It's a game, too! (Favorite tactics?)

General discussions about the game or building materials
Forum rules
This is a game - This is fun - All of your posts should reflect this

It's a game, too! (Favorite tactics?)

Postby Blorf » Sun May 06, 2018 6:59 pm

It strikes me that a new community member could be forgiven for thinking this is a community exclusively for builders of robots and their lore. I don't think the building and lore should be reduced, but let's have more talk about this tactically rich game in its own right!

I'll get started. What's your favorite game tactic?

For me, it's a highly mobile close range force (such as swarmers) packed together and backed up by a pair of delegators. I love the scare tactic of advancing several close range frames in formation onto a brightly spotted target. You can usually plan on cutting a path of destruction in whatever direction you choose as long as you stick to the plan, and activating the delegators early can also let you avoid too much incoming spot chaining. I don't always run it, but it's a great time when I do.

And just to keep the discussion more than just a list of favorites... How would you counter the person above you's tactic with your own favorite force?
Now developing the Mobile Frame Zero Commander's Handbook — The official mobile/web app for rules, game aids, and tactical planning.
User avatar
Blorf
Mod Team
 
Posts: 1067
Joined: Sat Nov 02, 2013 1:48 pm
Location: I stand with Twankus

Re: It's a game, too! (Favorite tactics?)

Postby Mantisking » Sun May 06, 2018 8:52 pm

Blorf wrote:I'll get started. What's your favorite game tactic?

If I can pull it off, "Stick & Move". Chain spotting with a bunch of Soldiers and moving them across the board to take the objectives I want.

Blorf wrote:For me, it's a highly mobile close range force (such as swarmers) packed together and backed up by a pair of delegators. I love the scare tactic of advancing several close range frames in formation onto a brightly spotted target. You can usually plan on cutting a path of destruction in whatever direction you choose as long as you stick to the plan, and activating the delegators early can also let you avoid too much incoming spot chaining. I don't always run it, but it's a great time when I do.

And just to keep the discussion more than just a list of favorites... How would you counter this tactic with your own favorite force?

Since we got chewed up by this tactic a few weeks ago, I think the best bet would be to try and break the chain by targeting individual Swarmers and knocking them out of sequence.
User avatar
Mantisking
Mod Team
 
Posts: 5074
Joined: Sun Mar 25, 2012 11:17 pm
Location: Framingham, MA, U.S.A.

Re: It's a game, too! (Favorite tactics?)

Postby VitorFaria » Mon May 07, 2018 7:17 pm

I believe that Swarming is a right risk/right reward tactic.

If you manage to find favorable positions and use movement optimally it gets really hard to counter. The issue is that an opponent that knows what you're doing will seldom make that an easy task, by keeping distance and coordinating different ranged units from afar it's not incredibly difficult to drive swarm squads into dead zone where they will be next to useless.
"For small creatures such as we the vastness is bearable only through love." Carl Sagan
User avatar
VitorFaria
Mod Team
 
Posts: 2174
Joined: Tue Jan 20, 2015 10:21 am
Location: Belo Horizonte, Brazil

Re: It's a game, too! (Favorite tactics?)

Postby KungFujiApple » Sun May 20, 2018 9:38 am

As a fan of close combat, I do favor tactics that cater more towards hand to hand melee. I guess a better question for the Swarming tactic would be: When do you find this tactic to be more effective, in 1 on 1, 3 players, or more?
- I am also on Flickr
User avatar
KungFujiApple
Been Around The Block
 
Posts: 401
Joined: Wed Jun 14, 2017 10:57 am

Re: It's a game, too! (Favorite tactics?)

Postby CmdrRook » Sun May 20, 2018 8:55 pm

Favorite tactics, hmm? Well I haven't played as much as many of you have, but I notice myself trending towards two techniques when I do:
1. As defender, instead of ceding my activations, I use a pseudo-delegator to destroy a piece of cover and spot a threatening enemy frame behind it first. If no other opponents are nearby to seal the deal, I use a brawler to do so immediately. This hopefully means a major threat is likely neutralized or tied up with another opponent and eases the pressure I'm about to endure.

2. As attacker (any): I deploy one of my stations within capture range of a defender frame who is already defending a station. This is a risky leap-frog effect to allow late game maneuvers to swing points more aggressively, hopefully in my favor during the final moments.

Both of these strategies are aggressive and demand an all-in method, leading to varied results, but I love daring plays and hard-earned underdog victories, so they suit me fine.
User avatar
CmdrRook
Grizzled Veteran
 
Posts: 535
Joined: Sat Dec 06, 2014 3:15 pm
Location: Western MA, USA

Re: It's a game, too! (Favorite tactics?)

Postby darksyntax » Tue May 22, 2018 2:08 am

Two things I'd note on tactics: a general observation that I took too long to learn and a loadout I like to build companies around.

Distance and Movement
Most games only last 5, maybe 6 turns. The average frame will move about 4 ruler units per turn: about 20-24 per game. A play area is, per the rules, 4-6 rulers wide, thus an average of 40 units across. An average frame will only be able to traverse half of the width of a play area; much less if moving using cover or changing direction (based on priorities/targets).
- You need to know your goals before the game starts (move frame 1 here, move frame 2 there, try to take station A with frame 3...). You will have to adjust after first contact, but having a solid plan early prevents you from making a decision to try to move a frame 20 ruler units in 2 turns.
- You need to be thinking about your movement plans for the 3rd or 4th turn during the first turn.

My favorite single frame loadout
d6W d6W d6Y d6Y d6B d8G d8Ra d8Ra d8Ra
This nets a frame with a double spot, a better move (d8 vs d6) that's free (doesn't count as a system), and is effectively a soldier for 3 turns (1d8/rnd vs 2d6 Direct). As most games only last 5-6 turns, it becomes a slightly gimped hand-to-hand frame after 3 turns. And if you're underbidding for defender, this frame gives you a rather effective and safe 3 system frame.
This old Transit Gate blog post has good info on dice odds if you want to see how this loadout stacks up to a soldier.
User avatar
darksyntax
Mod Team
 
Posts: 1304
Joined: Tue May 15, 2012 2:33 pm
Location: Seattle, WA (USA)

Re: It's a game, too! (Favorite tactics?)

Postby Mantisking » Tue May 22, 2018 7:36 pm

CmdrRook wrote:2. As attacker (any): I deploy one of my stations within capture range of a defender frame who is already defending a station. This is a risky leap-frog effect to allow late game maneuvers to swing points more aggressively, hopefully in my favor during the final moments.

I got to see this first hand in this game. A couple of players from my group used this tactic in a game earlier this year.
User avatar
Mantisking
Mod Team
 
Posts: 5074
Joined: Sun Mar 25, 2012 11:17 pm
Location: Framingham, MA, U.S.A.

Re: It's a game, too! (Favorite tactics?)

Postby CmdrRook » Tue May 22, 2018 10:28 pm

I just wish it had worked as well when I used it again at Unplugged, last year.
User avatar
CmdrRook
Grizzled Veteran
 
Posts: 535
Joined: Sat Dec 06, 2014 3:15 pm
Location: Western MA, USA


Return to Mobile Frame Zero General Discussion

Who is online

Users browsing this forum: No registered users and 0 guests

cron