Tuesday, June 1, 2021

Dirty Tricks: Part 1



I figured it would be worth throwing out a few points that may seem like dirty tricks, but are intended parts of the game design. 

1. Re-activate a  system previously activated only to block, using Full Power. That's right, use a weapon to block a shot, using 0 cards face-down to activate it, and then use Full Power from a Capacitor to re-activate later in the round to attack! Alternately, block with a Limb like an Arm or a Digitigrade Leg, and re-activate it to deliver a determined riposte. 

2. Blocking hard rounds for a free 45-degree turn. Block with Extra Armour 1 (left-side) to bring the attacker under the arc of Arm 2 (right-front-corner).

3. Operate Extra Armour for a big Initiative bonus! When extra armour takes damage, it adds its Effect to your Titan's initiative score, and activating crew to operate before that system is played often invites a hasty attack from someone trying to avoid the attack that presumably would follow. Set up your opponent to give you the higher initiative (and the first turn). 

4. Operate your crew! Crew members can be activated in sequence, each one adding their Effect and bonus Effect to the next idiot along, meaning that something spectacular can be done with the weapon activated after everyone has said their catch-phrase. 

5. Operate sponsons and turrets for 270 and 360 jump radii. Jumping just hurls your Titan straight forward, while activating a sponson (Effect 1) means it can jump into a forward 90-degree arc, and activating a turret (Effect 2) means it can jump into a full 180-degree arc, meaning it can jump sideways if necessary. Operate with crew to push the total Effect up to 4 and jump in any direction. Notably you'll have a 360 arc for the rest of the round after you land too, in case you're planning on jumping behind someone... 

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