Wednesday, March 30, 2022

Terrain & Scenery 21

I was suffering from cat paralysis last night, so here's a pretty picture post for you.












Lego Caterpillar Challenger MT 800 with Reversible Plough by František Hajdekr.  It almost feels like cheating to include Frantisek's work at this point.


is minifig oriented but, look at those plant designs!







Atlantean Jetbike by Brother Steve.  Another minifig oriented build, I really find that
Jellyfish design inspirational.  But unfortunately the creator doesn't allow downloads.




FT908 Surface Explorer by Geoff Horswood.  A
little small for MFZ's usual scales but it looks neat.

Monday, March 28, 2022

War College: The Demo Rules (my version)

In this post I went over the set of rules Vincent proposed using for the purposes of demonstrating Mobile Frame Zero: Rapid Attack.  I do things a little differently so I figured I'd give people a look at the way I run demo games.

= = = = =

One objective in the middle of the battlefield. Everybody gets two frames, both Soldiers.  The reason why I run all soldiers for the demos is the Frames may look different but they all do the same thing and that's easier to keep track of.  Also, you only work at one range band until things get damaged.  I set the frames up myself on the battlefield, one team at each of the major compass points, starting behind a wall of some sort.  It's important that everybody has a frame a Ruler length away from the objective, but nobody has one closer.  I also set smaller walls (1 Hit each) at the secondary compass points at half a Ruler length from the objective.
Because everybody's sides are equal, everything on the board is worth 5 points to everybody, so I just say that: "in the full game, things are worth different points to different players, but here, everything's worth 5 points.  You each have 2 frames so you each have 10 points. If you lose a frame, you lose 5 points.  If you grab the objective, you gain 5 points." Set the doomsday clock to 7.  Expect to play at least three turns.  "When the doomsday clock hits zero, whomever has the most points wins." Since everybody's sides are equal, nobody has initiative.  "In the full game, initiative depends on how many points you have, and maybe we'll see that next turn, but since everybody's equal, we'll just start on the dealer's left and go around." If you're quick with the rules, this is a 15- or 20-minute demo for 2 - 3 players, maybe a 30-minute demo for 4.  I think it's sort of easier to explain the rules as you go. I've always found you want to get the dice in their hands and GO. "Here's the Ruler, this is how Range and Movement works. This is a Frame; this part attacks, this part defends, this part makes it move, this part Spots (explain that when it comes up in the turn). Here's your dice, roll them all together and pick out the highest ones."  And so on, and so forth.

Here's a picture of Vincent demoing with my set-up.

= = = = =

When I run demos it's more about teaching people how the dice work and decision making within the framework of the game itself.  I'm not trying to teach all of the rules for MFZ.

Saturday, March 26, 2022

10th Anniversary

Ten years -- and two days (seriously, how did I screw up the date?!?) -- ago I made the first post on this blog.  It's a little hard to believe ten tears have passed.  I thought about listing off a bunch of statistics but, like my second anniversary post, I'll do something else instead.

I'm going to take this time to say, "Thank you."

Thank you to Vincent, Sebastian, and Joshua for inventing Mechaton and it's successor, Mobile Frame Zero.

Thank you to Joshua for bringing me in to multiple cons to demo MFZ where I got to meet a lot of other fans.

Thank you to my gaming group, and all the people I've shared a table with, for every enjoyable moment.

Thank you to everyone who reads this blog.

Thank you to everyone who's taken the time to comment, whether here or elsewhere.

Thank you to the entire MFZ community for being awesome.

Ten years, damn.

Friday, March 25, 2022

Terrain Workshop: Undersea Accessories

For a looooooong while, the idea of a MFZ game set in/under/over water has haunted me.  I'm not sure exactly why.  But, anyway, here's a selection of random creations that could be used in such a game.


Giant Mollusk.  I originally built these to be Stations -- the Gold and
White ones at least -- but now I have enough where they can be used
as Cover.  Each one will take one Hit before being destroyed.




Coral Formation.  I don't have very many of these Coral parts so this is the
only piece of this type of terrain.  It will take one Hit before being destroyed.




Vines and Rocks.  I don't know about you but, I have a lot of these
Vine/Seaweed pieces and I do struggle a bit with ways to use
them.  Looks like I have a plan now!  If you only remove the
Vines then these will take one Hit.  If you want to beef them up a
bit then you could use six of the Washing Machine Brick instead
of the three Corner Bricks to increase it to two Hits per section.


Aquacultured Seaweed.  Basically a simple way to make a "wall" type
 of terrain.  Each strip can take one Hit before being destroyed.






Geothermal Transfer Conduit (Magma Tubing).  These are
a little taller than the Pumping Tubes from my Ice 9 table-
setting but they still take two Hits before being destroyed.






Starter Plug.  Unlike Ice 9, I don't have any "Storage Cylinders" so
I need a way of starting and/or ending sections of conduit.  This
fills that purpose and can take one Hit before being destroyed.






Jellyfish.  This is another method for using the Vine/Seaweed pieces.  Each
one will take two Hits (not including the stand) before being destroyed.





I hope you enjoyed looking at all of these as much as I did building them.  I think most
of the construction is straightforward but if you have any questions feel free to ask.

Wednesday, March 23, 2022

Terrain Workshop: Walls, Lines, and Curves

One of the problems that people run into when constructing terrain, and Cover especially, is making walls that are long enough to hide behind but at the same time aren't impenetrable blocks of bricks.  And to top it off people want them to look cool too, the nerve!  :-)  One of the ways to do this is build walls in sections like PJ Nicht did for this game but there is another method that I'm going to discuss today.

So this is similar that you are building the wall in sections, the difference lies in building each section on its own base.  This way you can still dismantle the wall section by section but you can also shape it in ways that a standard section of wall can't.

Straight Wall.  Each section will take one Hit before being destroyed,
so overall this would be six Hits if it were one piece.





Angled Wall.  Pushing each base down -- or up considering which direction you're travelling -- by two Studs allows us to have a wall at an angle.




Big Curve.  If you feel like there's too much space between
sections, just push them up to overlap by one Stud.




Small Curve.  Bases are pushed closer by two Studs to tighten it up.




Here's a picture of the technique being used in actual play.  There
are 14 sections in total, comprising 24 Hits worth of damage.


I hope this helps when you're considering how to build terrain that's
frangible but still takes up a decent amount of space on the table.

Monday, March 21, 2022

Terrain Workshop: Battlefield Size

I've put this under the "Terrain Workshop" heading because the foundation of all the terrain we put on a battlefield is the table we're starting with.  According to the rulebook, Page 76, "Your table should measure 4-6 rulers' lengths diagonally and circular or square, if it's bigger or smaller, adjust accordingly."  Now, I don't know about you but, I've never done this and so I'm going to take some measurements and figure out just what that truly means.

A rough estimate of a Ruler puts it at 12.81" long.  So according to Page 76 your battlefield should be somewhere between 51.24" (or 4.27') to 76.86" (or 6.41') on the diagonal.

For reference, my kitchen table is 38" wide.

Four Rulers.

 This battlefield would be 38" by 35".

Five Rulers.








This battlefield would be 38" by 51". 




I didn't take a picture of six Rulers because it was kinda ridiculous.





This set up is slightly longer on the diagonal than four Rulers.



I hope this helps people configure their tabletop battlefields for future games.




Thanks to everyone on the Discord that was involved in the conversation that led to this blog post.

Friday, March 18, 2022

Well, Just How Big Is It 2?

One thing it may be hard to understand for new builders is the difference between Scale and Size.  Scale is how big an object is in relation to another object.  Size is just how big an object actually is.  Today we're going to be concentrating on the latter.

I use several different benchmarks to gauge the size of things I create or purchase for use with Mobile Frame Zero: Rapid Attack.  But that doesn't help you if you don't know how big the benchmark items are.  So we're going to change that.

Chub.
Front
Top
Side
Classic.
Front
Top
Side
Microfig.
Front
Top
Side
Nanofig.
Top
Front
Side
Now you have some idea of the size of the four objects I use to gauge size for my builds.