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Post by terrance on Jul 19, 2016 3:30:49 GMT
I am working on Edison Wire for the next Story Arc Campaign game, which is a Martian attack on a human citadel. Just about done and thought I would share. In my version the poles are concrete so they cannot be burned down by a heat ray and the poles are electrified (although it doesn't actually show on the model) a reaper tripod cannot just grab the pole an yank it out of the ground. The wires hook over the insulators so they can be removed if they are broken by a tripod walking through it. I will paint the hooks grey so they blend in with the pole and insulators and I am not entirely happy with the wire color, so that may get repainted.
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Post by mikedski on Jul 19, 2016 17:26:21 GMT
Could you place a tripod in the picture for height comparison? What did you use for poles and insulators?
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Post by terrance on Jul 19, 2016 19:02:43 GMT
I'll take a picture with a tripod. The wire is 3 1/4 inches above the table, which makes them low enough to catch slavers, etc. I've though about a version that has a second wire a couple of inches higher so it would catch regular tripods even if the lower wire were taken down.
The poles are 1/4 inch dowel. The insulators are craft beads, an idea I think I got from you. I drilled a hole through the pole and put in a short length of brass wire. Then glued 3 beads to the wire sticking out on both sides.
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Post by madmorgan on Jul 20, 2016 16:15:28 GMT
Excellent use of materials and look too. I kinda favor the concrete poles as well; the dowel is a nice cheap way to make them or as wood if you so paint. There is also some very nice thin copper hobby wire available at my Walmart that wouldn't require any painting and looks 'charged'. I assume (yes I know) that the power for the units are buried underground - again to defeat any tripod/drone attacks against them. I'd stipulate that any heat ray used against the wire or the post would feed back to the tripod/drone, thus closing the circuit and shocking the machine in any case. Otherwise, as the Martian, I'd just heat ray the wires - losing a shot but worth it. What do you suggest for the Armor value of those as the Defense is next to nothing (Def 2).
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Post by terrance on Jul 20, 2016 18:40:03 GMT
Good question on the armor. I am thinking it should be fairly high based on the argument that it is pretty easy to hit but doing fatal damage is hard.
I agree shooting a heat ray at the wire should make the shooter take the effect of the wire if they hit it. Might consider raising the defense a point or two to make it possible to miss the wire and therefore not take a hit on the tripod. Shock canister should be able to damage it, but not with a high probability. Think trying to cut barbed wire in WWI using artillery. Most likely damage from shock canister I think would be to bring down a pole. I need to run some simulations but I am thinking defense 3 and armor at 8 or 9. But that might be too high.
On the structure of the installation, yes the poles are fed by underground cables and each span of wire is separately electrified and isolated from the other spans. That way if one span of wire is grounded (through a tripod or broken and lying on the ground) the rest of the fence is not affected.
I'll look into the copper hobby wire. This example is using florist wire. I have finer florist wire but it was too hard to work with. It bends so easily that just handling it to hook it on the poles got it out of shape.
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Post by madmorgan on Jul 21, 2016 12:09:45 GMT
Hmmm, I set the Defense at 2 as its an easy target for a heat ray. Armor on the concrete is another issue. Perhaps an 8 or 9 would be the best stat, I'm moved by how hard it was for the Martians to take out Clamper tank, but that was probably poor rolls as with a Heavy Heatray only a 4+ was needed. So 9 is good.
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Post by terrance on Jul 21, 2016 20:26:19 GMT
The wire will be used in the next Story Arc Campaign game, which I am hoping to have in August. Although I still have a fair amount of painting and building to do to be ready. I'll take your suggestion and use defense 2 and armor 9 and let you know how it works.
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Post by terrance on Jul 22, 2016 13:23:51 GMT
Here is a pic of a slaver and veteran tripod next to the wire.
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Post by madmorgan on Jul 23, 2016 14:04:28 GMT
Yes, I shiver with anticipation!
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Post by terrance on Aug 10, 2016 3:08:13 GMT
I repainted the wire bronze with the hooks grey to blend better against the poles. I like this better.
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Post by madmorgan on Aug 10, 2016 11:45:02 GMT
yep that is it! zap time.
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Post by hardlec on Sept 10, 2016 4:42:43 GMT
I have been searching for a way to get the wires to look good without tangles. Great work. Great idea.
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Post by terrance on Sept 19, 2016 19:07:14 GMT
Ran a game Saturday using this wire and the rules I wrote. Pretty happy with the results. The tripods were slowed and channeled as expected. And of the 5 that attacked the wire, 3 were inconvenienced to some degree. None actually blew up as a result of hitting the wire, but the worse hit caused the tripod to be down for two turns during which time it was hammered to death. Easier to hit as counts as immobile and a prime target for every gun in range. One tripod tried shooting the wire but missed, but it felt like the rule should work pretty well if it had hit the wire. This was the attack on the citadel for the story arc campaign. I'll post the AAR sometime this week.
For your convenience here are the rules: Westinghouse Wire attacks 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.
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Post by madmorgan on Sept 20, 2016 10:25:38 GMT
Will add this to the optional rules with your permission
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Post by terrance on Sept 20, 2016 20:05:53 GMT
Will add this to the optional rules with your permission Permission granted.
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