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Post by madmorgan on Apr 21, 2016 17:10:15 GMT
This is now open for you to post optional rules for the LRBook. These would be anything that isn't a change to the AD rulebook; things like Ship rules, Aircraft or Airplane rules, new vehicles, etc.
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Post by terrance on Apr 22, 2016 18:46:47 GMT
Building Flammability
In playing the city fight for the story arc campaign we felt something was missing when heat rays hit a building and just caused some damage. They should have at least some chance of bursting into flame. Here are optional rules for igniting buildings.
Buildings hit by heat rays or sun guns may explode into flame. When targeting a building or a unit in a building: 1. Roll to hit and damage the unit (if applicable). 2. Roll to hit and damage the building. (If a unit inside the building was attacked and hit, the hit on the building is automatic. Just roll against the building’s armor to see if it takes damage.) 3. If the building was hit, even if it did not take damage, roll on the Flammability table to see if the building catches fire. No damage is done the turn the building catches fire. 4. During the Martian combat phase, a building on fire takes a point of fire damage. a. Track combat damage and fire damage on a building separately. b. If the total combat and fire damage equals the structural strength of the building the building collapses into rubble and any units inside must displace 6” out of the building per the standard rules. Fire damage does not add additional structural (combat) damage and fire damage alone is capable of causing the collapse of a building. c. If the fire damage reaches half the structural strength the building is fully engulfed and any units inside must displace 6” out of the building.
Flammability Table (For heat rays and sun gun; roll 1d10 plus the power. If the roll equals or exceeds the combustion value the building catches fire.) Building type Combustion value Wood frame 6 Brick or stone 8 Sheet metal* 10 Concrete (fire proof)* 12
*Sheet metal buildings are hard to burn because it is assumed there is very little to burn in the structure of the building. The contents may be very flammable. Some buildings are designed to be “fire proof”. For example warehouses may be built with thick concrete or stone walls and the interior portioned with firewalls and fire doors. Again, the building may be hard to set alight, but the content may be flammable.
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Post by madmorgan on Apr 23, 2016 10:32:26 GMT
Which ones - egads I forget which ones those were - I will add the heatray fence "destruction" rules here as well - good start! Don't forget your various alternative sequence turn rules going to the change section.
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Post by mikedski on Apr 23, 2016 12:33:46 GMT
Which ones - egads I forget which ones those were - I will add the heatray fence "destruction" rules here as well - good start! Don't forget your various alternative sequence turn rules going to the change section. Terrance had come up with some rules in the terrain section.
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Post by madmorgan on Apr 24, 2016 11:37:36 GMT
MM, Could you bring the Edison wire rules over to this topic? Okay found them - soon as I figure out how to 'copy & paste' in this forum, I'll add them to the Optional Rules - good call! Q how do I do the old 'copy & paste function in this forum?? I'll probably need it alot for the Optional section, some of the threads are too long to do manually (my ships for example!).
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Post by boxholder on Apr 24, 2016 12:31:43 GMT
You select the text to be copied, use CNTRL-C (copy) and then paste (CNTRL V) in the Quick Reply box.
If it is a document scan image, use the "Add Image to post box" and follow its instructions. At first it will look like a web address in the box, but when posted, the image will show up.
I have used both of these methods here with success. I may not correctly understand the problem that you are having.
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Post by madmorgan on Apr 24, 2016 17:42:38 GMT
Per request, terrances Edison Wire table.
Edison Wire Fluff
Edison Wire is a static defense sometimes placed around fortifications. It looks like nothing more than tall power poles but can be very damaging to Martian tripods. The wires carry a strong current. If a tripod contacts the wire, the current passes through the machine and may damage or destroy electrical equipment in the tripod.
Each pole of an Edison Wire emplacement is powered with underground cables. In this way each section of the emplacement is independently powered. If one section is damaged or destroyed, the remaining sections remain powered and dangerous to the Martians.
Rules If a tripod contacts a section of Edison wire, immediately roll a d10 on the Edison Wire Damage table and determine the result.
Edison Wire Damage Die roll | Effect | Description 1-3 | Break through | The tripod is undamaged and may continue its move if it has movement left. It may fight normally in the next combat phase. The Edison wire in this section is destroyed. 4, 5 | Breakers tripped | The tripod halts at the wire. It may not move or fight for the remainder of this turn. It may move and fight normally on the next turn. The Edison wire in this section is destroyed. 6, 7 | Minor damage | The tripod halts at the wire. It may not move or fight for the remainder of this turn. It may move and fight normally on the next turn. The Edison wire in this section is undamaged. 8,9 | Significant damage | The tripod halts at the wire. It may not move or fight for the remainder of this turn or for the next turn. The Edison wire in this section is undamaged. 10 | Major damage | The tripod halts at the wire. It may not move or fight for the remainder of the game. The tripod counts as destroyed for army break point. The Edison wire in this section is undamaged.
Tripods that are forced to halt due to effects on the Edison Wire Damage table count as immobilized if attacked by humans.
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Post by madmorgan on May 8, 2016 9:27:49 GMT
For some time theres been discussion on my attempt to bring airpower to the AQ table. Pros and Cons aside for the moment, I'm going to offer yet another way - similiar to someone back when suggesting a more representative form of airpower. Here goes:
Airpower is divided into the following catagories : 1. Airplanes 2. Dirigibles 3. Zeppelins. For our purposes Airplanes will be the first addressed. 1. Airplanes fall into three mission types - Observation, Bombing, and Fighter. Observation is by far the most used as it allows human forces to close with threating forces and probe weak spots strategically. Tactically, its extremely helpful acting as forward observers for directing heavy artillery fire. Bombers are used on occasion, with some good results. However, the bombers of AQ are not that precise and also usually suffer huge casualties. Fighters are a cross between the observers and the bombers, often armed with rockets, bombs, and radios. They are the faster of the airplanes and depend on that speed to get to places needed faster than the other two, as well as surviving by their speed.
All Airplanes should be mounted on a 40x40mm base, with their nose facing on of the sides. This side is their front arc - just like any other figure in the game. Each stand represents a flight of 3 aircraft and thus 3 elements = 1 Unit.
Airplane stats are listed in an XYZ format. X= cost of the unit. Y= the table speed and defense value of the unit. Z= the assault or attack value of the unit.
Airplanes may attack any unit up to their speed (Y) which is in their front arc. Before resolving their attack, the target(s) get an Anti-Aircraft roll. The power of the target is the number of rolls it gets against the airplane unit. Each roll is 2d10, added to give a number from 2 to 20. If the roll equals or exceeds the airplanes Y/defense, the unit takes a 1 element hit. 3 such hits destroyed the airplane unit. Any surviving airplane elements then assault the target. Each surviving element rolls a dice, adding its Assault value vs the armor of the target(s). Each hit eliminates one element of the target (infantry types), or causes one roll on the Tripod Damage Table.
Here are some examples of airplanes I've submitted before in the new format/stat line. First is the name, second the XYZ, and finally any comments regarding plane or other items such as year first used and nation using.
DH2 X=90 Y=9 Z=+1 Comments AQ 1915, US & BR, observation FE5 X=70 Y=7 Z=+1 Comments AQ 1914, US & BR, observation Arvo 540 X=90 Y=9 Z=+1 Comments AQ 1913, US & BR, observation, seaplane F2b X=130 Y=12 Z=+5 Comments AQ 1916, US & BR fighter DD8 X=100 Y=8 Z=+7 Comments AQ 1917, US & GR bomber, seaplane, radio (so also observation) FE2b X=100 Y=10 Z=+6 Comments AQ 1914, US & BR, bomber FE2h X=100 Y=9 Z=+4 Comments AQ 1914, US & BR, 'bomber' (37mm nose mount) MartinSyde S.1 X=90 Y=9 Z=+1 Comments AQ 1915, US & BR, observer & fighter sandskids (desert use) SPAD S. VII X=110 Y=12 Z=+5 Comments AQ 1915, US & FR fighter SPAD S. XII X=110 Y=13 Z=+2 Comments AQ 1917, US & FR fighter (37mm nose mount) SPAD S. XIII X=120 Y=22* Z=+2 Comments AQ 1917, US & FR fighter, *requires two rolls 2d10 added together for sum to beat 22 Short 184 X=80 Y=8 Z=+7 Comments: AQ 1915 BR & Canada, Folding wings, Seaplane, Radio Short 166 X=80 Y=6 Z=+7 Comments: AQ 1916 BR & Canada, Folding wings, Seaplane, Radio The above two planes were developed for the first ever aircraft carrier! Short Bomber X=90 Y=8 Z=+7 Comments: AQ 1916 BR & Canada, Seaplane, Radio. A standard non-carrier bomber. Curtis C-1 X=90 Y=9 Z=+1 Comments: AQ 1915 US & Canada Observation with Radio. Handley Page O/100 X=110 Y=9 Z=+7 Comments: AQ 1915 BR bomber, Radio. Handley Page O/400 X=130 Y=10 Z=+7 Comments: AQ 1916 BR bomber, Radio. H-112A X=80 Y=8 Z=+8 Comments: AQ 1916 BR bomber, Radio. Brequet 14 X=110 Y=10 Z=+6 Comments: AQ 1916 FR but exported and used by almost all major and minor powers. SE-5 X=140 Y=14 Z=+1 Comments: AQ 1916 BR & US fighter. this was an upgraded engine version. Gotha G. 5 X=110 Y=9 Z=+6 Comments: AQ 1917 GR DH-4S X=130 Y=14 Z=+4 Comments: AQ 1917 BR & US Liberty engine version Salmon 2 X=140 Y=19* Z=+1 Comments: AQ 1917 FR & US fighter * requires two rolls 2d10 added together for sum to beat 19. Bergess-Dunne D8 X=60 Z=6 Z=+1 Comments: AQ 1914 US, BR, & Canada, Float Plane. {see scotts Paper Terrain for this model} I'll add more planes later. Part 2 will be dirigibles. Part 3 Zeppelins. Till then.
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Post by madmorgan on May 8, 2016 9:40:12 GMT
Quicksand is a dangerous type of terrain for AQMF forces, especially those of Mars. Most unit types simply sink out of sight or at best float as an easy targets without help to get out. The density factor determines the degree to which a figure will be affected. Quicksand has a density of 2 grams per milliliter A human has a density of 1 gram per milliliter. A human can't sink more that waist level, unless they move, which causes the sand to liquify, thus causing further sinking. Aluminum has a 2.7 grams per milliliter density. Even it will float on the surface, until it moves, at which point, its density overcomes the quicksand even without any further motion to liquify the sand and the metal will sink to the bottom. All human infantry and cavalry types, except Rough Riders, motorcycle, and Monotanks, will float after entering quicksand. This gives such figures a -1 to be hit and they may not fire. Any unit coming to the edge of the pit may pull the unit stuck out. I leave it to you to determine if said unit gets to return to the fray. Human artillery, armor, Rough Riders, Motorcycles, and Monotanks. In the case of Rough Riders & Motorcycle units, they lose their bikes, but the men float like infantry (ei sitting ducks). All Its a matter of taste if you wish to leave these units on the table, they're out of the game in any case. For the Martians, things are much more grim; only the Lobototons can float as humans infantry do, if their controller recognize in time what they face. A point could be made that the extra density of the metal in their bodies and weapons causes them to sink (higher density) as well - it would be quicker than having an exception. All other Martian elements, including drones, sink immediately upon entering a quicksand pit and are lost for the battle. As an aside, I don't purpose that these tripods and drones are 'killed'. The tripods are selfcontained machines. If the Martians hold the field after a battle, they send construction engines to pull the unfortunate out of the sand. *PS: I've since determined that the crewmember is lost - being totally submerged they will run out of air at some point?
Quicksand pits are marked like 'blips'. There will be dummy markers and 'real' markers. Use 3x5" card cut into 1" square markers. A 'real' marker denotes a 6x6" terrain area centered on the marker. Any figure entering the quicksand terrain suffer the above effects. Each scenario will denote the number of markers of both types that will be used for the game. Premade 'pits' are often made in front of trench lines and can be denoted any number of ways. For paperterrain battle, brown construction paper works well for the pits - for 'hardware' battles a very thin foamcore board works well.
Humans using these pits often come up with interesting uses for them. One of the most popular is to have a squad or element rush out of cover to drop some bombs or other explosives into the pit after Martian machines have fallen in and sunk. The really brave sometimes roll in a Tesla mine! Enjoy!
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Post by madmorgan on May 8, 2016 9:45:02 GMT
This will be a huge posting of my AD forum Ship Weapons and ranges. Its really a whole set of rules and helps the Marine rescue and raid operations alot. As the riverine & coastal units play(ed) some of the most important parts in the war up to now, its only fitting (sic) to give the Ships of AQ a large section.
First thing to do is determine the scale you'll use for your ship models. To date, I've only found the ACW ships of Old Glory to be AQ scale (ei 18mm). Thus, all range calculations, etc. are a 1"table to 1" range situation - in other words, just use standard ranges for all the weapons to and from the ship and your good. But, there are a huge number of companies making all scale of figures that will work for AQ if we adjust for the ranges on the table based on the size/scale of the ship in question. Old Glory and Throughbreed make great 1/600 scale, Zvezda as well as some other companies (Shapeway) have 1/300 & 1/350 scale, GHQ makes an excellent range of WW1 1/2400 scale ships. What follows is 3 tables of rules for this fantastic addition to AQMF and then some examples from my ongoing brown & blue water navys.
I developed, based on the Forward Observer rules that were dropped by AQ early on, a table with the various guns of the worlds navys as well as their Martian counterparts. When using a scaled down ship on the table, all ranges to and from said ship are calculated based on the scale of the ship. For example, if using a 1/600 miniature, you would count each inch on the table as 6" of range. You need boast the amount to get a proper range on the various weapons to show their relationship to each other at these extreme ranges. For example, the Martian heavy heatray with a range of 30" table top is a poor second to a 6" howitzer at 150" range. The ratio should be about 1 to 5 in favor of the howitzer - so on a 1/600 scale that would be indicated a range of only 5" for the heatray and 25" for the ships 6" gun. As you can imagine, this starts to show how the riverine and particularly coastal ships stopped operations like the attack on New Orleans - the ships just sat back pounding the Martians till they had to withdraw (ei BreakPoint).
Any command unit can signal and coordinate naval fire - I will later include rules for Forward Observers for all nations, but for now use this idea.
Martian Heavy Heatray Rng 30" @1/300 10" @1/600 5" @1/2400 1" Martian Medium Heatray Rng 20" @1/300 6.5" @1/600 3.25" @ 1/2400 .75" Martian Light Heatray Rng 10" @1/300 3" @1/600 1.75"* @1/2400 .5" *remember division is by 6 so not a half Martian Grenadier Rng 50" @1/300 16.5" @1/600 8.25" @1/2400 2" Martian Veteran Tripod Rng 40" @1/300 13" @1/600 6.75"* @1.75" *remember division is by 6 so not a half Martian Dominator Missles Rng 25" @1/300 8" @1/600 4" @1/2400 1" [if a Scout some how 'paints' with targeter, the missles can hit anything thats painted - there is no given 'range' on the Scouts targeter and as its kinda like a laser, you could play this effective combo (Sct targets, Dominator hits) Martian Overseer Sungun Rng 60" @1/300 20" @1/600 10" @ 1/2400 2.5"
Human Ship Guns: 3" @30pts Rng 60" +3 Power Barrage 1 @1/300 20" @ 1/600 10" @ 1/2400 2.5" 4" @40pts Rng 90" +3 Power Barrage 1 @1/300 30" @ 1/600 15" @ 1/2400 3.5" * I give the 4" better range than the 3" in open (nontank) situations 5" @50pts Rng 125" + 4Power Barrage 2 @1/300 42" @ 1/600 21" @ 1/2400 5" 6" @60pts Rng 150" + 4Power Barrage 3 @1/300 50" @ 1/600 25" @ 1/2400 6" 7" @70pts Rng 175" + 4Power Barrage 3 @1/300 58" @ 1/600 29" @ 1/2400 7" 8" @80pts Rng 180" + 5Power Barrage 4 @1/300 60" @ 1/600 30" @ 1/2400 7.5" 9" @90pts Rng 185" +6 Power Barrage 4 @1/300 62" @ 1/600 31" @ 1/2400 7.5" 10" @100pts Rng 190" + 6Power Barrage 5* @1/300 64" @ 1/600 32" @ 1/2400 8" *you can use alternative template (Litko) or just measure out 11" @110pts Rng 195" + 7Power Barrage 5* @1/300 65" @ 1/600 32.5" @ 1/2400 8" *ditto 12" @120pts Rng 200" + 7Power Barrage 5* @1/300 67" @ 1/600 33" @ 1/2400 8" *ditto 13" @130pts Rng 210 +7 Power Barrage 5* @1/300 70" @1/600 35"@ 1/2400 8.75" *ditto 14" @140pts Rng 220" +8 Power Barrage 6* @1/300 73" @1/600 37" @ 1/2400 9" *ditto 15" @150pts Rng 230" +8 Power Barrage 6"* @1/300 77" @1/600 38" @ 1/2400 9.5" *ditto 16" @160pts Rng 240" +8 Power Barrage 6"* @1/300 80" @1/600 40" @ 1/2400 10" *ditto Human Ship Rockets:[these are torpedo tubes converted to fire rockets with the size determining power and the Range 60" period. Points are 10pts/1" size : 12" +7 Power; 14" +8 Power; 16" +9 Power; 18" +10 Power 21" +12 Power. Obviously these are very powerful new weapons.
Needless to say, Ships have lots of special rules. Rather than fill up stat lines with repeated specials, I list all the specials for ships here by a number, which goes in the special section in the stat line. Of coarse, there are probably some things I missed, please feel free to give more if you like.
Ship Special Rules: 1: Lay Steam (as LIC.) 2:Independent Targeting (as LIC). 3:Ironclad (gun split between port/starboard batteries, half the number of guns firing). 4:Radio 5:Field Commander (FC@30 for force). 6:Moving Fire (large calibre guns can move and fire, unlike mobile land guns (MkI7"). 7:Coated with Asbestos (give Armor of 11 or 12). 8:Ship Damage Table (see below). 9:Transport (can transport Marine and Army forces). 10:Barbette mounted guns 11:Independent Fire (ec turret may target units individually as opposed to each gun). 12:Turreted guns (treat ec turret as a unit for enemy fire).
Ships require a new damage table. Note that if #8 isn't listed, the vessal is small enough to be destroyed right out vs taking rolls on the table.
Ship Damage Table, roll d10: 1<5 Partial Damage, armor -1 to a minimum of 1; 6 Boiler Hit, speed -1 per hit; 7 Steering Hit, ships moves on d10 roll, 1-4 straight ahead only, 5-6 in circle (50/50 right/left), 7-8 turn around 180 degrees and straight ahead, 9 Critical Hit -1 crit -1 armor, 10 Magazine Hit,roll d5 for number of -1 armor hits and inflicts -2 crits as well. A Ship using a damage table can take 5 Critical hits before it sinks.
With this setup, we can calculate a given ships stats (Wiki a great source) and come up with a point total with some degree of standardization, allowing for some wiggle room when trying to give a fair value for the vessal in question. One thing I try to do is size the vessal up vs a Martian counterpart - is it a drone type weapon system or a Dominator scale vessal? This will give you a good grasp on the final total, as what the vessal works well against helps determine where it sits on the AQMF pecking order. Scales are 1/1 (normal tabletop ranges, 1/300,1/600,1/2400 per above range table USN Memphis Scale 1/1 Monitor Class @225pts Spd 8" Def 7 Arm 10 Spec: 4,5,6,8,11,12. (2) 6" Guns Rng 60" +3Pow Barrage 1 Spec: 11 (ec turret must fire all its weapons at one enemy target, in this case both guns fire at the same target)
USN New Orleans Scale 1/1 Monitor Class @250pts Spd 8" Def 7 Arm 10 Spec: 4,5,6,8,11,12 (2) 7" Guns Rng 40" +4Pow Barrage - Spec: 11
If you're using a 1/600 version of above (Throughbreed minis) the only difference would be the gun ranges : (2) 7 Guns Rng 29" etc and Martians would have to be within 5" for an Assaults heavy heatray. Lets look at another example.
USN Revenge is a class of ships developed by the USN when they 'lost' the LIC to Army command. They dropped the armament to one each 12", 7", and multiple rocket launcher to give a major boost to handling, speed, and stability. The result is a powerful riverine and coastal ship that can influenze any battle.
USN Revenge Scale 1/350 Modern Class @750pts Spd 24" Def 8 Arm 10 Spec: 1,2,4,5,6,8,12 (1) 12" Gun Rng 67" +7Pow Barrage 5 Spec: fore mounted turret, use 2d10 taking highest on Tripod Damage Table. (1) 7" Gun Rng 58" +4Pow Barrage 3 Spec: fore mounted above 12" turret (1) 5" Rocket Launcher Rng 42" +4Pow Salvo 2 Spec: 8 total rockets, no reload (during the game).
I use alot of the ACW vessals in my version of AQMF. Admiral Farragut (Jr.) determined early on that remodeling, upgunned, ACW craft would be the quickest way to get lots of ships and boats on the waters. To this end, there were a lot of ACW ships build with 'modern' guns and upgraded optics, armor, engines, etc. Of coarse the 1/600 of Throughbreed ships work very well. Here, I'm going to do a workup from the ground up of a vessal thats on Old Glorys site Ironclad listings # IC-101 HMS Diadem (8 in class). This ship costs $11.00 or only $6.60 if using OG Army discount!
HMS Diadem 1/600 Predreadnought Spd 22" Def 7 Arm 12 Spec: 1,2,3,4,5,6,7,8,10 (16) 6" Guns Rng 25" +4Pow Bar 3 Spec: 3,10 (14) 3" Guns Rng 10" +3Pow Bar 1 Spec: 3,10 (3) 3 pdr Rng 5" +2P RF 2 Spec: mtd at random (8) HMG Rng 3" +1Pow RF 3 Spec: mtd at random places. For game purposes you can put one 3pdr per side and one aft and two ec hmg on all sides (fore,aft,port,starboard) as these were free standing mounts. Comments: This is the class name with eight total vessals: Amphitrite, Andromeda, Argonants, Ariadne, Europa, Niobe, Spartiate. Draught was 25'6". The hull was wood sheathed and copper. There was also (2) 18" torpedoes below the water line, to fight human enemy ships.
HMS A1-C 1/600 Nemos Nautalis @1200pts 1 element: Spd 20" Def 8 Arm 10 Spec: Hovercraft; 1,2,4,5,6,8,9. (1) 4pdr Coilgun Rng 80" +6Pow RF1 Spec: Barbette fixed forward; (1) 4.5" Howitzer Rng 130" +3/+4Pow Barrage 2 Spec: Turret; HE or AT shell (+4Pow). Comments: The A1-C stats for the boat are based on the Versuchsgleitboot developed in 1915 by Austrian Dagobert Muller. Its high point total is due to the entire package, operating as a very powerful offshore asset as well as transporting Nemo Assault infantry and ships crews. I envision the plans are stolen by British spies, quickly developed a prototype, said plans being destroyed by a German spy, and thus one-of-a-kind ship that the world marvels at. Although they could reverse engineer the ship, its too despartely needed & Nemo isn't about to let his prized ship be dismantled! Thus far, the naval engineers haven't be able to duplicate the power of the hover elements to lift more than some impressive tanks, which they are gladly manufactoring for Home Guard and export to Nemos unit. As to whether these will ever see general formation use is still in question, but 1916 looks like a possible coming-out year for this.
Austrailian Destroyer (E-class, RiverClass torpedo boat) 1/600 Spd 33"(!) Def 9 Arm 6 Spec: Barbettes for all weapons except rockets; either (1) BL25pdr/4" gun forward or (1) QF32pdr ATgun forward; (3) QF 12pdrs sides and aft 1ec; (3) 18" rockettubes midsection launcher. (1) BL25pdr/3.45"/87.6mm Rng 10" +3/4 Pow Bar 1 Spec: Barbette forward, HE/AT shell OR (1) QF32pdr/3.78"/96mm Rng 15" +4/+5 Pow Bar 1 Spec: Barbette forward, HE/AT shell (3) QF12pdr/3"/76.2mm Rng 10" +3 Pow Bar 1 Spec: 1 each side, 1 aft. (3) 18" rocket tubes: Rng 10" +10 Pow RF 1 Spec: Salvo 3, no reloads. (*Salvo may fire up to number per firephase. If no reload, is also total per battle ei 3), Midsection launcher. Comments: Others in class; Huon,Swam,Parramatta,Torens,Yara,Warrego. Note that a single hit can kill it. No ship damage table.
HMS Beagle (G-class torpedo boat) Spd 33" Def 9 Arm 6 Spec: Barbettes for all weapons except rockets. (1) BL32pdr ATgun Rng 15" +3/+4 Pow Bar 1 Spec: Barbette forward, HE/AT shell. (3) QF12pdr guns Rng 10" +3 Pow Bar 1 Spec: 1 ec side and 1 aft . (2) 21" rocket tubes: Rng 10" +12 Pow RF 1 Spec: Salvo 2, no reloadsm one to a side all pointing forward arc (runs along length of boat). Comments as above; IRL 1910-1921; 96 crew;coalfired. Note that a single hit can kill it. No ship damage table.
SMS Konigsburg 1/600 (4 in crusier class) @500 Spd 14" Def 7 Arm 11 Spec: 1,2,3,4,5,6,8,9,10. (10) 4" Guns Rng 90" +3Pow Bar 1 Spec: 3,10 (2) 18" Rockets Rng 60" +10 Pow RF1 Spec: Salvo 1 (ec); midship location. Comments: IRL 1905; 14 officers & 308 enlisted crew; Others in Konigsburg class - Nurnburg, Stuttgart, Stettin.
Over time I plan on adding to this thread the various ships of my AQMF world. Its probable that I'll actually create a seperate thread for this list of ships and boats, with this as a referrence thread for the values. Enjoy!
Here are two French ships (French Marine Nationale = FMN). Both these ships will be shown in the French Foreign Legion OOBs.
FMN Henri IV 1/600 Predreadnought @1000pts Spd 20" Def 7 Arm 10 Spec: 1,2,3,4,5,6,8,10,11,12 Comments: 26 Officers & 438 enlisted, commissioned 1903. (2) 10.8"/274mm Guns Rng 32.5" +7 Pow Bar 5# Spec: one fore, one aft, Turret, #new rule (see thread). (7)* 5.6"/138mm Guns Rng 25" +4 Pow Bar 3 Spec: (1)* on front turret main gun in a turret, (2)* on shelterdeck w/gunshields, one on each side, (4) casements along main deck, two on each side. * (3) were removed in 1914 so only (4) main deck casements for AQ (12) 47mm Hotchkiss (3pdr/1.85) Guns Rng 3" +2 Pow RF 2 Spec: similar to HMGs, larger shell; located forecastle mainmast & super structure. (2) Torpedoe tubes submerged (for use against human enemies) Comments: (3) 138mm guns shipped to French naval mission Serbia in Nov 1914. This ship is one of many that supports French Foreign Legion troops holding out in North Africa against the Martians. Though France isn't offically (per AD canon) involved in the war, it makes sense that where they have colonies under attack that they'd have FFL or maybe even regulars. A look at the colonial map of French (and a few Dutch & Belgian) holdings shows plenty of French vs Martian potential, even if staying within the AD canon. For the figure I use Old Glorys excellent 1/600 model IC-302 under the Shipyard/Ironclads tab. At $21.00 its a good price - even better at the Old Glory Army cards $12.60.
FMN Jaure'guiberry 1/600 Predreadnought @1500pts Spd 20" Def 7 Arm 10 Spec:1,2,3,4,5,6,8,10,11,12 Comments: 597 to&e, commissioned 1905. (2x1) 12"/305mm guns Rng 33" +7 Pow Bar 5 Spec: one fore turret, one aft turret, roll 2d10 take best on Tripod Damage Table. (2x1) 10.8"/274mm guns Rng 32.5" +7P Pow Bar 5 Spec: side turrets, one port,one starboard. roll 2d10 take best on TDtable. (4x2) 5.4"/138m QF guns Rng 25" +4 Pow Bar 3 Spec: two turrets fore, two turrets aft. (4x1) 2.6"/65mm (9pdr) guns Rng 5" +3 Pow Bar 1 Spec: 2 fore, 2 aft, 180 degree arc barette. (14x1) 1.85"/47mm (3pdr) gun Rng 5" +2 Pow RF 2 Spec: 6 Barrettes per side plus 2 over main fore turret. (8) 37mm/1.57" Hotchkiss 5 barrel guns Rng 3" +2 Pow RF 2 Spec: in fore & aft superstructures. (2) underwater torpedoes 450mm tubes (4 above water were removed in 1906). Comments: Old Glory 1/600 listing IC-301 at the same price or discount price.
For Japanese & Chinese forces in Far East China campaign:
IJN Mikasa 1/600 Predreadnought @1500pts Spd 21" Def 7 Arm 10 Spec: 1,2,3,4,5,6,8,10,11,12 Comments: draught 27', 836 to&e, commissioned 1902. (2x2) 12"/305mm guns Rng 33" +7 Pow Bar 5* Spec: turrets fore & aft,*use Litko template or measure out. (14x1) 6"/152mm guns Rng 25" +4 Pow Bar 3 Spec: in casements 10 per side (20x1) QF 12pdr/3" guns Rng 10" +3 Pow Bar 1 Spec: in gunshields 10 per side (6x1) 3pdr/1.85" guns Rng 5" +2 Pow RF 2 Spec: mixed locations (6x1) 2.5pdr/1.57" Hotchkiss guns Rng 3" +2 Pow RF 2 Spec: mixed locations (4) 18" torpedoe tubes (submerged) for use against human nations. {Old Glory IC-400}
IJN Chin Yen 1/600 Predreadnought @800 Spd 21" Def 7 Arm 9* Spec: draft 15'9", 260 to&e, IRL 1895 &1896 (sister ship Chin-Yuan) *only 2" armor (3) 8.3"/210mm Krupp guns Rng 30" +5 Pow Bar 4 Spec: in Barrettes, 2 fore, 1 aft (2) 5.9"/150mm Armstrong guns Rng 25" +4 Pow Bar 3 Spec: Sponsons, 1 ec side = port & starboard. (6) 2.2"/57mm/6pdr Rapid Fire Guns Rng 3" +2 Pow RF 3 Spec: mixed locations (6) 37mm Hotchkiss Rng 3" +2 Pow RF 2 Spec: mixed locations (4) 18" torpedoes (submerged) for use against human nations. {Old Glory IC-401}
Steam Picket Boat 1/1 1 element = 1 unit @100 Spd 22" Def 8 Arm 6 Spec: 8 crew, 56'long, petrol engine, IRL 1867+ , (AQ no depth charges), Unarmored = 1 hit sinks. 1x 3pdr Rng 30" +3Pow RF2 Spec: mounted fore. This was the standard picket boat used by British and other for coastal and riverine duty. Its high defense was due to it speed & manueverablility. As noted, our AQ version lacks depth charges. Later boats got much bigger (75' +) and mounted torpedoes and the like. This boat will be used along all the various water ways of the USA, Mexico, and Canada.
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Post by madmorgan on Jul 25, 2016 12:23:03 GMT
Optional Morale/Break Point Rules. Boxholder inspired me with this, as he suggested using strictly unit points to determine a break point for a given army. This makes great sense and is much easier to apply to the game with the added advantage of explaining the rules to a new player. Round up any odd number with odd percentages and don't round at all on even numbers or percentages. Examples follow: Standard game setting is 50%, so a Martian player starting with 1685 points breaks at a loss of 843 points (note 1685 rounded up to 1686 then x 50%). If the USA has 1050 points, he breaks at a loss of 525 points (note 1050 has no rounding so 1050 x 50%). You can adjust the break point based on any criteria you decide on. Lets say the Martians are short on Assault replacements and thus will break quicker. The Martian break point could be 40% - in the above example, he'd break at 674 points (note percentage is even so no rounding 1685 x .4). Or lets say the local militia is determined to hold a town. They could have a 60% break point, especially if the Marines show up to help. In the above example, that would be 630 points (1050 x .6, again no rounding). The advantage to this system is immediately apparent. Its fast, simple, and rewards taking out high value targets or masses of lower value units. An artillery volley against advancing drones can add up quick and those infantry deaths and routs by gas can have major impact if done often enough. Try this - I think you'll like it.
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Post by madmorgan on Aug 18, 2016 11:47:33 GMT
Here follows a host of new Terrace items that he's kindly let me post to the LR Book. These are from his ongoing campaign and include new work up for the "Edison"/"Westinghouse" Wires and Victory conditions. I think you'll find them stimulating.
Terrain: Fortress walls are located about 16 inches from the human side of the board. The walls may extend from end to end of the table or in an arc with the ends on the human table edge. Westinghouse Wire extends across the board about 16 inches from the fortress wall. Ruins are placed on the Martian board beyond the Westinghouse Wire but leaving at least 4 inches clear at the Martian board edge. All trees and vegetation have been cleared from the area between the walls and the ruins. And any significant hills have been leveled.
Set-up: The humans set up all units first. Units may be placed inside the fortress or on the walls. Up to 1/3 of the mobile units may be held as reserves. The Martians set up second and must place their units in the ruins on the Martian board edge. Up to half the Martian units may be held as reserves.
Objective: To win the Martians must not be broken and have one or more tripods inside the fortress. The humans must break the Martian army and prevent tripods from remaining inside the fortess.
Duration: This is an open ended game. Play continues until one side or the other achieves a victory condition, a tie occurs, or it is apparent that neither side can achieve any victory condition.
Victory: To win, the Martians must not be broken and have one or more tripods completely inside the fortress walls and make a successful victory die roll. At the end of any Martian turn in which one or more tripods are entirely inside the fortress, a d10 is rolled, the number of tripods inside the fortress are added. A total of 10 indicates a Martian victory. The game immediately ends.
To win, the humans must break the Martian army. To break the Martian army the human player rolls a d10 at the end of the human turn starting when the Martians have taken 50% losses in tripods. Drones, Lobototons, etc. do not count against Martian break. One is added to the die roll for each tripod beyond the 50% loss point. A total of 10 indicates the Martian army breaks and it is a human victory. The human army cannot be broken. Any other outcome is a tie.
Special rules: Westinghouse Wire Westinghouse Wire attack any Martian that comes into direct contact with the wire or the poles, or shoots a heat ray at it. Martians may attack the wire in 3 ways. They may: • Attempt to walk through the wire. Roll on the Westinghouse Wire Damage table. • Attempt to cut the wire or rip down poles with assault tentacles or reaper tentacles or claws. Roll on the Westinghouse Wire damage table. If the tripod is still functioning attack the wire with defense 3, armor 9. • Attempt to damage the wire by using a heat ray. Roll on the Westinghouse Wire damage table. If the tripod is still functioning attack the wire with defense 3, armor 9.
Westinghouse Wire Damage Die Roll Effect Description 1-3 Break through The tripod is undamaged and may continue its move if it has movement left. It may fight normally in the next combat phase. The Westinghouse wire in this section is destroyed. 4,5 Breakers tripped The tripod halts at the wire. It may not move or fight for the remainder of this turn. It may move and fight normally on the next turn. The Westinghouse wire in this section is destroyed. 6,7 Minor damage The tripod halts at the wire. It may not move or fight for the remainder of this turn. It may move and fight normally on the next turn. The Westinghouse wire in this section is undamaged. 8,9 Significant damage The tripod halts at the wire. It may not move or fight for the remainder of this turn or for the next turn. The Westinghouse wire in this section is undamaged. 10 Major damage The tripod halts at the wire. It may not move or fight for the remainder of the game. The tripod counts as destroyed for army break point. The Westinghouse wire in this section is undamaged.
STOP: Do not read farther until the game is played. Martian debriefing: The prey that stings were much stronger than expected. Although we destroyed much prey and tore down parts of the redoubt walls, the hive matron has ordered us to retreat to our redoubt, rebuild our strength, and add what we have learned about the prey that stings to our plans for the next assault.
Human debriefing: The Martian advance is stopped. For the first time we are seeing Martian tripods retreating from the battle field. We will now follow and engage them while they are disorganized and in retreat.
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