Monday, 25 November 2019

Aristeia! - The Rivals - Major Lunah


"YOU CAN RUN, BUT YOU CAN'T HIDE."

As deliberate and lethal as the venomous snakes of her home planet, Major Lunah surrenders the spotlight only up until the moment she decides to make the kill. Her military rank is more than a marketing scheme; she has served her nation in some of the deadliest theatres of operation in the Human Sphere. Now, she´s come to bring some much-needed discipline to the world of show biz.

This decorated markswoman, she holds the rank of Rā'id in the Haqqislamite armed forces, entered the pro Aristeia! circuit only two years ago, and she’s already caused quite a splash.

The forty-three-year-old war hero boasts an impressive service record, including not one, not two, but three tours as an elite sharpshooter on Paradiso, where she helped keep the alien invaders of the Combined Army at bay, lest they gain a foothold in their encroachment of the Human Sphere.

For reasons she refuses to disclose, two years ago Major Lunah resigned her military commission and became an Aristeia! aspirant. She had the approval and support of her superiors at the Haqqislamite army and, as it turned out, of the Haqqislamite people at large. Audience ratings in Haqqislam have skyrocketed since her debut.

Major Lunah has introduced bona fide military discipline into the world of Aristeia! And, in a sport where warfare is so ostentatiously invoked, it seems the audience has gotten a taste for the real thing. Luckily for them, Major Lunah has a competitive streak, as evidenced by her celebration of every new notch on her gun. She has proven that a sniper can play as crucial a role in a team as any other combatant. Despite her stern rictus and martial demeanor, there’s cheers every time she comes out of nowhere and turns the tide of a game with a surgical max-range shot. And each time she pulls off one of her trademark ricochets, her merchandise flies off the shelf for weeks.

Accurate, serene, courteous in her dealings with journalists and fans, she’s a real pro. Major Lunah has promised us a finale twist that sports aficionados won’t soon forget.

Could the hour of revelation be nigh?





Major Lunah is, defensively, a relatively strong Aristo, but one who is otherwise not outstanding in terms of her raw attributes. Her Initiative and Movement are middling, as is her Agility. She's not going to be keeping anyone in place with only a single Yellow die for her Brawn, however.

With a native Switch allowing her to use a pair of Special results to negate a Block from her opponents roll, Lunah has the full setup to create extremely effective high damage ranged attacks. It matches well with her two Automatic Skills, Marksmanship and Veteran Sniper, which deny the advantage of Cover to her targets and turn her own Cover (or any other source of Black dice) into increased damage potential as an Orange dice instead. It also means that Lunah particularly benefits from any Yellow dice she can pull in for her attacks.

Called Shot is not the best three-energy attack, even for a ranged option. If Lunah is going to keep up with other strikers in a single action she needs to ensure that she gets her Cover first. Obviously the excellent maximum range is an advantage, but the minimum also needs careful management. Don't forget that you can simply ignore an Aristo next to you and pick another target 'though, as long as you still have line of sight.

Suppressive Fire is another useful tool, which allows Lunah to manage the moblity of the opposition. Its range allows it to be combined with Called Shot to follow up on a target foolish enough to allow Lunah to take a full Turn in line of sight. It particularly benefits from picking up Blue dice, as these are likely to help trigger the Switch and allow it to inflict additional damage. It's often worth trying this on an already weakened target first, so you can use Called Shot on a tougher target and avoid overkill, when the tactical situation in the Hexadome allows that choice.




In terms of her Tactics, Lunah is a relatively Generous Aristo, offering three options which can be used flexibly and only one locked into her own Activation.

Holographic Sight can be enormously useful to virtually any Aristo, offering the opportunity to extend the range of a single Action (Attack or Simple) by two hexes. This can be just as useful for melee oriented Aristos as it can allow them to reach out to strike at more distant targets than they would usually be restricted to ('though watch out that their Switches and Automatic Skills still apply). There are few if any Aristos who couldn't take advantage of just a little more "reach" from time to time.

Ricochet allows greater flexibility in targeting by allowing some issues with line of sight to be bypassed. Unfortunately it does not allow you to disregard Blocked Spaces, so may not be quite so effective as it appears at first glance. It can allow Lunah (or another Aristo) to reach out into a hotly contested Scoring Zone more easily however and offers better opportunities to score in Scenarios where there are Victory Points for taking Frags from within the Scoring Zone. The secondary benefit which prevents damage back onto Lunah can also be useful, especially if she is already wounded or otherwise threatened.

Snake Bite is the one Selfish Tactic in Lunah's array of options. Although this reduces its value somewhat, the fact that she is unlikely to be anything less than a premier striking option means that you usually won't be sad to play it on her in any case. There is strong synergy here with other Aristos who offer Dazzled and/or Immobilized, 'though Lunah can maximize it herself as long as she can get off a Suppressive Fire on the target before attacking. This is a Tactic which is quite likely to produce overkill if used on some targets, so give a little thought to who is in your sights before you pull the trigger on this one.

Last, but certainly not least, we have Spot an Opening. There aren't a lot of Tactics which force an opponent to re-roll (as opposed to those which allow you to do so). Be careful of the timing 'though, it must be a Combat Roll AND you must be the Attacker, which makes this less useful overall than it might appear at first glance. Despite this it offers the opportunity to undo an unfortunately lucky Defense roll in a clutch moment, always worth considering.




If you haven't already, I highly recommend checking out Shamless Mayhem on Youtube and/or Twitch. Their Aristeia 99 series is very good, 'though pitched for new players, and their video on Lunah is linked above.

Overall Lunah is a strong ranged striker, 'though she is missing some of the mechanics which push others into truly bonkers territory and relies on exploiting her range more than most. She can be slightly vulnerable to the use of "offensive defense", as her own attacks don't produce a lot of Block results ('though she shares this weakness with several other Strikers) and her low-average Health can be chipped away fairly quickly.

Key weaknesses are Smoke and the Dazzled state, her range being good enough to easily overcome returning from the Infirmary, or penalties to movement. This is no more or less true of any ranged Striker however. Her extreme range makes her far less vulnerable to energy penalties, as it's very unlikely that she will be unable to return from the Bench in a position to simply take a shot.

In terms of the scenarios she suits, there is probably a place for Major Lunah in most matches. Anything which emphasises Brawn and Agility won’t suit her well, however. She’s not the most mobile Aristo however, which can limit her usefulness in traditional Scoring Zone Scenarios. She also 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.

The real rival for Lunah from within the halls of the Hyperpower is pretty obvious, it's the Optimate Huntress, Dart. She has the same focus on ranged damage, with extreme range and limited alternative options, as Major Lunah brings.

Most obviously Dart has lower Health and weaker Defense. This is somewhat mitigated by her Camouflage Automatic Skill, which allows her to take advantage of the Hidden State and makes taking damage in her own attacks much less likely.

She has lower Success output, but generally maintains fairly similar Damage with comparable Range as long as she gets her setup. On the other hand her Tactics and Hidden State allow her to function far better as a Scorer (especially offering some good protection once she is in the Scoring Zone, even from many Displacement effects).

Although it has some limited Support application, Detro-Nanoids is primarily another tool for Dart to maintain damage output, but it and her Tactics offer another angle entirely, with some real strength emerging there in terms of Poison manipulation which can pull her into the lead overall in a direct comparison.


Major Lunah is the most range strike oriented Aristo in the Hexadome. Her focus is narrow, but she performs outstandingly well within her field of expertise.

Once she has a target in her sights, it's very unlikely to be standing for long.


So that's our third "Rivals" article.

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

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



Sunday, 20 October 2019

Aristeia! - Scenario Breakdown - Gates of Fire


Through the Gates of Fire


One of the key things to note about the Gates of Fire scenario is that it is, just as Scorched Earth is a modified version of Assault, essentially the Witch Land scenario with some minor modifications.

This means that everything which applies to Witch Land applies to Gates of fire (broadly speaking) and makes the writeup on Witch Land here essential reading.

Of course it's not exactly the same scenario, or we wouldn't bother playing them, so what IS different about Gates of Fire?

1: The Hexadome
A key difference is the layout of the Obstacles in the Hexadome at the start of the match. While Witch Land puts them heavily on the "center left" side of the Hexadome (towards Zones 1, 5 and 6), which produces one part of the Hexadome which has good cover against Ranged Strikers while the other is much more exposed, Gates of Fire puts all 5 around the center Deployment Zone.

This means that Aristos in and around the center of the Hexadome have good opportunities to take cover from Ranged attacks, while those around the edges of the Hexadome will be much more exposed.

In a Ziggurat scenario like Gates of Fire this means that Aristos who are on, or near, the Ziggurats have good opportunities to gain cover.

2: Scoring Ziggurats
While Witch Land allows the same kind of interaction as Assault (with the Scoring Ziggurat often bouncing back and forth between a couple of opposing well controlled choices) Gates of Fire allows each Ziggurat to be used as a Scoring Zone only once.

This increases the value of Ziggurat markers (especially if you have a couple of colours available) to help keep the "Scorched" Ziggurats as clear as possible. Remember that only a Ziggurat with no Aristos in it can be selected (unless none such remain) so you can really cut down choice with good positional play.

There is also the key strategic choice of order of selection, as playing for control over key Ziggurats early in the match can leave it harder to pick up points later.

That's actually it for differences. The rest of play in Gates of Fire conforms to what you may already know from Witch Land. The set Deployment Zones mean that both sides have a good chance to context any Ziggurat, but also mean that Deployment Zone spawn-frags (with returning Aristos taking out an opponent) are unlikely. Mobility is important, but even less speedy Aristos can make it across the Hexadome from one Ziggurat to its opposite. Frags are useful, but ensure that the opposing Aristo will 100% be in position to score in the following round.

With scoring decided by the number of hexes on the Ziggurat which you have occupied, rather than a "winner takes all" of points for the player with the most Aristos, it can be easier for games to play close.

This also puts a premium on tougher Aristos who can hold their own at close range and also either shift other Aristos out or deal the damage to put them down.

As a result we have a scenario where some Aristos who might suffer in broader play come into their own. 8-Ball and Shona Carano are often pointed to as potent Aristos who just miss out because of the specifics of the Deployment Zone oriented scenarios and the ways in which their profiles make them interact with these. For the likes of Gates of Fire, however, they have enormous potential.

Like Witchland the strongest PanOceanian options for this Scenario include Maximus, Mendoza, Valkyrie, 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 (as mentioned above) and Mushashi are going to be strong choices for their abilities.


So, that's Gates of Fire. 

We're really enjoying the Ziggurat Scenarios, and highly recommend that anyone should give them a go. They aren't 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 part of a series, so we'd love to know if this suits what you want to know about Aristiea! Scenarios in general.

Asteroid Blues - Departure



#Connecting to Maya Hexahedron Secure Net
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Admiral JCJ [REDACTED] – Flag Aboard POS Phoenix – OIC PanOceanian Fleet Detachment “Taniwha”

Support operations for Boomerang Corps, and Long Range Operation Group deployment, complete.

Frigate POS Monash sweep of the Helicon Belt and Trojans successful, one pirate vessel engaged and destroyed.
Frigate POS Chaytor sweep of the Orthys Belt and orbital facilities successful, Shasvastii infiltrators and Combined Army engineering team uncovered on the Jˇıng Qì facility and eliminated by boarding teams.
Cruiser POS Melbourne, Frigate POS Nasution and Transport POS Riker holding station by Abyss Gate.
Battleship POS Phoenix, Frigate POS Bonifacio and Transport POS Reynolds returning to the Abyss Gate from Novyy Bangkok in the Homeric Belt.

Light casualties to Long Range Operations Group assault teams due to operations against Combined Army and other actors on Novyy Bangkok. Requests for resurrection attached: {attachment HIGH PRIORITY}

Operations at Liberty Cargo deemed successful, despite late Haqq intervention. Operations on The Strip cancelled. Operations in The Gorge and Gallery Maze ineffective, cancelled on request of ALEPH.

Detailed report follows.

//- …Mayacast Ends
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Hexahedron Secure Net #Disconnecting…

As the POS Phonenix and her support ships manoeuvred away from Novyy Bangkok, the Admiral could not help but smile. To be fair any operation which required only the deployment of Spec Ops teams and no ship-to-ship combat usually did.

Although the difficulties of deploying teams quietly in such a remote location had stymied their offensive efforts, and even made supporting ALEPH more challenging than expected, the Status Quo had largely been maintained. As always, that meant another win for PanOceania.

Boomerang Corps had proved to be an effective tool for the Inner Hexahedron, and the Long Range Operations Group a suitable personal proxy. Proving that had been worth the cost of involvement in these “Asteroid Blues” as Maya had dubbed the crisis.

His Geist was streaming the maya feeds from the analysts, pouring over what had been found regarding the Shasvastii infiltration, and the expected purpose of the Combined Army engineering teams. He offered up a quick prayer that they were wrong. If the Evolved Intelligence really was building a gate, for another wormhole into their space, and bypassed the Archeron Blockade (with all the attendant losses that the passage and blockade extracted) as well as the bottleneck of Paradiso entirely…

He shuddered, the smile swept clear from his features.

The hell of the breakthrough which had led to the Third Offensive on Paradiso danced through his memory. Just one EI gunboat had smashed aside the pride of the Human Sphere, O-12, PanOceanian and Yu Jing alike. The idea of a whole fleet making it through without disruption was a true horror.

Glancing across the bridge, his eye landed on the Pnoenix’s pilot, the Omn Starfish Lassit, and Fleet Sensor Officer Warwick. He tried not to imagine them floating, bodies ruined by the void. But even in this effort, he failed. Knowing the power of those Combined Army ships made it all too easy to imagine even the tough old Phoenix broken open by that furious plasma fire.

Hopefully someone had a plan.

But it was hard to imagine how any plan would be more than a suicide mission…



Wednesday, 16 October 2019

Asteroid Blues - Report Champions



So, at last, "peace" returns to Novyy Bangkok.

Or, at least, as near a thing as ever existed in that blasted place.

But in the final days of the struggle between the nations of the Human Sphere, kicked off by the discovery of a Shasvastii infiltration force on Novyy Bangkok and Combined Army Engineers constructing something in the Human Edge system, many notable actions were fought by PanOceanian forces.

Today we will recognise some of the best of those, and offer those most deserving some very interesting prizes:


If you are one of the commanders cited below then contact Heart of the Hyperpower on Facebook, here on the Blog, or via Admiral JCJF on the CB or Warconsole forum. The limited edition Tikbalang, and other PanOceanian prizes, are the reward for your hard work on our behalf!

*

The first of our reports comes from Colonel Barakiel and Team One of the 47th Regiment "The Red Devils". Their engagement with a Tohaa force during their exfiltration from the Jiyuan Open Pit Site is recorded here:



*

Our second report is from Commander Alucardh, who led an NCA unit in the defense of Liberty Cargo against a Cossac incursion as recorded here:



*

Our third report covers the defensive engagement of the 2nd Regiment NCA "Gratia Colossos", led by Colonel Skullmar, against a Starco force intruding at Liberty Cargo:



*

Our fourth top tier report sees Commander LRDR leading a PanOceanian strike team, including none other than Joan herself and the legendary gunslinger Wild Bill, in an offensive operation against USAriadna at the Xaraks Battery:



*

Our final report shoutout is to none other than the legendary Father Knight Luisjoey, who topped the Commander rankings in the Asteroid Blues campaign. This, his last report for the campaign, saw his 4th Regiment "Heart of Santiago" team clashing with ALEPH in the Gallery Maze:



*

I want to offer my special thanks to the PanOceanian command team, the members of the "Boomerang Corps". Your support throughout this campaign has been fantastic, and your leadership has kept us focused.

To all the PanOceanian commanders from the campaign, well done! I am proud of the contributions which you have each made, and the ways in which you have conducted yourselves throughout the campaign. 

If you have a PanOceanian force, and are interested in joining us next time CB and OTT join forces for a Global Campaign, then I encourage you to do so. You will never have as much fun as you can with the banter, roleplaying and teamwork inside the PanOceanian community.


Farewell, for now.

Admiral JCJ Farley
PanOceanian Fleet liaison to Coordinated Command: Novyy Bangkok

Tuesday, 15 October 2019

Asteroid Blues - The Last Look



And it's all done, bar the screaming.
All locations are locked, and the Asteroid Blues are over.
Before the AI Historian does its work, here's how things have played out:

-
Pakngein Nbis: Traffic Control
Haqqislam have held the line against the Ariadnan attack, with a 40 point lead it seems unlikely that this result will be overturned by the historian.


-
Xaraks Battery: Fire Control
O-12 were never really seriously challenged in their control here, with a clear lead and no rivals.


-
Jiyuan Open-Pit Site: Ops Hub
Despite briefly losing control to the NA2 assault Yu Jing recovered well and at 30 points ahead it'd take a big swing from the AI Historian to break their lead.


-
Liberty Cargo: Admin. Building
PanOceania rallied well in the dying days of the campaign to put in a solid defensive effort which turned the tide against the numbers and mechanical advantage of Haqqislam, but with less that 30 points in it this might be one to watch in the final accounting.


-
The Gorge: BOT Branch Office
In one of the best displays of allied coordination of the campaign, Haqqislam forced the PanOceanian forces to break off their efforts in support of ALEPH, which in turn forced ALEPH back onto the defensive and left the Bank of Tunguska functionally secure.


-
Main Strip: The Japanese Bottom
The second example of good allied play sees the Tohaa take The Japanese Bottom from Yu Jing at the request of NA2, making them one of the biggest winners of the campaign overall.


-
The Gallery Maze: The Passageways
This is the one to watch, as it's too close to call right now. The loss of the starting points would put the Nomads slightly ahead, but ALEPH have traditionally done the best from the AI Historian, so it seems likely they will just hold out. The Nomad offensive here, along with holding the Bank of Tunguska, was the best result for a "major nation" outside of Haqqislam.


-
So that's it for the Asteroid Blues.

It might have looked like the Combined Army weren't ever really in the race, but our expectation is that we already basically failed before this whole thing kicked off.

The new gate into the Human Sphere from Evolved Intelligence controlled space is already over 70% complete. Which we'll discover as the result of all this kerfuffle on Novyy Bangkok.

The threat of a gated wormhole, avoiding the 50% attrition of the Acheron passage and bypassing the Paradiso system entirely, is something the Human Sphere will have to respond to.

In desperation we'll assemble an elite crew and a top of the line ship for a suicide mission into EI space, and launch the Defiance in a last ditch effort to destroy the gate from the other side, while a massive assault from the Human Sphere side takes it out here as well.

Maybe we use the knowledge we've garnered from the Penny Arcade to collapse the Wormhole too?

And that's how Asteroid Blues is going to lead directly into the launch of the Kickstarter for Defiance.



Maybe.

We'll see!

Thanks for joining us on this fun ride, and apologies for the blackout in the middle there (life, it's a thing).

Admiral JCJ Farley
PanOceanian Fleet liaison to Coordinated Command: Novyy Bangkok

Thursday, 10 October 2019

WARNING! SECURITY B%$##...

#Connecting to Maya *Hexahedron Secure Net*
*SOURCE HANDSHAKE: … Accepted*
//-Sourcing Maya Stream: “Command Update!”
\\-*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...`e[A`e[A`e[B`e[B`e[D`e[C`e[D`e[CAABB
//--Telnet Access Granted--
EHLO smtp.hexahedron.pano
250 AUTH LOGIN PLAIN
AUTH LOGIN
334 VXNlcm5hbWU6
KwBgjAPgzCIQ6gSwM4FMDSqB2yCGiIwA2AUgBYQB2EsMgThBIAEWg===
334 UGFzc3dvcmQ6
KwBgjAPgzCIQSgewOYFcCmACAkgOwC7oBOAbugYkZgO4CGAzpgBLHoRgBsApACwgDsXMDwCcILgAEpQA
235 20.18.2 Authentication Successful
MAIL FROM: <nomads@hexahedron.pano>
250 OK
RCPT TO: <all@novyybangkok.hexahedron.pano>
250 OK
DATA
354
To: all@novyybangkok.hexahedron.pano
From: nomads@hexahedron.pano
MIME-Version: 10.2
Subject: Postcard from The Gallery Maze
Content-Type: multipart/mixed; boundary=gogognomads
--gogonomads
Wow. Uh. Hi! You guys might want to turn off your telnet feature...
and probably your SMTP server...
Not sure why it’s still running?
Just a thought.

We wanted to give you fine folk a “postcard” from The Gallery Maze!
A bit archaic, we know, but given the communications medium we’re using here...

Anyway, one of our commanders, Spitfire_the_Cat, really enjoyed his rest
and relaxation time there and sends his regards.
We heartily recommend that your commanders take some well earned rest
and go on vacation in the Gallery Maze when they can.
Hope to see you there!

XOXOXO
The Nomad Council

PS> Don’t worry, all the info from your meeting with Levi Blackburn is safe.
Definitely not copied into our data stores and replicated.
Nope.
TTFN!

--gogonomads

--gogonomads
.
QUIT
221 Bye
^]
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*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...