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Post by phgamer on May 31, 2016 18:46:31 GMT
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Post by easye on May 31, 2016 21:28:28 GMT
Can no one stop the Red Menace!
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Post by mikedski on Jun 1, 2016 2:07:35 GMT
Human turn 4 US Army - issues two order tokens for industrial might - recalls another field arty battery and HMG unit. Previous recalled HMG unit arrives as reinforcement. The corps artillery rains destruction on the breach site. The scout and reaper succumb to the heavy bombardment. The howitzer platform and the newly arrived field artillery battery fire on southern slaver and inflict a damage point. The single surviving heavy infantry element fails in assault. In the north the survivors continue to pester the Martians and the bothersome drone is destroyed . Small arms fire on a grenadier is to no effect.
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Post by mikedski on Jun 1, 2016 2:17:33 GMT
Turn 5 US Army wins initiative. More HMGs and field guns arrive as reinforcements. Corps artillery fires on and explodes the southern slaver causing damage to the adjacent barricades. The nearby black dust tripod escapes unscathed. Further artillery fire is ineffectual. In the north the trench line is still a nuisance. The heavy infantry inflicts a damage point on the remaining slaver. Martian Turn 5 Martian machines in the south fire on the Edison wires to clear a path to the artillery positions destroying one section. The Martians in the north sector destroy a heavy infantry stand and last HMG unit west of the barricade. A combination of heat rays, laser fire and shock canisters reduce the command stand to rubble creating another breach. Second movement phase the Martians move three heavy machines across the barricades.
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Post by madmorgan on Jun 1, 2016 11:56:54 GMT
Omgs, there seems to be no stopping them. What a nice time for an airstrike on the Grenadiers and maybe the Assault tripods! LOL
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Post by easye on Jun 1, 2016 13:45:01 GMT
Someone has to break soon!
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Post by mikedski on Jun 2, 2016 2:15:41 GMT
Turn 6 - US Army wins initiative Industrial might - orders tokens issues to recall HMG unit and Heavy infantry unit The Dominator comes under withering fire . It accumulates 10 damage points from the combined fire of one corps artillery battery and two field gun batteries. The barbette howitzer finishes it off with a mighty bang as it explodes. The second corps artillery battery fires on the black dust tripod and wounds it with a mobility hit and kills an adjacent inactive drone. North of the barricade the heavy infantry kills a reactivated drone. Martian Turn 6 - Time is working against the Martians - 8 games turn with possible extension to turn 9 The black dust assault tripod and scout double move across the barricade. The basic tripod double moves through the gap in the Edison wire. The crippled black dust attempts to move (risky given the proximity to the wires and barricades) but ties the die roll off. The scout paints one heavy arty battery and grenadier black dust destroys one gun and the others route despite commander re-reroll. The howitzer barbette is destroyed by heat ray fire. Second move phase the crippled tripod wins the roll off and moves through the gap in the wire. The black dust tripod attempts to crash the Edison wire and suffers minor damage and is halted and wire remains intact.
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Post by easye on Jun 2, 2016 2:26:41 GMT
I forgot how big the board was! The Americans might still hold.
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Post by mikedski on Jun 3, 2016 0:41:30 GMT
Turn 7
US Army wins initiative
HMG and Heavy Infantry arrive as reinforcements and can fire. The heavy infantry loads into the waiting trucks.
An orders token is expended to rally the routed heavy artillery battery.
All guns fire on the assault tripod closest to the gun line and just ding the armor. The infantry come out of hiding like angry ants from a kicked mound and at least bring down the crippled black dust tripod in the south with the aid of a forlorn hope team. North of the barricade a lone heavy infantry element scores a weapons critical hit on a grenadier.
Second human movement phase the infantry fans in an attempt to screen the east board edge.
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Post by mikedski on Jun 3, 2016 1:19:19 GMT
Martian gambles in attempt to rush the eastern edge and double move the three tripods east if the barricades. The assault tripod nearly gets behind the gun line and sweeps two guns and part of the infantry screen. The sweep destroys one entrenched gun and by some miracle misses the truck and infantry in the open. Second movement phase it moves past the gun line almost to the eastern edge. The black dust and scout decide to double move through the Edison wires to get at the gun line. The heavy tripod snaps the lines but trips its systems and now is temporarily stunned. The scout tripod is also stunned but the lines remain intact. The grenadier fire is ineffectual without the scout providing guidance.
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Post by mikedski on Jun 3, 2016 2:34:27 GMT
We realized belatedly at the start of turn eight that the Martian force is broken with seven of thirteen machines destroyed.
Minor victory for the US Army.
Appreciate any comments on tactics or rule implementation.
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Post by mikedski on Jun 3, 2016 17:25:17 GMT
The barriers worked as intended. Not insurmountable obstacles but had the intended effect of deny movement but more importantly isolating the battle areas. Even the flimsy Edison wires forced decisions as far as what to shoot and where to move.
Also I have a larger than standard table so human artillery has a much larger safe space so can extra turn or two before the Martians can engage.
Used wisely the Industrial might option makes it hard to break a US Army force.
Heavy Infantry in trenches take some work to root out.
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Post by madmorgan on Jun 4, 2016 12:18:33 GMT
Wow what a close game - one less destroyed tripod and it looks like the Martians would be off the edge on turn 8. Once again a superior table, rules, and tactics displayed by you and your fellows. I might of missed it at the start - what cost & stats are you proposing for those of us who want to attempt to make similiar barricades?? I'd like to add a set or two to my forces and to the 'static' defenses available to Human players. All I'd need it the cost per section (by inch/cm) and stats for the same. Ty again for a wonderful game AAR.
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Post by mikedski on Jun 4, 2016 22:46:19 GMT
Wow what a close game - one less destroyed tripod and it looks like the Martians would be off the edge on turn 8. Once again a superior table, rules, and tactics displayed by you and your fellows. I might of missed it at the start - what cost & stats are you proposing for those of us who want to attempt to make similiar barricades?? I'd like to add a set or two to my forces and to the 'static' defenses available to Human players. All I'd need it the cost per section (by inch/cm) and stats for the same. Ty again for a wonderful game AAR. Oh! I didn't figure points. I don't have the rule book but maybe 1/3 cost of comparable length of fortification wall. Did use my alternate artillery power/barrage/ to hit bonus with the artillery as described in leaving rule book. Hmg with ROF 1 versus tripods.
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Post by madmorgan on Jun 7, 2016 13:56:02 GMT
Ah, well, theres no 'price' on the fortress walls - they just exist as part of the scenario. The trench etc behind them costs 75pts per section. Just possible that would be a good price for those as well. 75 points for one section of barricades & the fence behind them??
This brings up a general question - should fortifications (et al) be considered for BP status?? In other words, should each section of fortifications or such be worth a BP ?? After all, once the Martians break through a fortification, the humans are usually beaten per scenario? Comments all ?
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