Tuesday 27 August 2019

Aristeia! - The Rivals - Wild Bill


Wild Bill, Core 8 Aristo, gambler and gunslinger. The Aristo who brings the stories of the Old West to life in the Hexadome.

What we know of his backstory tells us that he appeared in the Novyy Bangkok underground fighting scene, made his name and fought his way into the legitimate Aristeia! circuit. But a lot of questions remain around this man who claims to be simply from USAriadna, yet seems so much to be another ALEPH Recreation.

In terms of his base attributes he’s already a solid pick, despite average Brawn, Agility and Movement his high Initiative, Defense and Hit Points all contribute towards making him a great choice. Like Mushashi his Defense and Hit Points might actually make him TOO good, and he’s near the top of the list of Aristos who might see a nerf in this area.

His generic Switch is good, if expensive. Two Block results is a lot to give up and can result in him taking damage if you get too greedy for Tactics. Still it’s great to have the option as often opponents won’t throw that much in the way of Successes back at you when you go Face to Face.

Twin Pistols is a ranged Attack with solid minimum and maximum, ‘though, obviously, it can leave him vulnerable to being locked down. It’s got great damage output and the inbuilt Switch uses Special results, making every symbol you roll potentially useful without external help. Being able to throw out an additional attack for free, even if it IS against another Target, is also amazing (and you can always go back to shoot the original target again if you can Switch twice).

Like all strikers Wild Bill benefits a lot from picking up extra dice for his attacks, and thanks to his broad Switch use he can benefit from Blue, Yellow AND Orange dice. Anything which can reliably give him extra Yellow dice is going to be especially welcome, however, as his Attack Switch is one of his greatest strengths.

Further adding to Wild Bill both offensively and as a defensive threat, is his Gunslinger Automatic Ability. This allows him to swap out his Defense for an attack back, which will often leave him wounded (or in the Infirmary) but has a good chance of doing the same to his attacker.

Last, but CERTAINLY not least, is Dead Man’s Hand. This is amazing because it allows you to use ANY Tactic to enhance a Combat Roll (remember, that’s both Attack and Defence rolls).

Then there are his Tactics, which are a mix of generous and selfish options.

Ace of Spaces is very simple, it allows you to use Dead Man’s Hand any number of times rather than once per Roll. Obviously only Wild Bill is using this, and it’s not going to be often that you want to throw away several Tactics at a time. On the other hand it IS very likely to simply put that Aristo down if you really want them down.

Ace of Hearts is amazing, because it allows you to recycle a Tactic without removing it from the game. Just putting Wild Bill, with this, and Hannibal, with Code:<Timeout>, can allow you to use a single Tactic four times in one match. It’s hard to overstate the impact that getting multiple plays out of a single important Tactic can have, at a minimum imagine how sad your can make your opponent by playing “NO!” multiple times.

Ace of Clubs is another super simple Tactic, which only functions for Wild Bill. A Twin Pistols Attack with no Action Point cost is obviously useful for multiple attacks (either on top of, or in addition to, those proccing off Twin Pistols), but it’s also interesting for the potential to Attack at the end of a double Move Action (or before, or during, one).

Last, but certainly not least, Ace of Diamonds is undeniably effective when played during a Twin Pistols Attack, but certainly also highly useful for any Aristo who wants to pull both Successes and Special results on an Action.

Watch TEMPEST HEXADOME from KNlGHTH00D on www.twitch.tv
Overall Wild Bill is an effective Aristo, with great ranged damage output and resilience. He has an interesting support role thanks to his additional Tactics draw and related Tactics options. He mostly needs some support to ensure that he’s not outmaneuvered, and plays well with more mobile Aristos. He’s also unlikely to go down in a single Action, so benefits from healing support. Sources of Focus are going to be VERY good friends of his, because he wants to throw additional Yellow dice as often as possible.
 
Key weaknesses are Smoke and the Dazzled state, his range being good enough to overcome returning from the Infirmary, or penalties to movement. This is no more or less true of any ranged Striker however.

In terms of the scenarios he suits, there is probably a place for Wild Bill in most matches. Anything which emphasises Brawn and Agility won’t suit him well, however. He’s not the most mobile Aristo, and doesn’t come with any inbuilt defense against his own kind which can become a liability in those matches where you REALLY want to put Aristos down.


When considering rivals for Wild Bill we are looking for a PanOceanian Ranged Striker with solid damage output but a secondary support role. The Aristo who this describes best is Koorie Queen.

In comparing the two, we can see that Koorie Queen is coming in stronger on the support side at the cost of reduced damage output. She also picks up defensive and mobility options which are very useful, but has an entirely Selfish Tactics selection.

Wild Bill is tougher overall, but this is somewhat mitigated by Koorie Queen's ability to get into the Hidden State and Displace herself. Targeting her can be a challenging proposition unless an opponent is confident of the one-hit takedown.

Obviously Koorie Queen has higher utility overall, thanks largely to Bounce, but in terms of raw damage output Bill is the clear winner.
Overall, Wild Bill isn’t quite as focused on ranged Striking as Major Lunah (for example), but he more than makes up for that in terms of resilience and support.

This is one gambler you can rely on!



So that's our second "Rivals" article.

You might also want to check out our Aristo Analysis on Koorie Queen here.

As always we've love your feedback, especially on this new article format. Flick us a message on the Facebook page or reply below.

Monday 26 August 2019

Aristeia! - The Rivals - hEXx3r





The defining "Controller" style Support Aristo, hEXx3r has quite the reputation. In a game which typically comes down to the ability of a team to hold key spaces on the board, a unit which allows the movement of her own and opposition pieces is always going to be strong.

We don't know much about the woman they call the "Nomad Witch" other than that she is a hacker and hails from the Nomad Mothership of Tunguska. Beyond that she is a cypher. One thing is true, she has taken what was intended to be an insult and turned into one of the most valuable personal brands in all of Aristeia!
In terms of her raw attributes hEXx3r isn't outstanding, with only slightly above average Initiative. Her low Defense and HP make her less than stalwart. Agility is almost irrelevant (despite being low), given her Actions, but that above average Brawn can be useful.

The universal Switch is good, in that it uses the Block and Special results which aren't useful on her Actions, but given the dice pools she is using can be slightly difficult to trigger. She certainly appreciates bonus blue dice.

Vade Retro isn't the most reliable action, but makes up for this with it's low cost. It isn't great in terms of range 'though, which can make for difficult moments in combination with her average Speed, you can miss turns to hEXx3r being out of position. Other than repositioning your opponents Aristos, Vade Retro also synergizes very well with melee Aristos and those with limited movement of their own.

Gotcha is even more restricted in range, but any range on Immobilised is amazing. The Switch is
fantastic, 'though it directly competes with the universal Switch, with movement penalties often being nearly as useful as Immobilisation. The key issue is how unreliable it is, only two Yellow being less than ideal when chasing Successes, which makes it a rare Action which you might want to drop a "Take Aim" on.
In terms of Tactics hEXx3r is the original "Selfish" Aristo. All of hers are only for her Activation, 'though most remain control focused. 

- "Unlimited Power" can turn a game, AND offers a good way for hEXx3r to contribute after returning from the Bench despite limited Energy and range. Timing is everything, keep in mind that you'll have a full Round to clear the -2 Energy state.

- "Untouchable" is a substantial defensive buff, all the better for running from activation on an opponents Attack 'through to the end of the Round. It mostly suffers from competition, otherwise offering a strong option.

- "Access Denied" benefits from hitting multiple targets and working without Line of Fire. In many turns this will be nearly as effective as mass-Immobilisation.

- "R@gd0ll" offers a direct upgrade buff for Vade Retro. Ranged Dazzled is just as useful as Ranged Immobilised, and is the basis for whole other Aristos, 'though only for one Activation this is still a very effective upgrade.
You can drop hEXx3r into just about any Team and she'll be fairly effective. Her brand of Support and Control is hard to argue with. But she has the most to offer Aristos who can really use an additional boost in terms of movement in order to perform, so longer range likely means less need for her help. And a team with other Displacement effects is less likely to require her degree of focus.

In terms of Scenario match, it's tough to find any where she isn't going to be useful. The combination of Displacing opponents out of Zones AND Displacing her allies for extra movement, as well as ranged Immobilization, is tough to argue with. Only strictly Frag based scenarios don't favor her, and even in those she can harrass opposing Melee Strikers and support her own.

On the whole, there are few who can rival hEXx3r for the title of "Queen of the Hexadome". In her case the one real contender is Gaia, the PanOceanian tentacular terror. Gaia has an even stronger positioning game than hEXx3r brings, but is less spammable, being able to shift multiple opponents (or allies) only infrequently (through Tactics). Her Gorgoneions do allow for more effective blocking plays, but hEXx3r matches that with her ability to Immobilize (flipping the movement comparison by being stronger against individual Aristos while weaker against more than one).

The balance of power between these two rivals is a delicate one, with both having their arguments in favor. If nothing else hEXx3r may have the edge slightly thanks to higher Initiative, 'though that's a thin measure.

Gaia likely spikes higher in Scenarios where there are several Deployment Zones which she can take advantage of, while hEXx3r is not quite so strong in specific scenarios but likely provides a more consistent performance.


So that's the first of our "Rivals" series.

For more on hEXx3r check out the official Corvus Belli writeup here.


You might also want to check out our Aristo Analysis on Gaia here.

As always we've love your feedback, especially on this new article format. Flick us a message on the Facebook page or reply below.











Asteroid Blues - 20th Acontecimento Reserve Regiment

August 26th 69 NC, commanding bridge of corvette POS Marina Silva,
Somewhere in the Human Edge system.

“…new orders? Whattahell you mean with new orders, captain, ma’am?! We were supposed to deploy in Nostralia and join the rest of Shock Army forces down there in Runenberg…,” shouted Col. Thandar Singh once he entered the bridge.

“I know what your orders were, Colonel, but it has changed few minutes ago, as well as those of mine. Just for your information, I was ordered to immediately leave the convoy, join the Armada fleet in this system and deliver you and your detachment to the Liberty Cargo installation in Homeric Belt, with no hesitation and under any circumstances. I’m afraid someone in the fleet has foreseen your objections, commander... in fact, this ship, you and your 20th Reserve Regiment are the only troops in this convoy that are supposed to do so. It seems that someone in higher echelons had requested specially your unit. And while that might surprise me, why the Admiralty wants to have a bunch of Accontecan psychos stationed near Novyy Bangkok, one of most violent and politically volatile areas of the whole Sphere, I have to assure you that I’ll fulfill my orders!”

“But, captain Gonçalves, with all respect; most of my men were not trained in zero-G environment. We lack proper equipment and landing craft…”

Captain Isis Gonçalves gave the Aconteccan commander her most malicious smile: “Aren’t you jungle rats from Shock Army supposed to fight and win under any circumstances?”

“You could bet your ass we are!” hissed angrily commander Singh. “Eh… my apologies, ma’am. I was just…”

“You can use any of ship’s facilities to undertake some intensive training before we reach the Homerics,” Captain Gonçalves aborted his excuses. “It would still take some time; we had to cross half of this God-forsaken system to reach the belt.”

“We definitely will, but the time is so sparse… but, may I ask you for a favor, captain?”

“Go on.”

“Please, could you spare some information from the fleet databases? What the hell is going on?”

“Most of this is highly classified”, replied captain Gonçalves. “But I’ll show you something…”

She gave few short orders to ship’s LAI and suddenly a large holographic map emerged in the central area of the bridge. The map encompassed most of Human Edge system, combining data from POS Marina Silva long-range sensors and PanOceanian Armada datasphere. Position of every uncloaked ship - and probably a few cloaked ones as well – was displayed on the map, with allegiance, supposed combat status and projected vectors. Besides expected cargo ships, there was a detachment of Yu Jingese fleet guarding Ji Yuán mining site, heavily armed Nomad freighter approaching The Gorge station, plenty of smaller ships belonging to various private military companies performing some dubious missions... and one of the oldest PanOceanian battleships, POS Phoenix, with necessary escort vessels heading towards Novyy Bangkok area.

Colonel Singh knew that ship. Last place he saw this ship was the orbit of Dawn planet during the evacuation from Phoenix-23 station. He shivered in anticipation. It signed troubles ahead… and 20th Reserve Regiment was infamous through the whole PanOceanian Military Complex for their eagerness to get in trouble.

“What the hell happened out there?”

“I don’t have a clue, really,” answered the slender captain. “There is a rumor circulating in the fleet that there have been alien sightings in Novyy Bangkok, hell knows what they intend to do in such nasty place. Maybe it is not the first such rumor I heard, but this time the Admiralty took it damn seriously. Half of the Order of Santiago ships from Ulloa Station are heading there, as well as squadrons of Yu Jingese fleet or Qapu Khalgi. And that might mean only one thing…”

“Escalation…”



Sunday 25 August 2019

Asteroid Blues - On Route to the Nero Drusus


Captain Foster-Johnson smiled as he signed off the transmission with his sogros.  Sabine and Esme were settled with the avôs, Coelhina was in Cidade Bomjesus occupied with several audits (agribusiness is always good business) and he was clear to rendezvous with the Nero Drusus and travel to a new set of “negotiations”.

Since yesterday’s communique from the Circus, he had been quietly making preparations for an extended trip, and the recent commercial disputes in the Human Edge were the perfect cover for an accomplished “negotiator” and “attaché” to travel there.  Now, of course, he’d need further cover before joining up with the 60th and the Nero Drusus, cover he prayed he wouldn’t need.  However, instincts honed over nearly two decades of service with the Circus, a particularly pleasant office within the Big Nothing gave him the strong suspicion that those prayers would go unheeded…

A few hours later he was already in-system in Human Edge, on a fast courier ship headed for the Nero Drusus currently on station hiding near Socrates, where o almirante had positioned her.  He dropped into Maya, connecting with his XO, Major Luiz.  They were fortunate, the Nero Drusus had just gone through a refit, and was even better equipped to handle the specific needs of a composite group brought together from all parts of the PMC.  Dour Knights, be they of Santiago or from the Deutscher Ordenstaat, sharing space with operators of various stripes and dubious ethics like the Locusts and Zulu Cobras, to the heart and soul of the PMC, the ORCs and Fusis.  He was especially proud that he’d managed to keep hold of his team from the Shock Army after the Third Offensive.  He couldn’t wait to be on his second home, and smiled as he realized he thought of a Legate-class Assault Cruiser as “home”.

Over the course of the conversation, Capt. Foster-Johnson and Major Luiz determined the best thing for their happy-go-lucky lads was to stay on station at Socrates, ready to move when needed.  Considering things could go sideways doubleplusquickquick, Foster-Johnson ordered Luiz to have the Snake Eaters on standby awaiting his arrival.  That done, he spooled up some classical music, and picked one of Esme’s faves, “Sympathy for the Devil”.  He smiled and waited for the Maya conference with the commanders in-system to start…

Asteroid Blues - Arrival


#Connecting to Maya Hexahedron Secure Net
SOURCE HANDSHAKE: … Accepted
//-Sourcing Maya Stream: “Asteroid Blues – Initial Zone Sweep”
-*WARNING* Stream Interrupted…
WARNING – THIS BROADCAST HAS BEEN CLASSIFIED INDIGO-DARK BY THE INNER HEXAHEDRON – Rebroadcasting this material without appropriate authority will result in official sanction.
//-Enter Authorisation: ************
-Authorisation Accepted..
//Loading…
// Mayacast Begins…

Admiral JCJ [REDACTED] – Flag Aboard POS Phoenix – OIC PanOceanian Fleet Detachment “Taniwha”

Initial passage through the Abyss Gate from Paradiso uneventful.
Frigate POS Monash dispatched to sweep the Helicon Belt and Trojans.
Frigate POS Chaytor dispatched to sweep Orthys Belt and orbital facilities.
Cruiser POS Melbourne, Frigate POS Nasution and Transport POS Riker hold station by Abyss Gate.
Battleship POS Phoenix, Frigate POS Bonifacio and Transport POS Reynolds proceed to Homeric Belt and Novyy Bangkok.

All assault teams stand ready to respond to any distress signal from Liberty Cargo, or at the first sign of Combined Army presence on Novyy Bangkok.

Deployments to reinforce The Gallery Maze and The Strip will be assessed by command, local authorisation for independent action is confirmed.

//- …Mayacast Ends
– Access recorded: LOG 8530D-20
WARNING – THIS BROADCAST HAS BEEN CLASSIFIED INDIGO-DARK BY THE INNER HEXAHEDRON – Rebroadcasting this material without appropriate authority will result in official sanction.
Hexahedron Secure Net #Disconnecting…

The Admiral swiveled in his chair, eyes refocusing away from the projected Maya feed and back onto the bridge. He smiled slightly as he saw the Omn Starfish, Lassit, taking a moment to enjoy the sound of her singing a tune in Tetessom while her eyes reflected bright lavender from the smooth curve of the bridge in front of her.

Looking around he nodded at the sight of the two additional sensor technicians, working in the temporary stations which had been activated prior to Gate transit. Fleet Sensor Officer Warwick was coordinating their efforts, as both techs and their Geists pulled data she was working to produce meaningful answers from the sea of information.

Turning his attention back to the series of Maya feeds his own Geist was curating, he let his attention drift across the latest updates from the newsfeeds alongside the information coming in from the Hexahedron and the flotilla. Everything seemed to be in order, with the only report calling for more than the attention of a moment being the request from the Avro-Kaizuka station for assistance with a local piracy issue. He flicked a confirmation to the Captain of the POS Monash to deal with the issue at her discretion when she reached that point in her sweep.

It all seemed too simple, too quiet. Both ALEPH and the Hexahedron LAI agreed that something was emerging from the usual low level chaos of the Human Edge and, again, both agreed that the nexus of events was (within an acceptable margin of error, which at least partly accounted for the patrols) most likely to be the independent station of Novyy Bangkok.

With the PMC still reeling from the disaster of the Third Offensive, and smarting from the failure on Dawn not long before, it was important that the response to this emerging situation was swift and decisive.

For a moment he considered the units which were currently directly available. The Long Range Operations Group weren't ideal for fighting in space, Acontecimento troopers fresh from combat on Paradiso and Dawn, but they knew their work. And then there was the detachment of Hospital Knights, and associated Military Orders support elements, which were in transit with the flotilla.

But that was a matter for another time.

His hand gestured briefly, fingers extended and each moving independently in a complex, but well practiced, pattern. The room dissolved as his cranial ComLog fed his senses entirely into the shared Mayaspace of the command centre.

It was time to gather the commanders.


Sunday 18 August 2019

Aristeia! - Scenario Breakdown - Broken Land

Enter the Broken Land


Broken land is a unique Scenario, with no direct counterpart on the "A-Side". It does draw some elements from King of the Hill and Scorched Earth, but creates a unique blend all of its own with unique opportunities and challenges.

As always this, and all the Aristeia! Scenarios for the current season of the AGL, are available from the Downloads Section of the Aristeia Website. Once you have played a few games with the introductory set of Scenarios in the Reference Guide I highly recommend checking these out.

You are starting from the (fairly typical for Ziggurat scenarios) choice of either the "even" numbered Deployment Zones or the "odd" numbered Zones. This choice is in the hands of the Underdog and you are (again, as is typical for the Ziggurat scenarios) deploying exclusively inside your zones. This setup makes it tough for Melee Aristos to set up for first turn Frags against opponents who have not yet activated, but as always the short distance to the Ziggurat means that they will have an easy "swing" at any who have moved in to score. And, as we'll discuss below, late activation of a Melee Aristo can be decisive.

The scoring Ziggurat is moved every round, even if there is no scoring. It must go into an unoccupied Ziggurat if there is one, but if every Ziggurat has one or more Aristos present it can go down on any different Ziggurat (pushing the Aristos in it to the Centre Deployment Zone). This means that you may sometimes want to deliberately occupy non-scoring Ziggurats in order to get your strongest pick for the following round (or to set up lock down plays).

Having more Aristos on the Scoring Ziggurat reaps two VP, while drawing earns one VP each (even if you draw with 0 Aristos in the Scoring Ziggurat). But this aspect of the scoring can be overshadowed quite quickly under ideal circumstances, with both scoring Frags against opposing Aristos in the Scoring Ziggurat AND scoring Frags with your own Aristos FROM the Scoring Ziggurat earning points. Timing is key here, as you'lll want to activate your own melee strikers later in order to target Aristos already in the Scoring Ziggurat, so look to move in your ranged strikers early (to kill and then score).

This means that you are rewarded for bringing both melee strikers, especially those with mobility and positioning advantages, (Valkyrie and Mushashi remain top picks here) and ranged strikers, especially those with excellent range, (Dart and Lunah say hi) to really score well. There's possibly even an argument in favour of taking a hyper-aggressive team with a couple of ranged strikers, a melee striker and a Tank/Healer/Damage Enhancer to help keep them up. Dart, Koorie Queen, Valkyrie and Hannibal is an option for dedicated PanOceanian managers. If your opponent doesn't see what's happening (or, at least too late to stop you) you can pull off a Round 2 victory.

We've had a couple of matches of Broken Land in the Tempest Hexadome, but this example is probably the best one for how the Scenario plays out in practice:


Not every match is going to be quick however. Frag based strategies are notoriously unreliable, especially early in the match, and many a match will play out into the later rounds as our example above did.

With the relatively slower scoring per round, and the potential for a series of well timed and positioned Frags to swing the scoring, defending a lead can be tough (because it's often going to be a narrow lead). Don't overlook opportunities to put damage onto key scoring pieces for your opponent (especially if they didn't bring any healing) so you can exploit the Frag scoring in a later turn. Also be very careful with your own Aristos, try not to put a wounded Aristo into the Scoring Ziggurat early as you are begging to hand off VP.

All in all, this is a fun Scenario which I'd highly recommend. It can be slower paced, but aggressive teams can produces explosions of scoring which will be highly decisive. This makes it an exciting and engaging Aristeia! experience.
Let us know what you think about this Scenario, and our writeup. Obviously these are part of a series, so we'd love to know if this suits what you want to know about Aristiea! Scenarios in general.