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

Sunday, 1 April 2018

Return To The Pagoda Of Power

As promised I ran the Pagoda of Power game again today, with two monsters against a mech and hero. The giant crab-crature Brutathrax and cyborg giant gorilla Ape-X attacked, with the mech Ronin-X and hero Valiant Monster Fighter defending.


Valiant Monster Fighter flew towards the giant gorilla, who tried a few pot-shots with his giant gun but couldn't penetrate the hero's force-field (the pink counter marks that it's active).


Ronin-X and Brutathrax faced off.


I didn't manage to take that many photos. Ronin-X pushed Brutathrax back, but was savaged by a berserk counter-attack. Ape-X and valiant Monster Fighter also traded blows, with the giant ape coming off far worse.


But, even wounded, the great ape managed to struggle towards the pagoda, and demolished with with a single mighty punch to score a win for the attackers.


If you're interested, here's the stats for everyone involved:

Valiant Monster Fighter (335pts)
Head Q3 C2 Force Field 3, Energy Reflection
Body Q3 C3 Hyperflight
Arms Q2 C3 Martial Arts
Legs Q3 C3

Ronin X (330pts)

Head Q3 C2 Ace Pilot, Armoured Cockpit
Body Q4 C4
Arms Q2 C4 Blade
Legs Q2 C3 Leap, Free Disengage, Difficult Target

Ape-X (335pts)
Head Q3 C2 Fangs, Cunning
Body Q3 C4 Regeneration
Arms Q3 C4 Gun C4L
Legs Q4 C4

Brutathrax (335pts)
Head Q4 C3 Light Armour, Horns
Body Q3 C5 Massive, Heavy Armour
Arms Q3 C3 Claws, Heavy Armour
Legs Q3 C2 Light Armour
Legs Q3 C2 Light Armour

('Cunning' is a new ability; it allows a monster to use reactions like a mecha and tokusatsu hero can, whilst still retaining their berserk capability. Oh yes; we allow tokusatsu heroes to use reactions. It seems sensible since they can't go berserk.)


Saturday, 31 March 2018

The Pagoda of Power

There's this pagoda, see, that has some kind of weird mystical thing going on. The evil Xiliens have mind-controlled Godzilla so that he can destroy the pagoda and release its power.


Only Gamera stands in Godzilla's path.


Gamera jetted into Godzilla's path and unleashed his flame-breath. Godzilla returned fire, but the turtles shell protected him.


Godzilla moved off towards the pagoda, but Gamera intercepted and closed into melee.


A tail sweep from Godzilla hurled Gamera into a forest. Gamera struggled to get back up again, whilst Godzilla closed on the pagoda.


It looked like it was all over, but Godzilla hesitated before the objective (in game terms he blew a complete set of movement activation rolls). This gave Gamera time to close, and the two monsters exchanged more attacks. Both were wounded now.



Godzilla broke free and closed with the pagoda, ready to attack it.


Gamera sidestepped and hurled himself bodily into the big lizard ...


... knocking into some rubble.


This time it was Godzilla who struggled to right himself, but he soon resumed his attack on the pagoda, slamming into Gamera and knocking the turtle flat.


Gamera had used his shell to protect himself, and this cost him some actions, but he made one last attempt to stop Godzilla.


But he was too weakened, and Godzilla evaded him again, and destroyed the pagoda.


Both monsters were gambling against wound dice by the end, but Godzilla was lucky enough not to suffer any serious effects  from failures, whereas Gamera suffered a critical knockdown as well as the loss of a couple of key attacks.

I tried a change to the Shell special ability for this game. In Thursday's game we found it to be quite powerful, so I ruled that each time it was used successfully, Gamera had to lose an action from future activations to 'recover' (similar to one of the mecha damage effects in Samurai Robots Battle Royale). Use it too much, and a whole turn could be lost recovering. It seemed to slow down the turtle just a little, and force a decision as to whether to use the ability a couple of times.

I might try this scenario again with a couple of attackers and defenders

Friday, 30 March 2018

Mayhem On Monster Island

'Pacific Rim: Uprising' opened last week and, of course, I rushed off to see it. You'll get no spoilers here, but suffice to say I loved it (as did the rest of my family). It's a little different in tone to the first film, but delivers exactly what you'd expect; monsters and jaegers beating each other up. That's all I ask for.

Anyway, it put me in the mood for some more giant monster gaming, so last night we got out Mighty Monsters at the Gong Garage Gamers. We went for a six-player free-for-all. The objective was an energy crystal in the centre of the table; at the end of each turn the closest monster to the crystal got a VP (all monsters if they were equidistant). Then the crystal teleported 1D6" in a random direction. This made the game a little more fluid than the normal pile-on in the centre of the table. If I ran it again I'd have the crystal move a little further in order to force more movement, but it worked for the purposes of last night's game.

After a quick rundown of the rules for the several players who'd not played before, we set to. Each player selected one monster or mech; I provided eighteen models, from Pacific Rim jaegers, to Godzilla friends and foes to home-brew designs. Three players chose jaegers; Kannika went for Crimson Typhoon, Geoff for Cherno Alpha and Kaleb for Gipsy Danger. The rest of us went for classic monsters; Caesar selected Godzilla, John tried Gamera and I went for Gigan.

Each player started in a corner or at the centre of an edge. Godzilla and Gamera were the first to approach each other, Godzilla scoring a hit with his radioactive-breath as they approached.

(You can just see the crystal bottom-left)


Gipsy Danger appeared, and attacked Gamera. There then commenced a series of the most pathetic combat exchanges you'll ever see in a game of Mighty Monsters, ans both player commenced rolling a whole series of ones and completely failing to do anything to each other. The whole embarrassing exchange ended with the jaeger attempting a kick and falling over.


Gipsy Danger got up, got hit and fell over again in a different place. Gamera jumped on the mech, but managed to mess that up as well.

Meanwhile Godzilla and Gamera fought each other. Gamera grappled the big lizard to bring his chest-mounted buzz-saw into play (seriously).


And here's a picture showing all of the participants in action. The brown counters are boulders, by the way; I managed to forget to bring my box of rocks I usually use for such things.


Cherno Alpha and Crimson Typhoon exchanged some blows; the big Russian jaeger took a hit from the Chinese mech's plasma gun, but scored in close combat by being bigger, heavier and stronger. A slam smacked the red jaeger into the wrestling Godzilla and Gigan knocking them all down. This secured Cherno Alpha a turn closest to the crystal.


The crystal moved so that it was on top of an inaccessible rock. Unless you were Gigan, of course, who had the ability to teleport. And did (not shown).


The first casualty. By now most of us were taking plenty of hits, but Cherno Alpha was the first to fall, its power systems completely fried by a breath attack from Gamera.


Godzilla vs Gipsy Danger. Come on; you'd pay good money to see that film. I would.


The crystal returned to the centre of the table, and three of us managed to get in close enough to score points. But we were all on our last legs by this stage.


Godzilla was the next to fall. Attacked by Gamera he was whittled down by a series of bites, claw attacks and finally a powerful kick.


Gamera was out of the running in terms of points, and Gipsy Danger as well, by virtue of spending a lot of the game knocked over. This left Gigan and Crismson Typhoon facing off. Despite serious injuries Gigan drove the mech back by smashing a boulder into its sensors, teleported close to the crystal, and then used his head-laser to finish the jaeger off.


At that point we called the game because of time constraints. Gigan had very much won on points, although I think at some stages in the game we were having so much fun beating each other up that we forgot to record them, so who really knows who won?

In the cold light of day it's hard to remember all of the specific incidents of the game, but everyone seemed to have fun and all of the designs seemed to work OK. The various options in combat seemed to give people the feel of the various films we were familiar with, and that's important. The game reflects the genre nicely. We had a few reservations about the Shell ability that Gamera had, which seems to offer a very powerful defence for a reasonable cost and minimal 'risk'. But we have a possible idea for fixing that which I will try in another game.

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.

Godzilla

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

Cyber-Tank

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


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