Showing posts with label mighty monsters. Show all posts
Showing posts with label mighty monsters. Show all posts

Sunday, 13 August 2017

In Defence Of Liberty

In the near future the last Beacon of Liberty is under threat, and protected only by a forcefield and a small force of tanks and soldiers.

But the enemy is advancing. A simple-minded AI war-machine, controlled by a series of 140 character messages, the Tremendous Robotic UnManned Pulveriser Mk 1 is advancing on the Beacon of Liberty, bristling with  missiles, auto-cannon and a plasma gun.

The defenders spread out.

The TRUMP-1 advances. Slowly.

First shots. The tanks fire, but can't penetrate TRUMP-1's impervious armour. The cyber-tank returns fire and destroys one of the defenders.

More fire is exchanged. The TRUMP-1 AI pauses to consider its options.

Wary of using up all of its ammunition, TRUMP-1 uses it's great bulk to simply crush the opposition.

And again.

A single shot destroys the fourth and final tank. But TRUMP-1 has now used up its auto-cannon ammo.

Missile launchers open up from the hill. TRUMP-1 returns fire with its own missiles, using them up as well, but failing to destroy the valiant defenders. It now only has the massive plasma-cannon remaining.

TRUMP-1 continues to advance.

The defenders rush infantry forward. TRUMP-1 elects to ignore them; they are too puny a target on which to waste the plasma-cannon, and running them down would divert it from the main target.

The Beacon of Liberty is now in sight. One missile tank withdraws, out of missiles.

The other missile tank fires, inflicting a hit on the cyber-tank. As it pauses to reset its weapons systems, the infantry attack, but can't score any damage.

TRUMP-1 moves into close range and powers up the plasma-cannon.

BOOM! Liberty's torch is extinguished forever.

Well, I said in another post that I wanted to try a single cyber-tank against a horde of defenders using Mighty Monsters/Samurai Robots Battle Royale. This was a pretty small game in terms of points - approximately 220pts a side. The tanks and infantry were lifted from the book. The missile tanks have the same stats as the regular ones, but are fitted with C3L missiles and cost 35pts each. Finally, here's the stats for TRUMP-1

Head Q4 C3 - Autocannon (Twin-linked, C2M, Unlimited Ammo), Plasma-cannon (C4L), AI Controlled, Light Armour
Body Q4 C4 - Missiles (C3M), Heavy Armour
Tracks Q4 C3 - Slow

To be honest the C4 on the Body, linked with the Heavy Armour made it near impossible for the army units to hurt the cyber-tank; I'd look at a redesign to balance things up before playing this again. However in principle the game worked out how I wanted it to and whiled away a pleasant hour.

Tuesday, 8 August 2017

The Original King Of The Monsters

I had a home-based web-meeting this evening for work. Fortunately it was audio only, so I was able to paint whilst I did it (don't tell the clients) and finished off this big tank I'd printed the other day. I wanted to try out both army units and an AI-controlled cyber-tank in Mighty Monsters, and after the meeting that's what I did. On one side, a massive cybernetic tank, and five conventional AFVs

Their job was to protect an oil refinery.

And attacking them? The original 1954 Godzilla!

One of the first pieces of news I saw when I got up this morning was that Haruo Nakajima had died. Now his name is not one that springs to mind when you're thinking of famous actors, but from 1954 until 1974 he was Godzilla. He was the man in the suit. This was a passing that demanded a game in his honour.

Basically I played one of the scenarios from the book; Godzilla had to inflict 50% casualties on the army and destroy the refinery.

He advanced. Some of the tanks took up position in the cover of a wood.

Godzilla continued to advance. The tanks fired, but inflicted no damage.

The cyber-tank slowly moved into position.

The problem with mechas controlled by an AI is that they have low Q values. I made the mistake of activating the cyber-tank first, and the failed activations kept causing turnovers before the conventional tanks could act. This allowed Godzilla to deftly slip past them. He used his atomic breath on the cyber-tank, damaging its power systems.

Whilst the tank tried to restart its power systems, Godzilla advanced on the refinery. Basically the defenders did nothing; failed activations saw none of the tanks move of fire for two complete turns.

Godzilla destroyed the refinery.

He then turned on the tank, but his teeth and claws couldn't penetrate the armour.

The tank was finally mobile again, and backed off, but couldn't manage a shot.

Godzilla attacked again, grabbing the cyber-tank this time, allowing his deadly bite more purchase. This revealed a flaw in the design of the defending force; with no melee attacks, the tank couldn't break free of the grapple, and neither could it shoot whilst in close combat. Basically Godzilla could destroy it at his leisure. The smaller tanks cold engage, but had a 50% chance of hitting the cyber-tank, so this was a risky strategy. I decided to give Godzilla the win.

With hindsight I should probably have just taken the risk with the other tanks, hoping that one shot would finally break Godzilla's hold. But it was supposed to be Godzilla's day and I was kind of disappointed in how the designs had failed me.

After a cup of tea I played the scenario again, having read the rules properly this time; Godzilla is required to destroy the refinery with close combat attacks. This time I also prioritised the activation of the conventional tanks before the cyber-tank. The result was a better balanced game, but I didn't get any pictures. Godzilla took hits from the tanks, before a run of terrible activation rolls saw both sides stand and look at each other for a couple of turns. Godzilla got his act together and destroyed two of the tanks, before running into the firepower of the cyber-tank. In a couple of rounds, the giant lizard and the giant tank both used up their ranged attacks, leaving the latter with just some relatively ineffective auto-cannon. Godzilla closed in and managed to seriously damage the cyber-tank with a single bite, but it managed to back off out of harm's way and when Godzilla tried to pursue he found that his wounds were too much for him and collapsed, giving humanity a victory.

It occurs to me that running the cyber-tank against a horde of conventional troops would make for a great game. I wonder if anyone's done it before?

Update: I forgot to include the stats.


Head Q3 C3 Fangs, Radioactive Breath Attack C5L
Body Q3 C4 Regeneration
Arms Q4 C3
Legs Q3 C3
Tail Q4 C2


Head (Turret) Q4 C3 AI Controlled, Twin-Linked Autocannon with Unlimited Missiles C2M, Plasma Cannon C4L, Light Armour
Body (Hull) Q4 C3 Missiles C3M, Heavy Armour, Light Resistance to Godzilla's breath attack.
Tracks Q4 C3 Slow

Friday, 4 August 2017

Kaiju Triple Event

We played Mighty Monsters / Samurai Robots Battle Royale this evening. Originally it was to be just Caesar and I, and I'd worked out a simple scenario involving one person playing two monsters, and the other two mechs. However Satvik joined us, and Caesar hit on the idea of each player running both a monster and a mech; the player was trying to destroy a specific building in the city with their monster, whilst using their mech to stop the monsters of the other two players from doing it. Monsters could not fight monsters and mechs could not fight mechs.

We also ran each mech/monster pair as a single entity for activations; if you caused a turnover moving one before the other had done anything, tough luck.

We randomly determined what we'd use. In terms of monsters, Caesar got the slow but tough Mogul, Satvik got the multi-armed horror Ashura and I got Godzilla (portrayed by a newly printed model of the 2014 version).

The mechs - Pacific Rim jaegers, of course - were Cherno Alpha (Caesar), Striker Eureka (Me) and Gipsy Danger (Satvik). The target was the sandstone capitol building with the green dome.

Godzilla and Ashura closed on the city fairly quickly. Striker Eureka took up a good position ready to fire volleys of missiles.

Cherno Alpha engaged Godzilla, but its initial powerful punches just bounced off the lizard's thick reptilian hide.

Satvik played Ashura cautiously, using the multiple arms to pick up rubble and ships to throw at Striker Eureka, rather than closing into combat. Striker Eureka simple stood back and fired missile volley after missile volley.

A body slam knocked Godzilla flying.

Mogul had advanced slowly, but Gipsy Danger had been content to wait. Eventually they met, Mogul wielding a ship as a club (somehow). Everyone had a lot of fun using ships as clubs; 'Pacific Rim' has a lot to answer for.

Ashura went berserk, closed the range and went for a melee attack. And fluffed it.

It was too badly wounded from multiple missile strikes and one very well-aimed tree. Ashura collapsed, out of the fight.

This left Striker Eureka free to assist Gipsy Danger against Mogul. The Australian jaeger waded in brawling, punching the monster into submission, knocking it flying into a building and finishing it off with a short-range missile strike.

Godzilla resumed the attack, but stumbled from the damage he'd taken. However the actual attack badly damaged Cherno Alpha, melting off an arm with the last of his radioactive breath, and destroying the mech's sensors. A final blow destroyed the power-plant, disabling the mech.

Cherno Alpha had seriously hurt Godzilla, though, and it took little effort for Gipsy Danger to finish him off.

All three monsters were taken down, for the loss of just one jaeger.

This was a fun game and we managed to get through it without too many mistakes. Everyone seemed to enjoy themselves, despite the rather poorly conceived victory conditions. If we did this scenario again we'd have the monsters simply scoring points for destruction in competition with each other, whilst each player used their mechs to prevent it being caused by the others.

Saturday, 29 July 2017

Where Would You Rather Die? Here? Or In A Jaeger?

Having now printed and painted the five key jaegers from Pacific Rim, I thought I'd post my Mighty Monsters stats for them, for comment, criticism, or simple adoration. Each one is built to roughly the same cost - roughly 320-330pts. Obviously this means that I have had to simplify a few things and make compromises. But each one has been designed with what I hope is its own distinctive style.

General Notes

The jaegers are mostly designed using Samurai Robots Battle Royale, but I have included a couple of bits and pieces which are exclusive to Mighty Monsters as well. I used the Pacific Rim Wiki as my main source of information. This draws on the film, as well as the novelisation, graphic novels and some production notes. I'm not sure how canonical some of the information is, but it all helped to flesh out the designs. 

Strictly jaegers are designed to operate with two (or in one case, three) pilots, with a neural link, and a cheap design would reflect this by simply classing the crew as one pilot. However the film does feature single crew-members piloting the jaegers in an emergency, so I went with the multiple pilots option. The neural net option does add an element of uncertainty.

All of the jaegers have the amphibious trait because they are unaffected when wading out to sea or when operating on the sea-bed.

 Gipsy Danger (330 points)

Head - Q3 C2 - Two Heroic Neural-Net Pilots
Body - Q3 C4 - Spikes (One Use)
Arms - Q3 C3 - Blade, Elbow Thruster x1, Plasma Gun C4S
Legs - Q3 C3 - Amphibious

I made Gipsy Danger a simple all-rounder, as befits the star of the film. It's not brilliant at anything, but with the Heroic pilots should be capable of taking on a range of opponents. The ‘Spikes’ are vented coolant. 'Single use' isn't an option for this ability, but I simply halved the cost. Its use should be declared when a grapple attack is made. 

Crimson Typhoon (330 points)

Head - Q3 C2 - Three Neural-Net Pilots
Body - Q3 C4
Arms - Q2 C4 - Twin Blades, Plasma Cannon C4S
Legs - Q3 C3 - Amphibious, Free Disengage

Crimson Typhoon is my favourite design. I tried very hard to fit it with two sets of arms, but 330pts wasn't enough to do them justice. Instead I gave the one set it has a good Quality and high Combat factor; it should generally be able to get three Arm actions each turn and make them count. The Free Disengage represents its agility in close combat. And close combat is really this jaeger's forte.

Striker Eureka (325pts)

Head - Q3 C2 - Two Neural-Net Pilots
Body - Q3 C4 - Missiles C4L
Arms - Q2 C3 - Blades, Elbow Thruster, Martial Arts
Legs - Q3 C3 - Amphibious

The Australian jaeger is described as a 'brawler', so I gave it the Martial Arts ability that is normally reserved for Tokusatsu Heroes in Mighty Monsters. Otherwise its special feature is the rack of missiles in its chest. Like Gipsy Danger, this jaeger is an all-rounder.

Cherno Alpha (330pts)

Head - Q3 C3 - Heavy Armour, Armoured Cockpit, Two Neural-Net Pilots
Body - Q3 C4 - Light  Armour, Massive
Arms - Q3 C4 - Light Armour, Elbow Thrusters x3
Legs - Q3 C3 - Short Move, Amphibious

Cherno Alpha is pretty much lifted from one of the sample mechs in 'Samurai Robots Battle Royale', with a few adjustments and additions. According to the background fluff for the film, this jaeger does have some kind of short-ranged attack - incinerators mounted on the cooling tower 'helmet'. I didn't have the points for them, so have skipped them. This makes Cherno Alpha the only jaeger design equipped solely for close combat.

Coyote Tango (327pts)

Head - Q3 C2 - Two Neural-Net Pilots
Body - Q3 C3 - Twin-Linked Mortars, C4L with Unlimited Missiles
Arms - Q3 C3 - One-Shot Shooter C3S (Plasma Cannon)
Legs - Q2 C3 - Amphibious

Where Cherno Alpha is equipped entirely for close combat, Coyote Tango is built for ranged combat. It is described as having less armour than other jaegers, sacrificing defence for speed. Rather than increase its move to Long, I increased the quality of its legs, so that it gets more opportunities to make multiple moves and stay at a distance from its opponents whilst attacking them with the massive firepower offered by its big guns. As an early model jaeger, the plasma cannon in the arm was experimental, so I have assumed it has a long recharge time (or is simply unreliable) and given it a single shot.

I have tried three of these designs in combat. Gipsy Danger performs well, as befits an all-rounder. Cherno Alpha suffered badly against a kaiju with a ranged combat capability; it was too slow to close quickly, and the kaiju was using an attack that ignored the armour. Crimson Typhoon works very well, but needs a understanding of how to best make use of multiple actions within one activation. I have yet to try Coyote Tango or Striker Eureka; they will feature in my next game, I hope. 

Wednesday, 26 July 2017

Defending The Pacific Rim

Today Your City Will Be Attacked By Two Kaiju - Mogul And Clawhook

Your Defenders Will Be Cherno Alpha And Crimson Typhoon.

Have A Nice Day.

I set up another game of Mighty Monsters this evening, with the terrain consisting of an area of coastline with a city on it. The kaiju would approach from the water, looking to cause mayhem, whilst two jaegers would defend the city. I'll post the stats for everything below.

Clawhook advanced quickly, and Crimson Typhoon moved to intercept.

(According to the Pacific Rim Wiki, 'Clawhook' is canon, since it's mentioned in the novelisation. It's not described, so I used this model; a dollar-shop special.)

The weird worm/mantis hybrid codenamed 'Mogul' moved towards the island in the harbour. Cherno Alpha pondered which way to go.

Battle is joined! Crimson Typhoon charged Clawhook, wielding a ship as a club. Clawhook retaliated with its claws. Obviously.

Meanwhile Mogul and Cherno Alpha approached each other slowly. Both are slow movers, and both also tended to be left out each turn because of activation failures in the fight between Crimson Typhoon and Clawhook.

Clawhook was driven back.

Mogul demolished a building.

Clawhook went back into the attack, grappling Crimson Typhoon ...

... and downing the jaeger.

Mogul fired its acid spit at Cherno Alpha, temporarily blinding its sensors.

Crimson Typhoon soon found its feet and attacked back. This was a long slog involving grappling and claws.

Cherno Alpha finally managed to get its act together and charged into the attack. And managed to achieve nothing.

Crimson Typhoon and Clawhook slashed away at each other.

Pushed back by Cherno Alpha's charge, Mogul spat again ...

... and scored a telling blow, disabling the jaeger's legs, and stunning both of the pilots. Before Cherno Alpha could recover, Mogul spat again, and another telling shot completely disabled the mech. The crew survived.

Mogul moved on the city, unopposed.

Crimson Typhoon now had a difficult task on its three hands, with two kaiju to take down. Clawhook attacked again, but the wounds it had taken were beginning to tell.

An unlucky series of rolls saw the kaiju knocked out.

Crimson Typhoon moved quickly to block Mogul's progress.

Mogul grappled the damaged jaeger ...

... then brought it down, before delivering a savage bite to its control module, killing two of the three pilots, and destroying the jaeger.

The city is DOOMED.

Here are the designs I used - all are roughly around 320-330 points.

Crimson Typhoon (325 points)

Head     Q3 C2    Three Neural-Net Pilots
Body      Q3 C4
Arms     Q2 C4    Twin Blades, Plasma Cannon C4S
Legs       Q3 C3    Amphibious, Free Disengage

Cherno Alpha (330pts)

Head     Q3 C3    Heavy Armour, Armoured Cockpit, Two Neural-Net Pilots
Body      Q3 C4    Light  Armour, Massive
Arms     Q3 C4    Light Armour, Elbow Thrusters x3
Legs       Q3 C3    Short Move, Amphibious

Mogul (325pts)

Head     Q4 C3    Fangs, Acid Spit C5S
Body      Q3 C4    Spikes, Very Tough
Arms     Q3 C3    Heavy Armour, Claws
Legs       Q3 C2    Amphibious, Short Move

Clawhook (330pts)

Head     Q3 C4    Fangs
Body      Q3 C4    Charge, Tough
Arms     Q3 C3    Claws
Legs       Q3 C3    Amphibious
Tail       Q4 C3    

Both kaiju seemed OK as designs, with enough options to make them dangerous. Mogul's acid-spit was very effective, but has that risky one in six chance of being lost each time it's used.

The jaegers I am less sure about. Cherno Alpha didn't really get into the fight, so I'm not sure that it got the test it deserved, but Crimson Typhoon didn't really live up to expectations. In the film it's fast and agile with lots of blade attacks, but I didn't get the right vibe with this version. True I'm limiting myself in terms of points, but I think a redesign is in order; maybe an extra set of arms would make it more effective, at the cost of one of the other traits. This would allow it to either make multiple blade attacks each turn, or grapple and slash. However the other possibility is, I'll admit, that I just used it badly. That Q2 C4 on the arms does allow for a good powerful attack each turn, but it also ensures two or three actions with decent odds, so maybe more combination moves are in order.

You can find Mogul HERE

You can find the jaegers HERE
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