Friday, April 18, 2014
Tuesday, April 1, 2014
Monday, November 18, 2013
- All participants must register their company (maximum of 8 frames) prior to the beginning of the event.
- The frames in your company may not be reconfigured once registered (with SSRs being the only exception).
- Before each match, each participant must choose a number of frames from their company to field. Once these frames are chosen, they cannot be changed for that match (except in the case of tied starting scores).
- Terrain will be set up by tournament officials.
- First and second round matches will be three player skirmishes, with the winner advancing. In the case of a tie, both players will advance to the next round. If there are ties, second and final round matches may consist of four players.
- The final round will be a three player battle, with the winner taking first place and the remaining players taking second and third relative to their score.
Tuesday, November 12, 2013
After playing a hefty amount of games in the last month or so, I've made a few observations that have changed my tactical thinking a bit. This "Tactics Talk" post is not a full in depth post about specific tactics like my Tactics101 posts, but a group of smaller points discussed in bite sized portions.
Defensive placement is vital. I know I've mentioned this before but its worth mentioning again. When placing your stations try to deny as much of the table as possible to your opponents. If you can make them place their frames/stations in vulnerable positions, you've made a huge step towards victory.
Playing as the secondary attacker seems to be the easiest position to play from. You don't have the score and placement disadvantages of the primary attacker, and you don't have the whole table gunning for you like the defender. However, your asset value is generally high enough to snatch the lead pretty easily, and you can manipulate your opponents a bit here and there to make sure you stay under the radar until you do.
The soldier loadout is arguably the best loadout in the game. Now this isn't to say that specialized builds aren't necessary or efficient, but a core of three or so soldiers makes an extremely effective backbone to a company. With one of every system, they tend to have really solid rolls for each action and don't stand out as much on the table either, making them low priority targets compared to that double arty double spotting frame over there.
Also, things are starting to fall into place for the first official MFZ tournament at the Denver Comic Con next summer. I'll have a more detailed update in the near future, but it looks like Mr Newman will be coming out to help run things as well as sign some books and we will have gaming tables by Kreator Hobbies for the tourney and possibly for the grand prize.
Thursday, November 7, 2013
This, my friends, is the first playtest ruleset for Mobile Frame Zero: Alpha Bandit. Before I go into any detail about the whole thing, Here's the link to download it. Now, I will warn you that the thing is only four pages long, and doesn't describe everything needed. But it gives you a really good idea of some of the mechanics that will be implemented in this MFZ Space Combat expansion.
There are a couple of really cool ideas, and a number of tidbits that are revealed through this playtest document. One of them being the fact that there will be frame companies in space. They hang out with your ships and can be "catapulted" to objectives and other ships to either capture them or do some damage. These frame companies can have an "Ace" which can be of any color except white (Red, Blue, Yellow, Green) and they all grant a d8 of that color and a special ability. How these will all play out is still a little fuzzy. but it should be really cool to see how these frames help shape the battlefield in the cold depths of space.
Another few things of note, the ruler for Alpha Bandit is 10 units long (instead of the standard 8 for Rapid Attack), and the click hinges actually are a part of the movement and maneuvering mechanics. For each maneuver point (your green die result) you can either increase or decrease your current movement by one, or click the hinge one click. Your ship must follow the ruler in it's movement. This means that ships will not be able to turn on a dime and will require some extra tactical thinking to get the most out of your positioning.
There isn't an official "scale" for the ships yet (at least if there is, Josh hasn't hinted at it yet). But from some of the stuff Soren has put together in the past for MFZ we can assume it'll be somewhere around stuff like this:
There is still a ton we don't know about Alpha Bandit, but it is awesome to see that the first "expansion" to MFZ is coming along. I'm really looking forward to seeing how this develops.
Sunday, October 27, 2013
Landscripts have quickly become one of my favorite builds as of late. As I've stated before, they are a total hybrid of Soren's Conscript and Malcom Craig's Landmate builds, taking the torso structure of the Landmate and using the arms and legs of the Conscript. The build takes, what I feel are, the best features of both builds and meshes them together into a really slick, versatile, simple, and sturdy little frame.
|The core of the Landscript|
The Conscript is a great frame, solid, and simple. But it lacks some flare, which makes sense since it is supposed to be a converted labor frame. The Landmate, however, has flare to spare, but is pretty part intensive (4 traivs, 2 t-pieces, tiles and wedges, etc) and wont stand on it's own unless everything is positioned just right. I also feel that the arms on the Landmate are fairly limiting, while the legs are actually very versatile, but can have weak connections unless all the pieces have a nice, snug fit. The Landscript takes that simplicity and solid feel of the Conscript and adds the flare and style of the Landmate.
This is the core of the build. It's pretty much identical to the center torso of the Landmate (which can be seen here) with the exception of the tile clip facing forward in front to hold the lampholder for the hips and the from panel of the torso. Then, after taking and attaching the arms and legs directly from the Conscript, the only thing left to add is a couple of clip plates to the droid torso to help fill out things and cover the small gap between the cheese wedge and the jumper on the front of the frame.
The other really nice thing about this build is how customizable it is. There are tons of places to add clips and such to nearly anywhere on the build. I mean just look at all these possible hardpoints. Even beyond this you can replace the bricks on the legs or arms with a studded 1x1 to add more places to put equipment. Needless to say, you have options.
Friday, October 25, 2013
Tuesday, October 22, 2013
Monday, October 21, 2013
Let's start with Tactical Order.
Per Pg 90 of the rulebook, "The round begins in tactical order. In tactical order, always start with the player with the highest score." At this point there are no frames activated and no pending "combat chains" so the action goes to the player with the highest score, the defender.
The defender has two options, activate a frame, or pass. If the defender passes it then goes to the player with the next highest score. If they pass it goes down one more, and so on until it reaches the player with the lowest score. They cannot pass and must activate.
Once a frame has activated, it declares it's target and rolls it's dice. After assigning dice and making an attack, the defending frame declares it's target and rolls and assigns it's dice, unless the frame has already acted this round. The attacking frame then resolves it's turn and then the defending frame resolves it's turn. If the defending frame attacks a third target, that frame may also activate, causing a combat chain which is what is considered Combat Order. This is when frames act out of Tactical Order due to attacks made against them. Once the combat chain is resolved and there are no more frames who need to finish their turns, things go back to Tactical Order, going back to the player with the highest score (which may have changed if a frame was destroyed or a station was captured).
Lets go through an example.
The defender has the highest score and activates Frame A in Tactical Order, and declares Frame B as the target in direct fire range. After rolling it's dice and assigning them, Frame A attacks Frame B. Frame B then declares an attack on Frame C, then rolls and assigns it's dice. Frame A finishes it's turn, dealing damage to Frame B if applicable. Then Frame B acts in Combat Order and attacks Frame C. Frame C declares an attack against Frame B and rolls and assigns dice. Frame B finishes it's turn and deals damage if applicable, and then Frame C acts in Combat Order, attacking Frame B. Since Frame B has already acted, after Frame C finishes it's turn Combat Order ends. After Combat Order ends, Tactical Order begins again, allowing the player with the highest score to pass or activate.
If Combat Order never begins (for example the frame attacked has already acted), immediately after the frame finishes it's turn you return to Tactical Order. This means that the defender could, in theory, activate every one of their frames without anyone else at the table getting a chance to activate theirs.
Hopefully this helps clear things up for you. If you still have any other questions, feel free to ask!