players with the addition of two new Titans (shapes) and colours. I cleared out Eos and Rhea's spare figures, cards, and tokens. As you can see I left a 'danger zone' behind Styxx to discourage a mugging, but I have have done better to deploy to tile 33, that middle L-bend road between the two rows of buildings on the bottom-right there.
A lazy way to start off, perhaps, but Styxx needed to start clearing yellow habitats and I had a crack at giving up the initiative so that I could react to any incoming moves Clymene made. Notice, of course, that Clymene is biding Her time.
Clymene makes Her move after Styxx swings Herself around to tile 45, facing Clymene, who jumps over Her using stabilizers deftly operated by Her master crew. This brings Her to tile 44, putting Styxx directly astern and green habitats directly ahead. Styxx comes about and along-side with an inadvisable kick that Clymene rolls with, blocking with frontal armour, and bringing the plasma driver about to threaten Styxx. Styxx is royally borked if She gets shocked, let alone two or three times, so this may have panicked me.

It's time for Styxx to get the claw into play and I play the turret to enable Styxx to twist and reach with it. At the same time Clymene is also twisting into position using Her lone sponson, operated by an initiate crew member deployed last round. The claw drags the plasma driver out of position, but that wasn't the threat as Clymene dances away to tile 65 to jab Styxx in the back left (deflectors) while She is recuperating power with Her plasma capacitor and then seizing the initiative. Styxx has prepared to hammer Clymene with an arm, but having seized the initiative Clymene can dodge out of Styxx's arc, even enhanced by the turret, leaving Styxx to save the arm for later and concentrate the adherent crew on finding a tall green building in tile 97 before gassing out. Clymene has plenty of power though, and grapples Styxx from tile 54 to tile 53, and then opens up with Her vulcan gun to push the Titan off the board while destroying the lightly damaged deflectors... Despite the building detection, this ring-out for +5 victory points means the game ends 25-23 for Clymene!

Now it looks like I buggered up saving the screenshot for game 2's deployment and round 1, but Clymene got pugnacious and Eurybia got gracious, and Clymene deployed to tile 83 facing north (the bottom of the image) and Eurybia set up directly beside Her in 84. Once again I was green and my opponent was yellow for the initiative track and habitats. Eurybia proceeded to stab Clymene in the leg with a laser blade. As Clymene jumped away, Eurybia stomped after Her using both legs, slowing to stomp nearby yellow habitats, both of which (and the laser blade) were super-cooled by an adherent-operated coolant system. Having come around again, in round 2 Eurybia had a crack at taking the initiative, and pushing forward on freshly super-cooled limbs She is foiled by Clymene scanning with Her back armour's passive sensors to take it back. Seeing an opportunity She taps Clymene into the yellow habitat topping tile 43 with Her vulcan gun. Then the gun and legs and sensor are all super-cooled again thanks to Her master crew and Her second coolant system!

Clymene backs up behind the safety of the mixed yellow and green buildings in tile 63, but no problem as Clymene walks forward and turns to bring Her super-cooled vulcan gun to bear even though the buildings block line of sight. Clymene is biding Her time though and detects a tall yellow building in tile 16, bringing the score to even.
Now here is perhaps where over-confidence got me, or perhaps it was seeing Clymene in a vulnerable state as She headed north, smashing green habitats into flinders. I closed the gap and didn't really pay attention to how I was falling behind on power, spending more cards for less effect, and not gaining the initiative when I tried for it.
Realizing what had happened I tried to stall for time, but it turned out that my opponent had similar ideas and so we sat their charging. I believe the scan action associated with that extra armour piece was also rebuffed, since the initiative didn't change and I'm only counting four played cards across the table here.
With our respective hands full, I tried to push Eurybia to somehow mangle Clymene and my opponent made good use of limbs and stabilizers to duck, dodge, dive, and dodge. Clymene ended up by that tall yellow building though, so I was confident that if Eurybia stepped back around around I would have a target for the super-cooled vulcan gun regardless.
Not unexpectedly, as I moved the vulcan gun into position to fire my opponent activated their master crew to operate a leg, and to move south-west kicking a green habitat to begin the move and then reversed course when I spun Eurybia around to stab Clymene again! In the hustle and bustle Clymene had detected a yellow building on the very edge of the battlefield, surrounded by yellow and blue habitats...

Eurybia was running behind on habitats though, and after that, and knowing Eurybia's coolant systems were ready to re-load, I collided Eurybia with the yellow habitats in tile 63 and then moved to stab the yellow building Clymene had detected in tile 31 earlier. Clymene takes the opportunity to try and stomp Eurybia face-first through the remaining green habitats, and ends up destroying Eurybia's leg armour as She blocks with it. I am well ahead on habitats though, and decide to see if Eurybia can't hang in there. I fail to notice again, it seems, that Clymene is holding back for a big round 9 push.

Literally a push, as both Titans twist on their sponsons to reach targets and I find Eurybia no longer able to claw anything interesting, and scrabbling to get the purple dinosaur off Her back. A quick glance up the table detects a tall green building, but even with that, the rain of blows and body-slams from Clymene pushes Eurybia through the last green habitat and off the building for another ring-out! Eurybia only has 19 victory points, while Clymen finishes off with 22! Another victory for Clymene! If Eurybia had a face She might appear as surprised as myself.
Of course, a common element in both of these games was myself, and I do tend to over-extend my Titans. Likewise, I do tend to forget the over-arching strategy when I find myself in the lead: I should have played more defensively and stayed out of the danger zone by the edge of the board. That shouldn't take away from my opponent's work in pulling out the second ring-out of the night with an unfamiliar Titan. Pretty impressive as I think that ring-out is the coolest way to end and win the game. Given it was this configuration's debut battle, and the Titan was perhaps not user-friendly, all the more so.
The point about making this configuration more fun to play with stands, as winning is definitely not the only thing. I certainly enjoyed playing Eurybia as She stomped around gouting clouds of coolant and chasing Clymene. There's just something about starting a game off by shanking someone in the leg. Still...
Glory to Clymene and glory to my opponent! Next stop, Clymene's tertiary configuration...