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Post by Quendil on Jan 27, 2016 10:04:57 GMT
Excellent write up again. I will be doing some Egypt battles in the future. Did you make the buildings or buy them?
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Post by madmorgan on Jan 27, 2016 10:14:39 GMT
wooo hooo!! What a great battle and presentation - love it mike, you really kick butt on this stuff!
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Post by mikedski on Jan 27, 2016 10:35:26 GMT
Excellent write up again. I will be doing some Egypt battles in the future. Did you make the buildings or buy them? The roads, railroads, river mat and buildings are Flames of War. I had purchased the buildings thinking I was going get into either North Africa or Arab Israeli War. But then I saw an advertisement for AQMF on The Miniatures Page and my attention was happily diverted. The Relendra pontoon bridge (x2) I purchased from AoW.
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Post by Quendil on Jan 27, 2016 10:46:41 GMT
Thanks. I will keep an eye out for them. Hopefully managed to get the desert fort
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Post by loyalist on Jan 27, 2016 11:15:54 GMT
The FoW tracks are British TT scale which is close to 1/100. They look better than HO scale which are a bit over-sized.
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Post by madmorgan on Jan 27, 2016 22:02:36 GMT
Yes, I agree the FoW tracks look very clean. The only advantage the HO scale has is in scenarios which I use 1/72 figures, allowing me to use my collection of HO track & trains for the game. I'm close to going into 15mm true for new armies & scenarios - so many nice figures with a wide range of from FoW/PeterPig and others.
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Post by mikedski on Jan 28, 2016 10:49:44 GMT
AAR: Tactics: Scouts should have went up the flank to block the road, spread out defenders. Let the assault tripods crash the defenses head on.
Rules:
British initiative rules are quite handy.
Sending damaged tripods off board can be quite beneficial to the Martians.
Defiant scout cars and mono tanks under pointed?
Monotanks (160 points) - 12 shots +2 vs. Kitchener (345 points) 9 shots , if you're lucky, +2 power vs. Mark II steam tanks (165 points) 3 shots +2
Defiant cars (55 points) 3 shots vs. +2 power versus mark II steam tanks (165 points) 3 shots +2
granted there are range , armor , and speed differences between all of them the but most important feature in this game is volume of fire.
Modified Rules;
HMGs ROF 1 against tripods I believe is reasonable. Still a reasonable chance of causing damage without being a buzz saw.
The alternate movement impulses does make it more complicated game
1) allows a form of opportunity fire/ ability to react to a particular opponent move
2) forces a player to prioritize movement and firing of individual units, on the flip side possible for a player to ignore a enemy unit that has already been committed.
3) limits the human player in massing fires/ swarming infantry on a single target but there is no longer friendly fire issues since attacks are resolves singularly.
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Post by madmorgan on Jan 28, 2016 11:11:43 GMT
Very good analysis of the game and the rules/units. The monotanks do seem a bit underpointed as you show. You left out the kicker of them moving as 'infantry' as well (at least at 6"), giving them the ability to take that firepower into difficult terrain and flanking through difficult terrain as well. I would contend that speed is also a major feature as if you can't get your volume of fire in range, its useless - leaving you to depend on your armor and, to lesser degree, defense. Do really like the the alternate movement impulses system. Would think that it works best a 'store' games and groups you play regularly with - harder to run at a convention/learning setting. Cheers for your hard work mike!
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Post by Quendil on Jan 28, 2016 11:48:35 GMT
I thought Defiant Cars were 55 points per element so 165 points for 3
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Post by mikedski on Jan 28, 2016 12:14:23 GMT
Very good analysis of the game and the rules/units. The monotanks do seem a bit underpointed as you show. You left out the kicker of them moving as 'infantry' as well (at least at 6"), giving them the ability to take that firepower into difficult terrain and flanking through difficult terrain as well. I would contend that speed is also a major feature as if you can't get your volume of fire in range, its useless - leaving you to depend on your armor and, to lesser degree, defense. Do really like the the alternate movement impulses system. Would think that it works best a 'store' games and groups you play regularly with - harder to run at a convention/learning setting. Cheers for your hard work mike! True. Too many house rules limits community wide play. But thought I'd experiment. Maybe something to consider for version 2.0.
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Post by mikedski on Jan 28, 2016 12:15:57 GMT
I thought Defiant Cars were 55 points per element so 165 points for 3 I need to relook that. If it is per element then the mono tanks are seriously under pointed versus other British kit.
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Post by madmorgan on Jan 28, 2016 12:24:41 GMT
All armored cars are point per car - so it is 165 vs 160, my bad too! Still you get 12 shots vs 9 for a group of three vehicles, so the mono with its difficult terrain usage becomes a better buy. As there are no alternatives for these figures yet, the mono will by force be a rare bird I think - hmmm maybe Conqueror should do a verison of these and related types?? I'd buy some more for sure. Monos would work best with infantry going through difficult terrain as gun support.
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Post by loyalist on Jan 28, 2016 12:29:44 GMT
I thought Defiant Cars were 55 points per element so 165 points for 3 I need to relook that. If it is per element then the mono tanks are seriously under pointed versus other British kit. The Defiants can be deployed in units of 1 element but are 55 pts each, so the same cost and volume of fire as a unit of Mk II tanks but with less range and armour and more speed. I think those factors even things out so the 55 pts each is OK. I haven't used my Mono-tanks yet but with a 50% chance of the entire unit tipping over at speeds above infantry's (6") I doubt I'd risk running them faster and would use them as infantry support. If they tip they lose half their firepower and they can't right them selves until the next movement phase. They have a good volume of fire but only 15" range so may not be able to get in range, shoot and move clear of a heat ray's range without speeding up and risking a tip and probable destruction while immobilized.
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Post by madmorgan on Jan 28, 2016 21:57:18 GMT
Yes, I agree that the speed limits the usefulness of the monotanks. Hooked up with a couple of Brit Inf flanking through the woods or other difficult terrain seems the best use for this oddities - that added firepower will be most welcomed by the infantry. But its almost a one-shot attack as the infantry finishes with an assault and then the carnage is dealt out by the Martians. I could see a Rough Rider/Monotank combo with the RRs tying the tripod down for a volly of 2pdr shot. I've been looking at a new kind of Armored Car for the Brits mounted a rack of short 4" or 5" rockets (kinda like a Mechwarrior SRM pod). With a dozen rockets and Salvo 4 (4 shots per firephase), this thing could have a three car unit blasting 12 shots at a +3 or better with a range of 20 or more inches. Of coarse it has good speed (8") but limited armor (5) and would definately be a problem for the tripod. Still working on its stats and name - might even be a Texas thing too - Rattler for the Texans. Maybe Longbow for its ability to take out 'the knights of the Martian invaders'. ATM stats look like Longbow @80/element, independent unit Spd 8" Def 6 Arm 5 Spec: 12 slot Rocket pack rear arc mounted. Rng 20" +3Pow Bar - Spec: Salvo 4 (fire up to 4 rockets per fire phase, ec are +3Pow). Maximum of 12 rockets per game with no reload during battle. Note that these are Rockets not missles. Thoughts & Comments welcomed.
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Post by easye on Feb 2, 2016 22:01:41 GMT
If AD had stayed around I wanted to do an Egyptian force next. Oh well!
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