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Post by boxholder on Jan 21, 2016 20:59:05 GMT
No need to worry excessively about the Martian occupation of petroleum producing areas. Coal liquefaction technology existed. Germany used it extensively during WW-2. So does ethanol tech. Expensive compared with pumping stuff out of the ground, but there's a war on!!
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Post by madmorgan on Jan 22, 2016 10:36:01 GMT
Aye and theres always profit to be made in the name of country! The 'brown gas' I mentioned earlier effects all of those.
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Post by hallostephan on Jan 22, 2016 18:37:16 GMT
As I saw A QOMF first,IThought by myself-and now there must comes armys of the real WW1-and FoW comes with them! My first two Armys were the british and germans,now on christmas,the last two,french and ami! Ilike to play fow too,finding out chances to converting. The minis are smaller,butif not mix, and taking as....very good! Happy to find out rules for the french tanks,maybe the Supplement helps and the discriptions of those tanks. I like the smaller renault tanks,mayby taken as defiant cars,but less quick. The mortars for my USMC. Maybe the great battle tanks as support for the renault? The story must go on! Flame thrower teams against lobotoms! Give them A last light to go into it!
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Post by terrance on Jan 22, 2016 18:48:09 GMT
Madmorgan, The brown gas idea sounds interesting. And the HEAT/ECM shells would be the perfect next step in the defensive vs offensive weapons arms race with the Martians.
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Post by terrance on Jan 22, 2016 18:49:23 GMT
No need to worry excessively about the Martian occupation of petroleum producing areas. Coal liquefaction technology existed. Germany used it extensively during WW-2. So does ethanol tech. Expensive compared with pumping stuff out of the ground, but there's a war on!! Thanks. Good point. I had not thought that through.
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Post by madmorgan on Jan 22, 2016 21:48:45 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. Yes, I recently discovered that the Space 1889 RPG was in production again; in fact they're releasing their second sourcebook - Venus!! With this my world is complete, all those figures being able to come to life on the RPG table as well! Those multi-limbed Martians (throakes i think mispelled) EMP401 and that series indeed! Venus is depicted as a colonized by the major powers jungle world! So many things to do - so little time as the snow continues to fall - no winds yet, but at 3"/hour (75mm+) its a white hell out there.
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Post by boxholder on Jan 22, 2016 22:08:12 GMT
Just a bit more on petroleum supplies. At the turn of the century, the Cleveland Ohio area and northwest Pennsylvania were major oil producing areas. (Remember: the first drilled oil well was in Titusville PA area). Eventually this was eclipsed by production in the more western areas.
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Post by madmorgan on Jan 22, 2016 23:15:08 GMT
Good call!! That makes things easier to foresee as a major component to the use of 'petrol' tanks - and those area would be prime targets for Martian advances. I like Texas fine, but sometimes we're all too Texcentric in our thinking. TY!
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Post by boxholder on Jan 23, 2016 16:29:08 GMT
A real problem with a technology based arms race is the fact that the changes occur over time. This results in a measure-countermeasure-countercounter measure......sequence. Players will need some way to establish and track what is available to each side at any scenario setting. Harder yet may be getting agreement between two players over what "technology level" the scenario is to be played at. Gamers, being a competitive lot, can usually be counted upon to try to get any advantage they can come up with.
It is easy to get carried away and render "obsolete" many of the original units and equipment. As long as players can use a "this counts as. . . " approach you can work around things. Note that this is the diametric opposite of the Games Workshop structure that demands the models be exactly what is being played in official GW events. An excellent marketing ploy to sell new models for new tech. But very expensive for the players.
It reached the point where I have no real aspirations to field a Warhammer 40K army beyond a couple of squads. The models are too expensive to field in large numbers, so I have dropped back to buying the models that I like with no real intent to ever use them for gaming. I build them as sci-fi models period.
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Post by madmorgan on Jan 23, 2016 22:36:37 GMT
Well spoke boxholder, especially regarding GWs model. They priced themselves out of my gaming dollars years ago, even the rulebooks seem extremely high. I field all my GW stuff in the huge collection of Epic figures I own; using either 3rd or 4th edition rules. I do own all the 3rd edition 40k army books as well as the fantasy books - gotten when they started their run on edition numbers. And I can't help but be amused by their 'switch' to Bolt Action Antares (spell) futuristic game system, with all those high priced model. Effectively, they've basically said that 40k is dying and Antares (sorry) is the 'new, brightest' toy. Enuff on GW - all those 15mm human figures and models give a huge range of various factions to use. A well developed timeline and agreement prior to a game will help keeping the game balanced. I strongly suggest that the Martians be given shields and AA capacity or some other form of upgrades to balance the game. Human players may be giddyy with the turkey shot WW2 welcomes against their Marvin opponents - but, its a game folks, with some expectations for Both Sides to win. Tell a good story, use background rules to explain, whatever but be sure that the game is a game and a fun one also. Cheers!
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Post by joker on Feb 7, 2016 20:53:01 GMT
I want to play my pods against TY US Army. My only problem, to get all the nice pods after AD closed...
Joker
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Post by boxholder on Feb 7, 2016 21:45:29 GMT
I am not sure that the tripods need much more AA capability than they already have. What could possibly be a better AA weapon than a heat ray? Speed of light transmission, so "leading the target" is a non-issue. Probably visible by disturbance through the air. And airplanes are remarkably fragile and combustible. If it can kill a tank, it can well and truly fry an airplane.
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Post by madmorgan on Feb 7, 2016 23:26:37 GMT
Indeed, but the logical Martians would tend to develope counters to any threat. At least, I think they would lol.
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Post by joker on Mar 13, 2016 8:30:55 GMT
Need some help to adapt the AQMF martian rules to FoW. I still look for an AQMF rulebook.
What I want to play are all Tripod types, Drones / fly. Drones and a large saucer Dropship (not from AQMF, I know ;-) )
Thanks for your help! Joker
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Post by boxholder on Mar 13, 2016 12:29:43 GMT
Long ago (in a galaxy far, far away) there was a ship-to-ship game that used the concept of "flickering shields" that had a pretty elegant mechanic. Each combat round was divided into 5 (IIRC) segments of time. Each player had a small card that had 5 blocks printed on it. The players would secretly choose which segments when the shields were up or down and place markers on their card. In order to fire out, the player had to designate which time segments he wished to "drop" shields and shoot or keep them up. Each weapon could only fire out in one time segment, so more weapons meant it was possible to fire in more segments. Of course, he was vulnerable to receiving fire while the shields were down. There were a limited number of "shields up" counters (one less than the number of segments initially), so even if he kept shields up as much as possible, he could still be hit more or less randomly in the shields down segment. The two charts were revealed simultaneously, hits were determined by weapons fire on an opponent's shields down segments, whether he had fired weapons out or not. Shield damage reduced the number of shields-up segments available to the player, so the potential for damage went up as combat continued. Damage received could reduce the number weapons that could fire out, among other damage. After each exchange, players could re-adjust their selection of segments and reveal them for the next exchange of fire.. Exchanges would continue until one player was DX or chose to break off and flee (assuming he could outrun the other ship).
It was a tense, quick playing game of double guess once combat was joined. The fact that there was no 100% coverage by the shields meant that combat would end, sooner or later. And there was no guarantee that you could break off combat once joined. Random damage could slow a ship so that it could not run.
An elegant mechanization of the flickering shield concept. Still needed a ship record sheet to carry info on operating weapons and shields, but that was minimal "overhead" for such an unusual concept.
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