Mighty Monsters by Ganesha Games: demolition golems

For my second Mighty Monsters game, I set up a more complex scenario: two golems (entering from the left) will try to destroy as many as possible of the six coloured buildings. Two robots and 4 infantry stands will try to stop them. Both the golems and the robots have a stronger and a weaker unit. The stronger golem can flight and has a psychic ranged area-attack; the rock golem is slow and has no ranged attack. The advanced robot is armed with two lasers; the regular robot has a single laser.

Winged Golem (303 pts)
Head Q3 C2 AA2L; Body Q3 C3; Arms Q3 C3; Wings Q3 C2 Fly Long; Legs Q3 C2; Tail Q3 C3

Rock Golem (175 pts)
Head Q3 C2; Body Q3 C3 Charge; Arms Q3 C4; Legs Q3 C2 Slow


Advanced Robot (230 pts)
Head Q3 C2 Laser C2M; Body Q3 C4; Arms Q3 C3 Laser C3L; Legs Q3 C2

Regular Robot (175 pts)
Head Q3 C2 Laser C2M; Body Q3 C2; Arms Q3 C3; Legs Q3 C2

Infantry (12 pts x 4) Q3 C1


The two golems, entering from the right side of the board, move towards the closest buildings. The Advanced Robot is fast at taking a good shot at the Winged Golem and inflicts the first hits. The Winged Golem ignores the wounds and destroys Building #2; at the same time, the slow rock golem brings down Building #1.

First two buildings destroyed

The Winged Golem flies on the opposite side of the board, taking cover behind Building #3. The Advanced Robot rushes in pursuit. While the Regular Robot hesitates at the centre of the board, the Rock Golem slowly moves towards Building #4.


The Winged Golem easily destroys Building #3. He then throws a devastating psychic attack towards the Advanced Robot and the Army Men: 3 of the four Infantry units are killed. Then he flies to Building #5. The Rock Golem charges Building #4 and brings it down too!

Only the two buildings on the left still stand

The Winged Golem destroys Building #5. Then it flies back to the right side of the board and engages in a ranged fight against the Advanced Robot. The other robot tries to defend Building #6, the next target of the Rock Golem. But the golem charges and Knocks Back the Robot against the Building that collapses: the robot takes considerable damage too.

The Rock Golem slams a robot into the last building

With all the buildings destroyed, this was a clear victory for the golems. I played some more rounds. The Rock Golem killed the last Infantry unit, but all the main figures kept fighting, even if some were starting to accumulate red dice.


Now that I begin using different attacks (Slam, in particular) things are more fun. Also, having specific objectives (the buildings in this case) always makes games more interesting. It is clear that a game as large as this (about 500 points per side) is going to take a couple of hours. For my next games, I will try to stay closer to 400 points, and I will make buildings C3 (instead of C2) so that it is less easy to destroy them. I am looking forward to receive the Adventure Crafter by Tana Pigeon, so that I can add some role-playing and link the fights into a story.

Mighty Monsters by Ganesha Games: a solo fight

I ran a first Solo game with the Mighty Monsters rule-set by Ganesha Games. The game is a little more complex than I expected, so I left out some bits. In order to simplify book-keeping, I slightly modified how the “degradation” of wounded units work: a unit gains a single token for each of Slowed, Groggy and Crippled, in this order. These conditions are represented by the pink cubes. The yellow / red pebbles represent yellow / red dice (how dangerous it is to attempt actions). Totally unharmed units have no tokens (no pebbles nor dice).

Blue units (deployed on the left):

3 Infantry squads (each represented by two figures) Q3 C1 Puny Short-Move

A mighty Robot
Head Q3 C3 Shooter C2L (laser)
Body Q3 C4
Arms Q3 C3 Shooter C2L (laser)
Legs Q3 C3 Short-Move

Red side (on the right)

A mighty winged golem
Head Q3 C3 Area Attack C3M (psychic)
Body Q3 C4
Arms Q3 C4
Wings Q3 C4 (Long Flight)
Legs Q3 C3
Tail Q3 C3


The golem crosses the whole board in a single flight and takes position in cover at the corner of a building. His psychic attack hits both the Robot and the soldiers: the Robot now has a yellow die and two of the three infantry squads are out of combat.

The robot rushes forward and gains a clear line of sight to the golem. His lasers also hit, and the golem takes a yellow die in its turn. The golem flies on the top of the building and fires a second psychic area-attack: the last infantry squad is out and the Robot takes a second yellow die. The robot immediately retaliates.


The golem flies back to the right side of the board. The robot follows, shooting with both lasers and hits again.


After a few more exchanges of ranged attacks, both units have three yellow dice. The golem is Slowed, Groggy and Crippled (the psychic attack is no more available). The robot is only Slowed.
The two close in for the final hand-to-hand fight. It lasted several turns and in the end the robot prevailed.


I like the game and I hope to play more in the near future. By its nature, it allows to use any random figure, more or less independently on scale. The rules detail a number of different attacks, which should provide for a nicely narrative. Damage is handled in such a way that attacks get less and less effective, while defence is unaffected. I guess this could result in somehow slow end-games. But I must try the Berserk rule (one of the things I ignored in this first game): it allows each non-Robot figure to perform a lethal attack which I think might often end a battle. Another thing I could experiment with is lowering the C score of Bodies (which is basically irrelevant for attacks and essential to defensive rolls).