A view from inside the one, and only, Hyperpower of the Infinity setting - PanOceania. Discussing the tabletop wargame, the setting and background, the roleplaying game and Aristeia!
Out on the frontier—the so-called “Edge of Humanity”—lucrative prospects lie hidden within a chaotic morass of celestial bodies. Dangers commensurate to the possible rewards test the determination of colonial efforts, claiming the unwary and the unlucky.
The system also bears scars from its many battles. Its history is one of blood-soaked ledgers and corporate warfare. Power struggles, internecine political warfare, and the boom of frontier expansion all leave the system mired in chaos. For now a fragile equilibrium has formed where all major interests hold one another in check, but only just. Every newcomer might have the power to help usher in a new era of stability, or cause tensions to boil over into a conflict that threatens to completely destabilise an area still aching from the last war.
HOMERIC BELT
The edge of the Human Edge, the Homeric Belt has a high concentration of plutoids. These large dwarf planets are more suitable for establishing long-term mining settlements, making the belt home to some of the larger communities in the system. Outside of the plutoids, the Homeric Belt has a reputation for lawlessness, and is widely considered one of the most violent and dangerous places in the Human Sphere.
Novyy Bangkok:
This failed mining facility was abandoned after the collapse of the Rus-Thai Blinov-Ngamsan Conglomerate. The asteroid is a morass of unmapped tunnels used by the criminals as an anonymous graveyard for their victims. Of course, other things are rumoured to roam these tunnels and, if you listen to the talk, enough abandoned tech to found a new nation. If you care to go exploring in a glorified sewer, of course.
All this and more will be yours to discover as you join in this year's narrative campaign. Hosted by On Table Top and with story elements from Corvus Belli, 2019 will see us battling over the zones of the Novyy Bangkok Asteroidal Colony. Join us here at Heart of the Hyperpower and we'll keep you up to date with all the latest as the campaign unfolds.
In the second installment of our series examining the Scenarios using the "B-Side" of the Aristeia! board, with the "Ziggurats" used for Scoring instead of the standard Deployment Zones, we are looking at the Ziggurat version of Conquest, Frenzied Dance.
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.
This Scenario contains a known miss-print in the English version. -V- has confirmed in this thread that the first sentence in the section Conquering Ziggurats should read "A Character has conquered a Ziggurat at the end of their Activation if they are the only Character on the three Scoring Spaces of the Ziggurat". Which is a fairly substantial change.
To Conquer a Ziggurat an Aristo must be the only Aristo in that Ziggurat at the end of their Activation. If they have a Team mate in the Ziggurat then they don't Conquer it (so be careful Displacing or Placing your Team mates). If there is an opposing Aristo in the Ziggurat then they don't Conquer it, so be careful not to risk too many contested captures in a round.
As you only Conquer Ziggurats by ending your activation in them you will, by default, be defending them to some extent. Of course, the tougher the Aristo the more difficulty your opponent will have. States, Abilities and Tactics which help to keep your Aristos up and in position are all invaluable to prevent having a Ziggurat you have captured taken away.
This also means that you need to be prepared to challenge your opponent for control over at least some Ziggurats in order to win the game. Initiative to get in first will be useful, but Frags will also be important.
So our most recent game is actually a very good example of the Scenario being played correctly:
Also note that you clear the Conquered Ziggurats each Round. This means that you need to be able to either hold a Ziggurat, uncontested, over several Rounds or keep moving to take them again.
This makes the final activation in a Round valuable, if you have a highly mobile Aristo to get to any Ziggurat your opponent left unoccupied (or you have managed to make unoccupied). But it also makes activating before your opponent to get into one of the "contested" Ziggurats (assuming you both have two you can secure safely) to Conquer it before your opponent can do the same (and block them at the same time) significant. This means Initiative is valuable on both ends, and any Aristo (or Tactic) which can offer modification there will be highly effective.
On the other hand, effective Melee Strikers also offer the opportunity to simply eliminate the occupying Aristo, and Displacement effects will likewise free up the Ziggurat for you to take it yourself. Any Aristo who, either by Displacing or simply dealing enough damage to reliably send an opponent to the Infirmary, can clear their own Ziggurat is very useful.
All this taken together means that you can't rely on your Aristos being close together as most of the time they won't be able to be closer than Range 5 at best occupying multiple Ziggurats. So short range Support Aristos may suffer due to their Team being too spread out for them to be able to effectively aid them.
Although the overall structure of the Scenario makes it very difficult for most Tanks to do their job well, there can be good reasons to still consider these Aristos. Simply being able to reliably hold a Ziggurat in the face of overwhelming firepower is a very valuable capability to bring into Frenzied Dance. Plus their secondary abilities can also be (situationally) useful. It's hard to KEEP Max out of a Zone with Displacement, for example (unless you aren't attacking anywhere else).
Ranged Strikers can also be very useful as they can take a Ziggurat away from the opposition while still reaching out to "touch" the other Team. If they can reliably eliminate an opposing Aristo then they will be able to clear the way for your Scorers to pick up an empty Zone as well. Many of these Aristos also offer useful backup Scorer potential, or useful defensive utility. Obviously the counter plays for this are Dazzle (on your opponents Ranged Strikers and Controllers), Hidden and Smoke, all of which allow control over incoming attack options.
With the potential to score up to 4 points in a single Round (especially with a well mixed team with offensive potential, scoring capability and staying power) some bold and aggressive strategies can be rewarding for the Manager who is willing to risk them. However even a moderately strong open, securing two "safe" Ziggurats and finishing with two "contested" Ziggurats Conquered can ultimately net the same outcome.
The fact that it's so difficult to wipe out an opponents scoring entirely will keep Teams in the contest far longer than you might expect. So if you do take losses make sure you get the points you can to stay in the chase.
It is worth remembering that the distance from the Deployment Zones to the nearest Ziggurat is only two spaces, so even a slow poke like Maximus can get into the Ziggurat and punch someone in the face with his shield in a single Activation. But it's ALSO only 8 hexes to go from one Ziggurat to the opposite Ziggurat, so most Aristos can fling themselves across the Hexadome with a double Move action to Conquer a Ziggurats on the opposite side. This means that a lot more Aristos than you might initially expect can potentially get to any Ziggurat which you leave unoccupied.
One hilarious aspect of the Deployment offers the opportunity for a lot of fun with the right Aristos. This is the fact that either Team can Deploy within any of the Deployment Zones, even adjacent to other Aristos. This can open up opportunities for a dedicated Melee Striker (like Shona, for example) to eliminate an opposing Aristo before Conquering a Ziggurat your opponent intended to secure, or a powerful Controller (like Gaia) to lock down opponents (as you see her execute in the match above) before they get to play.
Particular standout PanOceanian Aristos for this Scenario include Valkyrie (for her ability to eliminate an Aristo and take a contested Ziggurat, Immobilisation Action, and defense against Displacement), Dart (for her strong ranged damage output, along with Hidden for defense against ranged attacks and ranged control) and Gata, who can hit any Ziggurat on the table with ease.
From the Rivals there are some particularly potent threats and also some fantastic Combos. Obviously hEXx3r can be strong here, clearing out Aristos from Ziggurats she wants to Conquer while moving herself (or her Team Mates) in. Bixie is astonishingly effective thanks to the positioning of the Blocked spaces opening out her mobility. Mushashi also brings the mobility and damage output to be a real threat in this scenario.
A couple of other tips relate to Deployment. Don't overlook the fact that you can use the Central Deployment Zone. It's so seldom an option that it's easy to forget. And don't forget to drop your Aristos into the Deployment Zone which allows them the best opportunity to get extra points. This is not a time for sticking to "your" Deployment Zones for a whole match.
Overall, this Scenario comes down to movement, positioning and the ability to keep your Aristos up. But due to the closeness of the Ziggurats even a little movement can make a huge difference.
Let us know what you think about this Scenario, and our writeup. Obviously these are the first parts of a series, so we'd love to know if this suits what you want to know about Aristiea! Scenarios in general.
For Managers who are relatively new to the action in the Hexadome, one of the best steps to expanding your Aristeia! experience can be looking at the wider range of Scenarios available from the Downloads Section of the Aristeia Website.
Along with the selection of more advanced Scenarios for the standard board layout, there are a series of Scenarios which use the "B-Side" of the Aristeia! board and introduce the concept of "Ziggurats".
These holographic columns designate new Zones on the table, which are used for Scoring instead of the standard Deployment Zones.
For those of you new to the concept, the Ziggurats use the three legged symbols printed on the B-Side of the board. They mark the three hexes in contact with the Ziggurat, but we've found that adding a template to the board is very useful.
It's their location in the Hexadome which really kicks these Scenarios up a notch. The distance from the Deployment Zones to the nearest Ziggurat is only two spaces, so even a slow poke like Maximus can get into the Ziggurat and punch someone in the face with his shield in a single Activation. But it's ALSO only 8 hexes to go from one Ziggurat to the opposite Ziggurat, so most Aristos can fling themselves across the Hexadome with a double Move action and arrive to score no matter where the Zone is moved.
This means that pinning Aristos with solid Brawn, and totally repositioning them is usually stronger than smaller displacements (although the latter is still very useful in terms of controlling who is in the Scoring Ziggurat THIS turn). You are also going to want to look for solid Initiative, as getting into the Zone first, and into a strong blocking position, is a strong and easy play for most Aristos. Straight blocking your opponents from the Zone is very possible.
For more on the new Scenarios in general check out the official Corvus Belli write up here:
When considering Witch Land specifically as a Scenario it's good to nod to the "standard" Scenario which it draws from, Assault. Starting closer to the Scoring Zone, and with the Ziggurats being closer together than the Deployment Zones, means that there is less of an emphasis on extreme movement in Witch Land, however.
This opens up a wider range of Aristos, particularly slower Melee Aristos like Shona Carano and 8-Ball, and makes them stronger in terms of Team selection. It's even possible for the likes of Maximus to get into a Scoring Zone from one of the two nearest Deployment Zones with just the one Move Action, and he doesn't need a lot of help to cross from one to the opposite if that's where it goes in the following Activation (often pulling that off thanks to his Automatic Displace).
With the Deployment Zones split 1, 3, and 5 or 2, 4 and 6 both Teams have a good chance of getting even their slower Aristos into the first Scoring Ziggurat, as both are able to deploy into one of the two closest Deployment Zones. As these same Deployment Zones continue to be used for deploying from the Bench this situation is maintained throughout the Match. This also means that there is no real opportunity for aggressive Melee Striker spawning, and the central Deployment Zone is largely a safe space for more vulnerable Aristos to stalk.
As with Assault, the Scoring Ziggurat does not shift if nobody scored any Victory Points in the round. This can make for interesting last turn plays, 'though the actual scoring can make this challenging.
Unlike Assault there is no reward for holding the Scoring Ziggurat unopposed, and getting only one Aristo to the Ziggurat will net you only one point. You need to get an Aristo into all three of the hexes in order to score the max. This tends to slow down scoring, and regularly results in 2-1 scoring splits which helps to keep matches closer and results in few early finishes.
While this might seem to encourage Frags (and eliminating an opposing Aristo certainly helps to prevent them scoring in that Round) be somewhat careful that you aren't gifting your opponent a positioning advantage. The short range from the Deployment Zone and the Ziggurats means that every Aristo can move to score even with a -2 Energy State. At the same time, your opponent needs 3 Aristos on the board to get 3 VP, so if you can consistently put at least 2 into the Infirmary then they will struggle to pull back an early lead.
Obviously, Displacement and Immobilisation are still going to be powerful key elements in engaging in this scenario. Don't rely too heavily on movement penalties, as many Aristos will still be able to cross the shorter distances required for the Ziggurats. Just like the Scoring Zones the Ziggurats tend to be relatively exposed so having a strong Ranged Striker to sweep can be a powerful choice.
With the requirement to stack three Aristos into the Ziggurat in order to obtain maximum points there is a premium on Aristos who can offer strong close range support. Aristos who have the Defense and Hit Points to be able to take a beating and keep running will also be useful, as are any abilities which prevent Displacement (Automatic Abilities like Valkyrie, Hidden like Dart and Tactics like Gata).
The Deepwater Dragons Pre-Season Team of Dart, Maximus, Mendoza and Valkyrie was very strong in this Scenario. They were regularly able to get full 3-point opening Turns and then maintain scoring pressure with Valkyrie and Dart cutting in, and/or eliminating 2 opposing Aristos. Mendoza was a sleeper Strike option and also helped keep the whole team up for the duration. Maximus is amazing drawing Hit Point damage off the other Aristos, and Dart is fantastic for picking off the opposition and chip scoring.
Other fantastic PanOceanian options for this Scenario include Prysm (who will nearly always be in range for her Taunt), Gata (who is always an amazing Scorer, but also has the opportunity to do a lot of Dazzling with the Zones closer) and Gaia (who is fast becoming one of my favorite options for movement control, especially aggressively offensively). For a totally different approach you could also build around Hannibal and maximising damage output, on the logic that a team permanently in the Infirmary can't score.
Looking across at the Rivals, obviously hEXx3r is going to bring a lot to this Scenario, as is Hammerhead. Both have good movement and the ability to Displace opponents to score and prevent others from doing so. Likewise 8-Ball and Mushashi are going to be strong choices for their abilities.
For an example of Witchland being played, you should check out my recent match with the Deepwater Dragons vs the Cherry Bombs. This match highlighted how effective Frags can be to disrupt your opponents scoring, and showcases Valkyrie as a potent force in the Scenario:
So, that's Witchland. We've really been enjoying the Ziggurat Scenarios, and we highly recommend that anyone should give them a go. They aren't really any more complex than the Scoring Zone based Scenarios, so there isn't a barrier to newer Aristeia! Managers taking them on either.
One thing is for sure, they open up a much wider range of competitive Aristos, and for that alone they deserve a place in your play rotation.
Let us know what you think about this Scenario, and our writeup. Obviously this is the first of a series, so we'd love to know if this suits what you want to know about Aristiea! Scenarios in general.
Join me in the Tempest Hexadome for this throwdown between the Deepwater Dragons and the Thunderbolts. This was our third match in the Regular Season of the Auckland Aristeia League, played with the Koorie Queen Mod, live streamed thanks to https://www.twitch.tv/knlghth00d
The Dragons team: Dart, Eclypse, Gaia and Valkyrie
Selected from a full roster of: Dart, Eclypse, Gata, Gaia, Koorie Queen, Maximus, Mendoza and Valkyrie after Koorie Queen was banned by the Thunderbolts under the Koorie Queen Mod.
The Bad Wolves team: Eclypse, hEXx3r, Lunah and Mushashi
Selected from a full roster of: 8-Ball, Bixie, Eclypse, Hannibal, hEXx3r, Lunah, Massacre and Mushashi after Massacre was banned by the Dragons under the Koorie Queen Mod.
Scenario: Frenzied Dance
I had hilariously over-analysed the scoring zone and convinced myself that it was different from the usual Ziggurat missions. But it's not. However with the zones being "cleared" of affiliation after each Round the importance of having stickability was paramount.
I had intended to run a rendition of my "All The Hidden, All The Time" Team with Dart, Eclypse and Koorie Queen joined by either Valkyrie or Gaia. When the 'bolts banned Koorie Queen I simply pulled in both of my "last choice" Aristos, which proved to be an excellent decision.
The match was dominated by my opening play with Gaia, pulling both Obliteration and Epirogenesis with my mulligan, which placed her last aggressively positioned behind Lunah and the 'bolts Eclypse who she pulled into a corner and pinned down with Gorgoneions for the duration.
Combined with three Frags on hEXx3r and one on Mushashi (who spent the entire match so far out of position that he never got to actually make an attack across four rounds) from Valkyrie and Dart made for a nearly impossible match for the 'bolts.
Tune in next week for the first of a series of Aristo Analysis videos from KN1GHTH00D, starting with the alleged "Queen of the Hexadome" ('though after tonight I suspect the Dragons media team are going to be disputing that title) hEXx3r.
Join me in the Tempest Hexadome for this throwdown between the Deepwater Dragons and the Bad Wolves. This was our second match in the Regular Season of the Auckland Aristeia League, played with the Koorie Queen Mod, live streamed thanks to https://www.twitch.tv/knlghth00d
The Dragons team: Dart, Gaya, Maximus and Mendoza
Selected from a full roster of: Dart, Eclypse, Gata, Gaya, Koorie Queen, Maximus, Mendoza and Valkyrie after Valkyrie was banned by the Bad Wolves under the Koorie Queen Mod.
The Bad Wolves team: Maximus, Murtair, Shona Carano and Taowu
Selected from a full roster of: Bachnann, Bixie, Hammerhead, Kozmo, Maximus, Murtair, Parvati, Shona Carano and Taowu after Kozmo was banned by the Dragons under the Koorie Queen Mod.
Scenario: Broken Land
Losing Valkyrie threw me initially, as she was pretty key to my plans for how to play this scenario. Holding a Ziggurat AND bonus points for killing opposing Aristos in the Ziggurat AS WELL AS bonus points for killing while in the Zone?
Yeah, she was the right ban to pick.
However that just opened me up to picking Gaya, who I was probably going to hold back from in favour of Valkyrie. And boy, OH BOY, did Gaya work out well.
We have another match next Wednesday, playing Frenzied Dance against the Mollusks, streaming live on Twitch from 8:30pm New Zealand time. Join us for the latest action from the Tempest Hexadome!
Join me in the Tempest Hexadome for this throwdown between the Deepwater Dragons and the Cherry Bombs. This was our first match in the Regular Season of the Auckland Aristeia League, played with the Koorie Queen Mod, live streamed thanks to https://www.twitch.tv/knlghth00d
The Dragons team: Dart, Eclypse, Koorie Queen and Valkyrie
Selected from a full roster of: Dart, Eclypse, Gata, Koorie Queen, Maximus, Mendoza and Valkyrie after Mendoza was banned by the Thunderbolts under the Koorie Queen Mod.
The Thunderbolts team: Hannibal, Lunah, Massacre and Prysm
Selected from a full roster of: Eclypse, Gata, Hannibal, hEXx3r, Laxmee, Lunah, Massacre and Prysm after hEXx3r was banned by the Dragons under the Koorie Queen Mod.
Scenario: Witchland
I had walked in wanting to run close to what I actually put on the table, with my initial plan for the team being Dart, Eclypse, Gata and Koorie Queen. But in response to the Bombs Team selections I decided to put in Valkyrie instead of Gata.
As things played out I was relatively pleased with that choice, although in retrospect the relative mobility of Gata and her ability to Dazzle might have been just as useful as the damage output from Valkyrie as the Bombs didn't have a lot in the way of Displacement for Valkyrie to ignore.
We have another match this Wednesday, against the Bad Wolves, streaming live on Twitch from 8:30pm New Zealand time. Join us for the latest action from the Tempest Hexadome!
Join me in the Tempest Hexadome for this throwdown between the Deepwater Dragons and the Thunderbolts. This was an early taster of how the final game from the Otono Cup would play out, live streamed thanks to https://www.twitch.tv/knlghth00d
The Dragons team: Maximus, Valkyrie, Mendoza and Dart
The Thunderbolts team: Hannibal, Massacre, hEXx3r and 8-Ball
Scenario: Witchland
This match is actually from the end of April 2019, but I had another game of Witchland in the Tempest Hexadome against the Cherry Bombs streaming live on the 3rd of July which I'll have up soon.