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Post by mikedski on Jan 22, 2016 20:46:39 GMT
US Army command and gun towers.
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Post by mikedski on Jan 21, 2016 19:29:21 GMT
That's good news. Are you working on a British command squad to go with your officer? +1
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Post by mikedski on Jan 20, 2016 11:24:20 GMT
In the interim I discovered Crescent Root Studios is back in business and producing their versions of 15mm desert forts, which have more construction options and are reasonably priced. However the walls between towers are only 1.9" tall, and the doors in buildings appear much too short for 18mm figures.
The Crescent Root city walls and towers are very nice.
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Post by mikedski on Jan 19, 2016 12:46:41 GMT
Not to say I wouldn't mind seeing whatever modeling efforts you bring to the game. I like your work with the Prussians.
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Post by mikedski on Jan 18, 2016 23:56:29 GMT
Although it wasn't the best of films, War of the Worlds: Goliath did a good job of postulating Human tech based on captured Martian machines. However, from a personal point of view, I prefer the idea that Humans didn't go down that route. It stops the game going towards a more conventional steampunk style. To my mind, it adds a little more realism. But given the state of the game at the moment, it appears that different players will be making it "more their own" so my advice to everyone would be go with what you like! This. I was drawn to AQMF because of the combination of a favorite SF novel and an alternate WWI aesthetic but no steam punk/ Space 1899/ John Carter weirdness. Just not my thing.
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Post by mikedski on Jan 18, 2016 14:33:16 GMT
The desert fort and separate ruins was a one time limited production run. I think it took a year to get the thing after the initial order.
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Post by mikedski on Jan 18, 2016 11:45:22 GMT
Thank you for the rules recap - the drones as non-BP is certainly big. The gun/template has a big effect as well. Good Game! I always viewed drones as a weapon add-on to the controller tripod. Based on the rules they are not independent units. Much like the human player adding an extra machine gun to a tank.
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Post by mikedski on Jan 18, 2016 11:17:45 GMT
the errata pegged the cardis at 90 ec = 270 but USA still a bargin. i suppose all those HMGs are to blame. look forward to yhe pics. ;] 180 points for three per errata, 90 each.
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Post by mikedski on Jan 18, 2016 11:15:42 GMT
Again I salute your modeling skill and patience. I'm just lazy I guess or more importantly inept at doing such works of art. Look forward to the photos. testify brother
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Post by mikedski on Jan 17, 2016 19:23:12 GMT
Ok. I just wanted to make sure I was playing it right. Goofy movement rolls.
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Post by mikedski on Jan 17, 2016 18:19:54 GMT
Hmmm. I was thinking the scout was dead meat when this started.
Each mono tank has 4 shots, right? Each gun rapid fire 2.
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Post by mikedski on Jan 17, 2016 13:22:04 GMT
Absolutely fantasic!! I particularly like all your 'graphics' on the battlefield, makes it very easy to follow. And the scenario is spot on! Congrates mike, a presentation for all to aspire to. Thanky Kindly.
Fortress walls are tough to crack. Definitely need reapers - anything with claws initially.
British command rules concerning radios are not as liberal as I initially thought. Artillery parks need their own command team.
Just to be clear about house rules:
Drones move with their controller tripod during a movement impulse. They do not count as losses for morale/ breaking.
HMGs have only ROF 1 against non-infantry targets.
Human template weapons all use the 4 inch template. Three guns fire +1 applied to the to hit die roll, two guns fire no modifier, one gun -1 applied to the hit die roll. Makes smaller guns more useful but really tones down the power of heavy artillery.
If a scout paints a target for attack in its movement impulse a grenadier can attack but is no longer available for it's own impulse later.
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Post by mikedski on Jan 17, 2016 12:20:44 GMT
Turn 7: Martians win initiative. The remaining USMC infantry unit and HQ do not arrive this turn. The command tripod moves, assaults USMC machine guns kills a teams and moves on. British squad double times, launches assault and inflicts another damage point. Harvester moves, assaults native infantry, destroys two teams and moves on. The lone heavy gun takes aim at the command tripod, hits and is awarded with an explosion. Unfortunately the British squad and marines are killed in the blast. The adjacent buildings ignite. The first harvester is taken under fire by the British HMG teams (ROF1) and scores a lucky damage point. The sniper teams reposition hoping to get another lucky kill but can only inflict another damage point. The second harvester moves up in the chaos and destroys a HQ stand hiding in the mosque courtyard. The veteran tripod kills another coil tank - the other routes. A grenadier finishes of the platoon with shock bombs. The second grenadier fires black dust at the heavy gun but unable to score a kill. With that the human defenses collapse with losing 16 out of 22 units. Martians in position to exit two harvesters into the heart of Cairo. The retreat to the Suez has begun.
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Post by mikedski on Jan 17, 2016 10:39:13 GMT
Turn 6 Humans win initiative. Humans receive USMC sniper teams and rallied British HMG teams as reinforcements. The last Martian tripod finally arrives. Inside the walls all human fire is directed at the command tripod. USMC HMGs, British infantry assault and heavy artillery fire inflict two more damage points and a critical weapons hit. The tripod counter assaults but causes no damage. The 1st harvester assaults a lone infantry team, kills it, and moves further to the east edge. More machines move into the breach. The second reaper toils away at the wall. Later in the turn human reinforcements arrive to intercept the harvester. The coils tanks fire at the dinged assault tripod and is awarded with an explosion. The veteran tripod and two grenadiers manage to kill a single tank. The defenders have now lost 11 units with 11 units remaining and are teetering on collapse.
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Post by mikedski on Jan 17, 2016 3:23:51 GMT
TURN 5 Martians win initiative. No reinforcements for either side. 1st Martian impulse the wounded reaper finally creates a breach and promptly moves away to avoid fire and let other stronger machines exploit the breach. The human commander uses an order token to rally the remaining heavy gun since a vehicle with radio is within three inches. The howitzer fires at the command tripod in a hope to protect the breach but to no effect. The command tripod moves through the breach and fires the heat saw at infantry in the street and misses both teams and the HQ squad. Return fire and assaults inflict another damage point on the command tripod. A slaver double times through the breach and sweeps another infantry squad and destroys a team and ignites the building. The second reaper hammers away at its wall section. Outside the walls the imperial coil tanks trade shots with two tripods and two grenadiers and comes out unscathed. The routed HMG unit passes morale at the board edge. The single infantry element does not and is lost.
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