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Post by terrance on Jan 20, 2016 20:10:33 GMT
If you want some help envisioning a WW-2 Martian incursion, I would refer you to Harry Turtledove's book IN THE BALANCE. The plot revolves around an alien invasion fleet that arrives in the midst of WW-2. The advanced alien tech faces large human forces that are at the 1940 tech level. But also, multiple competing human factions are present (US-British, Nazi, Soviet, Japan, China) with disparate objectives forced into shifting alliances to face the external threat. Good idea food. Yes. I was thinking the same thing but Boxholder beat me to it. I once did a series of platoon level games based on this universe using the StarGrunt II rules. Had great fun. This is setting me thinking. Great! All I need is another game project.
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Post by terrance on Jan 15, 2016 17:59:11 GMT
Good thoughts. Appreciate the feedback. I have played both the card/chit draw activation and alternating side activation methods with several different rule sets. My experience is that the card draw system upset some people because of the small but statistically possible event of one side getting to activate every unit in their force before the other gets even one activation. Actually I think most of the people complaining about that tended towards a tournament mindset. Players who were more into the concept of the chaos of battle were less bothered.
My experience with the alternating activation system has mostly been with skirmish games (especially StarGrunt II, which although out of print I still really like). My initial concern with using it for All Quiet was with the fact that the humans usually have quite a few more units than the Martians. But it sounds like it is working pretty well for those of you who have tried it. I hope to hear more about experiments in this area.
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Post by terrance on Jan 14, 2016 22:08:54 GMT
Does anyone have experience with the draw a marker to activate a unit system, like Bolt Action or Beyond the Gates of Antares? How do you think that type of turn sequencing would work for All Quiet?
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Post by terrance on Jan 6, 2016 20:21:13 GMT
City Fight is the last scenario I have written for this campaign (but not the final scenario). We have not played this scenario yet. I thought we would have but work and family responsibilities interfered. As soon as we get this one played I will post an ARR with pictures.
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Post by terrance on Jan 6, 2016 20:19:25 GMT
6. City Fight Martian briefing: The defensive trenches of the prey that stings have been overrun and the prey that stings are running away deeper into the habitation area. We will press forward and destroy the fleeing prey before they can reorganize and attack back.
Human briefing: The withdrawal of forces from the forward trench lines is proceeding according to plan. As anticipated, the Martian are pursuing what they believe to be a broken army. In fact the retreating forces are leading the Martians into a massive ambush. The second line of defense is in place in the buildings of the urban center. Units of the second defense line will strive to make the Martian advance through town as expensive and slow as possible.
Terrain: The entire playing board is covered with urban terrain in a typically North American street grid. Streets should be 4 inches wide and set up running straight between the player’s edges and with cross streets. Each block should be filled with multi-story buildings. Part of the board could be an industrial area. Either no ruins or very few ruins should be present. But some vacant blocks or areas may be present, either as construction sites or parking areas. This is intended to represent a mostly undamaged part of the city the Martians are being forced to traverse.
Set-up: The human player sets up all of his units first. Units may be placed on the board up to ¾ of the way across the board from the human base side (i.e., 36 inches for a 48 inch wide board). The Martian player has the initiative the first turn.
Objective: To win the Martian must have at least one tripod partially or wholly within 6” of the human board edge at the end of the game.
Buildings: Vehicles, tanks, artillery and tripods and drones may not enter buildings. Exceptions may be noted for large warehouses or factories. Human infantry may move through and between connected buildings in the same block with no restrictions. Lobotons may enter buildings but move at half speed to represent the difficulty of the controllers in negotiating this terrain.
Human infantry inside buildings are hidden and get one dummy marker. If a spotted infantry unit moves out of LOS it again becomes hidden and a dummy marker is added. A marker that crosses a street or other open area within LOS of a Martian unit becomes spotted, even if they end the move back under cover. However they then become hidden again with a new dummy marker. When re-hiding units in buildings, place the unit marker and dummy together. At the first opportunity one or both must move so the markers are at least 3 inches apart.
All buildings have been wired with field telephones. A field commander in a building may give orders to any unit in a building.
Special rule: Ambush: Human infantry units in buildings that have a forlorn hope assigned may ambush a passing tripod that is within 6 inches. This modifies the normal ambush rules found in the hardcover rulebook. To conduct an ambush, the ambush is announced and the tripod stops moving. The infantry is moved into contact and the assault is fought out. If the tripod is not destroyed its move for this phase ends. If this was the first move phase, the tripod may fight normally in the combat phase and move in the second movement phase (subject to any damage it took). Duration: Standard game length, if neither side has broken, after 6 turns roll a die. On 1-5 the game ends; on 6-10 one more turn is played.
Victory: To win, Martians must have at least on tripod partially or wholly within 6” of the human table edge and not be broken. Any other result that would count as a victory (like breaking the human army) counts as a tie at best. Humans must avoid the Martian victory condition or break the Martian army.
STOP. Do not read farther until the game is played.
Martian debriefing: The prey that stings was less disorganized than we believed. They caused us great damage as we moved through the habitation area. But we succeeded in the end. We will now destroy the structures to prevent the prey that stings from hiding in them. The final hiding place for the prey that stings is now in sight and we will soon eliminate these vermin from this region.
Human debriefing: The plan worked perfectly. Numerous tripods were destroyed as they negotiated the close terrain of the city center and the enemy was unable to move quickly. We are now ready to let them break their teeth on the citadel.
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Post by terrance on Jan 6, 2016 20:15:34 GMT
5. Trench Battle
Martian briefing: The major habitation from which the prey that stings have been launching attacks on our forces is now in sight. Martian forces will break through the puny entrenchments surrounding the habitation and destroy all resistance. Human briefing: There is never enough time, but we have built the most extensive trench works possible in the time we had. The Martian forces are now approaching our works and we will reserve no effort in repulsing their attack.
Terrain: The humans may place terrain anywhere on their half of the table. They have 48 inches of trenches at no cost. If a command bunker is included in the trenches it costs the same as an infantry command group. The rest of the area on the human side may contain intact buildings. No building may be closer than 4 inches to another building.
Then the Martian places 4 areas of terrain entirely on the attacker’s side of the table, choosing from: • Low ruins • Light woods • Marsh • Hills
Set-Up: Human defenders set up their entire army first. All units, except ambushers, must be on the defender’s half of the table. • Infantry, artillery, tank or vehicle units may be placed hidden. For each hidden infantry unit, one dummy marker is allowed. • Infantry may be placed in buildings. • Up to 3 infantry units may be placed in ambush on the Martian side of the table set-up area. • Two traps (free) may be placed in terrain on the Martian side of the table. Traps may be in the same terrain as ambushers.
After human set-up is finished, the Martian sets up at least half their units touching the Martian board edge. Units not placed on the board at start are automatically placed in reserve and may enter the board per the reserve unit rules. No units on either side may be designated reinforcements.
Building Rules: Infantry may hide in and fight from buildings. Large open buildings (like warehouses) may have tanks inside up to MK III size. Buildings can sustain damage. Before the game each building must be noted for composition and the number of points of damage it can take before being destroyed. Human units inside a building when it is destroyed are eliminated. A destroyed building becomes rubble and may be occupied by troops and used for cover. It may not take any more damage points once it is destroyed. See page 70 in the main rulebook for more detail on buildings.
Objective: Martians must break through the human defensive line and occupy part of the city. Humans must prevent this.
Duration: Standard game length, if neither side has broken, after 6 turns roll a die. On 1-5 the game ends; on 6-10 one more turn is played.
Victory: To win, Martians must have one or more tripods in the human set-up zone and not be broken. Any other result that would count as a victory (like breaking the human army) counts as a tie at best if the main victory condition is not met. Martian main victory conditions: • At the end of the game the Martian must have one tripod in the human’s set-up area for every 2 remaining human units in the set-up area. • Human army is broken before the end of the game and the Martian has at least one tripod in the human set-up area.
Human victory conditions: • The human army is unbroken at the end of the game and the Martian does not have enough tripods in the human set-up area to win. • The Martian army is broken.
Any other result is a tie.
STOP. Do not read farther until the game is played.
Martian debriefing: Our losses are high but we have pushed through the prey’s defenses and moved into the habitation area. The prey in this area are fleeing deeper into the habitation area and no longer pose a threat. We will move through this habitation and completely destroy it so the prey that stings can no longer use it to resist us.
Human debriefing: This delaying action has been successful. As expected, the Martians were able to breach our trench works, but not quickly and not without taking great loses. We will now fall back and continue to slow the enemy advance with harassing attacks while work on the citadel is being completed.
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Post by terrance on Jan 6, 2016 20:11:40 GMT
4. Evacuation
Martian briefing: Prey without stingers has been located in habitations we are approaching. Martian forces will harvest this prey for use as food and conversion to remotely controlled fighters.
Human briefing: The Martians are murdering civilians they encounter in the city outskirts. Units are assigned to protect the evacuation of civilians from areas threatened by Martian forces.
Terrain: The human player chooses three terrain areas. One terrain area must straddle the center line. The others must be within the human side of the table, at least 4 inches from other terrain and 9 inches from the human table edge.
The Martian chooses three terrain areas. These are placed on the Martian side of the table, at least 4 inches from other terrain and at least 6 inches from the Martian table edge.
Both players choose from the following terrain: • Light woods • Hills • Marsh • Low ruins
Terrain straddling the center line is disputed. Each player rolls a die for the disputed feature. High roller may move the terrain up to 6 inches. Final placement must be at least 4 inches from any other terrain pieces or the board edge. Set-Up: The human player places 5 civilian elements in each terrain area. Elements must be kept one inch apart. Civilians move on the human second movement phase. They do not count toward the army’s breakpoint. Command points may not be used to double-move civilians.
Martians set up their entire army within 6 inches of the Martian table edge.
The human player sets up half of his units (round down) within 6 inches of the human table edge. The remaining units are automatically placed in reserve and may be brought on per the reserve rules. No units may be designated as reinforcements.
Objective: The Martian must capture civilian elements and kill those he cannot capture. The human must save as many civilian elements as he can. To take captives the Martian must have one or more Gatherer Tripods in his army. He must also have tripods or drones with reaper tentacles. If a Martian assaults and destroys a civilian element it is transferred to a Gatherer Tripod if within 6 inches. If no Gatherer is within 6 inches the civilians are killed. If a Gatherer Tripod is destroyed, all captured civilians are also destroyed.
Civilians that leave the table by the human player’s edge are saved. Civilians on the table at the end of the game do not count as points for either side.
Duration: The game ends if there are no civilians left on the table or if either side breaks. Standard game length, if neither side has broken, after 6 turns roll a die. On 1-5 the game ends; on 6-10 one more turn is played.
Victory: The side that captures or saves more civilians wins, provided the side is not broken. If broken, the best possible result is a draw. Note the Martian player only gets points for captured civilians. Killed civilians are simply points denied the human player. STOP. Do not read farther until after the game is played.
Martian debriefing: A successful harvest was conducted. Not all prey in the area were captured, but many who could not be captured were destroyed.
Human debriefing: The Martians are inhuman both literally and morally. The captured civilians were fed into a diabolical device that seems to grind them up. The screams were horrible. In addition, the Martians burned down civilians out of reach of their capture. In the future we must get civilians evacuated sooner when Martian forces are approaching.
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Post by terrance on Jan 4, 2016 20:14:45 GMT
3. Defense in Depth Martian briefing: The buildup is complete and the attack is begun. Martian forces are now advancing on the human city. The prey that stings are known to have forces patrolling the area in front of us. The Martian forces will contact these enemies and destroy them.
Human briefing: Forward patrols have reported that the Martian forces are on the move. Estimates are that a major offensive is intended by the Martians. We will engage these forces as far forward from our city defensive works as possible.
Terrain: Four terrain areas in each player’s table half. Allowed types: • Low ruins • Light woods • Marsh • Hills Terrain must be at least 4 inches from the table edge or other terrain already placed. Players alternate placing terrain pieces and must place the piece entirely in his half of the table.
Set-Up: Players alternate placing units on the table, starting with the side having more units. If tied, roll for who places first. • Martian units must be placed within 6 inches of the player’s edge. • Human infantry or artillery may be placed anywhere on the player’s half of the table and may be hidden. • One human infantry unit may be in ambush. • All other human units must be within 6 inches of the player’s edge. • No units may be in reserve or kept as reinforcements. • The human player may place 3 + 1d3 traps in difficult terrain.
Objective: Break the opposing army.
Duration: Standard game length, if neither side has broken, after 6 turns roll a die. On 1-5 the game ends; on 6-10 one more turn is played. Victory: • Side that breaks the opposing army wins. • If neither side is broken at the end of the game, total the points of destroyed units. The side that destroys the most points wins. If equal, it is a tie.
STOP. Do not read farther until after the game is played. Martian debriefing: The prey that stings had more forces deployed in front of us than anticipated. Our losses were heavier than planned, but the advance was not stalled. We continue to push forward toward the city.
Human debriefing: Deployed forces experienced local successes. We were able to slow the Martian advance, but could not stop it altogether. Reinforcements are being brought forward and we will launch a counter offensive as soon as possible.
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Post by terrance on Jan 4, 2016 20:12:20 GMT
2. Airplane Down Martian briefing: The prey that stings have suddenly gathered in force and are advancing. An assault pod will be sent to destroy or stop this advance. Human briefing: A photo reconnaissance airplane has crashed in no man’s land. The pictures taken over the Martian enclave are desperately wanted by high command to help us understand what we are up against and to plan the offensive. Your force is being dispatched to recover the camera and pilot.
Terrain: There are 10 areas of terrain. The players alternate placing terrain and can place their pick anywhere on the table. Roll off to determine who places first. Terrain elements must be placed at least 4 inches from other already placed terrain pieces. There must be at least: • 3 areas of light woods and • 3 hills
Other allowed terrain includes: • Marshes • Boulder-strewn or rocky areas • Craggy or steep ground • Low ruins
After all terrain is placed, each player can reposition one terrain item that lays completely in his half of the table to any other location in his half of the table, or he can remove it completely. Repositioned terrain must not be moved closer than 4 inches to other terrain.
Set-Up: The crashed airplane is placed 30 to 36 inches from the human side of the table, near the center of the width of the table. The players roll a die and the high roll decides to set up first or second. Up to half of the player’s units may be put on the table with all elements touching the player’s edge. Remaining units automatically become reinforcements. No units may be kept in reserve.
Objective: The human objective is to recover the camera from the wreckage and carry it off the player’s table edge. Any element that moves to within contact of the wreckage can take the camera and complete its move. Once taken, the element carries the camera until destroyed. The camera is then dropped in the spot on which the element was destroyed and can be picked up by any other element. If the element is destroyed in an assault, one of the winning elements may take the camera.
The Martians do not understand airplanes and secretly roll a d10 to determine their objective: D10 Martian Objective 1, 2 Recover the camera. The prey that stings seems to want this. Perhaps we should take it from them?* 3-6 Take the fight to the humans. An offensive spirit is always best. 7-10 Stop the humans. Protect the base until the assault force is ready. * If this objective is rolled, the Martians may not take the camera until it has been taken by the humans and moved in at least one movement phase.
Duration: The game ends if the camera is carried off either player’s table edge or if either army is broken. If the humans get the camera off the board and neither side is broken, the Martian can continue the game if necessary to complete his victory conditions. For example, the Martian objective is to get a tripod off the human side of the table. Standard game length, if neither side has broken, after 6 turns roll a die. On 1-5 the game ends; on 6-10 one more turn is played.
Victory: It is possible for both sides to claim a victory, depending on the Martian objectives. Human victory occurs if the camera has been carried off the human side of the table. Humans also claim victory if the humans have possession of the camera in the human table half and the army is not broken.
Martian victory depends on the Martian’s objective. If the army is not broken, consult the table below. Objective Victory Condition Recover the camera Carry the camera off the Martian side of the table, or have possession of the camera in the Martian table half and the army is not broken. Take the fight to the humans The army is not broken and at least one tripod has moved off the human side of the table. Stop the humans The army is not broken and there are no human elements wholly or partially (airplane does not count) on the Martian half of the table.
STOP. Do not read farther until after the game is played.
Martian debriefing: Martian forces had great success on the battlefield. The prey that stings was stopped and have retreated back towards their city. The attack on the city is now ready to launch.
Human debriefing (Camera recovered): Martians were encountered in force near the crashed airplane, but the camera was successfully recovered. The photos of the Martian redoubt and force build-up have provided valuable intelligence for our strategic planners. Human debriefing (Camera not recovered): Martian forces were encountered in unexpected strength in the vicinity of the crashed airplane. The aggressive stature of the Martian forces prevented recovery of the camera. Our strategic planners will have to work without intelligence on the Martian build-up unless another reconnaissance flight can be arranged.
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Post by terrance on Jan 4, 2016 20:07:41 GMT
1. Skyfall
Martian briefing: After the cold and dark of space and the fiery plunge into the atmosphere of the blue planet we have landed. Post-landing inspection determined that minimal damage was inflicted on the cylinder by our transit and landing. The pod has opened and the constructors are deployed. We are poised to create a powerful redoubt base that will allow us to claim and dominate this land for leagues around. Now we must defend our landing site until we are strong enough to advance and conquer.
Human briefing: Sky watchers have reported a smoke trail to the east. Analysis indicates a 90% confidence that this is the trail of a Martian cylinder falling to Earth. Triangulation places the landing site 8 miles northeast of this base. A mobile strike force has been organized to neutralize this threat. Our mission is to locate, attack and destroy the Martian cylinder and inflict as much damage as possible on any other Martian constructions we find.
Terrain: Each player may place up to 3 terrain elements entirely on their side of the table. Players alternate placing terrain. Dice for who places first. Terrain elements that may be used are: • Light woods • Marsh • Hills • Wooded hills
Set-Up: Martians begin the game with a cylinder placed anywhere on the player’s side of the table at least 6 inches from the table edge. Up to 3 constructor engines may be purchased and placed up to 6 inches from the cylinder, entirely within the Martian side of the table. All other Martian forces are reinforcements and enter per the reinforcement rules. Human forces start the game off the table. They move on the table the first turn, measuring from the table edge. Any units not moved on the table the first turn are automatically placed in reserve.
Objective: The Martians are defending the cylinder. The humans are attempting to destroy the cylinder.
Duration: The game ends if at the end of any player’s turn the cylinder is destroyed or either side is broken. Standard game length, if neither side has broken, after 6 turns roll a die. On 1-5 the game ends; on 6-10 one more turn is played.
Victory: • Cylinder is destroyed: Humans win regardless of other conditions. • Cylinder is not destroyed and no human units within 6 inches of the cylinder: Martians win. • Cylinder is not destroyed and human units are within 6 inches of the cylinder: tie.
Construction engines: May build machines or defenses. • May only build if within 12 inches of the cylinder. • May build 1 point per combat phase. Engines in contact may combine build points. • Points accumulate from turn to turn, but only if the engine remains stationary. If the engine moves, accumulated points are lost. If multiple engines are working on a single construction, the points are not lost as long as at least one engine remains in contact with the construction. • Completed constructions may not act in the combat phase in which they are completed.
Construction costs: • Heat ray fencing; 1 point for 3 lengths • Power node; 1 point • Sentinel with heat ray; 2 points (up to max of 6) • Assault tripod with heat ray; 4 points (up to max of 4)
Cylinder: Type Speed Defense Armor Special Exceptional None 2 14 See below
Special; If hit, roll for damage on the cylinder damage resolution chart. Add one to the die roll for each hit after the first. Damage to a cylinder may be repaired.
Cylinder damage resolution chart: Score Result 1-10 Damaged and armor is permanently reduced by 1. 11+ Destroyed.
Damage to a cylinder can be repaired by a constructor engine using its standard repair rule, but only to armor 10. Cylinders reduced to 0 armor are destroyed. STOP. Do not read farther until after the game is played.
Martian debriefing: As planned, a cluster of pods landed within support distance of each other. The prey that stings attacked and did considerable damage, but were finally repulsed. It is believed this attack came from the city to the southwest. We will soon complete our buildup and then we will destroy that city.
Human debriefing: The cylinder was successfully located and attacked. Considerable damage was done, but intelligence now indicates that multiple cylinders landed in the area and the Martian strength was stronger than expected. To avoid excessive losses the attack force was pulled back. We will replace our losses and prepare for the anticipated advance of the Martians.
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Post by terrance on Jan 4, 2016 19:58:53 GMT
I am reposting the Story Arc Campaign scenarios from the old forum. Unfortunately I did not save the AARs so cannot include those. As we move forward to new scenarios I will include AARs.
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Post by terrance on Jan 4, 2016 19:54:56 GMT
I have a fortress assault scenario planed the game after next. If I can get some poles built before then I'll include Edison Wire to see how it works out. That will be February at the earliest. If anyone else gets the chance to test them I'd love to have feedback on them.
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Post by terrance on Jan 3, 2016 22:38:39 GMT
Edison Wire Fluff
Edison Wire is a static defense sometimes placed around fortifications. It looks like nothing more than tall power poles but can be very damaging to Martian tripods. The wires carry a strong current. If a tripod contacts the wire, the current passes through the machine and may damage or destroy electrical equipment in the tripod.
Each pole of an Edison Wire emplacement is powered with underground cables. In this way each section of the emplacement is independently powered. If one section is damaged or destroyed, the remaining sections remain powered and dangerous to the Martians.
Rules If a tripod contacts a section of Edison wire, immediately roll a d10 on the Edison Wire Damage table and determine the result.
Edison Wire Damage Die roll | Effect | Description 1-3 | Break through | The tripod is undamaged and may continue its move if it has movement left. It may fight normally in the next combat phase. The Edison wire in this section is destroyed. 4, 5 | Breakers tripped | The tripod halts at the wire. It may not move or fight for the remainder of this turn. It may move and fight normally on the next turn. The Edison wire in this section is destroyed. 6, 7 | Minor damage | The tripod halts at the wire. It may not move or fight for the remainder of this turn. It may move and fight normally on the next turn. The Edison wire in this section is undamaged. 8,9 | Significant damage | The tripod halts at the wire. It may not move or fight for the remainder of this turn or for the next turn. The Edison wire in this section is undamaged. 10 | Major damage | The tripod halts at the wire. It may not move or fight for the remainder of the game. The tripod counts as destroyed for army break point. The Edison wire in this section is undamaged.
Tripods that are forced to halt due to effects on the Edison Wire Damage table count as immobilized if attacked by humans.
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Post by terrance on Jan 3, 2016 3:38:24 GMT
I'll mock up a table for discussion and post it here. Probably tomorrow.
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Post by terrance on Jan 3, 2016 3:34:58 GMT
It can also be useful to think in terms of what represents one foot in the scale. In the following scales one foot is: O scale; 1/4" S scale; 3/16" HO scale; 1/8"
My scale ruler does not have N or G scales.
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