This week, we decided to add in some of the more advanced rules for the game. The weapon properties were added, as well as reactor dice and orders. It was a lot to remember, and I am not entirely sure I managed to retain it all as we went along, but it was fun none the less.
We used the same Titans as last week – A Reaver and a Warlord, but we swapped weapons around to have a go with some different ones.
I did not fare so well in this game. I decided before hand that I was going to try and destroy the Reaver and then focus on the Warlord – I was so close as well, but the dice betrayed me this week and just when I was about to blow the Reaver to smithereens, the dice went against me!
My Warlord had already taken a beating and the reactor overheated, meaning that it blew up. Less than helpful. My Reaver then tried to destroy its counterpart but alas, by this point, its shields had repaired and it was safe once again.
Things I learned this game:
- A better mix of weaponry would be good – some with low strength and high number of hits mixed with the high strength/low number of hits would be better.
- Dice betrayals are real.
- Orders are fun but can be a real bummer if they are ignored.
- The reactor dice is fun, especially when the machine spirit gets all uppity and does its own thing.
- spinning around wildly shooting when you’re about to die is also funny.
I may not have won this game, but I mostly remembered how to play and the new additions were not overly complex. I did not feel as though my mind was blown. I do tend to vocalise what I am doing at the moment – talking myself through it. I find it helps.
Next time, we are consolidating what we have already learned. I plan to think a bit more about weapon choices and try once again to focus fire and actually blow something up!!