Monday, April 13, 2026
Titanomachina: Tethys
Saturday, April 4, 2026
Titanomachina: Mirror-match Mayhem Encoded
Habitat Coordinates (xy - building randomizer colour)
- 13 - 3G 7P 8Y | 14 - 3G 4Y | 16 - 1Y 2P | 19 - 3G 7G 8G
- 22 - 3B 4G 7Y 8P | 28 - 3B 4Y 7Y 8B
- 31 - 3G 4B | 34 - 3B 4P 7Y 8B | 36 - 1P 2B 5B 6Y | 37 - 3G 4P 7P 8G
- 41 - 7B 8G | 43 - 3P 4G 7G 8Y | 47 - 1G 2P 5Y 6G | 49 - 5Y 6P
- 61 - 1Y 2P | 63 - 1B 2Y 5Y 6G | 67 - 3P 4Y 7G 8B | 69 - 3Y
- 73 - 3G 4Y 7P 8B | 74 - 1P 2B 5G 6P | 76 - 3Y 4G 7B 8P | 79 - 3G 7G 8Y
- 82 - 3B 4G 7Y 8P | 88 - 3B 4P 7Y 8G
- 91 - 3Y 7G | 94 - 5Y 6P | 96 - 7G 8B | 97 - 3P 4 B
Friday, April 3, 2026
Titanomachina: Mirror-match Mayhem
In this battle report I took Sagacious Eos vs Gracious Tethys, with the both of us choosing to arm our Titans with plasma shotguns, rocket pods, and laser blades. Of course, one significant difference was that Tethys had rear armour and two extra habitats while Eos packed another capacitor in Their frame. As my opponent would prophetically comment on the two habitat head-start: It's basically nothing. So when the game ended with a knock-out in round 8, seeing Eos crush in Tethys' sponson with a body-slam, damage Her capacitor and master crew with a swift stab from Their laser blade, and a final body-slam to destroy those systems, the final score was 21-19 for Eos. Had Eos executed in a different order, two body slams in a row, it would have been both a knock-out and a 19-18 victory for Eos. Notably there was a point in round 6 where Tethys might have blocked a kick to Her plasma shotgun with Her leg instead of Her prow, which would have seen Tethys suffer both a ring-out and a 19-18 victory.
There are, perhaps, two reasons for this somewhat bizarre situation where Eos has ripped Tethys open, but barely squeaked out a win. The first is that Tethys did a reasonably good job of increasing that initial two-habitat lead. The second is that Tethys was overwhelmed by Eos' higher rate of activity, with round 8's evisceration happening because Tethys ran out of gas while Eos had loaded both capacitors with 50% more power available. There is a third reason, I think, in that Tethys played defensively, and Eos really shines in situations where opponents are not hitting Them back effectively. But Eos managed to control the initiative fairly effectively by also maintaining not only a card advantage, but also tempo. The specific armament of plasma shotgun and laser blade, in combination with dual jump jets and capacitors is a real killer because a jump jet or weapon can be activated, its power recovered with a capacitor, and then another one fired. It's not easy to run away from that.
Wednesday, April 1, 2026
Titanomachina Habitat Cards
How to get a game out of a pack of Titanomachina cards, from a 55-card deck.
- 22x Titan system cards
- 1x Titan Dashboard card
- 1x Titan Damage card
- 1x Titan Shield card
- 1x Personality card
- 1x Pass card
- 25x Habitat cards per Titan
- 1x Reference card
- 1x Board location card
- 1x Round tracker card
One habitat card per Titan is used in the initiative stack. Habitat cards equal to the Titan's habitat number on their dashboard cards are shuffled together into a Habitat deck. The remainder are kept by the players for detection and scoring.
Titan in 51N (Tile 51 heading North) addresses a building target in 34, but first 43 gets populated to check LOS. Each player can draw up to four cards, in the order on the locator card. Players can pass. When both players pass, they check line of sight. If the acting player doesn't have line of sight, they can contact the thing that is blocking their line of sight. Passing leaves a position open.
Addressing can be Attack or Detect Titan/Habitat. Destroyed habitats go to the Titan's habitat reserve, to go back on the board when Detect Habitat is played.
Without a board players can write down positions on a sheet of paper with at least 30 lines using the coordinates on the card. 36-B1G2B3Y4 would be a row of habitats diagonal across tile 36 with blue on the bottom and green and yellow on top. G7Y8 would be a pineapple.
So odds (1, 3, 5, 7) would be ground level and north-west, north-east, south-east, and south-west, and evens would be second level. Bigger numbers like 11 would be the third level of the north-east of that foundation tile.
The initiative stack is kept by the round tracker card, which has 1, 2, 3, 4 on one side, and 5, 6, 7, 8 on another. That card is rotated 90 degrees relative to the initiative stack.
The upshot being that players can play Titanomachina without a board and miniatures. Whether they would want to is another question. However, this also means the game as a product can be reduced to a minimum viable product of two decks of 55 cards per player, plus shield tokens, box, rules booklet, and a dry-erase pen. It also expands seamlessly when the board, figurines, and habitat blocks are added.
Saturday, March 28, 2026
Titanomachina: Omnipotence
It's dark and She is in a cave together with you. You see the marks on the wall, and how they tell a story with the flickering ight of the torches behind you. You see the shadow that you cast upon the wall of the cave, and that of the Titan standing behind you. It's a dream, but the Titan is there and you see where the shadow of Her finger points, marking a deeper shadow than Her penumbral digit. This is your task, your orders, your word of God. You are, after all, God's favourite person. It is time. It is time to leave the cave. It is time to embrace the bright new dawn of the Titan.
Being a Titan crewmember is an ordination of sorts, and while some may resentfully serve, it's a pretty good gig on Gaia. The Titans are strong believers in efficiency, and while all that brain-power is spare, there's also a lot of labour value to be extracted. There's sourcing, manufacturing, assembling, freight, and so many other jobs that can be done by a monkey in a saucy hat as by a cognizant human. The 'cogs' chosen to serve the Titan are often chosen for their personalities as much as their actual ability. For many, the life of long periods of maintenance, followed by short bursts of frenetic violence, the life can be somewhat harrowing. Your actual risk of death goes down if you serve as a Titan crewmember in active combat, with shields, armour, and life support all strenuously between you and sudden violent death.
The Titan, bless her heart, has proclaimed that She will defeat any Titan that threatens the survival of Gaia as a whole. No one doubts Her good intentions. From what, exactly, remains to be defined in any actionable way, except by responding to perceived threats from rival Titans. After Rhea's defeat of Tethys, Rhea made a deal with the Hecatoncheires orbital battle stations: So long as hostilities would only last for so long once the Titans had positively identified, the Hecatoncheires wouldn't annihilate Titan presences from orbit. So far she has battled the Titan Tethys, former Queen of Heaven, and now the Surging Tide, as well as the Titans Eos ("The Burning Dawn") and Styxx ("The Mouth of Victory"). Rarely defeated, and never deterred, Rhea has had Her crew compartments melted, vaporized, shredded, crushed, and flooded with depressurizing ichorplasm. Sometimes life-support simply fails and the fire gets you.
Perhaps it is this generous attitude Rhea takes with the lives of Her cogs that can disgruntle crew. However the Titans themselves may enjoy a cool, refreshing dash of violence now and again, and who is to say that it isn't actually working out for them. The Titans share Gaia with the Myrmidon Mega-Ant, the post-human civilization and current indigenous occupants. The Myrmidon respond to any Titan stepping foot off a strictly designated battlefield with a belligerence that does their fore-sisters proud. In the meantime, Rhea would count this a positive, directing additional funding and resources to Gaia via Her powerful shipping concerns. Can a God create a cake so baked that She cannot have it, and eat it too? Rhea believes so, and thus it is ordained.
Fight well, and you may survive to return to the cave, and to the marks on the wall under the fire-light and shadows, and see Her warning, pointing off into the darkest shadows of deep space. This is your task, your orders, your word of God. This is your call to action.
Saturday, March 21, 2026
Titanomachina: Rhea
The Titan Rhea holds a special place in my heart because She is a reaction to Games Workshop Titans. Fully upright, and featuring decent armour coverage with modular weapon pods. It also has influences from Greek (Corinthian helmet) and Roman armour (Lorica Segmentata), as well as proportions somewhat like the Vitruvien Man.
She is named after Rhea, from the Titans that sided with the Olympians during the mythical Titanomachy. Interestingly, according to primary sources, Rhea and Chronos weren't the first Titan Queen and King of Heaven after the overthrow of Ouranus. They had won the throne via a wrestling match against Tethys and Phorcys, respectively.
Rhea is heavily armoured and shielded, able to both tank hits and sacrifice protection to scan the situation and maintain the initiative.
Rhea's secondary configuration swaps out Her primary weapons for a plasma howitzer on Her right arm, a vulcan cannon on the shoulder mount, and a buzz saw for a left hand.
Friday, March 20, 2026
Titanomachina: A Veritable Chess Match
My opponent remarked that it would be cool to have names for opening moves in Titanomachina, like they do in Chess, and I agree. Usually I think of them in representative terms, like 'ambush' when Titans set up directly next to each other, and 'challenge' when they are set up facing each other down a road-way. But I think it would be something to start naming various manoeuvres and strategies.
Which is a deft segue into the following Titanomachina battle report that saw something of a reversal from a previous one that saw me operating a gracious Titan against a rapacious Titan. In this battle I took rapacious Eos in Their tertiary configuration with dual plasma howitzers, vulcan gun, and buzz saw against my opponent's gracious Tethys quaternary configuration with dual rocket pods and matching laser blades. Rather than a running battle, chasing each other around the board, or a steely-sensor'd staring match punctuated by a quick series of precise, shattering blows, this was a straight-up brawl initiated by Tethys when She was set up facing Eos directly behind a row of buildings.
I had set up Eos to cover both ends of the street with plasma howitzers, but was prepared to swing them both around far enough to fire directly forward where their 180° sponson-enhanced arcs overlapped. The ensuing game proved, somewhat, that agility only really makes up for thick armour and heavy shields when there's space to use it. I realize now that I had boxed Eos in, and didn't place Them well to pivot away from blasting Tethys from a safe distance away from those laser blades. The game ended with a 26-25 Victory Point score in a time-out favouring Tethys, and almost a draw until I recalled that Eos' back-right arm had been too heavily damaged to knock a pink habitat.
What happened?
Saturday, March 14, 2026
Titanomachina: Be Cool Eurybia, Be Cool
Saturday, March 7, 2026
Titanomachina: Making Coolant Cooler via Test Match
As recent blog posts make suggest, I've been worried the Coolant system has been insufficiently cool. When adding to Titanomachina my instinct has been to introduce elements somewhat conservatively with the notion that it is better to make something better than to pare it back when it turns out to be over-powered. Needless to say that was not a problem with the Coolant system as the ability to deactivate systems had some weird knock-on effects in terms of card-play. Super-cooling a system to play it next turn screwed with tempo, essentially stealing a normally cooled system from its loading back to hand three rounds after it was played. It was a disappointing system for what I had imagined.
Instead, we tried playing Eurybia Quaternary vs Styxx Tertiary because both of them mount Coolant systems and Styxx mounted a Capacitor for comparative purposes. In this case we played it that Coolant systems just return a card to the players hand for every cog available when activated. This reflected the Capacitor system in that it returns cards to player's hands, except that Capacitors only returned cards that had been played face-down to activate other systems at a 2:1 ratio. This results in a savings in system charge, at the cost of time spent on the action. Coolant systems would return face-up at a 1:2 ratio, paying a steeper opportunity cost, but also a savings in system charge. What that means is that Eurybia with two Coolant systems was not giving up card advantage easily, keeping pace with Styxx and eventually grinding a win.
Perhaps interestingly there was no particular point at which I thought to myself (well, that's a mistake I should learn from), and Styxx maintained the initiative throughout the fight, which was probably pretty good. I think I may have under-utilized the Rapacious personality given how I lost significantly on habitats, but I think I came pretty close to a knock-out of Eurybia at times. Eurybia definitely benefitted from the Pugnacious personality, using that to avoid a one-two punch from Styxx's weapons.
From a design perspective, I think I might try it again against a Titan without coolant systems to see what advantage it confers, but for Styxx I just about shut down the Coolant system, Thrusters, and Deflectors to hound Eurybia around the board, and then use the Coolant system to keep the plasma shotgun in play in the late game. It's a handy trick rather than a work-horse system, it seems.
Please note it seems I forgot to get a screen-shot of round 4, which unfortunately breaks the spiral into the middle of the board that seems to have resulted from game play.
Friday, February 27, 2026
Titanomachina: Coolant Systems (The Super-Cooling Action)
Friday, February 13, 2026
Titan Hanger Update: Efficiency Be Damn'd
I've added several figurines, three yellow, four green, three blue, and three pink to the Titan Hanger DLC for Tabletop Simulator (TTS). I haven't added their dashboards yet, but in some cases they are just like existing configurations of Titans with just a weapon swap, so I'm not panicking. It's playable, but obviously I need to put up their own dashboards and decks for players that just want to swap out easily.
Some are not so easily playable. In the case of the configuration of Styxx that leaves off its turret-mounted weapon system and mounts two claws, I think that just swapping in a capacitor should make this configuration perhaps barely playable. I am uncertain quite how this would play out, and I think the best way would be to start in the middle, even in a three or four player game. This means the other players either need to set up in the middle as well, within range of the claws, or away in the danger zone in the outer three squares of the board. Sounds pretty good eh?
Well, there is a configuration of Rhea with two gun batteries and two hands, but also with big arms and digitigrade legs. Literally has more armour, more weapons, and only missing the jump from the thrusters. There is a configuration of Styxx with two turrets, two hands, coolant and capacitor systems, two thrusters, two legs, three extra armour, three sensors, four crew, and two deflectors. Maybe a pair of arms would off-set the higher rate of action.
There is also the two pink configurations, one with all lasers and one with all plasma. I'm actually pretty curious to see how those would fair against Rhea Quaternary with Her guns. I've tried with the all-plasma configuration, and while I lost in that particular encounter, I feel like a path to victory exists there. But lasers right?
Would that even be fun?
Give up shields to fire both laser batteries, and the capacitor to fire both macro lasers in conjunction with the fore and aft extra armour. That leaves arms, sponsons for powering digitigrade legs, sensors using junior crew, leaving leg armour to do the majority of defensive work blocking incoming fire. That leaves two senior crew, one junior crew, and the personality. That's for senior crew bonuses. First on the laser batteries, then on the macro lasers once shields are shredded.
Three cog 2 armour piercing shots and one cog 1 armour piercing shot is a knock-out on an unshielded Titan. That's ignoring any work the arms and legs can do. It's also going to need to coordinate those with the sensor for a very deliberate and expensive rounds (arm or sponson, sensor, senior crew, laser battery for 7 cards), probably alternating with a leg activation.




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