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Post by terrance on Sept 24, 2016 21:37:22 GMT
Citadel turn 7 Martian initiative The reaper double moves and reaches the wall. Combat: Green gas and black dust are used to take out the hotchkiss guns in bunkers at either side of the fortress entrance. The last MkIII is destroyed. The reaper attacks the wall but fails to damage. Human The human uses industrial might to bring back the MkIII but it fails to come on this turn. Attacks on the immobilized veteran tripods, reaper, and other tripods all fail. Unfortunately the only hit is made by a machine gun unit on a damaged tripod, which explodes. A heavy infantry unit was lining up for an assault and 5 of 6 elements are destroyed.
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Post by terrance on Sept 24, 2016 21:44:41 GMT
Citadel turn 8 Human initiative The human spends industrial might and buys a MkIV. The MkIV comes on as reinforcements but the previously bought MkIII unit does not. Lots of firing occurs at the damaged and immobilized tripods but all miss or do no damage. One unit of armored infantry carriers fire its machine guns at at tripod and take off 3 armor. The tripods are just not dying fast enough. The human has a few command markers left and will use them for double moves to get the MKIV into a firing position. Martian The reaper again fails to damage the wall.
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Post by terrance on Sept 24, 2016 21:56:19 GMT
Citadel turn 9; Martian initiative Green gas and black dust attacks take out some machine guns on the wall and an armored infantry carrier. The human is now at break point. The reaper finally damages the wall. Human Reinforcements: the MkIII comes on the board. The human rolls against army break and passes. Again quite a bit of shooting. The MKIV hits and explodes an assault tripod. Heavy infantry that was inside the fortress close assaults the reaper tripod and takes off one armor. Martian The reaper puts another point of damage on the wall. More human losses push the army break modifier to +3. Another turret is destroyed.
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Post by terrance on Sept 24, 2016 22:03:21 GMT
Citadel turn 10 and 11 Turn 10 Human initiative Human player passes army break roll. Heavy infantry and dough boys with forlorn hope attack the reaper. A total of 6 armor are taken off, but the reaper survives. The MKIV fires at a damaged assault tripod but does no damage. Martian The reaper again damages the wall. It is now 3 down (armor 11) and is susceptible to attack from any tripod with a heat ray. The MKIV is destroyed and more machine guns on the wall are destroyed. Turn 11 Human initiative Human fails army break roll and the human army routes. We called it a tie. The humans broke but the Martians were not yet inside the fortress. They would get there eventually but we called the game at this point. The Martians were close to break as well. There were several tripods within a couple of armor of being destroyed. Note in the picture the immobilized veteran with a single point of armor left. But the human had nothing left with the range to get to these tripods.
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Post by madmorgan on Sept 25, 2016 12:15:45 GMT
A great game and seemed very balanced despite the outcome. Bad luck can ruin any players game and it seems the human players suffered the worse in that regard. I have one small quibble - how does wall infantry assault a Reaper outside the wall?? Its not that important as it seems balanced in the game play, but I've a hard time visualizing that attack. Do the fellows jump onto the tripod (aka Indiana Jones)?? As usual, you put on a great game and I'd think it was a really a Martian victory - no one manning the walls and none behind those wall after the breakthrough. No matter how many more turns it might of taken, the Reaper was through, especially with the added help of the now effective heat rays. All in all, thank you again for a good fun and doesn't Scott's walls look great! Your wires worked well and the clean look of the ruins was a welcomed sight as well. Inspiring as always. Good Show!
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Post by mikedski on Sept 25, 2016 19:03:02 GMT
Yes, nice job on the walls. Placement of the electric wires is tricky. Easily countered on their own.
What happened to the second reaper? I see you use armor 11 on the reaper.
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Post by morbius on Sept 26, 2016 2:36:38 GMT
And just for grins, here is the attack of the giant cat. This must be the forthcoming Overlord miniature that Ironclad are going to produce.... Kinda intimidating the way it stares at you Craig
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Post by madmorgan on Sept 26, 2016 9:47:25 GMT
What a beauty! Lures you with those big eyes (4th Gen quadpod design) and then whack! Your food.
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Post by Quendil on Sept 26, 2016 13:43:00 GMT
Great game and bad luck with the dice for those humans
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Post by terrance on Sept 26, 2016 19:21:34 GMT
Yes, nice job on the walls. Placement of the electric wires is tricky. Easily countered on their own. What happened to the second reaper? I see you use armor 11 on the reaper. The second reaper got destroyed as soon as it got within range of the turrets on the wall. That was a big blow to the Martians as it was hoped to be able to have both reapers attacking the wall and perhaps open two breaches. This happened about turn 2 or 3.
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Post by terrance on Sept 26, 2016 19:23:52 GMT
What a beauty! Lures you with those big eyes (4th Gen quadpod design) and then whack! Your food. She is a ragdoll so she loves being in the middle of the action. Action in the citadel battle was delayed 5 minutes when she laid down in the middle of the battle field and she had to be bribed to stay at the edges.
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Post by terrance on Sept 26, 2016 19:26:55 GMT
A great game and seemed very balanced despite the outcome. Bad luck can ruin any players game and it seems the human players suffered the worse in that regard. I have one small quibble - how does wall infantry assault a Reaper outside the wall?? Its not that important as it seems balanced in the game play, but I've a hard time visualizing that attack. Do the fellows jump onto the tripod (aka Indiana Jones)?? As usual, you put on a great game and I'd think it was a really a Martian victory - no one manning the walls and none behind those wall after the breakthrough. No matter how many more turns it might of taken, the Reaper was through, especially with the added help of the now effective heat rays. All in all, thank you again for a good fun and doesn't Scott's walls look great! Your wires worked well and the clean look of the ruins was a welcomed sight as well. Inspiring as always. Good Show! Sorry. I wasn't clear in the write up. Some infantry was posted behind the entrance doors for the fortress. They sallied out and attacked the reaper. I assumed there were sally ports set into the main doors. I was going to allow forlorn hope on the wall assault a tripod if it was touching the wall, but it never happened.
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Post by madmorgan on Sept 27, 2016 9:19:40 GMT
Awesome cat indeed! Knows how to manage her humans for treats. You know that cats are actually aliens-in-a-catsuit? They mind control humans, read newspaper & books with their butts, can seemly levitate, form gravity pools when laying on their humans, purr to sedate the humans, know when to interrupt keyboard activity at the most critical moments, etc. Sally ports are cool, just need to be mentioned at the set up as a reminder. Love the FHs off the wall!
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Post by terrance on Sept 28, 2016 16:51:09 GMT
8. City Fight II
Martian briefing: Our forces must fall back from the prey-that-stings’ strong defensive redoubt. But we will not allow ourselves the indignity of a rout. Select Martian forces will fight a delaying action to allow our tripods time to regroup on the other side of the prey-that-stings’ habitation.
Human briefing: The Martians are on the run. We will push them hard and destroy the remainder of the Martian force before they can get away.
Terrain: Set up the street grid from City Fight (scenario 6). All the buildings are ruins.
Set-up: Martians set up their entire army first. Up to two tripods may be placed in the human half of the board at least 10 inches from the human board edge. The rest of the Martian army must be set up on the Martian half of the board. Humans set up half their units touching the human edge of the board. Half of the remaining human units enter the human edge of the board on turn 2. The remaining human units enter on turn 3 or later as reinforcements.
Objective: The humans must move 2 intact human units off the Martian side of the board by the end of the game to continue pushing hard on the Martian retreat. Martians must prevent this to allow time for Martian survivors to reorganize.
Special rule; Re-group: The human player may group surviving elements from damaged units to form an intact unit to count for moving off the Martian board edge. The combined elements must be of the same type and able to form a legal unit. To regroup the elements are moved into legal cohesion distance in one movement phase. If this occurs in the first movement phase the elements may not fight as a unit in the combat phase, only elements from the same original unit may combine fire at Martians. The regrouping unit may not move the next movement phase. For following turns the regrouped unit may move and fight normally.
Duration: The game lasts 6 turns unless the human player meets the victory conditions sooner.
Victory: Humans must move 2 intact units off the Martian board edge. These must be infantry or tank units. Transports, etc. do not count. Break point does not apply to either army for this game. If the Humans achieve this the game immediately ends with a human victory. If time runs out and the humans have moved zero or one unit off the board the game ends in a Martian victory.
STOP. Do not read farther until the game is played.
Martian debriefing: The prey-that-stings are being very aggressive. But we have successfully disengaged and will continue the retreat to our redoubt.
Human debriefing: Although the Martians have taken heavy losses they retain the will to fight. We will continue to press them hard to destroy as many tripods as possible before the Martians can reach their redoubt.
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Post by madmorgan on Sept 29, 2016 11:07:39 GMT
Shaping up to be another good one!
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