Battle of Memphis: Meeting Engagement at the FIeld Hospital
Aug 5, 2018 17:27:20 GMT
Quendil, David N.Tanner 07011959, and 2 more like this
Post by mikedski on Aug 5, 2018 17:27:20 GMT
Martian Battlegroup 32-5 achieved an early breakthrough at Wolf Crossing but at the cost of 25% of its force. At the urging of the Clan Leader Qetjnegartis, the battlegroup is now crossing the Wolf River piecemeal to maintain the momentum of the attack. Several tripods are already damaged from the previous fighting. Tripods and drones arrive based on their departure from the battlefield at Wolf Crossing just to the north.
Arrival Rules.
Tripods and drones arrive based on their departure from the battlefield at Wolf Crossing.
The Wolf River defines the northern edge of the battlefield. The machines have to cross the river and then negotiate the southern bank and tree line. On their turn of arrival each group is placed in the river on the north side of the table. Then each tripod rolls one D10 die:
1 - 5 : No further movement or combat this turn. Must move out of river next turn and may shoot or assault normally next turn.
6 - 8 : Must move out of the river second movement phase. No combat this turn.
9 - 10: Must move out of river first movement phase and can fire or assault in combat phase.
Drones must cross using the bridges within controller range. Drones may move, shoot, and assault the turn of arrival even if the control machine cannot.
Damage rules
Some tripods have been damaged during the battle at Wolf Crossing. Modify critical hits as follows:
1) Mobility critical hit: If a tripod arrives with a mobility control damage then prior to movement during each phase then the players will each roll a D10.
- If the Martian player wins, moves normally
- if the human player wins - Subtract Martian die roll from the human die roll. This is distance the machine is able to move
- Tie roll - no movement
2) Weapons critical hit: If a tripod arrives with a fire control damage then prior to shooting then the players will each roll a D10.
- If the Martian player wins, fire normally
- if the human player wins, then the Martian machine can only fire as far the number shown on the Martian die roll.
- Tie roll - no weapons fire
3) 14 command tokens are available. In addition to movement bonus the command tokens can be used to:
a) placed destroyed machines in the reinforcement pool. Not available until turn 8.
b) extend the game beyond turn 10 by forcing a roll off. If Martian wins then game is extended additional turn. This can be performed for four turns. If Martian player losses roll - off, the game ends.
4) The Martian force will not break due to morale.
5) Reinforcements: Clan Leader Qetjnegartis directed Battlegroup 32-14 to bring up the rear and assist those in need of help. Starting turn 7, a Black dust tripod and controller with 9 drones are immediately available as reinforcements. On the turn of arrival reinforcements are placed in the Wolf River for their first movement phase and can move out of river the second movement phase. The Martian player can use additional command tokens to regenerate destroyed assault and black dust tripods. They will become available turn 8.
Blue Box - militia deployment area
Red Box - artillery deployment area
Orange Box - field hospital - Memphis Belles deployment area
Green Box - infantry company arrival area
Yellow Box - tank company arrival area
Row of Buildings - armed civilian volunteers deployment area.
The Memphis City Militia were the only troops initially available to meet the attack and to hold the line until VII Corps troops can arrive from the west side of the Mississippi River.
Command team with one command token.
.50 caliber sniper unit
two infantry squads
HMG squad
heavy mortar battery
The Memphis Women's Volunteer Sharpshooters was formed in 1911 when Memphis became city on the front line of the Martian Invasion. Rebecca Harding from New Mexico was accepted as marksmanship trainer based on her obvious shooting skills and with her fame early in the war killing of a Martian with a rifle as it climbed out of its disabled tripod. She regarded the Memphis Belles as more a social club for upper crust ladies in their buckskin coats than a bona fide militia unit. But when the city militia commander directed the volunteers to the north end of the city Rebecca was surprised a fair number reported for duty. When the Martians crossed the Wolf River the volunteers were not more than a quarter mile away helping to evacuate the last patients and staff from a field hospital. With their standard infantry rifles the Memphis Belles would focus on shooting drones to allow regular troops to engage the tripods.
Memphis Belles/ infantry/ speed 6/ courageous morale/ defense 5, armor 4/ power 0- no grenades or explosives
Rebecca Harding, crack shot - this unit can reroll one failed To Hit die roll during shooting or assault.
When the Martians unexpectedly arrived from the north, the Memphis police and militia commanders have thrown open their armories in desperation to any and all volunteers. The police supervised the issue of weapons and led loosely organized groups to the north part of Memphis. Firearms were a mix of hand guns, shotguns, hunting rifles, and a surprising number of brand new Thompson submachineguns and a few Browning Automatic Rifles "loaned" from VII Corps stocks. Though lacking the range and punch of firing US Army issue Springfield 1903 rifles these volunteers could unleash an impressive volume of fire at point blank range. Grenades and dynamite sticks were plentiful but just as dangerous to the user as to the Martians. During the battle the civilian patrols accounted for a good number of destroyed drones and 2 confirmed tripod kills.
Unfortunately , most volunteers rushed to battle without protective gear against the Martian Black Dust.
Armed Civilian/ infantry type/ courageous morale/speed 6/defense 3/armor 3/ range 0 power +2/special - stealth/ vulnerable/unskilled but eager
Special Rules. 1) Each unit is placed in the large buildings marking the southern portion of the board using the stealth rules of the main rule book. Allow three decoy tokens with each true token. The unit will only lose stealth mode if exposed by Martian fire at the token, the token is assaulted or the human player elects to expose them to launch an attack. Civilian units must end each turn along the southern twelve inches of the board (essentially they will not leave the comparative safety of the buildings).
2) If a civilian unit is attacked with black dust reroll any successful defensive save die rolls. 3) If a element rolls a "1" or "10" during assault combat the element is destroyed (blown up by their own explosives ) but apply the results of the assault to the Martian defender per rules. 4) If a unit fails a morale check the unit is destroyed instead of routing. They cannot benefit from command presence or command tokens in anyway.
VII Corps provided a mechanized artillery battalion to provided fire support to the defenders at the Wolf Crossing strong point. They had just received news that the Martians had breached the defenses and were preparing to displace when the first Martians cleared the south bank of Wolf River.
One Battalion Command Team with two command tokens.
One heavy field gun battery with tow capable Mark II tractors.
Two mobile artillery batteries with ammo tenders
Deploys within twelve inches of the middle (length-wise) of the board.
Special Rule. The Martians placed a premium on the destruction of human artillery. The US Army placed a premium on its preservation. The point value of each artillery battery destroyed is added to the Martian victory point total. The human player can exit the artillery from the southern edge at anytime without penalty. If a battery is routed then normal rout and morale rules apply.
Initial deployment. Militia and the Memphis Belles deployed using stealth tokens.
Artillery in position.
Game length: 10 turns. Optional extension by Martian player.
Victory Conditions;
The Martians must exit machines and drones off the south edge of the table. Add the points of each machine:
75 % or greater of force starting force total - Major victory
25 - 74% - Minor victory
< 25% - defeat
Bonus
1) Add the point totals for destroyed artillery units.
2) Double the points for machines for tripods that exit before turn 5.
3) 1/2 points for exiting after turn 10.
The Tank company will arrive along the south - south east portion of the board edge.
Two Mark II platoons
One HQ platoon with a modified command tank with three machine guns/ 4 inch gun ( Buzz Saw) with two command tokens, a self propelled anti-tripod gun ( Davey Crockett) and a explosive barrel tosser (Bourbon Bomber)
The Infantry company will arrive from the south - southwest portion of board edge.
HQ team with stove pipe rocket team. Two command tokens. Will arrive with the lead unit.
Three infantry units with stove pipe rocket teams riding in trucks.
Heavy machine gun unit with machine gun trucks.
Truck mounted field gun battery.
Sporadic air support is available at best. Roll each turn for arrival:
1: No further aircraft available the rest of the game
2 - 5: no aircraft
6 - 7 : one aircraft arrives
8 - 9 : two aircraft arrives
10: three aircraft arrive
Aircraft arrive along either the east or south edges or the board.
Breakthrough! If a Martian machine exits the south edge, note the human reinforcement zone that it exited into. Remove one human unit from the reinforcement pool for each machine that exits. This represents the diversion of the reinforcements to battle the Martians in the streets of Memphis.
Arrival Rules.
Tripods and drones arrive based on their departure from the battlefield at Wolf Crossing.
The Wolf River defines the northern edge of the battlefield. The machines have to cross the river and then negotiate the southern bank and tree line. On their turn of arrival each group is placed in the river on the north side of the table. Then each tripod rolls one D10 die:
1 - 5 : No further movement or combat this turn. Must move out of river next turn and may shoot or assault normally next turn.
6 - 8 : Must move out of the river second movement phase. No combat this turn.
9 - 10: Must move out of river first movement phase and can fire or assault in combat phase.
Drones must cross using the bridges within controller range. Drones may move, shoot, and assault the turn of arrival even if the control machine cannot.
Damage rules
Some tripods have been damaged during the battle at Wolf Crossing. Modify critical hits as follows:
1) Mobility critical hit: If a tripod arrives with a mobility control damage then prior to movement during each phase then the players will each roll a D10.
- If the Martian player wins, moves normally
- if the human player wins - Subtract Martian die roll from the human die roll. This is distance the machine is able to move
- Tie roll - no movement
2) Weapons critical hit: If a tripod arrives with a fire control damage then prior to shooting then the players will each roll a D10.
- If the Martian player wins, fire normally
- if the human player wins, then the Martian machine can only fire as far the number shown on the Martian die roll.
- Tie roll - no weapons fire
3) 14 command tokens are available. In addition to movement bonus the command tokens can be used to:
a) placed destroyed machines in the reinforcement pool. Not available until turn 8.
b) extend the game beyond turn 10 by forcing a roll off. If Martian wins then game is extended additional turn. This can be performed for four turns. If Martian player losses roll - off, the game ends.
4) The Martian force will not break due to morale.
5) Reinforcements: Clan Leader Qetjnegartis directed Battlegroup 32-14 to bring up the rear and assist those in need of help. Starting turn 7, a Black dust tripod and controller with 9 drones are immediately available as reinforcements. On the turn of arrival reinforcements are placed in the Wolf River for their first movement phase and can move out of river the second movement phase. The Martian player can use additional command tokens to regenerate destroyed assault and black dust tripods. They will become available turn 8.
Blue Box - militia deployment area
Red Box - artillery deployment area
Orange Box - field hospital - Memphis Belles deployment area
Green Box - infantry company arrival area
Yellow Box - tank company arrival area
Row of Buildings - armed civilian volunteers deployment area.
The Memphis City Militia were the only troops initially available to meet the attack and to hold the line until VII Corps troops can arrive from the west side of the Mississippi River.
Command team with one command token.
.50 caliber sniper unit
two infantry squads
HMG squad
heavy mortar battery
The Memphis Women's Volunteer Sharpshooters was formed in 1911 when Memphis became city on the front line of the Martian Invasion. Rebecca Harding from New Mexico was accepted as marksmanship trainer based on her obvious shooting skills and with her fame early in the war killing of a Martian with a rifle as it climbed out of its disabled tripod. She regarded the Memphis Belles as more a social club for upper crust ladies in their buckskin coats than a bona fide militia unit. But when the city militia commander directed the volunteers to the north end of the city Rebecca was surprised a fair number reported for duty. When the Martians crossed the Wolf River the volunteers were not more than a quarter mile away helping to evacuate the last patients and staff from a field hospital. With their standard infantry rifles the Memphis Belles would focus on shooting drones to allow regular troops to engage the tripods.
Memphis Belles/ infantry/ speed 6/ courageous morale/ defense 5, armor 4/ power 0- no grenades or explosives
Rebecca Harding, crack shot - this unit can reroll one failed To Hit die roll during shooting or assault.
When the Martians unexpectedly arrived from the north, the Memphis police and militia commanders have thrown open their armories in desperation to any and all volunteers. The police supervised the issue of weapons and led loosely organized groups to the north part of Memphis. Firearms were a mix of hand guns, shotguns, hunting rifles, and a surprising number of brand new Thompson submachineguns and a few Browning Automatic Rifles "loaned" from VII Corps stocks. Though lacking the range and punch of firing US Army issue Springfield 1903 rifles these volunteers could unleash an impressive volume of fire at point blank range. Grenades and dynamite sticks were plentiful but just as dangerous to the user as to the Martians. During the battle the civilian patrols accounted for a good number of destroyed drones and 2 confirmed tripod kills.
Unfortunately , most volunteers rushed to battle without protective gear against the Martian Black Dust.
Armed Civilian/ infantry type/ courageous morale/speed 6/defense 3/armor 3/ range 0 power +2/special - stealth/ vulnerable/unskilled but eager
Special Rules. 1) Each unit is placed in the large buildings marking the southern portion of the board using the stealth rules of the main rule book. Allow three decoy tokens with each true token. The unit will only lose stealth mode if exposed by Martian fire at the token, the token is assaulted or the human player elects to expose them to launch an attack. Civilian units must end each turn along the southern twelve inches of the board (essentially they will not leave the comparative safety of the buildings).
2) If a civilian unit is attacked with black dust reroll any successful defensive save die rolls. 3) If a element rolls a "1" or "10" during assault combat the element is destroyed (blown up by their own explosives ) but apply the results of the assault to the Martian defender per rules. 4) If a unit fails a morale check the unit is destroyed instead of routing. They cannot benefit from command presence or command tokens in anyway.
VII Corps provided a mechanized artillery battalion to provided fire support to the defenders at the Wolf Crossing strong point. They had just received news that the Martians had breached the defenses and were preparing to displace when the first Martians cleared the south bank of Wolf River.
One Battalion Command Team with two command tokens.
One heavy field gun battery with tow capable Mark II tractors.
Two mobile artillery batteries with ammo tenders
Deploys within twelve inches of the middle (length-wise) of the board.
Special Rule. The Martians placed a premium on the destruction of human artillery. The US Army placed a premium on its preservation. The point value of each artillery battery destroyed is added to the Martian victory point total. The human player can exit the artillery from the southern edge at anytime without penalty. If a battery is routed then normal rout and morale rules apply.
Initial deployment. Militia and the Memphis Belles deployed using stealth tokens.
Artillery in position.
Game length: 10 turns. Optional extension by Martian player.
Victory Conditions;
The Martians must exit machines and drones off the south edge of the table. Add the points of each machine:
75 % or greater of force starting force total - Major victory
25 - 74% - Minor victory
< 25% - defeat
Bonus
1) Add the point totals for destroyed artillery units.
2) Double the points for machines for tripods that exit before turn 5.
3) 1/2 points for exiting after turn 10.
The Tank company will arrive along the south - south east portion of the board edge.
Two Mark II platoons
One HQ platoon with a modified command tank with three machine guns/ 4 inch gun ( Buzz Saw) with two command tokens, a self propelled anti-tripod gun ( Davey Crockett) and a explosive barrel tosser (Bourbon Bomber)
The Infantry company will arrive from the south - southwest portion of board edge.
HQ team with stove pipe rocket team. Two command tokens. Will arrive with the lead unit.
Three infantry units with stove pipe rocket teams riding in trucks.
Heavy machine gun unit with machine gun trucks.
Truck mounted field gun battery.
Sporadic air support is available at best. Roll each turn for arrival:
1: No further aircraft available the rest of the game
2 - 5: no aircraft
6 - 7 : one aircraft arrives
8 - 9 : two aircraft arrives
10: three aircraft arrive
Aircraft arrive along either the east or south edges or the board.
Breakthrough! If a Martian machine exits the south edge, note the human reinforcement zone that it exited into. Remove one human unit from the reinforcement pool for each machine that exits. This represents the diversion of the reinforcements to battle the Martians in the streets of Memphis.