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Post by mikedski on Jun 4, 2018 14:53:41 GMT
I am coming up with another battle report based on Scott Washburn's book, The Great Martian War: Counterattack. Please comment!! During the battle Martian clan leader Qetjnegartis remarked on the obstacles encounter during the attack on city 3-37 (Memphis) Well Traps: "As it been feared, once they were within one teraquel of the enemy positions, they began to encounter pit traps set to ensnare the legs of the fighting machines. Most were cleverly hidden and constructed so a drone …..could cross without triggering them."
Another obstacle were 'well traps' - clusters of narrow but deep holes carefully concealed that would collapse with the weight of single tripod leg. The tripod would become hopelessly stuck and due to resultant leaning on the trapped leg the tripod would have difficulty firing its weapons. Several machines could pass unknowingly over a trap and a later unsuspecting machine could find itself ensnared. A number of markers are scattered in front of first line of trenches. These represent possible well trap locations. Only a few represent actual traps which are indicated on the unseen side of the marker. When a Martian machine (not drone) moves within 4 inches roll a D10: roll 1 - 6: No result - the marker is not exposed - remains in place. roll - 7 - 10: flip the marker over - a) if blank then remove the marker. This represents a good recon and no traps found or maybe one was found and avoided and marked. b) if actual trap location; roll another D10. If the result is 6 -10 the machine skillfully avoids the trap and warns other machines. Remove the marker. If result 1 - 5 then the machine is ensnared with the following consequences: - The machine is permanently immobile. May not move the rest of the game. It can only fire within its front arc. Subtract 3 from the machine's defense value during attack. - The machine is immobilized with a unstable lean due to the entrapment of one leg. If the machine fires roll a D10. The result x2 is the machines new weapons range for reminder of the game. If the machine suffers a critical weapons hit from subsequent attack the machine can no longer fire. - If the machine suffers a critical mobility hit during a subsequent attack the machine topples over and is destroyed. If tripod double times its movement and exposes a trap marker then roll two D10 die - if either is a 1 - 5 result the machine is ensnared. Prepared Ditches or streams"There were more traps immediately in front of the enemy trenches and a ditched filled with water. A score or more machines became trapped or mired in the mud at the bottom of the ditch...."
In preparation for an assault on Memphis the US Army Corps of Engineers deliberately flooded streams or prepared water filled ditches north and south of the city to foil flank attacks. When a Martian machine enters or crossed a prepared stream or obstacle ditch roll one D10. a) If result is 6 -10 the machine safely crosses. Place a marker indicating a "safer" crossing point. Subsequent machines that cross at this point can reroll failed crossing attempts. b) if the result is 1 - 5 then machine is immobilized. Place an immobilization marker on the machine as if entangled by a tow cable attack. - The tripod may attempt to move again next move phase and break free as described on page 88 of rule book under tow cable. If the machine is unable to break free then the only consequence is to add another immobilization marker to the machine. Essentially the more the machine fails to free itself the more mired it becomes. It's possible a machine could acquire enough immobilization markers to effectively be permanently immobile. - If during a subsequent attack the immobilized machine suffers a critical mobility hit and loses a movement roll off (even if it succeeds in freeing itself during that movement phase) the machine topples over and is destroyed. Up coming field of battle: Breakthrough at Wolf Crossing - North of Memphis, July 1912.
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Post by Quendil on Jun 4, 2018 17:17:18 GMT
All sounds very interesting. Can't wait to see how they work in the battle
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Post by scottwashburn on Jun 5, 2018 11:17:03 GMT
Wow, this is so cool! Your rules sound good. Well thought out and fair. I look forward to another great battle report from you!
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Post by hardlec on Jun 6, 2018 21:12:30 GMT
This causes me to believe there will actually be some effective rules regarding traps.
I would make the traps more than 50% effective, but this will probably be something that needs to be tested.
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Post by mikedski on Jun 7, 2018 0:47:21 GMT
This causes me to believe there will actually be some effective rules regarding traps. I would make the traps more than 50% effective, but this will probably be something that needs to be tested. I was thinking that, too. But part of it is playability, too If a good portion of your machines end up trapped then were is the fun? I suppose it's an issue of density versus quality. Maybe a few traps with high probability of success or many traps with lower chance of success. The goal of the battle is to replicate the dilemma faced by the Martian commander - get to the city quickly with poor recon and obstacles be damned!
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Post by hardlec on Jun 9, 2018 14:01:47 GMT
Traps are used for area denial. They seldom cause casualties directly as the smart thing is to avoid them. The martians have superior mobility, tactically and strategically.
There are probably hundreds of small towns throughout the midwest that have built works around themselves. When the Martians have to attack, they have to do it into the teeth human obstacles.
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Post by madmorgan on Jun 10, 2018 8:56:06 GMT
Interesting ideas - how about assigning a point cost to the 'wells' and having the flooding cost a few points as well. These would sorta fall under fortifications wouldn't they?? See terrain chart for thoughts.
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Post by mikedski on Jun 10, 2018 11:18:07 GMT
Interesting ideas - how about assigning a point cost to the 'wells' and having the flooding cost a few points as well. These would sorta fall under fortifications wouldn't they?? See terrain chart for thoughts. I suppose the well could same as regular explosive trap? Do they even have points? I think they are scenario based. anti-tripod ditch - 50 points per 8 inch section? It's like having stationary, indestructible Rough Riders.
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Post by hardlec on Jun 10, 2018 13:27:17 GMT
There are going to be several types of defensive works. Active and passive, improved or fallow, probably more.
The Martians are coming, but a long way off. The town council has decided to dig a moat around the town. It will be integrated into an irrigation system to benefit the area Martian or No Martian. As displaced people start filtering into town, there is work for them. A moat is a passive defense. After several months, the moat is a fallow defense requiring little maintenance. As the martians come closer, the moat is reinforced with covered pit traps. These are more difficult to make and require people constantly watch them, as the pit traps can catch livestock as well as Martians. The pit traps are an improved passive defense. The Army comes by and prepares the town for an imminent attack. Mines, barricades and guns are emplaced. The Engineers are delighted that the town has already dug emplacements for the guns, a project overseen by Spanish-American War Veterans. A system of guards and watchmen is set up, an active defense. Guns and crews are ready, an active defense. Mines, barricades and traps are in place, passive defenses. The town has had a week to beef up its works, all the projects are improved. The Martians attack and are immediately repulsed. It is going to be a long battle.
In another area, the Martians hit a town protected with an old moat and traps that have been in the ground for months. There are gun pits manned with willing crews but the watchmen are bored and complacent. The Martians score a few easy victories before the defenses are fully manned and ready. It is going to be a long battle.
One note that Maybe Ironclad/Tiny Terrain might read with interest:
Sandbag walls at 15-18mm scale will be exceptionally useful. Their current selection could probably be scaled for AQMF and FoW. 25-28-32mm tank traps will be better suited for AQMF than the 15mm traps used for FoW. Tripods are big, much bigger than even a Royal Tiger. Things like Dragons' Teeth should be sold by dozens.
Will jersey barricades, AKA K-rails, fit in the period? Tiny Terrain has some peachy jersey barricades.
An 8 inch strip of terrain such as pit traps seems to be a good idea. Maybe Scott can (also?) come up with simple, flat "moats" that are like the railroad tracks, which will be different than streams or creeks. Scott already has a nice selection of dragons' teeth, wire, and other traps.
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Post by boxholder on Jun 10, 2018 16:43:21 GMT
While we are doing pit traps, why not an electrified pit. Martian steps in, completes the circuit, and starts the Ampere Twitch. These would be essentially a combination of Edison wires with a pit. Pits for this could be relatively small and shallow and so easy to conceal.
WIring could be buried in shallow ditches. Multiple traps could be connected with feeder lines. "Slow blow" fuses could be used to shut off power to the branch containing the pit after the Martian has danced long enough. So, many pits could be chained along a distribution line without need for lots of fancy switchgear.
Just a suggestion for some more variety. Not as violent satisfying as an explosive pit trap; more entertaining than a simple hole. And does not require the trapped tripod to be engaged with another weapon to kill it. Just let it fry-fry-fry.
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Post by madmorgan on Jun 10, 2018 19:09:43 GMT
Wow loads of great ideas in this thread. I'm going to ponder them a bit more as they all seem to have a degree of kick-Martian in the ?teeth?. One of my ideas was digging a pit similar to above and just dropping a Tesla mine in. Tripod messed up really bad with that misstep.
As to Jersey Walls - of coarse! Between Scott's excellent Paper Terrain and MI Toy Soldier, Brookhurst Hobbies, and Acheson Creations, there is a ton of pieces out there to work with. Btw, I did a prison workup for a scenario by using the walls and concrete guard tower from MBA's items (25mm). After all, an abandoned prison makes a great fortress against the Martians, right? See Fortresses section pg 73 in rulebook for prison rules.
See scenario 2 - The Bunkers for ideas on points for various defenses. They set 6" x 6" at 75 points, but, I suppose your 50 points seem fine for just a ditch, water or no.
One other item I've mentioned elsewhere - use 'Dragon Teeth' scattered around the town. These don't impede anything - they're packed with explosives that can be triggered by defenders via buried wires or mercury switched to explode due to the vibrations of a Martian machine walking past (drones too if sensitive enough).
As the years of our gaming roll by, we find ourselves 'digging' deeper into defense of Mankind. This is a good thing - unless you're a Martian player.
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Post by mikedski on Jun 11, 2018 2:39:44 GMT
This causes me to believe there will actually be some effective rules regarding traps. I would make the traps more than 50% effective, but this will probably be something that needs to be tested. I am now thinking 1 through 7.
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Post by hardlec on Jun 12, 2018 12:14:42 GMT
Morgan, drop and give me 20 for that horrible pun.
I like the idea of combining pits and Edison Wire.
As for Prisons as fortresses, there is an old prison near Jefferson City Missouri that could serve as inspiration. Medieval, menacing, the very personification of "crime does not pay." Modern Prisons are Chain Link and Razor Wire mostly. The old stone-wall-and-Iron-bars prisons would be very difficult to break into.
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Post by madmorgan on Jun 14, 2018 8:54:57 GMT
Yeah, strangely enough, I can't find any floor plans or interior layouts of old style prisons - which makes sense I suppose. In any case, all that is needed is the 'outer shell' of the place and I can easily do that with the above mentioned method.
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Post by scottwashburn on Jun 14, 2018 11:36:43 GMT
Of course the practicality of any sort of moats and pit traps are going to depend on the topography. Rocky ground with thin topsoil will make digging moats or traps very difficult. A nearby water source (river, lake) will be needed for a moat. But wet ground will make the pit traps fill up with water and probably collapse pretty quickly. Bottom line: some areas will be able to add this sort of defense and others won't.
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