Sunday, September 24, 2023

It's The Super Damage That Gets You

I played another game against Contwrath's Savage Swarm, a rematch between Xixorax and Terra Khan.

The Game:
I won the roll and chose to go first. As usual I focussed on bringing out Bellowers first, and this time I remembered to secure buildings and power zones.
I advanced Terra Khan to blast away an insect on a power node.
Xixorax moved up to punch a dino.
I used a Ram attack for the first time ever, putting a point of damage on Xixorax.
Xixorax threw Terra Khan into a building.
I advanced my dinosaurs, but couldn't get my melee units into very much.
A big combined attack into Khan...
... that whiffed hard!
Khan threw Xixorax into a building.
Xixorax had to resort to slamming Khan into a hazard. Khan had enough power dice to roll right into a second monster turn, throwing Xixorax into a building again.
Our units didn't get much done; the swarm whiffed a second combined attack into Khan.
Despite being down on health, Xixorax threw Khan into a building and a hazard, with a little extra Super Damage to seal the deal, cinching the win.

This time I paid attention to my power generation, but did so at the expense of moving my units up, leaving Terra Khan overextended without support. It didn't help that I spawned my ranged units first, then kept them back to hold buildings rather than pushing them up to be in range to do work. Still, thanks to strong power generation allowing me to take a back-to-back monster turn I was in the lead, with 5 health on Khan to 3 on Xixorax. But Xixorax has Super Damage on his power attacks in Hyper, which was just enough to pull off the win. Of course Khan also has a way to do Super Damage - possibly twice in a turn in Hyper Mode - but my units were so far back I just couldn't find an opportunity to get them next to Xixorax to trigger the Super Damage. Perhaps I need to summon my fast Raptix first and run them up, possibly using Hop (which I only just now remembered that they have) to move them into position to help Khan. Well, I feel like I'm learning every game, though I'm not sure the knowledge has coalesced into actual skill at the game yet...

Sunday, July 9, 2023

A Massive Infestation

Contwrath has been working on his Savage Swarm and was ready to try them on the table. He chose Xixorax, and I stuck wit' me boy Terra Khan.


The Game:
Contwrath felt confident enough with the rules to use Elite units, which I have not been using as I can't be be bothered to deal with the extra complexity (he marked his with a blob of tack on the backs). We're still just using apartment blocks though. He won the roll and chose to go first.
I positioned Khan to Rampage forwards agressively, pushing all my units up but forgetting about power generation. My Pteradactix Towed my Brontox onto a power node, allowing him to summon my Spikodon using Nesting.
Contwrath did NOT forget about power generation. Xixorax Stomped my three specialists back to the spawn room and then Sprinted back.
Khan had no power dice to work with. He took a Blast attack at Xixorax but missed.
The Swarm could not make it to Khan so they destroyed a building out of frustration.
My little dinos killed a few things.
Xixorax ran away from Khan, killing two Carnidons with a Stomp then Sprinting even further away.
Khan put a point of damage on Xixorax with a Swat.
Using the Hopper to drop Khan's defense, the Swarm units did a point of damage with a big combined attack.
Two Carnidons rolling two whites and four blues missed a Razor Beetle.
Xixorax slammed Khan into a building then Sprinted away.
Khan followed and slammed Xixorax back.
The Swarm continued to try to chip away at Khan while the Terrasaurs pushed up and did what they could.
I was able to subtly ("How far do you want to throw him? ONLY two inches?") able to guide Contwrath into throwing Khan into two buildings for five damage.
Now in Alpha, Khan was able to brawl and slam Xixorax for three damage.
The Swarm was able to do another point, but my Bellowers and Spinodon returned the favour.
At only six defense thanks to Penetrator and Sidekick, Khan easily went down to a big 10-power haymaker.
Xixorax turns and walks away before the body even hits the floor.


We were both playing much more confidently this game, using our monster and unit rules in a more deliberate manner. For some time now I have appreciated how easy Monsterpocalypse's core rules are to pick up, now I'm started to see for myself how much scope there is to play with the special rules, and how interesting the unit activations can be. It was a fun game,that I enjoyed on a more technical level that most games so far.

Tuesday, July 4, 2023

Actually Trying To Use The Rules

I got to play a game with Contwrath, who decided to buy in to Monsterpocalypse. He just received his models, so for now we used my stuff. He chose the Empire of the Apes, and I went for the good old Terrasaurs.


The Game:
We tried to pay more attention to model special rules this time, as well as actually using Cover and Terrain rules (which I've always forgotten or ignored until now). We stuck with basic appartment buildings though. I won the roll and chose to go first.
Pretty standard deployments.
I destroyed a building for funsies.
As did he.
My units start creeping up the sides.
His move up to meet them.
I start chipping away at Kondo with a blast attack.
Kondo responds with a brawl attack.
I take a second monster turn and nail Kondo with a Swat.
He does not activate Kondo again, going for a unit turn.
I knock a couple of his units off the power zones.
Despite this, by his next Monster turn Kondo is FULLY POWERED UP!
He still misses his Swat attack against Khan though...
I throw Kondo into a building, but he kills two of my units with a Tantrum.
The Apes push back against the Terrasaur units.
I send in reinforcements.
Kondo slams Khan for four damage, but is thrown into a building.
The Apes keep pushing for power zones.
As do the Saurians.
Kondo slams Khan into the double foundation again.
And Khan throws him back again.
With both monsters on just one health, the Ape units focus on Khan.
Throwing all the dice they can into a single attack, they get all the strikes!
"Not like this!" Khan goes down to a volley of gunfire!


We started a bit slow as Contwrath refreshed his memory on the rules. I feel like we both made better use of the units this game than in my previous games, securing buildings and jostling for power nodes etc. The monster side of the battle was a little subdued, partly because the units started to get in the way so we ended up not moving the monsters around very much. Overall it was a very fun game that I felt was was a bit more technical and a bit less "YOLO!" than some previous games, which makes sense when we were spending more time checking rules and so on. Still need to get that fourth Protectors monster painted...

Saturday, May 27, 2023

Naval Combat With Giant Robots

Karas has been enjoying Adeptus Titanicus and he thought I might like it too. So we played a game along with Neo, who was on Karas' team.


Pre-Game:
We both had an axiom maniple (?) with a Warlord, a Reaver, and two Warhounds. I had Legio Vulturum, weapon-wise I set up the Warhounds with weapons that Karas said were good for stripping void shields, the Warlord with high Strength weapons, and the Reaver with a mix of the two; my idea was that the fast Warhounds would engage first and take off the shields, then the bigger, slower mechs would catch up and start hammering the exposed hulls. Or whatever. Karas and Neo had Legio Ignatum, I have no idea what weapons they were running.


Deployment:
I won the intiative and spread my models out (the photo was taken after one move so one Warhound is too far forwards, and I couldn't see the screen properly so I didn't realise my Reaver was out of frame on the left).

Round 1:
I decided not to use any orders this turn as none of them jumped out to me as being useful yet. Karas and Neo use the March (I think was called) order on the Warlord and Reaver. I walked stuff forwards. I pushed the engine on a Warhound twice in order to swing wide to my right; I rolled three heat, rolled a 10 on the D10 engine overheating roll, and the Warhound blew up and did a bit of damage to the Warlord next to it. So I lost a model before a single attack had even been made. The other Warhound took some void shields off the Warlord. My Reiver took some damage to the head, giving me a penalty to my command checks.

Round 2:
I decided to charge my Reiver into the Warhounds, but failed the command roll. I think I also failed a command roll on the Warlord, though I don't remember what it was for. I might have failed a "Shoot First" command on my remaining Warhound, but if so I forgot that I failed and did the Shoot First action anyway. Karas and Neo's Reiver got the Charge order. I shuffled my Warlord further around the terrain to try to isolate the Reiver so I could finish it before the Warlord could get a line on me. Since Neo's Warhound was moving towards mine, I repositioned my Reiver to begin to intercept. Karas kept pushing his Warhound, then tried to run it up to my Reiver to blow up next to it, but it didn't blow up. The Reiver charged my Warlord, only just making it into 2" range, and did a bit of damage.

I attacked the Reiver with my Warlord. Karas told me to use the gun first (I couldn't use the hull weapon because the Reiver was too small). This was "concussive", causing the Reaver to to rotate 45 degrees to it's right, which took it out of 2" melee range - before I could use my melee weapon. I measured it and said it was out of range, but Karas ignored me and just pushed the Reiver in closer. So I used the melee attack, which I think was also concussive, but I don't think we rolled any concussive rolls for it? Anyway in total I didn't do much damage. The reiver now retaliated. Because Karas had ignored the fact that was out of melee range, it was able to use its melee weapon as well. Whatever. Neo's Warhound attacked my Reiver, but I thought it was attacking my Warhound and resolved the damage against the Warhound, blowing it up. I rolled "moves and shuts down" on the death table, and when I went to resolve that we realised the mistake and I just gave up.

Post-Mortem:
OK, I understand now that this is supposed to be a very technical, dare I say "realistic" naval-style combat game. Repeated hits on the same location weaken it and make it more vulnerable to taking damage. As you take damage your systems break down, etc. I get it. I get it, but I don't like it.

It was all so old-fashioned. Look up tables all over the place, different numbers scattered all over the data cards that you had to check for different rolls, and that kept changing. Sometimes rolling high is good, sometimes rolling low? It's a stark contrast to modern game design, that is consistent, streamlined, and intuitive, but that still has plenty of depth.

Honestly, I had a miserable experience. I honestly never felt like... like I could do anything? I mean, part of that was that, for all the complexity the game has in damage allocation and whatnot, I didn't feel like I had many actual meneaningful decisions to make in terms of gameplay. Which direction to walk and which model to shoot; it's just my impression, but it seems to me there's games these days with so much more interesting decision making happening every single turn.

But it wasn't just about decisions; I felt like I couldn't do anything. I don't know how to explain it, but with alternating activations between players combined with the different phases, it felt like half an hour between when I move a model and when it gets to attack. And the movement was incredibly pondorous and unsatisfying; I can barely shuffle a model forwards a few inches at the cost of risking reactor damage. Then when my chance to attack finally comes, well, it felt like I was lucky to plink off a single point of armour or a void shield or two. It was not satisfying. And you could "push" to do better when moving and defending, but not when attacking (yeah, some special weapons which I didn't have had push effects, but it wasn't a general rule the way it was with movement and void shields). So I didn't even have the choice to increase attack power to try to guarantee at least a bit of damage, even if it came at a cost. I felt powerless playing the game.

Now of course part of that was just my dice. But then that's part of my issue: it's a VERY dicey game, in that a single attack (or bad reactor roll) can cost you a model, or you can unload volley of powerful weaponry and feel like nothing happened. Sure, technically that can happen in any game with dice, but most games these days have ways of mitigating the "feels-bad" moments. Warmachine uses 2D6, so you get a probability bell-curve and some degree of predictability, plus the core rules of the core models include the ability to boost attacks, so you almost never feel like there's nothing you can do, you can always connect or do damage, though it comes at a cost. Other games such as 40K have you throw so many dice that it evens out. Monpoc has you build resources then decide how to spend them; you can ALWAYS get damage through, as long as you commit the resources to it. Warcaster has resource allocation, and also the constant redeployment of troops means losing to bad (or opposing good) rolls doesn't feel as bad as you can bring models back.

I don't have a problem with inherently dicey games, but it depends on what is dicey. If the dice can have interesting effects, like say randomly swapping models' positions or something, then it can be quite interesting and fun. In this case the dicey effects were mostly just more or less damage. I know that there were some Machine Spirit effects that could have been interesting, so that's nice, but they didn't come into play, and even so it doesn't change the fact that the basic damage rules were just so... swingy. Which can feel bad, especially in low model count games. I've experienced this in several games now: low model count games where a model could die to a single shot or survive a whole bunch of attacks are not satisfying, the swingy nature of a few bad dice rolls is just too much when you can lose a huge chunk of your army to a single dice, or you can use your entire army to try to take down one average-strenght model and fail completely. It just doesn't feel good, to me at least.

To be fair it turns out that my Warhound should not have blown up because the reactor was only orange; so I should have rolled a D6, not a D10. But that's part of the problem! So much complexity in small details, so many little modifiers that you have to keep remembering or checking on, so many lookup tables you have to keep referencing; even Karas, who loves the game so much he wanted to get other into it, could not remember all the rules and missed this small but important details of there being different dice for the same roll.

Working with software, I've learned that the best solutions usually have an elegent simplicity to them. Simple formulas that determine results (e.g. Warmachine's "add dice roll to weapon damage and subtract armour") are so much nicer and better than having to deal with lots of specific cases and responses; damage in AT is like "if X then void shields so check for save number under current number of voidshields, else armour so roll dice for location then check location for damage bands so if dice plus strength is 11 or 12 it does regular damage so one point of damage, but if 13 or 14 it does extra damage so two points of damage, but that number is modified by the modifier under the current amount of hull damage etc".

What I'm saying is, AT is very inelegent. OK, some people enjoy that kind of "classic" wargame. That's fine. But I appreciate rules that are elegant, and games that manage to be deep without being too complex, I much prefer the modern streamlined type of game that PP tends to do better than GW. They are easier to get into, rules are easier to remember, games are faster to play, etc. Obviously you need some level of complexity as without it there will be no meaningful decisions to be made. But, like everything else, it's about balance, and different people will enjoy a different balance at different times.

For me? I'm old, tired, can't concentrate anymore on account of being constantly sleep deprived (or possibly I'm going senile), and I think I've lost a lot of my passion for wargaming. And this game of Adeptus Titanicus might have been the most miserable gaming experience I've ever had.