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Showing posts with label cmg. Show all posts
Showing posts with label cmg. Show all posts

Monday, December 8, 2014

MC CMG: Capitolizing / Capitol Strategy Guide


I watched as he guided his craft through the hail of bullets and debris, not taking a spit of damage. It was an amazing event to see. He even had time to pick up a pinned down Ranger on the way. They proceeded to press deeper into enemy territory. I lost sight of the scout when it vanished over the horizon. I heard an explosion and the cries of pain. I never found out if the scout had survived, but I walked away that day with one thing on my mind: "That was cool!" — a citizen's account of witnessing the Great Grey Scout in battle

How many times have you heard the phrase, There's no "I" in "team" or, The whole is greater than the sum of its parts? These statements stress the importance of working together, and not relying on one individual to achieve everything for you. Growing up, you probably didn't enjoy hearing this: when watching Batman take down baddies and Superman saving the world over and over, teamwork was working alone. But now that you've grown up and looked back on this lesson, you can see why this was said to you: preparing you for playing Capitol in Mutant Chronicles!

In many miniature games previous to Mutant Chronicles, your reliance on one powerhouse character was probably a sound strategy. When playing Capitol, this simply cannot be. (Sorry!) Not only will you stop relying on a single miniature to lead your Capitol army to victory, you'll also have to concentrate on the "whole picture" if you wish to succeed.

So, when playing Capitol, you may ask, "How do I win?" Suggestions aside, here are the basic strategies to keep in mind:

We > Me

When playing Capitol in Mutant Chronicles, you must rely on group tactics rather than having one brave fighter go it alone. The synergistic qualities that make up the Capitol is impressive to say the least. The adjacent abilities for the Ranger fighters are a clear representation of what their teamwork is capable of. Having the ability to give adjacent Rangers two additional light-range dice, or giving your Rangers two additional spaces to their base movement makes for an interesting combination when ironing out your strategy.


Another unit that lends a hand to the Capitol is the Great Grey Scout. With its speed of 6, this fighter has room for two, allowing an adjacent fighter to be transported with them and dropped adjacently at the end of his movement. Doing this will turn your units into a quick assault force, allowing you to swiftly claim territory much earlier than your adversary could ever dream.

From a Distance

Things always look different from a distance, but to a Capitol army it all looks the same. Their soldiers have a skillful eye when it comes to ranged combat as their weapons prove dangerous from unheard of distances. As long as you position your fighters in clear lines of sight, your Capitol fighters will be able to pick enemies off with ease.


Also, putting some of your units on guard can create a bit of a stalemate with you and your opponent. Having the long-range, mobile units around a Capitol guard action is easier said than done. This type of setup can be good if you wish to create a buffer between you and your opponent's forces. Also, with units that have Dodge, keeping them at a good distance will make it difficult to land a hit on one of these nimble fighters. Combining the range of the Capitol soldiers with the Dodge ability will create a cantankerous enemy as you throw them off of their game, and in their distraction of anger, allow you to crush them!

The More the Merrier

As I said before, playing Capitol works best when played as a group rather than taking on an entire squad with one of your soldiers. Performing a combined attack with Capitol units is not only effective, but it could be necessary if you plan on one-shotting a unit during your turn.

Capitol fighters do have great range when attacking opponents, but it's their lack of damage that can make one leery when hoping to inflict wounds on their enemy. A combined attack is the perfect answer to this dismay. Sure, the unit involved in the combined attack will not be able to function until the next round, but increasing your odds of sure-fire destruction to your enemy make it a necessary risk.

Leaps and bounds

The mobility of Capitol units is something you always must keep in mind when you're bringing them to the forefront. Many times has a Capitol force crumbled due to inadequacy of exploiting the mobile superiority of their units. Using the Banshee units, walls no longer impede your movement and capturing Victory Zones becomes a fast reality. As for the KA-67 units, not only can they zip around the destroyed grounds, but their speed proves for steadfast assaults and coordinated rushes to overwhelm the enemy with a shattering pace.


As for the movement of the other Capitol fighters: cover, cover, cover! This is immensely important if you want to see your soldiers succeed in combat. Due to the lack of armor and low amount of health points, it's imperative to keep these soldiers in the safety of cover and in the company of walls. Of course you don't want your troops to be cowards, but this simple preventative measure will prolong the lifespan of your Capitol troops for a surprising number of rounds.

Final thoughts

All in all, there are many things to keep in mind when playing Capitol. Yes, keeping all these thoughts in mind during a single turn could give you a headache, but practice makes perfect. The more well-versed you are in your ways as a Capitol commander, the clearer you'll see things when fighting an opponent. Just be sure you remember these four key strategies as they will bring your troops to a brilliant result: Victory!

Sunday, July 27, 2014

Chronicles: Bane of the Dark!


The following information was retrieved from a classified document, transmitted by an undercover agent to the top-ranking commanders of the Capitol War Machine. The content disseminated herein is considered confidential.

In my last transmission, I detailed the difficulties Algeroth's forces were having with the Capitol Rangers, and offered some suggestions as to how those rangers could stay one step ahead of Alakhai's cunning and evolving tactics. Since that report, Alakhai has grown more and more appreciative of my alien (to him) mind and its understanding of the ways in which humans fight, and he has asked me to review the entirety of the Citadel's intelligence on their human foe.

While the Capitol Rangers have indeed been a nuisance, a thorn in Alakhai's side, the real bane of the Dark Legion, it turns out, are the Brotherhood. Is it heresy to suggest we have something in common?

Perhaps I should amend that. I understand as well as the next citizen that the Brotherhood are mankind's greatest hope, our single brightest flame against the dark. At the same time, their ways are strict, their laws severe, and their punishments swift and unforgiving. And they are just as likely to turn their judgment upon the so-called "unclean" souls of their fellow human beings as they are upon the demoniac souls of the Dark Legion. I sometimes wonder if the Brotherhood are our salvation from the darkness, or if the hordes of the Dark Legion are a balm against the blinding light of the Brotherhood's uncompromising faith.


With the rise of the Dark Legion, the Brotherhood has made every effort to unite the megacorporations of the Solar System against the invaders. Their insistence upon such cooperation, sometimes with a rod of iron, goes against many of the beliefs that make the Capitol megacorporation what it is. We are a free people, and we will not serve an outside master. This has led to a number of unpleasant and violent exchanges with the Inquisitors and Mortificators of the Brotherhood. Because of these confrontations, we (I was trained for the team as an alternate, and would not be here today had I joined the mission) put together a covert ops team that was designed specifically with the intent of infiltrating the Brotherhood, and reporting back any vital information that could be of use in our inevitable future confrontations with our "brothers" of the faith. Every last member of this team was sniffed out and executed within the first week of the mission, and the idea of infiltrating the Brotherhood was deemed a bad one. Their ways, it would appear, would remain mysterious, forever.

You can imagine my surprise when I found, among Alakhai's intelligence reports, an extensive file detailing a number of the Brotherhood's secrets. Most interesting, to me, was the amount of information on one of the Brotherhood's most powerful leaders, a man who has constantly remained an enigma to the rest of humanity, Archinquisitor Salvatore Nikodemus.

Nikodemus was born the youngest son of a common Bauhaus family. Showing signs of talent in The Art, his family turned him over to The Brotherhood for training and discipline. Nikodemus rose rapidly through their ranks, displaying both efficiency and virtuosic skill with the mystic powers of The Art, proving himself time and again on the battlefield. His most shining moment came when the Dark Legion attacked the Venusian city of Kanark, and Nikodemus lead 96 Brotherhood warriors against a horde of more than 2000 undead legionnaires and 500 necromutants. This victory cemented the Archinquisitor's legendary status for all of time, and he now exists as something of a demi-god among men.

For years, the sudden appearance of Archinquisitor Nikodemus among the people of the Capitol megacorporation has meant that one of us was about to be put to the question, and judged before the light of the Archinquisitor's faith. We did not know when, or how he appeared, but Alakhai's files make it clear that it is by a rare channeling of the powers of The Art that Nikodemus is able to teleport himself across the gulfs of space. With the force of a mighty proclamation, Nikodemus can bring any enemy to his knees, and the holy powers of his Book of Law can bring the Hammer of Judgement down upon that enemy's head. In all recorded instances, this Hammer has never missed its target; its aim is pure, almost as if guided by the hand of God. Some would say that the warriors who fight in the name of the Brotherhood have an abnormal amount of luck, I believe it is something more, something approaching the realm of divine intervention. Alakhai's reports, while skirting around the issue of a "real" divine presence, support this conjecture.

I am sending Alakhai's complete file on the vital data of Archinquisitor Salvatore Nikodemus, in the hopes that the next time he intimidates the citizens of the Capitol megacorporation with his presence, we are ready to meet him and make it known, with force if necessary, that we can govern ourselves without his interference. I will continue to scour the intelligence of the Citadel, and transmit when and what I can. Until then, I remain your faithful informer, Agent Rose.

Saturday, June 28, 2014

Chronicles: Bait and Switch!


The following information was retrieved from a classified document, transmitted by an undercover agent to the top-ranking commanders of the Capitol War Machine. The content disseminated herein is considered confidential.

I regret to inform you that my mission has been compromised.

Shortly after my last transmission, I was confronted in my chambers by a suspicious Technomancer, who did not believe that my conversion to the dark side was complete. Sensing the futility in demonstrating anything to this single - and rather dull-minded officer, I requested an audience with Alakhai the Cunning, to let my fate rest in his gnarled hands. As they say, you can only bluff an intelligent opponent…


The audience, which was in essence a trial, went well. Alakhai bought the story about my discontent with the field commanders of the Capitol megacorporation who led my two sons on a suicide expedition against an overwhelming Cybertronic force, and he also bought the story of my feelings of helplessness and depression when my wife was arrested for murdering the general who gave the go ahead on the doomed attack. How could he not believe these tales, true as they were? Failing to mention the source of my hope, that the completion of this dangerous undercover operation will lead to the freedom of my wife, I was able to convince Alakhai that the Capitol megacorporation was dead to me, and that nothing would please me more than watching it crumble beneath the might of the Dark Legion.

Always the opportunist, unfortunately, Alakhai also decided that my intimate knowledge of Capitol tactics could be useful in the ongoing military campaign. Apparently, an elite squad of Capitol Rangers have rolled off a series of impressive victories against the forces of Algeroth, and the embarrassment of these defeats had made its way up the Dark Legion chain of command and landed at Alakhai's feet, transforming itself into a problem he was starting to take personally. With my assistance, the Supreme Commander of Algeroth's forces was looking to put together a little surprise for our squad of, as he called them, "ranger friends."


The next three hours were a nightmare beyond comprehension. I was led, by Alakhai, to a dark interrogation chamber, and there forced to consume a foul brew that would weaken the defenses of my mind, enabling the insidious necro-interrogation of the Supreme Necromagus of the citadel.

Instead of resisting the assault, I was able to focus the contents of my mind on the helpless rage I felt upon the arrest of my wife, thereby cloaking the remainder of my consciousness in shadow. Under such a guise, I made it through the interrogation by answering in the most straightforward and honest manner possible, following our pre-arranged plan for such a circumstance. Any truth could be told, with the intent of later turning it into a lie.

Not surprising, much of the interview focused on the training, practices, and tactics of the Capitol Rangers. It is no secret that the Rangers are all excellent marksmen, spending years perfecting their skills, and that they are arguably, as a regiment, the most accurate shooters in the solar system. It is also no secret that they train for cohesion and synergy, and that much of their success on the battlefield lies in their ability to work together with one another in a way that makes the entire Ranger squad more powerful than the sum of its parts. This is all known, and parting with the knowledge betrayed nothing that could compromise the Capitol Rangers on the field of battle.

The interrogation became serious, however, when it turned to the topic of Ranger tactics. Apparently a certain maneuver, one that is known within the Capitol ranks as the "Bait and Switch," has been crossing up the Algeroth commanders, wasting their army's energy chasing the "bait," and leaving their forces vulnerable to devastating counter-attacks. I was compelled to lay out all the details of this advanced maneuver to Alakhai and his Supreme Necromagus, and I fear that they will now be ready for the tactic on the battlefield.

This was all foreseen. My semi-feigned hatred for the Capitol Commanders, combined with my willingness to debrief the Algeroth commander on the Bait and Switch maneuver that was annihilating his forces (and coach him on counterstrategies that could be employed to defeat the maneuver), has left me in a new position of trust and honor within the inner circle of Alakhai. The espionage carries on.

In the meantime, it is essential that all Capitol units are made aware of the fact that Algeroth's forces are now tuned in to the reality of the Bait and Switch maneuver, and will probably be prepared to meet it with tactics of their own. With this knowledge, we can maintain the upper hand and stay one step ahead, by baiting our enemy with the Bait and Switch, allow them to think that that maneuver is our intent, and then catching them off guard with another tactic… perhaps we should make more use of the command that all of our maverick rangers love to hear: Fire at Will.

Thus, the truth becomes a lie.

Signing off, I must attend to the summons of my new master, Alakhai the Cunning. I hope this report reaches you, and our Elite Ranger units, in a timely matter. I feel that one day my extraction from this hell may rely upon their continued well being. Until then, I remain your faithful informer, Agent Rose.

Saturday, June 21, 2014

Chronicles: Vital Signs! Alakhai the Cunning!

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Thursday, June 19, 2014

MC CMG: No Turning Back!


Introduction

Mitch Hunter got word that Max Steiner and several of his Bauhaus forces had begun advancing on his position. Trying to get to Steiner before he could be overrun, Mitch gathered a team of his best troops and launched an assault on Steiner.

"We're not going to let them beat us!" shouted Hunter to his troops. "Steiner's forces may have some of the best firepower in the solar system, but we have what it takes to beat them. Nothing can beat us!"

As Mitch took his troops toward the position of Steiner and his forces, he was determined to force Bauhaus to fall back in retreat. He had no plans on letting down the Megacorporation he fought so hard to defend. This battle would prove who is superior, and Steiner wasn't going to stand in his way.

About the Battle Report

Welcome, readers! in this batrep, we're shooting for a bit more than just the standard batreps we've presented in the past. I am aiming to focus heavily on the action in the game, also focusing on the units and what they do during the game.

We're also using the new Prodos Games miniatures to represent our forces. I'll be sharing an article on this project at a later time!

Me and my wife are playing the game, I am taking Bauhaus while she takes Capitol. We had thought long about the heroes we'd be choosing. For me, though, it was simple: firepower equals Steiner. Roselyn chose between Big Bob Watts and Mitch Hunter. Hunter's ability to remove tokens won her over, even though Watts' ability to totally rip things apart with his special ability sounded good.

This battle sees two very formidable 5/5/5 forces. Below, are the forces, in detail:


Forces of Capitol

GOLD: Mitch Hunter, Ranger Commander, Martian Banshee Hero, 2 Gold Order Tokens

SILVER: KA-67 Great Grey Fighter, Freedom Brigadier Sergeant, Radio Target Coordinates Command Card, 2 Silver Order Tokens

BRONZE: 2 Fire at Will Command Cards, Lethal Coordination Command Card, Decoy Command Card, 1 Bronze Order Token


Forces of Bauhaus

GOLD: Max Steiner, Venusian Ranger Kaptain, Ministry of War Command Card, 2 Gold Order Tokens

SILVER: Vulkan Battlesuit, Venusian Ranger Sergeant, Dragoon Kaptain, Speed Reload Command Card, 1 Silver Order Token

BRONZE: 2 Heavy Artillery Command Cards, 3 Bronze Order Tokens

The Battle Begins!

As the game begins, we rolled 3 green dice to determine deployment, and again to determine who the first player in the game would be. She won the first roll, deploying her forces, followed by me. I won the second roll, taking the first turn and moving my forces in for the kill.


Turn 1: the Forces Begin to Move!

The first turn was a quick one. Both forces chose to move out and size each other up. Steiner stayed low while the Vulkan and Rangers made themselves known to the Capitol forces.



The Dragoon Kaptain was a huge priority for me. I wanted it out in the open and shooting at the enemy as fast as possible. As Roselyn moved her Banshee and Brigadier Sergeant forward, I saw the perfect opportunity to lay waste to these forces. Even though the Dragoon rolls only two dice, he is allowed a reroll, making it possible to deal up to 3 hits in total.

Turn 2: the Bullets Begin to Fly!

When the second turn rolled around, the action began and just as in any game of Mutant Chronicles, the skirmish is real quick and real swift. While turn two really determined the events to come, it also displayed the true skill and firepower of the units in both factions.


The Dragoon Kaptain, having seen that both Capitol units moved within reach, it moved forward and opened up on the Ranger Commander. When both dice were rolled, the blue came up blank, however it was rerolled due to the Dragoon's ability, giving it the option to reroll a single attack die. It was then a result of 1 damage and an accuracy value of 4, making the shot, a hit.


Having seen that Mitch moved up by the side of the Great Grey, I had the Ranger Kaptain move forward and attack the vehicle; the Ranger Kaptain has an ability called Burst Fire, which forces the damage to be taken by the target, to be taken as well by units adjacent to the original target, as long as the Kaptain attacks alone. Since the attack dealt 2 damage, Mitch, being adjacent to the Great Grey, also took 2 damage, dropping his health down to 2 from 4.


Roselyn then has Mitch move up and try to take out the Ranger Kaptain. Her first order, was to use Hunter's ability, Support Recon, which costs an action, but allow Hunter to remove a token from a unit within LOS, so he then removes a single point of damage from himself, bringing him back up to 3 total health. He then shoot at the Ranger Kaptain, scoring 2 hits, not enough to kill him, until Roselyn chooses to play Radio Target Coordinates, which allows 3 green dice to be added to the attack, after the original attack's dice are rolled. One more hit is scored, adding insult to injury and killing the Ranger Kaptain.


Having taken out the Kaptain, I chose to strike against Hunter in retaliation with the Ranger Sergeant. Mitch had moved after the attack via the Martain Banshee's ability called Coordinated Rush, allowing it to move up to 2 units within its LOS. With Mitch close, the Sergeant moved in and attacked. Using the Heavy Artillery command card, I rolled an additional 2 blue dice and in total scored only 2 points of damage against Mitch. With Mitch at only 1 point of health remaining, I decided to finish the job.


I played the Speed Reload command card, allowing the Ranger Sergeant to make another attack, again at Mitch. Rolling an accuracy of 8, which more than hit Mitch and 2 hits, Mitch was out, since having only 1 health remaining. Already, Capitol was down to only 2 units remaining.


I had noticed that the Vulkan, while slowed down by having moved it into covering/hindering terrain, the effectiveness of the command cards and the Rangers really made a difference. Mitch was able to use his ability once, showing just why he is important in any force. He is also able to remove guard orders from enemy units, killing their chances at surprise as well as taking an opposing player's unused order token and placing it in the used order pile, wasting an order.With the second turn over, the final turn was about to begin.

Turn 3: the Carnage Ends!

With me having the first turn, I chose to try and end it. The battle had already favored Bauhaus, considering I had only one casualty.


The final act of the game came with the Dragoon Kaptain moving forward and getting face-to-face with the Martian Banshee Hero. While the Banshee was in cover, the Dragoon's passive ability, Sniper, ignores cover, making it a very powerful unit at just a silver rank. He unloaded his weapon, striking a total of 3 hits against the Banshee, killing him outright. The Banshee's passive ability, Dodge 1, means the attack made is considered to be an extra hex away, which didn't matter, considering the accuracy rolled, was 3, totally within range.

With only the Brigadier Sergeant left, Roselyn decided the battle was lost, and chose to call the match.

The Battle Comes to an End!

With the battle over, Roselyn and Capitol had suffered defeat. Bauhaus, relying on the use of command cards and heavy hitting units, won the match. Capitol was no joke, however. Mitch has a superb ability and the Banshee Hero is able to move units as needed during his own turn. The Brigadier Sergeant is even capable of rolling 4 green dice, also having the Burst Fire passive ability. Roselyn admitted that her choice was to play very gung-ho and attack up front, rather than relying on their ranged firepower and staying slightly behind, away from Bauhaus' close-ranged weaponry.

Monday, June 16, 2014

MC CMG: Another Bad Moon Rising!




Somewhere on Mars, Big Bob Watts and Max Steiner about to collide in a furious skirmish, between their respective forces.

This is the Mutant Chronicles CMG, by Fantasy Flight Games. We're using miniatures from the new Prodos game, Warzone Resurrection. Since the start, I have always wanted to use smaller miniatures, rather than the 54mm miniatures by FFG and I must say, I was impressed. The game remains highly fascinating and a ton of fun; we played the game using armies of 3/3/3 (gold, silver and bronze).

Wednesday, November 27, 2013

MC CMG: Bau Down! / Bauhaus Strategy Guide


"I've never seen something take such a beating! That machine should have been unrecognizable, but it refused to go down. The Battlesuit lit up from a blast of a Technomancer's Flamethrower. The flame ceased and silence irradiated the air. I didn't know if the Battlesuit survived the inferno, but in the smoke I heard a whirring. It sounded like something coming to life. The eyes of the Technomancer confirmed my guesses about the noise. Bullets came screaming out of the smoke as the charred frame of the Battlesuit came lurking forward. The poor Algeroth minion didn't stand a chance, blooming like a terrible flower. With its paint flaking off, the machine simply kept striding towards the explosions. Amazing." - Free Marine Soldier witnessing a Vulkan Battlesuit in combat

Honor. Quality. Tradition. These are the three things that the Bauhaus megacorporation pride themselves in, and for a very good reason. This culture produces quality engineering that is unprecedented in comparison to the other factions that deem themselves superior. With the Dark Legion assault, the Bauhaus megacorporation is standing strong and resilient against this horde of demons. Though they come to the frontlines of this epic battle branded with their infamous Cog, a symbol of their mettle, they are by no means impervious to Algeroth attacks. So what will you need to do to make sure your Bauhaus troops walk away from the battle unscathed… or, at worst severely damaged, but still alive?

Steel > Flesh

Bauhaus is a faction that, as I said before, prides itself on quality engineering. To represent this in the game, certain units are equipped with high-quality Bauhaus armor, keeping them safe from harm. Fielding more units with armor will keep your troops alive longer. Besides the Dragoon soldier, all the Bauhaus soldiers with Armor have a health of 3. This means that if you keep these units in cover, for that round your unit will have a greatly increased max health (terrain absorbing 1 damage and armor absorbing even more).


Also, remember to use the armor to your advantage. Think of these soldiers as mobile terrain shields. The Vulkan Battlesuit is a prime example of such a tactic. Protected by Armor 2, keeping your units behind this behemoth will make your enemies sweat as they watch this mech lumber towards them. Imagine marching two of the Vulkan Battlesuits side by side while groupings of your soldiers advance without worry into enemy territory. Devastating.

Up Close, from Afar

Each faction's fighting is tailored to a specific style of destruction. For Bauhaus, it's all about raising hell from a distance. Firing heavy ranged dice, Bauhaus fighters are experts with their ranged arsenal. Of all the weapons fired, Bauhaus soldiers in total fire 14 blue (heavy ranged) dice, compared to 10 green (light ranged) dice. As their range doesn't permit them to hit at a great distance, they make up for it with their potency of shots carried out at medium range.


On top of blasting their enemies at medium ranges, Bauhaus soldiers are proficient with their aiming skills. Only fighters with the signature Bauhaus weapons are capable of carrying out this kind of deadly precision. All the fighters that have the re-roll capability roll at least one blue die, going to show how deadly and precise the Bauhausian weaponry really is.

Singles Only

Though Bauhaus soldiers are clearly proud of their own ingenuity, their pride isn't necessarily seen in terms of their size. Of the 13 Bauhaus models, 11 of them are single-base models, leaving the remaining two Battlesuits the job of visual boasting when it comes to size. Though you will be lacking in the ocular intimidation factor, mobilizing your single-base forces around the map will surely make your opponent sweat.


Since most of the Bauhaus troops are single-base models, you must remember to take advantage of your mobility. Having these single-base models, you won't have to worry about getting clunky large models through tight areas on the map, or having the model become snagged on wreckage leaving it vulnerable to open fire. Using the small size of Bauhaus soldiers to your advantage can give way for maneuvering never seen before. The single-base can allow for nestling your soldiers in as much cover as you desire while not leaving parts exposed. Not only will moving in covering terrain keep your soldiers in good health, but it will also take away from your enemy available areas in which to hunker down.

From the Top

Of course deciding how to build your army from the get-go is a crucial aspect of Mutant Chronicles, it's especially important when you're playing with Bauhaus. If you look at the Bauhaus Command cards, you can break your choices into 2 separate categories: offensive and defensive. The Command cards separate into these categories evenly with 4 being offensive cards and the other 4 defensive. Deciding before battle whether your strategy is going to be offensive or defensive will affect your choice of Command cards immensely.

An example of an offensive card would be Heavy Artillery which allows you to roll an additional 2 blue (heavy ranged) dice before an attack. This card is perfect if you plan on putting the nail in the coffin against your enemy. A defensive Bauhaus card would be Noble Reflexes. This card gives the chosen unit of an attack Dodge 4. Having this card could save you a white-knuckle experience of questioning the lifespan of your begotten soldier.

Another thing to keep in mind when deciding to use offensive or defensive Command cards is the defensive options have more single command-icon cards. This will allow more units to gain access to these cards and will give your units more opportunities on the battlefield to exercise these commands.

Final Thoughts

The Bauhaus citizens are brave, strong, and legendary to say the least. Playing this industrious faction, you will get a flavor for the faction's heritage and how they perform on the battlefield. There are numerous tactics to remember when playing Bauhaus, but these are 4 primary tacks you should keep in mind when going in, all guns blazing. Whether you're planning on destroying your units with the awesome power of the Bauhaus ranged arsenal, or simply charging into battle relying on their notorious armor, you'll never run out of options when it comes to destroying your opponent. The Bauhaus citizens are a strong people and with the right commander, they can rise to the top of the Mutant Chronicles universe.

Friday, November 22, 2013

MC CMG: Meeting on Mars!




Bauhaus encounters Mishima on the desert of Mars. Max Steiner, leading his band against the forces of Mishima decides that he wants to utterly wipe them out before Capitol make an appearance. Mishima bring forth a Meka MK. II, ready to tear apart Steiner and his forces, but Bauhaus brings along a Vulkan Battlesuit, armed for ranged warfare and melee destruction.

This is the Mutant Chronicles CMG, by Fantasy Flight Games. We're using miniatures from the new Prodos game, Warzone Resurrection. Since the start, I have always wanted to use smaller miniatures, rather than the 54mm miniatures by FFG and I must say, I was impressed. The game remains highly fascinating and a ton of fun; we played the game using armies of 5/5/5 (gold, silver and bronze).

Mishima was never released for the FFG game, however, the unit and command cards were made available by a fan at the Mutant Chronicles Fansite. Also available on that site, are Imperial and Cybertronic. Please check out the site and enjoy the free downloads and hard work thrown in to making this available.