Far Across the Lava-Stained World of Mechs vs. Minions

May 14, 2020 | Sessions | 0 comments

Follow along with a tricky mission through lava-cracked terrain filled with the enemies of Mechs vs. Minions.

Another day, another mission! I opened another sealed envelope to see what was in store for my next play of Mechs vs. Minions. Most of the time, the rules expand on previous elements without adding too much complexity. I still love this system and the way everything is presented. But no promises on my programming… Crashing is my specialty!

Spoiler Alert

This entry covers Operation: Dazzling Danger. I suggest not continuing on if you plan to play through the campaign yourself. Surprises don’t come around all that often, so enjoy any that you can! This post will be here waiting!

Game Overview

Game Name: Mechs vs. Minions
Publication Year:
 2016
Designers:
 Cantrell, Ernst, Librande, Saraswat, and Tiras
Artists:
 Danny Beck and Tysen Henderson
Solo Mode: Included in the Base Game (Cooperative)

I bid farewell to the verdant fields near the academy. There seemed to be a hilarious conspiracy at play in terms of the reasoning for this lava-filled nightmare.

This was going to be a major challenge with rune gates, spiked walls, and other obstacles. Saddle up, Yordles!

A Wild Journey Across the Cracked and Volcanic Lands in Mechs vs. Minions

On the Horizon

Heimerdinger has some of the best hair! Other Yordles must be jealous. Those flaming locks looked right at home as everyone peered out across the lava.

The mechs needed to move close to the central region while doing maximum damage. Everything all at once!

I had some ideas in mind about what I needed to do. As always, I had a vague plan. Trouble is that this can change on a dime. It’s important to be flexible with the missions.

Heimerdinger might need to request a large helmet for the future. Best not burn off that amazing hair. Ha ha!

A Lovely Head of Red Hair Ruffled by the Lava Vents in Mechs vs. Minions

Protecting the Middle

All of the mechs started off scattered in the region. I had to work on getting everyone to the middle to drop off crystal shards on this cluster of rune spaces.

The trick? All of the minions were already closer and poised to damage the central area as quickly as possible.

Omni Stomp is one of the most important commands for movement, particularly with certain schematics. But the command cards aren’t unlimited. Time for more planning.

I started to pick up Memory Cores to eventually upgrade them. A wise choice? I would have to wait and see.

The Central Safe Zone to Protect in a Mechs vs. Minions Mission

Flying Off the Rails

Oh no, Tristana! She started to tip over from all of the pressure. I didn’t blame her. Granted, the crystal shards aren’t designed to be used like this. I did it anyway!

Things looked rather grim. The starting health of 10 for the central area was practically decimated in a single turn… Down to 3 health and the red zone! Or… White zone?

Regardless, I started to move everyone as close to the middle in as few moves as possible. It wasn’t easy.

It all looked dangerous, yet under control. Tristana was the main attacker. Then, those minions took aim…

A Slow Fall from Grace for Tristana in Mechs vs. Minions

Unwanted Rotation

Oh, lovely. My whole strategy with Tristana was built around moving her in a specific straight line. All it took was a lucky minion and the wrong kind of damage!

I agonized over this turn. Tristana got close, but she couldn’t get close enough to a rude group of minions.

Everyone else was too far away. Corki took out a different group, Heimerdinger was just sputtering and admiring his hair, and Ziggs had no movement.

No matter how I planned it out with the new command card draft, I knew what was coming. Unfortunately…

The Worst Time for an Unplanned Rotation in Mechs vs. Minions

Session Overview

Play Number: 13
Solo Mode: Included in the Base Game (Cooperative)
Play Details: Operation: Dazzling Danger (Mission 7)
Required Play Space: 52″ x 34″
Setup Time: 10 Minutes
Play Time: 30 Minutes
Outcome: Loss

Perhaps the trouble came from the rune die. Minions spawned on the yellow spaces 3 turns in a row, and no one was in that region. Well played. Ha ha! I learned a lot along the way, though, and hope to succeed next time!

The Ultimate Cause of Defeat from the Yellow Rune Spaces in Mechs vs. Minions

%

20 Plays

Affordability

Price & Value

8

Functionality

Challenges & Mechanics

10

Originality

Design & Theme

10

Quality

Components & Rules

10

Reusability

Achievement & Enjoyment

8

Variability

Distinctness & Randomness

6

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Continue the Conversation

Who is your favorite Yordle from Mechs vs. Minions? With all of these missions, I’ve had a great time getting to know more about the characters! There are funny dialogue snippets with the mission booklets to start with. Do you have other examples of interesting campaign-based characters? I’ll have to be on my guard against damage next time!

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