Post by madmorgan on Mar 21, 2016 12:37:46 GMT
After some discussion with hardlec, we both came to the conclusion that whats needed for AQ is a form of random generator for scenarios and their forces. The idea is that a club or store group comes with everything they have painted up or available (read assembled) to play. This generator is used to roll up both the situation and the forces available for the game. With everyones models, there should be enough to put together quite a game! Note that this is probably a full Saturday or Sunday event for a store & for a club possibly an-over-the-weekend event.
1) Any rolled unit can be replaced by another unit of equal or lower point value if unit rolled isn't available.
2) Roll table orientation: 1-5 Narrow edge used 6+ Long edge used
3) Roll weather and number of turns: Weather 1-6 Clear; 7 Heavy Fog; 8-9 Heavy Rain; 10 Heavy Snow. See the thread on weather effects please.
Turns are Six with an extension roll per normal rules.
4) Terrain: each side gets an automatic two with the rolls to determine additional pieces: 1-4 (3) total each; 5-8 (4) total each; 9-10 (5) total each with trenches added to the option (if available); if MARs also rolled a 9-10, eliminate one Human piece of terran or cancel the Human trenches as an option. Note that a 9-10 roll could allow for other static defenses on both side (minefields, wire, defense towers, etc.) As an option, a 9-10 could get a river or coastal feature covering an edge or across the width of the table in either narrow or long direction. Players are encouraged to work this out if rolled.
5) Roll BP for the game. There is a minimum of basic BP of 3 (3BP). Roll: 1-3 +1BP; 4-6 +2BP; 7-8 +3BP; 9 +4BP; 10 +5BP. For a larger game the base goes up to BP5 and then roll the above for additions. Finally, if this handicaps the Human side too much (thats a Lot Of Martians pointwise) you should use a base of BP10 for the Humans with the above rolled additions. This will give a better balanced game BP (and point) wise.
RANDOM GAME TABLE:
MARs Tripods: 1/ Assault 2/ 2x Assault 3/ 3x Assault 4/Scout 5/2x Scout 6/Grenadier 7/Scientist or Royal Scientist 8/Reaper 9/Harvester/Gatherer 10/Dominator or Overseer.
MARs Infantry: 1/Drone Squad 2/2x Drone Squads 3/3x Drone Squads 4/Lobototon Squad 5/2x Lobototon Squads 6/Shock Squad 7/2x Shock Squad 8/Scorpion Squad 9/Sniper Squad 10/Hover Squad or Viral Drone Squad.
USA Infantry: 1/Infantry Platoon* 2/Infantry Company (3 platoons)* 5/Assault Platoon (3 squads) with AIC Platoon or MkIV1 Platoon 3/HMG Platoon (3 squads) 5/HMG Platoon (3 squads) 6/ Command Squad 7/Command Company (3 Command Squads) 8/Rough Rider Squad 9/2x Rough Rider Squads 10/Specialty Squad - being any of a number of special squads like Mortars, 37mm Infantry Guns, Field Engineers, etc. *Forlorn Hope units should be added if desired based on the usual 1 per 2 squad infantry rule.
USA Armor: 1/MkII Tank Platoon 2/2x MkII Tank Platoons 3/MkIII Tank Platoon 4/2x MkIII Tank Platoons 5/MkIV Monitor or Tank (5"gun) 6/MkIVG3 (Conqueror) Platoon 7/MkIIcommand or MkIVJ 8/MkIIcommand or MkIVJ 9/Mark V (Goliath or David) 10/Specialty - to include but not limited to Clamper, MkIImg, MkIIb, MkIVF, any of the Conqueror C, H, F, B, M, or T, etc.
USA Artillery: 1/FA Battery 2/2x FA Batteries 3/3x FA Batteries 4/HFB Battery 5/AT Gun Battery (3 independent AT guns) 6/Holt MA or MkIIMA or MkIVA Battery 7/2x Holt MA or MkIIMA or MKIVA Battery 8/3x Holt MA or MIIMA or MkIVA Batteries 9/Armored Train or Railroad Artillery Unit or Rocket Battery 10/LandIronClad or similiar or multiple Rocket Batteries, Aircraft Squadrons, etc.
BEF Infantry: 1/Infantry Platoon (3 Squads) 2/Infantry Company (9 Squads) 3/HMG Platoon (3 HMG Squads) 4/Cardie Carrier Platoon 5/Cardie Carrier Platoon 6/Cardie Command Platoon (3 command vehicles) 7/Monotank Platoon 8/2xMonotank Platoons 9/Cavalry Troop (3 Squadrons) 10/Specialty Squads like Mortars, Infantry Guns, Bengal or other Lancers, Ghurka - Egyptian - Highlander or other Infantry, Combat Engineers, etc.
BEF Armor & Artillery: 1/Imperial Tank Platoon 2/2x Imperial Tank Platoon 3/Imperial Tank Platoon Coilguns 4/Kitchener Platoon (3 independent tanks) 5/Spectre or Defiant Armored Car Platoon (3 independent armor cars) 6/Wicker Tank 7/Field Artillery Company (3 FA Batteries 3 guns ec) 8/Heavy Field Gun Battery 9/2 Pdr Coilgun Battery (3 independent coilguns) 10/Wolsly Platoon (3 Wolsly independent tanks), Thunderchild or similiar, Battletanks (see my thread on Special Weapons Battalion), "WEED, WEEDS" (again SWB thread), Airplanes of all types, etc.
Support Vehicle: 1/Flivver Squad (3 trucks) 2/Flivver Platoon (3 flivver squads) 3/Armored Flivver Squad (3 with HMGs) 4/Armored Flivver Platoon (9 with HMGs) 5/Flivver or Tracked or Cart Munitions unit (depending on your rules played) 6/Flivver or Tracked or Cart Fuel unit (again depending on your rules played) 7/Ambulance Flivver or Tracked (Conqueror MkIVM) Ambulance 8/Field Engineer Unit (armor repairs) 9/Any kind of River Barge (PaperTerrain) or other water transport of a boat-sized nature (like rowboats, ships boats, motor launches, swampbuggies, etc.) - reroll if not applicable due to lack of large water feature. 10/any unusual type of transport like hovercraft, aircraft (dirigibles/zeppelins), burrowing (no rules for btw), etc. See my "Nemos Nightmares" thread or my aircraft threads for examples.
I've not included any 'foreign' factions, although it should be easy enough to substitute the basic infantry etc. Infantry Flamethrowers would be under the "10/Specialy Squad" roll. The German 'Artillery Mortar (6"!)' falls under the "9/..." USA Artillery roll. I leave it up to the players to work out the other types although I would suggest that the Renault tanks be under number 1/ & 2/ of USA Armor listings as they're really light compared to most of the USA/BEF armor. Things like Russian MG carts can go into the HMG slots and rocket batteries are already listed. Any Japanese or Chinese 'banzai' types should fit under the Assault/Heavy listings or counted as a Forlorn Hope unit. Again, the objective here is to make a game of everyones stuff - I recommend some form or small 1/4"dot on the base or vehicle to track whose stuff is whose. I've left the specialty roll to cover all the odds and ends out there from aircraft and river/coastal ships, to hovercraft and dirigibles, etc. As the collective minds of gamers can come up with all sorts of interesting takes on the AQ world and its gear, there should be a roll to include a given club or stores oddities that perhaps we on the forum haven't thought up yet. With only BPs being used an eye towards some balance might be observed when a given BP is a very large pointcost (Overseer/LIC etc). Through it all, remember you're trying to get a game together with some hope of playing it through to an end - too much bickering on details could ruin the affair. The end result should reflect the groups feelings on both a fun and fair game and be a contest of skill as well as figures. Enjoy!
By mutual consent, players may adjust the number range for rule 2) & 3) above. Or just agree in the case of 2) that its a long or narrow edge table. You may also want to play around some with 4) & 5), but, be wary as those can cause major headaches and disagreement in some cases. Rule 1) stands a fixed no matter what other variations all ya all might try.
1) Any rolled unit can be replaced by another unit of equal or lower point value if unit rolled isn't available.
2) Roll table orientation: 1-5 Narrow edge used 6+ Long edge used
3) Roll weather and number of turns: Weather 1-6 Clear; 7 Heavy Fog; 8-9 Heavy Rain; 10 Heavy Snow. See the thread on weather effects please.
Turns are Six with an extension roll per normal rules.
4) Terrain: each side gets an automatic two with the rolls to determine additional pieces: 1-4 (3) total each; 5-8 (4) total each; 9-10 (5) total each with trenches added to the option (if available); if MARs also rolled a 9-10, eliminate one Human piece of terran or cancel the Human trenches as an option. Note that a 9-10 roll could allow for other static defenses on both side (minefields, wire, defense towers, etc.) As an option, a 9-10 could get a river or coastal feature covering an edge or across the width of the table in either narrow or long direction. Players are encouraged to work this out if rolled.
5) Roll BP for the game. There is a minimum of basic BP of 3 (3BP). Roll: 1-3 +1BP; 4-6 +2BP; 7-8 +3BP; 9 +4BP; 10 +5BP. For a larger game the base goes up to BP5 and then roll the above for additions. Finally, if this handicaps the Human side too much (thats a Lot Of Martians pointwise) you should use a base of BP10 for the Humans with the above rolled additions. This will give a better balanced game BP (and point) wise.
RANDOM GAME TABLE:
MARs Tripods: 1/ Assault 2/ 2x Assault 3/ 3x Assault 4/Scout 5/2x Scout 6/Grenadier 7/Scientist or Royal Scientist 8/Reaper 9/Harvester/Gatherer 10/Dominator or Overseer.
MARs Infantry: 1/Drone Squad 2/2x Drone Squads 3/3x Drone Squads 4/Lobototon Squad 5/2x Lobototon Squads 6/Shock Squad 7/2x Shock Squad 8/Scorpion Squad 9/Sniper Squad 10/Hover Squad or Viral Drone Squad.
USA Infantry: 1/Infantry Platoon* 2/Infantry Company (3 platoons)* 5/Assault Platoon (3 squads) with AIC Platoon or MkIV1 Platoon 3/HMG Platoon (3 squads) 5/HMG Platoon (3 squads) 6/ Command Squad 7/Command Company (3 Command Squads) 8/Rough Rider Squad 9/2x Rough Rider Squads 10/Specialty Squad - being any of a number of special squads like Mortars, 37mm Infantry Guns, Field Engineers, etc. *Forlorn Hope units should be added if desired based on the usual 1 per 2 squad infantry rule.
USA Armor: 1/MkII Tank Platoon 2/2x MkII Tank Platoons 3/MkIII Tank Platoon 4/2x MkIII Tank Platoons 5/MkIV Monitor or Tank (5"gun) 6/MkIVG3 (Conqueror) Platoon 7/MkIIcommand or MkIVJ 8/MkIIcommand or MkIVJ 9/Mark V (Goliath or David) 10/Specialty - to include but not limited to Clamper, MkIImg, MkIIb, MkIVF, any of the Conqueror C, H, F, B, M, or T, etc.
USA Artillery: 1/FA Battery 2/2x FA Batteries 3/3x FA Batteries 4/HFB Battery 5/AT Gun Battery (3 independent AT guns) 6/Holt MA or MkIIMA or MkIVA Battery 7/2x Holt MA or MkIIMA or MKIVA Battery 8/3x Holt MA or MIIMA or MkIVA Batteries 9/Armored Train or Railroad Artillery Unit or Rocket Battery 10/LandIronClad or similiar or multiple Rocket Batteries, Aircraft Squadrons, etc.
BEF Infantry: 1/Infantry Platoon (3 Squads) 2/Infantry Company (9 Squads) 3/HMG Platoon (3 HMG Squads) 4/Cardie Carrier Platoon 5/Cardie Carrier Platoon 6/Cardie Command Platoon (3 command vehicles) 7/Monotank Platoon 8/2xMonotank Platoons 9/Cavalry Troop (3 Squadrons) 10/Specialty Squads like Mortars, Infantry Guns, Bengal or other Lancers, Ghurka - Egyptian - Highlander or other Infantry, Combat Engineers, etc.
BEF Armor & Artillery: 1/Imperial Tank Platoon 2/2x Imperial Tank Platoon 3/Imperial Tank Platoon Coilguns 4/Kitchener Platoon (3 independent tanks) 5/Spectre or Defiant Armored Car Platoon (3 independent armor cars) 6/Wicker Tank 7/Field Artillery Company (3 FA Batteries 3 guns ec) 8/Heavy Field Gun Battery 9/2 Pdr Coilgun Battery (3 independent coilguns) 10/Wolsly Platoon (3 Wolsly independent tanks), Thunderchild or similiar, Battletanks (see my thread on Special Weapons Battalion), "WEED, WEEDS" (again SWB thread), Airplanes of all types, etc.
Support Vehicle: 1/Flivver Squad (3 trucks) 2/Flivver Platoon (3 flivver squads) 3/Armored Flivver Squad (3 with HMGs) 4/Armored Flivver Platoon (9 with HMGs) 5/Flivver or Tracked or Cart Munitions unit (depending on your rules played) 6/Flivver or Tracked or Cart Fuel unit (again depending on your rules played) 7/Ambulance Flivver or Tracked (Conqueror MkIVM) Ambulance 8/Field Engineer Unit (armor repairs) 9/Any kind of River Barge (PaperTerrain) or other water transport of a boat-sized nature (like rowboats, ships boats, motor launches, swampbuggies, etc.) - reroll if not applicable due to lack of large water feature. 10/any unusual type of transport like hovercraft, aircraft (dirigibles/zeppelins), burrowing (no rules for btw), etc. See my "Nemos Nightmares" thread or my aircraft threads for examples.
I've not included any 'foreign' factions, although it should be easy enough to substitute the basic infantry etc. Infantry Flamethrowers would be under the "10/Specialy Squad" roll. The German 'Artillery Mortar (6"!)' falls under the "9/..." USA Artillery roll. I leave it up to the players to work out the other types although I would suggest that the Renault tanks be under number 1/ & 2/ of USA Armor listings as they're really light compared to most of the USA/BEF armor. Things like Russian MG carts can go into the HMG slots and rocket batteries are already listed. Any Japanese or Chinese 'banzai' types should fit under the Assault/Heavy listings or counted as a Forlorn Hope unit. Again, the objective here is to make a game of everyones stuff - I recommend some form or small 1/4"dot on the base or vehicle to track whose stuff is whose. I've left the specialty roll to cover all the odds and ends out there from aircraft and river/coastal ships, to hovercraft and dirigibles, etc. As the collective minds of gamers can come up with all sorts of interesting takes on the AQ world and its gear, there should be a roll to include a given club or stores oddities that perhaps we on the forum haven't thought up yet. With only BPs being used an eye towards some balance might be observed when a given BP is a very large pointcost (Overseer/LIC etc). Through it all, remember you're trying to get a game together with some hope of playing it through to an end - too much bickering on details could ruin the affair. The end result should reflect the groups feelings on both a fun and fair game and be a contest of skill as well as figures. Enjoy!
By mutual consent, players may adjust the number range for rule 2) & 3) above. Or just agree in the case of 2) that its a long or narrow edge table. You may also want to play around some with 4) & 5), but, be wary as those can cause major headaches and disagreement in some cases. Rule 1) stands a fixed no matter what other variations all ya all might try.