Monday, June 28, 2021

Titanomachina on Tabletop Simulator: Around, Over, and Through!

Position and orientation is very important in Titanomachina. Each Titan has a 3x3 system diagram on its Dashboard indicating its front, sides, and rear. Systems in each square (or 'stack') in this diagram have a default arc of 90º on the board relative to that stack, and each stack is a target for any enemy Titan within its 90º. Where Titans stand relative to each other is therefore of the utmost importance as it determines not only what a player can target on opposing Titans, but whether one can attack at all. 


As position and orientation are very important, moving around the board and changing that position and orientation is therefore likewise very important in Titanomachina. Titans have two types of system that can be activated to move, limbs and jump jets. 

Limbs enable a Titan to move into empty (or road-occupied) squares of the board, and to change its orientation. A Titan activating a limb system can move forwards, backwards, and diagonally (into any of the 8 empty squares around it) equally for each point of Effect [1]. Limbs are also the only system that allows Titans to change their orientation. Notably, Titans can turn a minimum of 45º for 1 point of Effect [2], and up to a maximum of 90º for that same cost [3].   


Titans can only walk diagonally between squares on the board when there is room to do so: buildings can block a Titan's passage. There are solutions to this problem. 


Should a player so choose (or perhaps cleverly plan ahead) their Titan can walk through buildings should they activate a limb and divide its Effect between attacking the building in its way and using the remaining Effect to enter the square. Attempting to do so may require softening up the building with a blast from a weapon, or attack from another limb. In the following case aiming at target #2 turns the Effect 1 from Tethys' Arm 2 into a point of damage to each of the buildings facing Her. 


Doing so exposes target #5 to Tethys, covering all four buildings in the square. Tethys activates an Initiate Crew to operate Her Leg 2 for Effect 3 (usually Effect 2, +1 for operate). That means that the Effect 2 of the attack with Tethys' leg affects all four buildings, two damage each, leaving Tethys a nice 'empty' square to enter using the limb's remaining point of Effect. 


Jump jets such as Plasma Jets and Thrusters enable Titans to jump over buildings and other Titans, at the cost of moving directly forward. 


Turret systems like Sponsons and the Turret can be activated prior to a jump, adding 90º per point of Effect to where the Titan can jump. The Titan will land facing in the same direction as they started, but being able to jump into its front 90º, 180º, or 360º arc rather than just directly forward can enable a Titan to change its orientation towards an attacker, as well as allowing weapons and limbs to find targets outside of their ordinary 90º arcs. Of course, activating a crew system, a turret, and then jump jets may slow the Titan down just as much as activating two limbs and a crew system so the advantage will be situational. 


 That's the game though, planning for contingencies and orchestrating situations in which your Titan optimizes the activation and effect of their systems in violent conflict!

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