|
Post by terrance on Nov 22, 2018 0:43:16 GMT
Count me in. I am in the US (state of Idaho) with pretty much everything ever produced. Was a Kickstarter backer and have been active on this forum trying to keep the game alive.
|
|
|
Post by terrance on Nov 21, 2018 16:02:19 GMT
|
|
|
Post by terrance on Nov 16, 2018 15:42:42 GMT
I added a new deck plate cut from sheet styrene to amount the crane on. I'm working on the crane now and will post more pics soon.
|
|
|
Post by terrance on Nov 16, 2018 15:41:32 GMT
I am building recovery vehicles from the AQ steam tank and a recovery vehicle kit from GZG. The recovery vehicle kit is sold by GZG and is said to fit any of their tanks to make them into a recovery vehicle. It has a plow and a crane. The part number is ACC15. Here are the parts for the plow: And here is the plow mounted.
|
|
|
Post by terrance on Nov 13, 2018 15:29:59 GMT
Thanks Quendil.
|
|
|
Post by terrance on Nov 12, 2018 17:03:25 GMT
Rockets? Yeh. Something else to add. There is really no end to this project and I am posting what I have.
|
|
|
Post by terrance on Nov 12, 2018 16:57:38 GMT
Great news. I am so glad someone intends to keep the game going with fresh ideas. Looking forward to the new rules and new units. Like quendil said, there have been lots of good rules ideas posted on this forum. I hope you mine the forum for them.
|
|
|
Post by terrance on Nov 12, 2018 16:51:48 GMT
Getting back to AQ projects after writing a Mars Revolts campaign for StarGrunt II and building scenery for games set on Mars. Now starting on AQ recovery vehicles and workshops. And ordering bazooka men to convert to stove pipe men like Scott did.
|
|
|
Post by terrance on Nov 8, 2018 16:45:57 GMT
OK. It must have been another forum because I do not find the "Add Attachment" button here.
Here is the TOC. (revised 11/8/2018)
Introduction 1 Unit Types 1 Units 1 Unit Types 1 Measurements 1 Die Rolling 1 Game Stats 1 The turn 2 Initiative 2 Initiative Modifiers 2 British Initiative 2 Move Phase 2 Moving Ground Units 2 Double Moves 3 Moving Off the Table 3 Routing Movement 3 Rout in Tows and Transport 3 Moving Air Units 3 Combat Phase 4 Shooting 4 Line of Sight 4 Scouting with Aircraft 4 Range 4 Shooting: Human Ground Units 5 Shooting: Barrage Weapons 5 Heavy Barrages 5 Spotting with Aircraft 5 Shooting: Aircraft 6 Aircraft Machine Guns 6 Aircraft Bombs 6 Shooting into an Assault 6 Shooting: Martian Weapons 6 Assault 6 Ending the Assault 7 Applying Damage; Tables 7 Morale 7 Ground Unit Morale 7 Aircraft Morale 7 Aircraft Morale: Suicide Attack 7 Terrain and Cover 7 Movement Effects 7 Cover 7 Intervening Terrain 8 Terrain in Assault 8 Field Commander 8 Orders 8 Extra Movement 8 Regrouping Routing Units 8 Field Commander Casualties 8 Transports 8 Tows 9 Hidden Units 9 Blip Movement 9 Revealing blips 9 Ambush 9 Traps 10 Reserves 10 Reinforcements 10 Buildings 10 Building Damage 10 Building Flammability 10 Defense works 11 Field Fortifications 11 Fortresses 11 Infantry Hiding in a Fortress 11 Martian Redoubts 11 Edison or Westinghouse Wire 11 Industrial Might 12 Revised Weapons and Characteristics 12 Rough Riders Tow Cables 12 MkIV Damage 12 Machine Guns damaging Tripods 13 Hotchkiss Gun 13 Super Heavy Gun 13 Controller Characteristic 13 Stovepipes 13
|
|
|
Post by terrance on Nov 8, 2018 16:31:09 GMT
I have pulled the rules from the hardback rulebook, the forum, and our house rules into one document. These have become our standard ruleset for AQ. For rules from the forum I have tried to credit the original poster. I am posting these here in case anyone else finds them useful.
I have posted PDFs to the forum before but am having a problem now. Any ideas? Bear with me while I try to figure this out.
|
|
|
Post by terrance on Oct 26, 2018 15:58:20 GMT
ARGH. I can do without the drama. No matter what happens I won’t stop playing the game, but it would be nice to have stable support for the game. And release of the new units promised. And better visibility for the game in the larger community. And... (well you get the idea.)
|
|
|
Post by terrance on Oct 17, 2018 1:42:35 GMT
I have been pondering how to add stovepipes. I like this. I think this is what I’ll use. Thanks for sharing.
|
|
|
Post by terrance on Aug 13, 2018 16:35:44 GMT
Ambush Turn 6 and 7 Humans win initiative (finally). They hammer tripods and put quite a bit of damage on them but none go down. The Martians take out a unit of infantry that was maneuvering to initiate an assault on the Reaper Tripod, but the human defenders morale holds. At the end of turn 6 neither side had broken, and a die roll awarded a 7th turn. Humans won the initiative again but again failed to destroy a tripod in spite of several with more than 5 armor damage, and damaged weapons, and one with damage movement. The Texans were very frustrated because as you can see in the pictures they had good shots at the damaged tripods but could not take them down. the wall defenders had gathered two infantry units for an assault on turn 6 (for an assault on turn 7) but the Martians pulled back out of range. the final break scores were City defenders down 7 of 9, Texans down 2 of 3, Martians down 2 of 4. Final result is tie game. Of particular annoyance was the scout tripod with damaged weapons and damaged movement and only 4 points of armor left. The Martian player moved this scout a couple of times and won the roll off each time. The Texan player was really annoyed to lose the roll off because if he had won he would have moved it off the table for a third Martian casualty.
|
|
|
Post by terrance on Aug 13, 2018 16:20:41 GMT
Ambush Turn 5 You guessed it! Martian initiative again. The Martians close on the Texans but do little damage. But in a lucky shot the wall attacked by the Reaper Tripod collapses.
|
|
|
Post by terrance on Aug 13, 2018 16:17:58 GMT
Ambush Turn 4 Martians win initiative again. Martians destroy one of the SP anti-tank guns. One tripod is dropped and some damage is put on other tripods.
|
|