Monday, May 5, 2025

Titanomachina: Myrmidon Mega-Ants Part 4


Since the multi-Titan rules are working out pretty well, I'm back to working on the infantry expansion, the Myrmidon Mega-Ants. 

Ant Decks are composed of unit cards and support cards. The unit cards apply to all units of that type, so a Tactical Ants card enables a unit of Tactical ants to perform an action. Support cards enable a unit with the model represented on the card to perform actions. Ant units have unlimited stacking but occupy tiles like buildings.

Support Cards

·       Scout is an option for Tactical, Support, and Assault Ants.

·       Reinforcements is an option for Tactical, Assault,

·       Command is an option for Heavy Ants

Actions Include

Attack – The unit of ants chooses a range and rolls 1D6 per cog. The target must be in range, line of sight, and arc (arc is 360o). Each dice result that rolls over the range does a point of damage.

Move – The unit of ants moves a tile per cog. Ants can move into buildings, gaining the line of sight of that building, and being destroyed if that building is destroyed. However, they won’t be destroyed until the entire building is destroyed, not just individual habitats.

Reinforcement – One unit of destroyed Tactical, Assault, or Support ants may be placed on a road tile on the edge of the board.

Detect Titan – All ant swarm units have line of sight to the detected Titan until the end of the round.

Detect Habitat – Place a habitat within line of sight of the unit.

Scan – Increase the swarm’s initiative.

Operate – Increase the cogs of the next action to be declared.

Reactions Include:

Block – enables a unit of ants to switch the attack to a different target on the same tile.

Fall Back – enables a unit of ants to move one tile directly away (‘directly’ by overkill rules)

End-Game/Victory Conditions

·       Knock-Out: All Heavy Ant units are destroyed.

·       Ring-Out – All Tactical, Assault, or Support Ant units are destroyed at end of round.

·       Time-Out – the usual 9 or 18 rounds. 


Right now, as the default, it'll be four squads each of Assault ants, Tactical ants, Support ants, and Heavy ants. In addition to this the swarm will have two each of  the reinforcements card, the scout card, and the command card. These latter cards can be played if the player still has a unit with that model on the board. Reinforcements enable players to re-deploy destroyed units to the table. The scout thing is basically a sensor for the swarm, enabling it to detect the enemy. Finally there's the command card for both enhancing other actions with operation actions, seize the initiative, and sacrificing some units in favour of others with the block reaction.

The notion, of course, is that there is a trade-off between the amount of ants you can have on the board at any given time vs their capabilities. But that is why we do development and play-testing, to see how this makes us feel...

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