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Post by terrance on Feb 17, 2018 19:34:08 GMT
Bring in the Scouts AAR Turn 0 Humans set up first with most units under blip markers, although he didn't make as good use of the cover terrain as I expected.
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Post by terrance on Feb 17, 2018 19:37:30 GMT
1909 Scouts: Turn 1 Martians win the initiative and move forward. The tripods use recon by fire and reveal 3 hidden doughboy units. Humans move to set up assaults but no damage is done to tripods.
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Post by terrance on Feb 17, 2018 19:42:00 GMT
1909 Scouts: Turn 2 Martians win initiative. Three doughboy units are routed and killed due to being too close to a tripod. Black dust kills a machine gun stand and an armored car. Humans make assaults on 4 tripods and do some armor damage. Artillery was dropped on two tripods of which one was also being assaulted. No damage to the tripods but 1 doughboy stand was killed.
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Post by terrance on Feb 17, 2018 19:49:39 GMT
Scouts 1909; Turn 3 Humans win the initiative. Again they assault 4 tripods. Artillery fire drops one tripod (9 on the damage roll). The Black Dust tripod under assault explodes. In the process it takes out a cavalry unit and a doughboy unit and damages a nearby tripod. The humans need to kill one more tripod to break the Martians.
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Post by terrance on Feb 17, 2018 19:51:56 GMT
1909 Scouts Turn 3 Martians The Martians double move all tripods deep into the human side of the table. They kill a command unit and destroy a doughboy that is routing.
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Post by terrance on Feb 17, 2018 19:54:49 GMT
1909 Scouts: Turn 4 The situation is now the Martians need to lose 1 more tripod to break and the humans need to lose 2 more units to break. Humans get the initiative. The humans shoot everything that can and everything misses. Martians hold on in the human area and kill an artillery unit. Only one more unit kill needed to break the humans.
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Post by terrance on Feb 17, 2018 19:59:54 GMT
1909 Scouts; Turn 5 Martians win the initiative. They finish off a doughboy unit and the humans break. The game ends as a total Martian victory (humans break and tripod(s) within 12 inches of human board edge). This was a very close game and it basically came down to who won the initiative this turn. If the humans had won initiative there was at least one heavily damaged tripod that they would likely have killed and that would have been Martian army break. It looks like it is time to abandon Bellville and get the civilians to safety. And that is the theme for the next game.
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Post by mikedski on Feb 17, 2018 23:09:56 GMT
More often than not it comes down to last turn initiative.
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Post by Quendil on Feb 18, 2018 11:12:14 GMT
Good game, initiative is a killer
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Post by greenbeanie on Feb 18, 2018 14:11:32 GMT
I love the mushroom cloud and crater. Boy, I gots to get me some of those!
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Post by boxholder on Feb 18, 2018 17:49:47 GMT
The mushroom cloud is made by LITKO Game Accessories (Valparaiso IN). Small size = $7.99 ~2.5 inches tall Medium = $19.99 ~5.5 inches tall Large = $39.99 ~9 inches tall
Craters from several sources. Pegasus Hobby is one, GamesWorkshop +others. Cheapest way is to make your own from ScultaMold (premixed paper mache) Jun 27, 2016 14:01:00 GMT -5 boxholder said: Easy, cheap and quick terrain features can be made with stuff called Sculptamold. It is a premixed paper-mache, just add water and form it however you like. Earthworks are easily done by mushing together random globs of the stuff. Easy to clean up with water afterward. Usually dries overnight, depending on how thick the part is. Paint with your choice. I use cheap craft acrylics. Green colored sand is glued on with dilute white glue. Here is how it looks. The bunker is 1/4 inch foamcore board, painted with acrylic gray that has some sand mixed into it. It got a wash of dilute black. The Sculptamold "earth" was just pressed up against the bunker--it has enough adhesive to stick. Brown acrylic paint and some green sand were added after it dried. The crater is formed simply by pinching bits of the Sculptamold into a crude crater shape. Painted with brown acrylic and bit of darker brown wash. The barbed wire entanglement is a random Sculptamold shape with broken toothpicks pressed into it. When dry, added brown acrylic and some green sand. The "barbed wire" is just copper wire wound around a dowel and given a little silver paint. The fibrous paper makes the pieces stand up under reasonable handling.
You can get the Sculptamold at craft stores (JoAnn's, Michael's, AC Moore, Hobby Lobby, etc). It is made by a company called AMACO. Our nearby HobbyTown USA has it. I think some WalMarts carry it and you can order it from Amazon.
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Post by greenbeanie on Feb 19, 2018 13:55:25 GMT
Thanks much for the info.
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Post by madmorgan on Mar 19, 2018 10:18:19 GMT
good stuff ty
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Post by terrance on Jul 18, 2018 14:44:01 GMT
1909: Evacuation Martian background: The prey that stings we have been fighting around the nearby habitation appear to be migrating. They are no longer hiding in fortifications, which will make them easier to attack. And it is also an opportunity to refill the larder.
Human background: High command has decided Belleville is too far forward of the main line of defense and must be abandoned. Our orders are to protect the civilians as they evacuate to the East.
Terrain: The game is played on the length of the table (short sides are the base lines). There are 8 terrain elements on the table chosen from: Hills Wooded hills Woods Each terrain element must be at least 4 inches from the table edge or other terrain elements.
Setup: Humans set up all forces except aircraft first. Thirty stands of civilians are set up in an area 8 inches wide and 4 feet long in the center of the table. This zone cannot be closer to 12 inches of either baseline. The human player then sets up his entire army within 6 inches of the civilians. Martians then place at least half of its army in contact with the Martian baseline. The remainder may enter the table on turn 2 on the Martian baseline or up to half way across the table on the sides.
Aircraft enter the human base edge on turn 2. Use the aircraft rules posted by Scott W.
Objective: The Martians need to capture as many civilian or infantry elements as possible. The humans need to protect the civilians and drive off the Martians.
Special rules-Civilians: During the first movement phase for the humans, roll a die for each stand of unescorted civilians on the table to determine their move. D6 roll Civilian move 1 Move toward the Martian baseline 2 Move directly away from the closest visible Martian 3-5 Move toward the nearest cover or remain in cover 6 Move toward the human baseline
Special rules-Escorting civilians: An infantry unit may escort a stand of civilians. In this case the civilian stand is not rolled for movement, but moves with the infantry. They still only move in the human first movement phase. Each element in the infantry unit may escort one stand of civilians. To become an escort the infantry move into contact with the civilians and organize them during the combat phase. The civilians are then moved with the infantry the next turn. No civilians may be placed in escort at game setup.
Special rules-Collecting humans: Human infantry or civilian elements captured through assault within 6 inches of a gatherer or harvester tripod are are captured by that tripod. Keep track of the number of stands captured by the gatherer tripods. If the tripod is destroyed without exploding the captives escape. Place the stands in contact with the downed tripod. Humans collected by the harvester tripod are immediately considered dead. A gatherer tripod within 6 inches of the harvester tripod may transfer its captives to the harvester during the combat phase.
Duration: The game lasts 6 turns unless one army is broken. If the human or Martian army breaks, the turn is played to its end and then the final score is calculated.
Victory: Victory is based on the collection or protection of civilians. The Martian gets points for capturing civilians and infantry. If the Martians break but have the greater number of points it is considered a draw. If the humans break the victory is determined by the point value of captives.
Scoring Victory: At the end of the game score the collection of captives. For each civilian or infantry element captured by a gatherer or harvester; 1 point for the Martian. For each civilian element killed; 1 point for the Martian. For each civilian element moved off the human baseline edge; 1 point for the human.. For every 2 civilian elements still on the table and at least 12 inches away from any Martian tripod; 1 point for the human.
Martian army 1 Harvester tripod: 150 points 2 Gatherer tripods: 100 points 3 Assault tripod: 600 points 2 Scout tripod: 300 points Total 1150 Break 4; 5 command
Human army 12 Infantry: 360 points 8 Forlorn Hope: 120 points 3 Infantry command: 90 points 2 Machine gun: 90 points 5 Cavalry: 175 points 1 Flivver w MG: 25 points 6 Armored car: 270 points Aeroplane: 60 points Total 1190 points Break 15; 5 command
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Post by terrance on Jul 21, 2018 19:09:06 GMT
Evacuation Set Up Looking towards the Martian side. Looking towards the human side. Table center.
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