Prelude to Memphis- special rules discussion - comments !!! Jun 4, 2018 14:53:41 GMT
Post by mikedski on Jun 4, 2018 14:53:41 GMT
I am coming up with another battle report based on Scott Washburn's book, The Great Martian War: Counterattack.
During the battle Martian clan leader Qetjnegartis remarked on the obstacles encounter during the attack on city 3-37 (Memphis)
"As it been feared, once they were within one teraquel of the enemy positions, they began to encounter pit traps set to ensnare the legs of the fighting machines. Most were cleverly hidden and constructed so a drone …..could cross without triggering them."
Another obstacle were 'well traps' - clusters of narrow but deep holes carefully concealed that would collapse with the weight of single tripod leg. The tripod would become hopelessly stuck and due to resultant leaning on the trapped leg the tripod would have difficulty firing its weapons. Several machines could pass unknowingly over a trap and a later unsuspecting machine could find itself ensnared.
A number of markers are scattered in front of first line of trenches. These represent possible well trap locations. Only a few represent actual traps which are indicated on the unseen side of the marker.
When a Martian machine (not drone) moves within 4 inches roll a D10:
roll 1 - 6: No result - the marker is not exposed - remains in place.
roll - 7 - 10: flip the marker over -
a) if blank then remove the marker. This represents a good recon and no traps found or maybe one was found and avoided and marked.
b) if actual trap location; roll another D10.
If the result is 6 -10 the machine skillfully avoids the trap and warns other machines. Remove the marker.
If result 1 - 5 then the machine is ensnared with the following consequences:
- The machine is permanently immobile. May not move the rest of the game. It can only fire within its front arc. Subtract 3 from the machine's defense value during attack.
- The machine is immobilized with a unstable lean due to the entrapment of one leg. If the machine fires roll a D10. The result x2 is the machines new weapons range for reminder of the game. If the machine suffers a critical weapons hit from subsequent attack the machine can no longer fire.
- If the machine suffers a critical mobility hit during a subsequent attack the machine topples over and is destroyed.
If tripod double times its movement and exposes a trap marker then roll two D10 die - if either is a 1 - 5 result the machine is ensnared.
Prepared Ditches or streams
"There were more traps immediately in front of the enemy trenches and a ditched filled with water. A score or more machines became trapped or mired in the mud at the bottom of the ditch...."
In preparation for an assault on Memphis the US Army Corps of Engineers deliberately flooded streams or prepared water filled ditches north and south of the city to foil flank attacks.
When a Martian machine enters or crossed a prepared stream or obstacle ditch roll one D10.
a) If result is 6 -10 the machine safely crosses. Place a marker indicating a "safer" crossing point. Subsequent machines that cross at this point can reroll failed crossing attempts.
b) if the result is 1 - 5 then machine is immobilized. Place an immobilization marker on the machine as if entangled by a tow cable attack.
- The tripod may attempt to move again next move phase and break free as described on page 88 of rule book under tow cable. If the machine is unable to break free then the only consequence is to add another immobilization marker to the machine. Essentially the more the machine fails to free itself the more mired it becomes. It's possible a machine could acquire enough immobilization markers to effectively be permanently immobile.
- If during a subsequent attack the immobilized machine suffers a critical mobility hit and loses a movement roll off (even if it succeeds in freeing itself during that movement phase) the machine topples over and is destroyed.
Up coming field of battle: Breakthrough at Wolf Crossing - North of Memphis, July 1912.