Post by gunnyhighway on Jun 2, 2019 2:03:01 GMT
I recently GM'd a AQotMF game with me, myself and I because all the cupcakes I know have got KILLTEAM on the brain now and can't be bothered (Heavy Sigh). So bear with me as it has been fun and I gave each "General" traits that would influence my decisions on the table top for each side. For the Command aspect of the game I have replaced the current part of AQotMF with parts of BATTLEGROUP which makes a far better game but that's my opinion. Possibly, in the near future the game is to change anyway (fingers crossed).
Firstly, the army morale is now based on what you buy not just half of the army unit total. Each unit has a BR value from basically 1-5. Important units such as tanks and tripods are equal to 4-5 BR while a Loboton is worth 0 BR. Once you have built your army (still with points) you add up your BR total. In this game the Martians had a BR total of 29; while the Human Army has a total of 39. Each army also got a D6 bonus to that total because of certain traits. There are different circumstances that force a BR chit draw out of the Cup of Woe which contains all the BR chits for the game. Most of this is on the Forum download section. When you draw your chits you keep a total of those drawn and when you EXCEED the BR total for your army, the army has withdrawn from the battle and your opponent wins. There is a twist, however. In the Cup of Woe there are "event chits" that simulate the fog of war. While these don't add to your BR total they can be a positive or negative event, for your army. More on this later. Players get a D6 for each 5 units on the table. Martians get an additional die always, this simulates advantage in technology. The Humans get the same for every 5 units plus a +1 on the roll for each HQ on the table. The total rolled is the number of units that can be activated. Example: Trinfectous has 9 units on the table. He gets one D6 for every 5 units, so that's 1 die. The other 4 don't count as it is for every 5. He does get another die for technology, so he rolls 2D6 at the start of his turn. He rolls them and gets a total of "6". He can activate 6 units this turn. If ya don't roll well, you can be screwed there, Snowflake!
The Battle of Traverse Heights is out of the BATTLEGROUP book and is called DEFENSIVE LINE. All Martian scout (keyword) units plus 3 more units setup on the board 10" from the edge(see pic). All other units in the Martian army come on the board edge starting turn 3. The Human player rolls 2D6, this is the amount of units he may setup in the deployment zone on the board. This is a 1/3 of the board in length in the middle of the table. He may pick any type of units he wishes but he needs to be careful. If out scouted after setup, an out scouted player must draw a BR chit. Also, the difference in total scouts is a modifier to a D6 roll to see who goes first every turn. In this game the Martians had 3 scout units and the Prey creatures only had 2 units. Both rolled a 2 and with the modifier the Martian gets to go first. Shame on you General Lamarr! (That's Headley not Headey!) BTW he pulled a "3" chit which goes against his BR Army total.
Before setup the Human player places 3 Objective chits on the board. 2 must be in the deployment area and 1 anywhere on the board. They cannot be placed within 10" of each other or any board edge. The 2 in the deployment area are turned to his color and if not placed within 5" of either player's units the third starts neutral. I marked their placement in the pics. In this scenario the Martian can win if he takes all 3 objectives. He can win if no Human unit contests those objective markers within 10" of them. To take them however, you must be within 5". In this scenario the Human player cannot win with objectives.
Troops are set, blips are placed, let the game begin! (Turns 1-3)
Trinfectious' only Scout tripod takes a barrage hit and scrambles the movement gimble thingey. When activated again both players roll the same number so the tripod is stuck in the barrage template. (In my game the template for barrages is placed and stays there turn to turn unless moved by a HQ unit. This is done with a D10 roll. Anything starting in or moves thru, that template is attacked. Of course this is only possible with a Barrage artillery unit being committed turn to turn). One of General Lamarr's infantry takes a loss and beats feet to the rear with a bad morale roll. With a bloated, red face Lamarr rallies the unit. Enraged by the rout a neighboring infantry unit fires on a drone unit, taking out 1 machine. (The first time any unit is hit with a heat ray successfully in the game a BR token must be drawn) I pulled a BEYOND THE PALE. This allows a unit to do a free action hence the firing on the drone unit. Since it was an event, there is no value against the Prey creature's army BR total. Civilians start straggling on, heading to supposed safety on a rumored train at the Traverse Heights train station in town. On turn 3 the Martians bring on 3 reinforcements.
(Turns 4-6)
Another mobility hit on a Assault Tripod trying to sneak up the left flank! Although another prey creature foot unit routed back it recovered. The line is holding so far but is rather shaky. General Lamarr keeps looking over his shoulder to the East, hoping to see.... something. Although the barrage was moved it only pulverized a solitary loboton element. With a momentary lack of concen-tration (Rolling a command roll of "4" on 2D6) Trinfectous brought on the board a couple more Lobotons and shifted some forces on the table to take advantage of holes opening in the prey creature's line. The Scout Tripod marched off in the wrong direction as the tentacled pilot failed to control it. (Humans won the roll!) This is unfortunate as its targeting skills are needed for the Grenadier Tripod!
Turn 5, dust is seen on the horizon from General Lamarr's HQ. Just able to make out a Calliope Battery and some armored infantry, he can breathe a little easier. Fortunately the fickle infantry manages to march back from their scenes of abandonment. Using a burst of speed, a full strength drone unit skitters into the South Woods and steals the march on the unsuspecting infantry. The Martian offensive looks like its finally starting to gain momentum! A lower echelon field commander, a Major named Schmedley, with some Cavalry and Patton's elite mobile infantry (in MkII transport tanks) has been spotted approaching from the East. Since the reinforcements skirted with 5" of the rear objective, Trinfectous is forced to draw a BR chit, its a "2". Is it going to be enough to stem the alien tide? Stay tuned kids, for more next time!
Hope you enjoyed this first installment, I haven't explained all my rules changes but will eventually! Here's the battlefield situation at end of turn 6"
Firstly, the army morale is now based on what you buy not just half of the army unit total. Each unit has a BR value from basically 1-5. Important units such as tanks and tripods are equal to 4-5 BR while a Loboton is worth 0 BR. Once you have built your army (still with points) you add up your BR total. In this game the Martians had a BR total of 29; while the Human Army has a total of 39. Each army also got a D6 bonus to that total because of certain traits. There are different circumstances that force a BR chit draw out of the Cup of Woe which contains all the BR chits for the game. Most of this is on the Forum download section. When you draw your chits you keep a total of those drawn and when you EXCEED the BR total for your army, the army has withdrawn from the battle and your opponent wins. There is a twist, however. In the Cup of Woe there are "event chits" that simulate the fog of war. While these don't add to your BR total they can be a positive or negative event, for your army. More on this later. Players get a D6 for each 5 units on the table. Martians get an additional die always, this simulates advantage in technology. The Humans get the same for every 5 units plus a +1 on the roll for each HQ on the table. The total rolled is the number of units that can be activated. Example: Trinfectous has 9 units on the table. He gets one D6 for every 5 units, so that's 1 die. The other 4 don't count as it is for every 5. He does get another die for technology, so he rolls 2D6 at the start of his turn. He rolls them and gets a total of "6". He can activate 6 units this turn. If ya don't roll well, you can be screwed there, Snowflake!
The Battle of Traverse Heights is out of the BATTLEGROUP book and is called DEFENSIVE LINE. All Martian scout (keyword) units plus 3 more units setup on the board 10" from the edge(see pic). All other units in the Martian army come on the board edge starting turn 3. The Human player rolls 2D6, this is the amount of units he may setup in the deployment zone on the board. This is a 1/3 of the board in length in the middle of the table. He may pick any type of units he wishes but he needs to be careful. If out scouted after setup, an out scouted player must draw a BR chit. Also, the difference in total scouts is a modifier to a D6 roll to see who goes first every turn. In this game the Martians had 3 scout units and the Prey creatures only had 2 units. Both rolled a 2 and with the modifier the Martian gets to go first. Shame on you General Lamarr! (That's Headley not Headey!) BTW he pulled a "3" chit which goes against his BR Army total.
Before setup the Human player places 3 Objective chits on the board. 2 must be in the deployment area and 1 anywhere on the board. They cannot be placed within 10" of each other or any board edge. The 2 in the deployment area are turned to his color and if not placed within 5" of either player's units the third starts neutral. I marked their placement in the pics. In this scenario the Martian can win if he takes all 3 objectives. He can win if no Human unit contests those objective markers within 10" of them. To take them however, you must be within 5". In this scenario the Human player cannot win with objectives.
Troops are set, blips are placed, let the game begin! (Turns 1-3)
Trinfectious' only Scout tripod takes a barrage hit and scrambles the movement gimble thingey. When activated again both players roll the same number so the tripod is stuck in the barrage template. (In my game the template for barrages is placed and stays there turn to turn unless moved by a HQ unit. This is done with a D10 roll. Anything starting in or moves thru, that template is attacked. Of course this is only possible with a Barrage artillery unit being committed turn to turn). One of General Lamarr's infantry takes a loss and beats feet to the rear with a bad morale roll. With a bloated, red face Lamarr rallies the unit. Enraged by the rout a neighboring infantry unit fires on a drone unit, taking out 1 machine. (The first time any unit is hit with a heat ray successfully in the game a BR token must be drawn) I pulled a BEYOND THE PALE. This allows a unit to do a free action hence the firing on the drone unit. Since it was an event, there is no value against the Prey creature's army BR total. Civilians start straggling on, heading to supposed safety on a rumored train at the Traverse Heights train station in town. On turn 3 the Martians bring on 3 reinforcements.
(Turns 4-6)
Another mobility hit on a Assault Tripod trying to sneak up the left flank! Although another prey creature foot unit routed back it recovered. The line is holding so far but is rather shaky. General Lamarr keeps looking over his shoulder to the East, hoping to see.... something. Although the barrage was moved it only pulverized a solitary loboton element. With a momentary lack of concen-tration (Rolling a command roll of "4" on 2D6) Trinfectous brought on the board a couple more Lobotons and shifted some forces on the table to take advantage of holes opening in the prey creature's line. The Scout Tripod marched off in the wrong direction as the tentacled pilot failed to control it. (Humans won the roll!) This is unfortunate as its targeting skills are needed for the Grenadier Tripod!
Turn 5, dust is seen on the horizon from General Lamarr's HQ. Just able to make out a Calliope Battery and some armored infantry, he can breathe a little easier. Fortunately the fickle infantry manages to march back from their scenes of abandonment. Using a burst of speed, a full strength drone unit skitters into the South Woods and steals the march on the unsuspecting infantry. The Martian offensive looks like its finally starting to gain momentum! A lower echelon field commander, a Major named Schmedley, with some Cavalry and Patton's elite mobile infantry (in MkII transport tanks) has been spotted approaching from the East. Since the reinforcements skirted with 5" of the rear objective, Trinfectous is forced to draw a BR chit, its a "2". Is it going to be enough to stem the alien tide? Stay tuned kids, for more next time!
Hope you enjoyed this first installment, I haven't explained all my rules changes but will eventually! Here's the battlefield situation at end of turn 6"