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Post by hardlec on May 27, 2017 22:55:59 GMT
Says the martian: Here, puny human, I'll hold out my fist. You come bash it with your face.
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Post by terrance on Dec 8, 2017 19:37:33 GMT
12. Assault the Reboubt
Martian briefing: The prey that stings has arrived. We see no weapons capable of breaching our outer defenses. We will let them become trapped and then harvest them.
Human briefing: We are now in sight of the enemy’s fortress. The outter wall is massive but it must be and will be scaled. Once inside we will hunt out and destroy these monsters.
Terrain: A Martian redoubt wall extends from side to side of the table near the Martian base side. This counts as difficult ground and any units from either side other than tripods or Martian machines must test for getting bogged down (see special rules below).
Four terrain features selected from low hills or red weed patches are placed on the human half of the table. These must be entirely on the human half of the table and must not be closer than 4 inches to each other or the table edge.
Set-up: The Martian player places any static defenses he purchased. All other Martian forces are kept off the board and enter as reinforcements.
Then the human player places half of his units on the attackers side of the table, touching the table edge. All other human forces are placed in reserve and may enter the table according to the reserve rules. No human units are designated as reinforcements.
Objective: The humans must overcome the Martian defenses and reach the Martian edge of the table. If the humans are able to move at least one unit with at least 2 surviving elements off the table (unless the unit consists of only 1 element) the humans win. Martians must prevent the human breakthrough.
Special rules: Humans must exit a unit consisting of at least 2 elements off the Martian side of the table to win. If the human player has 2 or more units of the same type reduced to 1 element he may combine them to form a new unit. The new unit has to be made up of elements of the same type (cannot combine tank and infantry for example) and cannot exceed the normal size of the unit in number of elements. To combine elements; move the elements into unit coherency distance and spend one combat phase to complete the reorganization. If the elements are infantry and one or both have a forlorn hope, the combined unit retains the forlorn hope, but no more than one. So if both combining elements have a forlorn hope, one is lost. Combining two units in this way causes one unit to be eliminated and does count against army break.
Martians will not break in this scenario. If all Martian tripods are destroyed or become immobile or have weapons destroyed, the Martian player may bring one additional tripod onto the table, selected from those destroyed in the game. This may be repeated as often as the condition applies.
The redoubt wall counts as difficult terrain. Tripods and Martian machines and human tanks, machines, and vehicles move at half rate. All units except Martian tripods and machines also test for becoming bogged down when attempting to move on the redoubt wall. If an element begins its movement on the redoubt wall test before the move is made to see if the unit bogs down. If a unit moves onto the redoubt wall halt the unit and test as soon as all elements are on the wall. If a model is so long that it reaches the midpoint of the wall without being entirely on the wall, halt and test at the halfway point. One test is made for the entire unit. All of its elements moving on the wall are affected by the test. To test, roll a die and consult the Martian Redoubt table (page 74 in the hardback rulebook or see below), add 3 to the die roll if the element is infantry not mounted on motorbikes or horses.
Score Result 1-5 Stuck fast! May not move further this turn and must test again next turn if it intends to move. The next test is made at -3. 6-8 Bogged down! If the element is infantry it can only move in one movement phase this turn. If this is the second movement phase and it moved the first phase it cannot move again this turn. All non- infantry cannot move again this turn. 9-13 Keep going! The unit continues moving across the wall counting it as difficult ground.
Duration: The game is played for six turns unless one side achieves victory before then. If neither side has achieved a win by the end of turn 6, roll a die; on 1-5 the game ends, on 6-10 one additional turn is played. If either side achieves its victory condition the game ends immediately.
Victory: The human must exit a unit of at least 2 surviving elemnts off the Martian board edge to win. Forlorn hope do not count as elements for this determination.
The Martian must prevent the human from exiting a unit from the Martian side of the board or break the human army.
STOP Do not read further until after the game is played.
Martian: Some prey that stings got into our holdfast, but they are being rounded up and will be added to our larder. As expected the walls are to great an obstacle for the prey to overcome in large numbers. We will soon lash out and destroy those who remain outside.
Human: A few troops got in but not enough to controll the alien base. Still we will build our defenses here. If we can prevent them from gaining access to the country side we will weaken them while we grow stronger.
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Post by terrance on Dec 8, 2017 19:40:40 GMT
It will be mid January before we are able to play this, so stay tuned. This is the final scenario in the story arc campaign. We will continue with the Timeline Campaign and I have no doubt I will come up with other ideas for campaigns.
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Post by terrance on Dec 8, 2017 20:40:57 GMT
Here is the planned TOE for the scenario.
Martian: 2 Power nodes = 50 pts 6 Sentinels = 150 pts 1 Grenadier tripods = 100 pts 2 Scout tripod with heat ray and targeter = 310 pts 2 Veteran tripods with heat ray = 500 pts 4 Assault tripods with heat ray = 800 pts 2 Assault tripods with green gas = 400 pts Total 2310 points No break 11 command chits
Human: 1 Heavy field gun = 160 pts 1 Anti-tripod guns = 80 pts 2 Armored cars with MG = 90 pts 4 Infantry command = 120 pts 5 Armored infantry = 325 pts 2 Armored infantry carriers = 240 pts 10 doughboys = 300 pts 3 MkII tanks = 495 pts 1 MkIII tank = 225 pts 1 Mk IIc command tanks = 85 pts 1 MkIV tanks = 190 pts 4 Flivver transport = 60 pts Total 2370 points Break 16 (flivvers count as support) 11 command chits
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Post by mikedski on Dec 9, 2017 3:11:55 GMT
Epic!
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Post by greenbeanie on Dec 9, 2017 17:12:32 GMT
I was hoping you would sneak in some planes. Any rocket launchers for the Armored Infantry or Doughboys?
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Post by terrance on Dec 11, 2017 4:31:54 GMT
No planes or rocket launchers this game. I plan to add both during the next year. Possibly through the Timeline Campaign. That campaign is just moving into 1909 (started in 1908). I’ll just have to figure out where they fit on the timeline.
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Post by terrance on Jan 16, 2018 0:20:05 GMT
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Post by terrance on Jan 16, 2018 0:25:10 GMT
Assault the Redoubt Humans set up with 2 doughboys, 2 heavy infantry in AIC, 2 armored cars, heavy artillery, anti-tripod gun, 3 Mk II steamers, 1 Mk III steamers, 1 Mk IV, 1 MkIIc, 1 infantry command. There rest of the infantry was off table reserves and could enter the table starting turn 2.
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Post by terrance on Jan 16, 2018 0:29:57 GMT
Assault the Redoubt Turn 1 Initiative went to the Martians who starts with no tripods on the table. He must roll as reinforcements to bring them on. He was able to bring on 2 scouts, 1 grenadier, and 1 assault tripod. Nothing was in range so no shooting occurred. The Human double moved the AICs and the 2 doughboy units. The heavy artillery fired at the scout which was close enough to a sentinel that both were hit, but neither was damaged.
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Post by terrance on Jan 16, 2018 0:35:09 GMT
Assault the Redoubt turn 2 Martians won the initiative again. A veteran assault tripod and an assault tripod came on the table. Shooting ensued and 2 doughboy stands, 2 AIC vehicles, and 1 MkIII steamer were destroyed, mostly by sentinels and the grenadier. The human heavy artillery missed again. The MkIV fired at an assault tripod and caused 1 damage to armor. Two sentinels were destroyed.
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Post by terrance on Jan 16, 2018 0:38:18 GMT
Assault the Redoubt Turn 3 Humans win the initiative. No infantry was brought on this turn or last turn. The MkIV hit another assault tripod and took 2 armor off. AICs fired machine guns at sentinels and destroyed one. The heavy artillery straddled a scout and a veteran tripod and took 1 armor off the scout. Infantry and tanks are attempting to scale the redoubt wall. On the Martian turn they first on units on the wall and then infantry in the open. Two stands of heavy infantry and two Mk II steamers are killed. By now nearly all the tripods are on the table and very little damage has been done. Four of the 6 sentinels have been destroyed but they are not really needed now that tripods line the wall.
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Post by terrance on Jan 16, 2018 1:50:42 GMT
Assault the Redoubt Turn 4 Martians take the initiative and destroy the MkIV steamer and 1 more stand of doughboys on the wall. At this point we called the game as a draw. There was no way the Martians were going to break the human army in the 2 remaining turns (Humans had 4 destroyed units of 16 required.). And the humans were very unlikely to get a unit off the table given the mass of tripods on the inside of the wall. We decided I flubbed the design of this scenario and to save face decided to call it a play test. Based on this experience we decided if and when we run this scenario again we will count the wall itself as being worth 800 to 1000 points. For a 2000 point game that would give the humans a 2:1 advantage in unit points and it may still be too few to balance the game. But we mostly had fun and we learned something useful for the future scenario design.
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Post by terrance on Jan 16, 2018 2:00:01 GMT
This was also the final game in the Story Arc Campaign. I hope you have enjoyed the reports as much as we enjoyed playing the games.
Next we will turn to the Timeline Campaign. The first scenario of 1909 should be played in February. According to my notes of the timeline the humans will add heavy field guns, the Holt gun tractor (hope ICG gets them released soon), armored flivvers with machine guns and armored cars with machine guns. The Martians will add scout tripods, harvester tripod, founder tripod (don't have one of these and haven't seen any available yet), and gatherer tripods (will probably kit bash this from something).
Also one of my buddies has built Texans so we will be playing some games soon that feature them. Looks like lots of fun coming. Too bad we can only manage about one game a month.
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Post by Quendil on Jan 17, 2018 9:26:15 GMT
This has been a great Campaign and looking forward to you next one
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