I was recently asked if I'd done any write-ups of the archetypes used in Mobile Frame Zero: Rapid Attack and their strengths. While I have the
Archetype Archive page that's more of an overview than an in depth look at archetypes. So for this meeting of the War College, let's talk about what I consider to be the three basic units of Rapid Attack; the Soldier, the Brawler, and the Recon-by-Fire.
The Soldier (one Direct Fire, One Defense, one Movement, and one Spotting): It can attack, defend, move, and spot, which are all the categories of actions within the game. It can also do those things at or within a Ruler Length. That makes this archetype the proverbial Jack-of-All-Trades, which means -- when it's undamaged -- it can do everything (provided you get the dice rolls you need). This is the reason why it's recommended that this archetype be the core of whatever squad you put on the table.
The Brawler (two Hand-to-Hand, and two Defense): It can attack and defend, with some caveats. It attacks at melee range but has the potential to deal the most damage in the game (for reference, see the first turn of
this game). It can act as Cover for other Frames in addition to defending itself. It also has a Sprint die (Green d8) for having no Ranged weapons. That makes this archetype a brutal close range combatant, especially in groups.
The Recon-by-Fire (two Artillery, and two Spotting): The long range hitter and enhancer. It can reach out and touch the other end of the table and debuff any Defense anywhere on the table. I think I remember one person stating they attack this archetype first if they see any on the table. The only real limitations are the ones for Artillery, and the choice of what to drop when damaged.
As to how to make these all work together, that's the next step. I could use some of the squads I described in my
Meta Game blog post but let's do something different. Let's try to build squads of different sizes aimed at different Initiative positions. Since the most prevalent amount of players is three -- according to my data -- we're going to use that.
Skirmish (3 Players - 2 Stations, 3 - 5 Frames)
Defender -- Two Soldiers, one Brawler. Use the Soldiers to set the Perimeter then drop the Brawler in behind enemy lines to try and capture Stations after they're all in position. The Soldiers should support one another but the Brawler will probably be on its own.
Attacker -- Two Soldiers, one Brawler, one Recon-by-Fire. The Brawler is the point of the spear, the Soldiers cover the middle ground, and the Recon-by-Fire provides rear echelon support.
Primary Attacker -- Three Brawlers, two Recon-by-Fire. The Brawlers form a wave attack with the Recon-by-Fires providing support and Station retention.
Battle (3 Players - 2 Stations, 4 - 7 Frames)Defender -- Two Soldiers, one Brawler, one Recon-by-Fire. Use the Soldiers to set the Perimeter then drop the Brawler in behind enemy lines to try and capture Stations after they're all in position. The Soldiers should support one another and the Brawler will be supported by the Recon-by-Fire.
Attacker -- Three Brawlers, two Recon-by-Fire. The Brawlers form a wave attack with the Recon-by-Fires providing support and Station retention. You can add in a Soldier for additional support and still not be maxed out.
Primary Attacker -- Four Brawlers, one Soldier, two Recon-by-Fire. The Brawlers form a wave attack with the Soldier providing support, and the Recon-by-Fires providing support and Station retention.
If you're unsure of your strategy, or unsure what your opponents are planning then a squad of Soldiers is always a versatile -- and solid -- bet.