Tuesday, December 18, 2012

Non-Human Looking Frames

The majority of frame designs out there are human looking.  Anthropomorphism is a strong force in creation and generally can only be overcome with intent.

First, here's the post over at Mechatonic that inspired this one.

Done?  Good.  Let's look at a handful that I find interesting.

The first three are all designed around the same look.









 
 











 












 
The next two are also similar.








 
 


 










This by FlamingMinister has a centauroid element mixed in.











And finally, the Crab Droid by The Solitary Dark.


Wednesday, December 12, 2012

Battle Report!

I actually got the chance to play this past Sunday.  I brought my demo set-up over to a friend's house to teach him how to play.  Mainly because we had nothing better to do on a cold Sunday besides play MFZ and eat Dim Sum.  :-)

I selected my squad of Spider Mechs,  stevenik took the Strongarms.  With eight mechs (26 attachments) and three stations I had 33 points.  stevenik had five mechs (18 attachments) and three stations for 56 points.  At this point I made a hash of the placement rules as I had left my copy of the rulebook at home.  It all worked out okay though.

Here's the battlefield at the start of the game.



Steve's Primary Station is at the lower right of the left-hand picture.  My Primary Attacker is just to the right of the white house.

Turn 1: stevenik, having the initiative, decides to activate his mechs.  One at a time he cycles through his mechs taking a poke at as many of mine that were in range.  This led to my Primary Attacker taking three hits.  He also sends his Black mech after one of my unguarded stations.  After his turn was done I attacked, destroying his Blue mech and damaging his white one.  All this through withering chain attacks and lucky dice rolls.  I also send several poorly placed mechs scurrying towards his open stations.  The Doomsday Clock then counted down to 10 from 12.









Turn 2: stevenik is still in control 49 to 33, so he once again attacks with all his mechs.  He does minor damage to another of my mechs and manages to capture one of my stations.  I manage to destroy a second mech of his and capture one of his stations in return.  I also managed to leap frog my mechs closer to his other stations.  The Doomsday Clock then counted down to 8 from 10.










Turn 3:  stevenik is still in control 42 to 33.  This time he finally destroys my Primary attacker and damages another that I had moved in to attack his Silver artillery mech.  He also moves his Black mech back toward one of his stations I am trying to capture.  I move for position.  I also for get to document this turn with pictures.  The Doomsday Clock then counted down to 6 from 8.

Turn 4: stevenik is still in control 42 to 30.  He once again activates all of his mechs in turn.  He destroys another of my attacking mechs as well as blocking one of his secondary stations from my attackers, forcing a heavy confrontation.  I activate my mechs, doing minor damage.  The Doomsday Clock then counted down to 4 from 6.










Turn 5: stevenik is still in control 42 to 27.  He once again attacks, doing minor damage.  I attack in return, destroying his Black mech and capturing one of his stations.  The tide has shifted!  The Doomsday Clock then counted down to 2 from 4.

Turn 6: I have seized control!  The points stand at 30 for me to 28 for him.  I force stevenik to go.  He attacks with his two remaining mechs, setting up a Hail Mary attack from his artillery mech.  It fails to do enough damage and I skate through by the skin of my teeth to win the game.

Here's a few pictures of the aftermath of the game.


Notice the killing field by the barrel depot -- the lower right corner of three of the pictures.  Four mechs were destroyed and one was damaged in the fighting over that one station.

Monday, December 10, 2012

Random Thoughts About MFZ 1.5

 8.) I need to remember to keep better notes so I'm not up 'til 2am trying to remember details of the game.

9.) I need to prep more more squads to be battle ready.  I've got a bunch that look cool that haven't been quite finished or statted up.

10.) I need to build more squad-specific stations.  The ones I've built for the Spider Mechs are great.  Now make more because you were lucky to have a couple of generic stations in the demo box on Sunday.  :-)

11.) I need to build more terrain.  The village set-up looks good.  If I build more and different buildings I can vary the battlefield and the type of games we play.

12.) As you will see from the pictures in the upcoming battle report, I still haven't built a Ruler.

Random Thoughts About MFZ

After making the chance to play a game yesterday (Yes, there will be a battle report.  I still have to upload a few photos and pin down a few details before I post anything.) I have a few thoughts rattling around my head concerning MFZ.

1.) Split Range weapons are a really bad idea when teaching the game.  They have their place after someone is used to playing but in an introductory situation they are annoying to explain and hard to execute well.

1A.) I really need to update my Strongarms demo team to eliminate this problem.

2.) I really need to internalize the set-up rules.  I forgot my copy of the rules at home and went from memory for everything.  I have the points per, dice rolling, and initiative rules locked in.  Not the rules for setting up forces on the battlefield.

3.) One of these days I will actually use Single Shot Rockets in a game.

4.) One of these days I will actually remember to do damage to cover during a game.

5.) The MFZ engine has the potential to be remarkably robust.  After the game was over we discussed using it for a game of X-Men vs. Avengers with Kubrik figures standing in for the usual Lego mecha.

6.) We also discussed using Shogun Warriors figures as the "miniatures" for a game.  I really want to try that someday.  Terrain will be a bitch though.

7.) I need a better transportation system.  The cardboard box I'm using right now is good in terms of carrying space, it's just a little awkward.  I should look into a large tackle box like the one Joshua uses.  That way I have a handle to hold on to and it's easier to transport in public.

Saturday, December 8, 2012

Minor Update

I've added a few links to the MFZ Community page.  I've also split the Tumblr/Pinterest section as they've each grown enough to stand on their own.

Thursday, December 6, 2012

BURPing

No, not the burping you're thinking of. BURP is AFOL-Speak for Big Ugly Rock Pieces.  In terms of terrain use, similarly to one-piece trees, they interact badly with the rules for damaging cover.  There is a way to get around this.  Instead of using a BURP as a single piece, cover it with smaller bricks that you can break off if and when the cover is hit by a stray attack.  Another way to use them is to lay one or two down flat -- instead of standing up like they're normally presented -- so that they look like large, glacially-deposited rocks sticking up from the ground.  Depending on the scale you're playing at they won't really be tall enough for cover.  Well, this one will be five plates tall, and the second will be seven and a half plates tall when laid flat.  The third will be ten plates tall which still counts as cover and leads you back to the original problem.

Tuesday, December 4, 2012

Plan

Now that I've started posting regularly again I'm going to try and maintain that progress.  What I wanted to do, before my burn out period, was make posts twice a week.  Looking at my posts about scenery, I think I can continue on that tangent for a while.  Like a couple of webcomic artists I'm fond of reading I'm going to try and build up a backlog of posts for when things go slack creatively.

Also, I cracked 50K views sometime between Thursday and Friday of last week.  Thank you to everyone that reads this blog.