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Post by madmorgan on Aug 4, 2017 10:38:54 GMT
Nice look and feel of a game as well. I find this interesting on a lot of levels, the most important being the Assault with only a BD weapon. I enjoyed the use of early war cavalry also. Could you give a close up shot of one of your cavalry units please. They look really great at a distance. Awaiting 1909 eagerly. btw do you put the Clamper in 1909 or later as Scott does?
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Post by terrance on Aug 4, 2017 14:06:23 GMT
I go with the story that the clambers are discarded Mark I's or Mark II's not worth repairing. So that puts them in 1912, although that could be pushed up to 1911.
I thought I had posted pics of the cav but cannot locate them. I'll post them again here when I get back to my desktop.
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Post by terrance on Oct 18, 2017 14:41:07 GMT
1908; Send in the MarinesMartian background: Having inflicted damage on the prey that stings’ habitation our forces will return to the landing site and continue construction of the base redoubt. The damage to the habitation and prey creatures will prevent them from threatening our base for some cycles, giving us time to complete its construction. Human background: The Martians are retreating from Belleville in a direction believed to lead to their base. The cavalry will move around the flanks and get ahead of the tripods where they will attempt to slow them so the attack force can catch up. The objective is to destroy as many of these machines as possible before they can return to base. For this operation a unit of US Marines has been assigned to our command. Set up: The scenario is played length-wise on the table (the base edges are the 4 foot sides). Eight terrain elements are placed on the table. Each player selects 4 elements and alternates placing them on the table. Elements must be placed 4 inches from another element. Otherwise there are no restrictions to placement. Terrain elements may be chosen from: - Hills
- Light woods
- Boulder strewn or rocky areas
- Marsh
Martian tripods are set up first and are placed within 15 inches of the human base side. Human cavalry units are set up second and are placed anywhere on the Martian side of the table. Ten human infantry and machine gun units may set up on the human base line and up to 20 inches up the sides. The remaining human units may enter turn 2 except artillery that enters turn 3. Units held until turn 3 may enter up to half the length of the table sides. Game length: Standard game length. If neither side has won after 6 turns, roll a d10. On 1-5 the game ends, on 6-10 one more turn is played. Objective: The Martians are trying to move as many tripods off the table on the Martian baseline as possible, or break the human army. Humans are trying to destroy as many tripods as possible before they get off the table. Special rules: Martians will not break this game. Martians get no command chits this game. Humans get double command chits. Martian tripods that leave the table by the sides or human baseline count as destroyed for points in this scenario and may not return to the table. Victory: Martians receive 1 point for each tripod that leaves the table by the Martian baseline. Humans receive 1 point for each tripod destroyed. If the human army breaks, the Martians win regardless of the point totals.
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Post by terrance on Oct 18, 2017 14:52:53 GMT
Units for Send in the Marines
Martian: 5 Assault tripods w heat ray; 1000 points 1 Assault tripod w heat ray and black dust: 250 points Total = 1250 points
Human: 5 Cavalry @ 35=175 points 1 Marine unit @ 75=75 points 1 Marine machine gun unit @ 45=45 points 1 Marine sniper unit @ 40=40 points 1 Marine command stand @40=40 points 3 Machine gun @ 40=120 points 12 Infantry (Doughboys) @ 30=360 points 6 Forlorn Hope @ 15=90 points 3 Infantry command @ 30=90 points 2 Artillery w horse limbers @ 80=160 points Total = 1185 points 10 command tokens Break 15
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Post by terrance on Oct 21, 2017 19:29:16 GMT
Turn 0 to 1 Humans were automatically given initiative the first turn. Most units were double moved to assault as many tripods as possible. One tripod was left open so the machine guns could hammer it. The assault on the tripod in the woods resulted in an explosion. Two infantry units were destroyed and 2 elements of the third were killed. In spite of that the remaining element passed morale.
Machine guns put two damage markers on the black dust tripod.
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Post by terrance on Oct 21, 2017 19:31:32 GMT
Turn 2- human initiative Humans resume the assault on tripods. Machine guns continue to fire at the black dust tripod. Machine guns cause a movement damage on the black dust tripod. One of the other assaulted tripods collapses. It is starting to look like a bad day for the Martians.
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Post by terrance on Oct 21, 2017 19:43:23 GMT
Turn 3 - Martian initiative The Martian attempts to move the black dust tripod but the human wins the roll off and the tripod turns to face the woods. The Martian shoots the black dust and wipes out two machine gun elements in the woods. During the human turn the cavalry and marines assault. One tripod takes a weapon hit. No damage is done to the other two. Machine gun fire at the black dust tripod causes it to collapse.
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Post by terrance on Oct 21, 2017 19:49:15 GMT
Turn 4 - Human initiative Human player again assaults with cavalry. Marines focus on shooting the open tripod.. No major damage was done and on the Martian turn the tripods focused on the Marines. The Marine machine guns were destroyed. Damage was done to the marine assault and shooting units and the assault unit failed morale and was destroyed for being within 4 inches of a tripod. The Marine command stand was also lost.
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Post by terrance on Oct 21, 2017 19:55:35 GMT
Turn 5 - human initiative. The human player continues the assault with the cavalry and tries shooting the third tripod. The assault on the center tripod results in D10 armor lost and a 10 was rolled. Minor or no damage was done on the other two tripods. The Martian player now switches to trying to break the human army. There are several infantry units reduced to one element and the tripods move to try and finish them off. However he misses all the shots.
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Post by terrance on Oct 21, 2017 20:00:40 GMT
Turn 6 - Martian initiative. The Martian continues shooting at depleted units and kills several, but not enough to break the human army. The Humans assault one tripod and shoots another and both crash to the ground. One tripod will get away to tell of the horror. Human victory: 10 human units lost out of 15 to break 5 of 6 tripods lost.
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Post by terrance on Oct 21, 2017 20:06:03 GMT
The humans has a lot of luck in this game. One tripod exploded, 4 collapsed and results gave one movement hit, one weapon hit and one d10 armor loss hit. The weapon hit really hurt the Martian player. He tried three times to fire and lost the roll off each time. If that weapon had been able to fire he might have been able to break the human army.
Next game we move to 1909. Martians will add Scout tripod, Harvester tripod, Founder tripod, and Gatherer tripod. Humans will add Heavy field guns, Hold gun tractor, Armored flivver with MG, and Armored car with MG.
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Post by boxholder on Oct 21, 2017 23:35:11 GMT
Outstanding report.
The humans are going to need a lot of victories like this to survive as a species.
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Post by Quendil on Oct 22, 2017 12:14:01 GMT
What a great game and report. Loving this campaign
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Post by terrance on Feb 15, 2018 17:44:33 GMT
First game of 1909; Send in the scouts According to the timeline I am following the arms race adds Scout Tripods and armored cars. Later in the year the Martians will get Harvester Tripods, Gatherer Tripods, and Founder Tripods. Humans will get Heavy field batteries, Holt gun tractor, Armored flivvers with MGs, and aircraft. We will see if every one of these items shows up in games for 1909. My timeline is a mix of the history from the hardback rule book, Scott's novels, and what ever I think will be interesting. For the history books: 1909: By mid-year the Martians control large portions of the Earth. In America they occupy the New Mexico Territory and north to the Canadian border. Humans struggle to find weapons and tactics that can defeat the Martians. Most of the occupied regions are evacuated but with huge losses in human life. In September the Martian attacks suddenly stop. 1909; Bring in the ScoutsMartian background: Martian planners have decided that smaller faster tripods are a useful addition to the forces subduing the Prey-That-Stings. The standard fighting tripods are now supported by these faster ranger tripods. These are smaller but faster and have a lighter heat ray than the fighting tripods. Human background: It is clear defeating the Martian invaders will require new weapons and tactics. New weapons are starting to roll out of the laboratories. We have just taken delivery of horseless carriages with mounted machine guns. These flivvers have been named armored cars. It is believed the speed and firepower of these armored cars will make a significant impact on the battle against the infernal tripods. Terrain: The defender’s half of the table contains six areas of low ruins. These are selected and placed by the human player. After the human player places terrain the Martian player places three areas of terrain on the Martian half of the board. All terrain pieces on both sides of the table must be no closer than 4” to another terrain piece or the edge of the table. The Martian may choose from: Light woodland Marsh Hills Setup: The humans are defending the ruins on the outskirts of Belleville.As defenders they set up first. Human units may be placed hidden. For every two hidden markers representing units the human player may place one dummy marker. They are reviewed per the normal bidden unit rules. After the human has placed all his units the Martian places at least half of his units touching the Martian edge of the board. Any Martian units not placed on the board become reserves and are brought into play per the normal reserves rules. No units may be reinforcements. Objective: The Martians must move as many units as possible into the human’s set-up zone (the ruins). The humans must prevent this while not loosing too many troops. Duration: The game ends at the end of any player’s turn if either side is broken. If neither side has won by the end of six turns, roll a die. On 1-5 the game ends, on 6-10 one more turn is played. Victory: For a victory the Martians must not be broken and have at least one tripod within 12” of the human player’s board edge at the end of the game. If the human army is broken but the Martians do not have a tripod within 12” of the human table edge the result is a draw. Humans win it they are not broken and there is no Martian tripod within 12” of the table edge at the end of the game. If the Martian army breaks and there is a tripod within 12” of the human table edge the result is a draw.
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Post by terrance on Feb 15, 2018 17:50:12 GMT
Send in the Scouts; units.
Martian 2 Assault Tripods with heat rays 1 Assault Tripos with black dust 3 Scout Tripods with heat rays 1050 points
Humans 2 Field gun batteries with horse limbers 2 Cavalry troops with explosives 10 Doughboy squads with 5 forlorn hope 3 Infantry command squads 2 Machine gun units 4 Armored cars with machine guns
1055 points
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