Showing posts with label Actual Play Demo Game. Show all posts
Showing posts with label Actual Play Demo Game. Show all posts

Friday, March 10, 2017

Anatomy of a Demo Game 5

Back in January I introduced a friend to Mobile Frame Zero: Rapid Attack.  We were supposed to play a follow up game but weather and other things prevented that until now.  A third person, a coworker, joined us for this game.

Me (2 Frames & 8 Systems) = (5 Points per Asset) * (2 assets) = 10 points.  (High Steppers)
   High Stepper Soldier Yellow -- 2Rd/1B/1G/1Y/2W.
   High Stepper Soldier Pink -- 2Rd/1B/1G/1Y/2W.

Poisonous Pens (2 Frames & 8 Systems) = (5 Points per Asset) * (2 assets) = 10 points.  (Ijad)
   Scrambler Soldier Red -- 
2Rd/1B/1G/1Y/2W.
   
Scrambler Soldier White -- 2Rd/1B/1G/1Y/2W.


Joker (2 Frames & 8 Systems) = (5 Points per Asset) * (2 assets) = 10 points.  (Blue Devils)
   Chub Soldier Grey -- 
2Rd/1B/1G/1Y/2W.
   Chub
 Soldier Black -- 2Rd/1B/1G/1Y/2W.


This is what the table looked like at the start of the game.  My forces are on the left side of the board.









Events of Turn 1 (DDC@7): We all move towards the Windmill.  My Pink frame hits Poisonous Pens' White frame for 1 damage.  Joker's Red frame also hits Poisonous Pen's White frame for 1 damage.



Poisonous Pens: 10 points.
Joker: 10 Points
Me: 10 points.




Events of Turn 2 (DDC@5): My Pink frame captures the Station.  Joker's Grey frame hits my Pink frame for 1 damage.  My Yellow frame hits Poisonous Pens' White frame for 2 damage bringing it down to white dice.


Me: 15 points.
Poisonous Pens: 10 points.
Joker: 10 points.





Events of Turn 3 (DDC@3): My Pink frame hits Poisonous Pens' White frame for 1 damage.  My Yellow frame hits Joker's Grey frame for 1 damage.  Joker's Grey frame hits Poisonous Pens' White frame for 2 damage, destroying it.  I forgot to take pictures for this round.


Me: 15 points.
Ericson: 10 points.
Poisonous Pens: 5 points.

Events of Turn 4 (DDC@1):  Poisonous Pens and Joker continue to try and peel me off the Station, they both fail.  I move my Yellow frame to a better attack position.



Me: 15 points.
Joker: 10 points.
Poisonous Pens: 5 points.




Thoughts & Observations:
  • We didn't use Single Shot Rockets.
  • The dice did not roll well for Poisonous Pens again.
  • Actually, the dice were pretty cold for everyone.  We had a few 6 and 7 die damage rolls and the most that was done was 2 points.
  • Joker is interested in playing more games.

Friday, January 27, 2017

Anatomy of a Demo Game 4

I introduced another friend to Mobile Frame Zero: Rapid Attack the other night.  These are the results of the second game.  The game immediately prior to this can be seen here.

Me (3 Frames & 12 Systems) = (5 Points per Asset) * (3 assets) = 15 points.  (High Steppers)
   High Stepper Soldier Yellow -- 2Rd/1B/1G/1Y/2W.
   High Stepper Soldier Pink -- 2Rd/1B/1G/1Y/2W.
   High Stepper Brawler Blue -- 2Rh+d8/1B/1Y/1Gd8/2W.
Poisonous Pens (3 Frames & 12 Systems) = (5 Points per Asset) * (3 assets) = 15 points.  (Ijad)
   Scrambler Soldier Red -- 
2Rd/1B/1G/1Y/2W.
   
Scrambler Soldier White -- 2Rd/1B/1G/1Y/2W.

   Strider Heavy Assault Green -- 2Rd+d8/1B/1G/2W.

This is what the table looked like at the start of the game.  My forces are on the left side of the board.










Events of Turn 1 (DDC@9): All of our Frames move out and head for the Windmill Station.  My Pink Soldier hits Poisonous Pens' Green Heavy Assault for 2 damage.  My Yellow Soldier hits it again for 4 damage, destroying it.



Me: 15 points.
Poisonous Pens: 10 points.





Events of Turn 2 (DDC@7): My Yellow Soldier seizes the Station.  My Pink Soldier hits Poisonous Pens' Red Soldier for 2 damage.  My Blue Brawler moves to intercept his White Soldier.



Me: 20 points.
Poisonous Pens: 10 points.




Events of Turn 3 (DDC@4): Poisonous Pens' White Soldier hits my Yellow Soldier for 1 damage.  My Blue Brawler hits Poisonous Pens' White Soldier for 2 damage.



Me: 20 points.
Poisonous Pens: 10 points.





Events of Turn 4 (DDC@1):  Poisonous Pens' White Soldier hits my Pink Soldier for 1 damage.  After that I tick the Doomsday Clock down to 0.  And it looks like I forgot to take pictures of this round.  The positions of the Frames didn't change too much though.

Me: 20 points.
Poisonous Pens: 10 points.

Thoughts & Observations:
  • Poisonous Pens wanted an immediate rematch after the first demo game.
  • Once again we didn't use Single Shot Rockets.
  • We did add an extra Frame per side and increase the time on the Doomsday Clock.
  • The dice did not roll well for him.
  • I was informed the next morning we'd be having another rematch. :-)

Wednesday, January 25, 2017

Anatomy of a Demo Game 3

I introduced another friend to Mobile Frame Zero: Rapid Attack the other night.  These are the results of that game.

Me (2 Frames & 8 Systems) = (5 Points per Asset) * (2 assets) = 10 points.  (High Steppers)
   Soldier Yellow -- 2Rd/1B/1G/1Y/2W.
   Soldier Pink -- 2Rd/1B/1G/1Y/2W.
Poisonous Pens (2 Frames & 8 Systems) = (5 Points per Asset) * (2 assets) = 10 points.  (Scramblers)
   Soldier Red -- 
2Rd/1B/1G/1Y/2W.
   
Soldier White -- 2Rd/1B/1G/1Y/2W.


This is what the table looked like at the start of the game.  My forces are on the left side of the board.









Events of Turn 1 (DDC@7): We both jump out from behind our walls and move towards the Windmill Station in the middle of the board.  All attacks either miss or do no damage.




Poisonous Pens: 10 points.
Me: 10 points.





Events of Turn 2 (DDC@4): Poisonous Pens' Red Scrambler hits my Pink High Stepper for 1 damage.  This allows me top leap forward and seize the Station.  I also return fire for 2 damage.  My Yellow High Stepper moves into an intercept position.




Me: 15 points.
Poisonous Pens: 10 points.




Events of Turn 3 (DDC@2): I pass to force Poisonous Pens to make a mistake and give myself a chance to close out the round.  He makes a move with his White Scrambler but falls up short.  My Pink High Stepper hits his Red Scrambler for 1 more damage to close out the round. 




Me: 15 points.
Poisonous Pens: 10 points.




Thoughts & Observations:
  • This was Poisonous Pens first exposure to MFZ.
  • We didn't use Single Shot Rockets.
  • We also didn't use Frames with Artillery or Melee attachments.
  • We had a rematch immediately after this.

Thursday, January 21, 2016

Battle Report: The Anatomy of Another Demo Game

My friend Rusty Panama couldn't make the game again last Sunday so I visited him last night and we ran through another demo game so he could stay familiar with the rules.

Me (2 Frames & 8 Systems) = (5 Points per Asset) * (3 assets) = 15 points.
   Archetype Soldier Yellow -- 2Rd/1B/1G/1Y/2W.
   Archetype Soldier Green -- 
2Rd/1B/1G/1Y/2W.
Rusty Panama (2 Frames & 8 Systems) = (5 Points per Asset) * (3 assets) = 15 points.
   Chub #1 -- 2Rd+d8/2Rh/1B/2W.
   Chub #2 -- 2Ra+d8/2B/2W.


This is what the table looked like at the start of the game.  My forces are on the right side of the board.










Events of Turn 1 (DDC@7):  Both of us jockey for position, and a few attacks are launched but nothing lands.


Rusty: 15 points.
Me: 15 points.





Events of Turn 2 (DDC@6): Rusty's Chub #1 rushes forward and seizes the center Station.  My Green Archetype hits it for 1 damage.


Rusty: 20 points.
Me: 15 points.






Events of Turn 3 (DDC@4): My Yellow Archetype hits Rusty's Chub #1 for 1 damage.


Rusty: 20 points.
Me: 15 points.






Events of Turn 4 (DDC@2): My Yellow Archetype hits Rusty's Chub #1 for 1 damage and then moves towards Rusty's Station.  Rusty's Chub #2 hits my Green Archetype for 1 damage.  In a bid to win the game, my Green Archetype hits Rusty's Chub #1 for 2 damage.  The Doomsday Clock is ticked down to zero.


Rusty: 20 points.
Me: 15 points.








Here's a few pictures of Rusty's Chub #1, the Survivor.





Thoughts & Observations:
  • We added a Station each to add a bit more complexity to the game.
  • They never really came into play though.
  • We started the Doomsday Clock at 7 again to have a decent length game.
  • Rusty grabbed the Station first again, but managed to hold on this time.
  • Neither one of us loaded SSRs.
  • Rusty got his Chubs from MobileFra.me.
  • Rusty had a good time and finally got to experience how tense MFZ can get.
  • The game really did come down to the last activation and the last die roll of the game.
  • I needed to do three points of damage on that last damage roll to remove Chub #1 as I had enough movement to seize the station.

Thursday, December 17, 2015

Battle Report: The Anatomy of a Demo Game

My friend Rusty Panama couldn't make the game last Sunday so I visited him last night and we ran through a demo game so he could get more acquainted with the rules.

Me (2 Frames & 8 Systems) = (5 Points per Asset) * (2 assets) = 10 points.
   RB-91RF Boxxer -- 2Ra+d8/2Y/2W+SSR.
   RB-91H Boxxer -- 2Rd/2B/1Y/2W+SSR.
Rusty Panama (2 Frames & 8 Systems) = (5 Points per Asset) * (2 assets) = 10 points.
   Scavenger Thumper -- 2Ra+d8/1B/1Y/2W+SSR.
   Scavenger Brawler -- 2Rh+d8/2B/1Gd8/2W+SSR.

Starting out with the same amount of Frames and Systems makes the start of a demo game even, which is good for a person who has never played the game before and hasn't been exposed to the asymmetrical nature of starting points in Mobile Frame Zero.  Also, putting a single Station in the middle of the board gives an obvious object or point in space to fight over which is also good for beginners.

This is what the table looked like at the start of the game.  My forces are on the right side of the board.



Events of Turn 1 (DDC@7): Rusty's Brawler frame takes the Station.  His Thumper frame hits my RB-91RF frame for 1 damage.  My RB-91RF frame hits his Brawler frame for 2 damage.  My RB-91H frame hits Rusty's Brawler for 1 damage.
Rusty: 15 points.
Me: 10 points.

Events of Turn 2 (DDC@5):  My RB-91H frame hits Rusty's Brawler for 1 damage.
Rusty: 15 points.
Me: 10 points.

Events of Turn 3 (DDC@3): My RB-91H frame hits Rusty's Brawler for 1 damage.  My RB-91RF frame hits his Brawler frame for 1 damage and finishes it off.
Rusty: 10 points.
Me: 10 points.

Events of Turn 4 (DDC@1): I seize the Station.  The Doomsday Clock is ticked down to zero.





Me: 15 points.
Rusty: 5 points.






Thoughts & Observations:
  • Sorry about the crappy pictures.  I forgot my green felt and I should have rolled back that tablecloth.
  • I set the clock to seven because a two turn game is just too short.
  • Rusty made the smart choice to grab the Station right away and try to control the tempo of the game.
  • His Brawler almost held on.  Three turns of Hit, Spot, Hit is a long time to take damage.
  • We both had SSRs and never used them.  Whoops.
  • I don't think anyone has posted a breakdown of a short game using Vincent's Demo Rules.  I hope this helps anyone who is thinking of running a demo to introduce people to the game.