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Post by billf on Jul 18, 2016 16:59:18 GMT
This is going to be fun. Can the Martians destroy the gun towers before the towers pound the Martians.
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Post by mikedski on Jul 21, 2016 13:07:37 GMT
Embellished the board a little more.
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Post by madmorgan on Jul 21, 2016 13:08:24 GMT
Indeed - like it!
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Post by mikedski on Jul 22, 2016 0:50:58 GMT
Turn 1; Pre game Heavy arty bombardments miss x2 Martians win initiative All machines except the grenadiers double move. With no other targets the Martians make short work of the wire obstacles (tactical note - place wires within main defenses to at least force the choice of targets) During second movement phase a unit of drones trip the first trap. Human Turn 1: Forward deployed infantry come out of stealth mode and all guns open up and bring down one scout tripod, damage two others, destroy drones and heavily damage the right flank veteran tripod. 12 inch gun hits the center veteran tripod but rolls a "1" for a armor roll. Turn 2: Humans win initiative. Successful Reinforcement roll and the artillery train arrives. Fire is not effective as hoped. Damaged machines are peppered with fire but no tripods are brought down. 12 inch gun fires and misses. During Martian turn 2 the center wounded scout moves and trips the second trap and is destroyed. Martian fire destroys Gun #5 ( 7 inch) and scout guided black dust on the left flank destroys an HMG team and routes the remainder. The scout moves and scatters the survivor. Medium heat ray fire claims two infantry stands.
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Post by Quendil on Jul 22, 2016 6:58:57 GMT
Awesome. Some bad luck with the dice so far
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Post by mikedski on Jul 22, 2016 10:21:45 GMT
Turn 3 US Army wins initiative HQ commits a token for industrial might to bring back the HMG unit. The Martian vanguard is smashed by the shear volume of fire. A infantry unit comes out of ambush to assault the center reaper but fails. The scout on the left flank is stopped by 5 inch gun #4 and massive small arms fire. The scout on the right flank is toppled by the artillery train and tower #3. The 12 inch gun scores a hit on the center veteran tripod, penetrates and rolls double dice of 13 - BOOM but the explosion takes out two infantry elements assaulting the reaper. 7 inch Gun turret #9 engages the damaged veteran tripod on the right and destroys it - BOOM. The slaver is brought down by the 5 inch and 7 inch guns. The HMGs, heavy infantry fire and dough boy assault destroy two drones but the dough boys are killed by fratricide. With the front rank of the Martian line devastated the heavy artillery batteries fire last and conduct counter battery fire. The center grenadier is destroyed and the left flank grenadier is disabled with a weapons critical hit. Martian Turn 3. The Martian reserves arrive along the flanks of the boards. Two tripods on the right flank double time to bring heat rays in range of the gun turrets. The Dominator arrives on the left flank. Martian fire manages to destroy gun turrets 8 and 9 both seven inch guns. The 5 inch turrets are apparently made of sterner stuff and brush off focused heavy heat rays. The center reaper assaults and destroys a infantry unit. The black dust kills two infantry element. A drone gets in a lucky shot and kills a heavy infantry stand.
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Post by mikedski on Jul 23, 2016 9:08:56 GMT
Turn 4 - US Army easily wins initiative Fire concentrates on the Dominator inflicting four damage points and weapons critical hit. Heavy arty fire drops a reaper. Martians are now 9 machines destroyed and 8 machines active. Martian player expends an orders token for Relentless to avoid a morale break this turn. Martians advance but the Dominators fire is wildly erratic. Five inch gun #7 and a train AT gun are destroyed. Black dust kills, routes and scatters the right flank HMG unit. The remaining reaper launches an assault but only destroys on HMG team on the left.
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Post by mikedski on Jul 23, 2016 10:05:12 GMT
Turn 5 US Army wins initiative A regenerated infantry unit arrives as a reinforcement. Two order tokens are expended to regenerate an HMG unit and an infantry unit. All available guns are trained on the wounded Dominator and it takes every measure of the redoubt's fire power to achieve its destruction. The last drone is destroyed and the remaining reaper is crippled by HMG fire with a movement critical hit. With the loss of the Dominator the remaining machines concede defeat and retreat back to Memphis.
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Post by mikedski on Jul 23, 2016 10:24:00 GMT
Editorial notes. 1) No animals were harmed during the production of this game. 2) The only house rules used were Relentless Special Rule and the artillery train. 3) The 12 inch gun was under pointed. I compared it to the cost of the other gun tower/turrets in the main rule book. It is more comparable to the Tesla electric artillery in terms of capability.
4) Initiative matters!
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Post by madmorgan on Jul 23, 2016 14:27:52 GMT
Wow, what an impressive battle from the Human standpoint. A classic example of initiative and plenty of artillery ruling the day. Love the artillery train and the fortress setup. I've been talking with terrance about the electric wires and we've come up with a compromise. Concrete poles with buried individual power generators - Def 2 Arm 9 for taking out - and any hit on a pole or wire causes an arc of electricity to jump to the firer. Basically you can't avoid the things and drones/lobototons are needed as sacrifices to overcome. For your wires, really agree that they need to be more integrated with the defenses to be useful. Man, what a great battlefield and AAR
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Post by madmorgan on Jul 23, 2016 14:39:53 GMT
My only other comment is how your wonderfully constructed barricades failed to figure in at all. The front two might of helped channel the Martians some I suppose. And the ones on the flanks probably served the same function; so I guess I'm wrong in that they all seemed to have a desired influence from the USA standpoint. Is that you conclusion also??? Did the Martian player(s) purposely avoid those barricades? They still looked 'marvelous'!
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Post by mikedski on Jul 24, 2016 3:14:48 GMT
Wow, what an impressive battle from the Human standpoint. A classic example of initiative and plenty of artillery ruling the day. Love the artillery train and the fortress setup. I've been talking with terrance about the electric wires and we've come up with a compromise. Concrete poles with buried individual power generators - Def 2 Arm 9 for taking out - and any hit on a pole or wire causes an arc of electricity to jump to the firer. Basically you can't avoid the things and drones/lobototons are needed as sacrifices to overcome. For your wires, really agree that they need to be more integrated with the defenses to be useful. Man, what a great battlefield and AAR Hmm. I do not know about a 'feed back attack" if the Martians fire at the wires. I just picture them as high tension wires to confound Martian movement and divert some effort dealing them. If well positioned they prevent a Martian machine from making a full movement for a turn or two. They work best if the Martian has to attend to other threats.
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Post by mikedski on Jul 24, 2016 3:20:55 GMT
My only other comment is how your wonderfully constructed barricades failed to figure in at all. The front two might of helped channel the Martians some I suppose. And the ones on the flanks probably served the same function; so I guess I'm wrong in that they all seemed to have a desired influence from the USA standpoint. Is that you conclusion also??? Did the Martian player(s) purposely avoid those barricades? They still looked 'marvelous'! Meant to channel the attacker while allowing the redoubt to have a wide field of fire. Also compelled the machines to come into the trench works. They take a good bit of effort to reduce.
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Post by madmorgan on Jul 24, 2016 14:55:46 GMT
Yes - I see the problem(s) with the feedback thought. Ah I also see the valued channeling effect for the barricades as well. Okay, so no 'feed back' effect.
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Post by billf on Jul 24, 2016 17:39:57 GMT
Great looking game! Gun towers 1 - Martians 0. The next attack should be even more fun
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