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Post by phgamer on Jul 24, 2019 0:02:40 GMT
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Post by phgamer on Jul 4, 2019 12:35:16 GMT
Mad, Pdf's sent. you can take your email down when you get them.
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Post by phgamer on Jul 4, 2019 12:24:06 GMT
I email myself all the time. Either to make sure a note is somewhere I can get it or to verify the email service is up. This week I was dealing with verification with "forgot your password" that had to be acknowledged within 30 minutes, but the email took 2 hours to arrive. But sending it to my self was instantionous, so it was something on the verification's site.
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Post by phgamer on Jul 2, 2019 11:30:22 GMT
If you want the counters, I created them. Send me your email address and I'll email you a printable PDF
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Post by phgamer on Jun 22, 2019 18:46:54 GMT
I had a whole string of limitations on the Land Ironclad in my Fort Edmonton series, just to keep the point value at 750 Nell Special Rules:
The Canadian-American Alliance has been strained by the Canadian acquisition, either found or stolen, depending on your point of view, of the Landship, “Nell”, otherwise known as “The Spirit of Detroit”, as the Americans have named it.
The Americans have been putting pressure on Canada to get “The Spirit of Detroit” back, as such there are numerous rules governing its use.
Low Ammunition.
The Americans have refused to provide the 12”, 7” and 5” shells for “Nell”’s guns. Britain has made shipments of ammunition of all these calibers, but it has yet to reach the Western Canada.
When each of these calibers makes a “to hit” roll that is exactly “1”, that gun is out of ammo. For the 5” guns, this applies only to the turret in question. That turret is out of ammo for the next turn, but is restocked by shifting rounds from other turrets.
A gun that is out of ammo may still be target and fire blanks, to try to fool the Martian that it is still functioning.
Low Coal
Nell needs more coal than all the rest of the 2nd Squadron combined, as such, measures have been taken to conserve coal.
Nell is deployed next to the coaling station. Nell needs to remain there until turn 4 to be fully coaled.
If a heat ray misses Nell, (I.E. A “to hit” roll of 1 or a 2) the coaling station is hit instead, exploding, causing 5 +4 hits to Nell and everyone else within 6”. Units at a range of 6.1 to 12” suffer 3 +2 hits instead.
Nell is running on one boiler out of four, it takes time to stoke up the remaining boilers. As such she moves only 1” on turn 1, 2” on turn 2 and 3” on turn 3.
If not fully coaled, roll a D10 each time Nell moves, or uses the Steam Defense. On a 1, the coal bunkers are empty, and Nell can only move 1” a turn thereafter.
Skeleton Crew.
The proper crew for the Landship is considerable and Nell hasn’t been fully crewed with trained personnel.
Due to minimal crew available for damage control, all hits on the Damage Chart 6+ are considered critical hits towards the 5 critical hits required for Nell to be considered destroyed.
If a critical gun hit is made, roll the die to determine which gun is hit. The Martians may reroll that die if they see fit. The reroll must be kept.
Cannibalizing units.
Some of the manpower to crew Nell was taken from infantry units.
Infantry and Machine Gun unit only gets one additional hidden movement counter instead of two.
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Post by phgamer on Jun 17, 2019 10:37:52 GMT
When trying to design the scenario I have to think about it. I regard the value of the LIC as 1500 points, this is based on building a simulator and running 10,000 battles for the results, and the balance point for the LIC was between 7 and 8 assault tripods. I was looking forward to the Overseer as a counterbalance to that, and in essence, it did.
When the Overseer first hit the table last Feb, in what was later called "The Great Metcalf Turkey Shoot", (see philsmartianfront.blogspot.com/2019/04/the-great-metcalf-gap-turkey-shoot.html) I was asked what I was going to do about it. I said I was going to ignore it. It's an environmental effect that I can do nothing about. If I kill 9 units of Martians, then it will retreat. And that is how the game went. It fired it's sun gun on turn one, destroyed a tower and the Flame Tank, then spent turn 2 recharging. Then the Humans won the game at the top of the third.
This game, Garth learned from that debacle and just used the Overseer's 3 heat rays per turn to good effect. While the "New Orleans" scored zero hits due to range and bad die rolls on turns 1 and 2, it looked like a non-starter as well.
I would to see all the big toys we have hit the table some day, just for the sake of the photographs, but I can't balance the scenarios with two LIC's on one side (3000 points) against 15 Assault Tripods on the other, which would be in a solid line of 60 inches of a standard 72 inch board. Leaving no gaps to account for those detonation cascades. You might as well just leave the figures at home and just roll dice.
So, yes, the big boys do over dominate the board. As much as I like to see them, and my "Nell" was last seen almost 3 years ago, the goal is to create an interesting game, that all the players can enjoy.
Part of the problem is also we tend to have 6 players on a 6 food board. Alas, the tyranny of the standard 4x8 sheet of plywood . That is really the first consideration of any scenario.
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Post by phgamer on Jun 15, 2019 1:25:46 GMT
The battle near Caddo Lake continues. The 36ths Division 71st Brigade has been badly battered, with one regiment in rout, the other trapped against the waters edge. But the division has depth, and a has organized a counterattack with the 143rd Regiment supported by two, as yet uncommitted tank brigades. Also, advanced forces from the army of Saint Louis are swooping in behind the Martian in a classic pincer move. philsmartianfront.blogspot.com/2019/06/the-battle-at-caddo-lake-phase-3.htmlEnjoy
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Post by phgamer on Jun 15, 2019 1:25:23 GMT
Closer than you think. From Hell's gate I stab at thee.
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Post by phgamer on Jun 4, 2019 19:01:13 GMT
Tripod Icons? Both the hit markers and the Tripods on the map were downloaded from the website, and adjusted to size.
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Post by phgamer on Jun 4, 2019 18:57:23 GMT
We are scheduled to play it out on Jun 12. We have 2 Ironclads available, but frankly not enough counter balancing Tripods, even if we introduce the Overseer.
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Post by phgamer on Jun 3, 2019 10:17:16 GMT
Martian Front, The Battle of Caddo Lake: Phase 2 The Calvary of the 142nd Regiment The Battle of Caddo Lake was a pivotal moment in the fight to save Texas. With its attempt to liberate Shreveport rebuffed, The Texas Tank Corps, now renamed the 1st Texas Army Corps, retreated outside the vast fields of the Red Weed, and then entrenched. It’s north flank secured by Caddo Lake, the 36th, Lone Star, Division dug in using lessons hard won in the days when the survival of Texas was in doubt. The cannons to the north announced that the 141st was heavily engaged with the Martian. With tripods in the distance, the 142nd awaited it's turn philsmartianfront.blogspot.com/2019/06/battle-of-caddo-lake-phase-2.htmlEnjoy
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Post by phgamer on May 28, 2019 11:44:55 GMT
Thank you Scott. Part two has been played out, the trials of the other half of the 71st Brigade.
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Post by phgamer on May 27, 2019 23:44:38 GMT
The Battle of Caddo Lake was a pivotal moment in the fight to save Texas. With its attempt to liberate Shreveport rebuffed, The Texas Tank Corps, now renamed the 1st Texas Army Corps, retreated outside the vast fields of the Red Weed, and then entrenched. It’s north flank secured by Caddo Lake, the 36th “Lone Star” Division dug in using lessons hard won in the days when the survival of Texas was in doubt. philsmartianfront.blogspot.com/2019/05/battle-of-caddo-lake-phase-1.htmlEnjoy
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Post by phgamer on May 17, 2019 19:13:45 GMT
Scott, we should compare house rules. Beyond 6” Martian Tripods are not visible if deeper than 2” in or beyond Towering Ruins and Dense Woods, and any terrain type designated as a “Hill”.
Note: The above is does not count if the hidden units have fired their weapons this turn or last.
The clamp tank does not count as a unit for the purposes of human demoralization.
Fortified zones have a cost: 25 points for a zone large enough to hold a company of 3 elements 200x60mm. It deploys with two hidden movement marker units, only 1 can be real. 8 points for fox holes, 60x60 mm, and can hold 1 element. (MG, field guns). There can only be one hidden movement marker per 3 fox holes.
The Towering Ruins are passable to human vehicles, at half speed, but remain impassable to Martian Tripods. Humans in Towering Ruins have their defense against heat rays and shock canisters improved as follows: Infantry +5/+3, Artillery +4/+2, Vehicles +2/+2
Humans in Towering Ruins have their defense against green gas and black dust improved as follows (wind tunnel effects):
Infantry +2/+2, Artillery +2/+2, Vehicles +1/+1
When in assault combat, the defenders do not get a bonus for terrain advantages for the "to hit" roll, but do get the terrain armor advantage, if any.
Macadam roads give a movement bonus to tripods.
Dirt roads give a movement bonus to humans only.
The cost of a Land Ironclad is increased to 1,500 points.
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Post by phgamer on May 17, 2019 14:39:21 GMT
Rolling a D6 will always beget 1 hit, with a chance of a mobility hit.
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