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Post by mikedski on Jun 11, 2020 23:56:50 GMT
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Post by David N.Tanner 07011959 on Jun 12, 2020 1:26:14 GMT
Thanks Mike, well done
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Post by boxholder on Jun 12, 2020 12:21:54 GMT
Good job! Beautiful table. Nice scenario design.
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Post by Quendil on Jun 12, 2020 15:41:18 GMT
Wonderful
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Post by scottwashburn on Jun 12, 2020 16:30:31 GMT
Wow! Great looking game a wonderful report! Qetjnegartis will be unhappy with the commander of the scout detachment!
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Post by mikedski on Jun 13, 2020 1:10:36 GMT
Wow! Great looking game a wonderful report! Qetjnegartis will be unhappy with the commander of the scout detachment! Qetjnegartis is preoccupied with avoiding the Alburqurque!
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Post by mikedski on Jun 13, 2020 11:13:15 GMT
Inspired by another post on this forum I was working on solitaire rules and used during the game
For each tripod determine target selection;
For each human unit in range roll on D10, The unit with highest die roll will be the target.
Die roll modifications for heat ray;
1) potential target within sweep range add +2 (Martians prefer to use the sweep beam)
2) potential target is in open with no terrain bonus add +1 (easier to engage)
3) potential target attacked the tripod last turn add +2 (has the Martian's attention)
4) potential target is armored/artillery unit add +2 (more powerful threat)
If no human target is in range or can be attacked than the Martian will target the nearest structure/ building.
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Post by mikedski on Jun 13, 2020 12:03:20 GMT
Westinghouse Wires
Die Roll Effect Description
1-3 Break through/ wire cleared: The tripod is undamaged and may continue its move if it has movement left. It may fight normally in the next combat phase. The Westinghouse wire in this section is destroyed.
4,5 Breakers tripped/wire cleared: The tripod halts at the wire. Place one immobilization token. It may not move or fight for the remainder of turn. It must roll (> 5 on D10) to remove the marker to move or shoot in any further turn . The Westinghouse wire in this section is destroyed.
6,7 Breakers tripped/wire intact The tripod halts at the wire. It may not move or fight for the remainder of this turn. Place one immobilization token. It may not move or fight for the remainder of turn. It must roll (> 5 on D10) to remove the marker to move or shoot in any further turn. The Westinghouse wire in this section is undamaged.
8,9 Significant shut down/ wire intact: The tripod halts at the wire. It may not move or fight for the remainder of this turn. Place TWO immobilization markers. It must roll (> 5 on D10) to remove one marker marker to move or shoot in any further turn It may not move or fight for the remainder of turn. It must roll (> 7 on D10) to remove the first token and then roll (>5 on D10) for removal of second marker. The Westinghouse wire in this section is undamaged.
10 Electrocuted/wire intact: 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 Westinghouse wire in this section is undamaged
For the Lightening gun I use the modified the wire rules as above as that seems to makes sense versus the conventional tripod damage table.
Roll for damage
1-3 No effect: The tripod is undamaged. The change may not arc to another target using the main rules.
4,5 Breakers tripped. Place one immobilization token. It must roll (> 5 on D10) to remove the marker to move or shoot in any further turn .
6,7 Breakers tripped and minor damaged. Place one immobilization token and one damage token/ hit point. It must roll (> 5 on D10) to remove the marker to move or shoot in any further turn.
8,9 Significant shut down and serious damage: Place TWO immobilization markers. Role on the tripod damage table for further damage. It must roll (> 7 on D10) to remove the first token and then roll (>5 on D10) for removal of second marker.
10 Electrocuted. 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.
modifiers:
Add + 2 to die roll if the lightning gun has two charge tokens Add +3 to die roll if the lightning gun has three charge tokens Add +1 if the target tripod has any damage.
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Post by mikedski on Jun 14, 2020 11:01:31 GMT
Martian Morale Rules:
Individual Martian Machines role for morale (not really morale in the human sense). If damaged enough a machine will retreat the friendly board edge. All machines start with a base Morale of 10.
At the end of any turn a machine receives damage, roll a D10;
Modify the die roll;
+1 for each point of damage +1 for each movement or weapons critical hit.
If the die roll + modifiers > 10 than the machine will move to leave the friendly board edge
options include a lower base morale for more specialized machines like grenadiers, gatherers
or higher base morale for slavers/ reapers
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Post by easye on Jul 7, 2020 13:38:51 GMT
I like the Martian Morale rules.
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jmccarroll
Assault Tripod
" The only good Martian, is a dead Martian "
Posts: 330
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Post by jmccarroll on Jul 7, 2020 22:35:19 GMT
Love the roads. Tire tracks and tread tracks. Excellent!
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Post by mikedski on Jul 8, 2020 1:23:35 GMT
Love the roads. Tire tracks and tread tracks. Excellent! Battle Front/Flames of War.
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Post by bigwally on Oct 2, 2020 1:33:39 GMT
A great scenario! I would venture to say a great time was had by all!
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