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Post by terrance on May 17, 2016 3:18:18 GMT
City fight 2 Turn 3 Martians Green gas attacks on buildings are doing significant damage. By the end of turn 3 the humans are halfway to breaking.
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Post by terrance on May 17, 2016 3:22:24 GMT
City fight 2 Turn 4; human initiative The humans have had to abandon the warehouse because it is fully engulfed in flame. Once again the MkIIIs fire on the veteran tripod and fail to do any damage. By the school a huge assault takes place on an assault tripod. It is damaged but not killed. MkIIs line up to shoot down the street at an assault tripod and the tripod behind that on is attacked by infantry assault.
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Post by terrance on May 17, 2016 3:27:51 GMT
City fight 2 Turn 4 Martian The Martians had their best turn on turn 4. Since the photographer was the human player there are not pictures of this disaster. The Martians destroyed several infantry units (basically killing the last stand of damaged units) and destroyed a unit of MkIIs and the MkIIIs. Humans are 4 from breakpoint.
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Post by terrance on May 17, 2016 3:29:56 GMT
City fight 2 Martian initiative turn 5 A few more human infantry units die bringing the humans to within 2 of break. Several tripods are in position to meet the victory objective of being within 6 inches of the human board edge.
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Post by terrance on May 17, 2016 3:33:27 GMT
City fight 2 Human turn 5 The humans us the last of the command chits to bring back the MkII and MkIII units but both fail to enter this turn. A huge assault is made on a damaged tripod. Hits were made and the human player crossed his fingers and rolled on the damage table. It was a 10. The tripod blows up and takes out 3 more infantry in the process. Breakpoint for humans. The human player made attacks on damaged tripods. If he could kill two more it would force a tie, but neither tripod was destroyed.
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Post by terrance on May 17, 2016 3:34:34 GMT
Good game. We did learn that if you are facing a veteran tripod you need heavy artillery or an anti-tripod gun.
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Post by madmorgan on May 17, 2016 9:31:02 GMT
Thank you for the excellent battle report. Artillery brings order to the chaos of tripod destruction. Use your guns wisely
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Post by terrance on Aug 10, 2016 3:11:05 GMT
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Post by terrance on Aug 10, 2016 3:11:42 GMT
These are Scott's Paper Terrain models BTW.
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Post by madmorgan on Aug 10, 2016 11:25:20 GMT
Yes really nice look btw. Also noticed you using the Litko markers in the big city assault game. And the holes for the destroyed tripod areas. Really good look on both of those. I've invested in some of the Litko line and am thinking about getting their 'nuke' explosion for marking the initial death of tripod by a 10. But its a bit flippant to spend my limited funds on such, when there is so many other things to get for the game.
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Post by terrance on Aug 16, 2016 17:07:44 GMT
Scenario 7: The Citadel
Martian briefing: It is now apparent that the prey that stings have been delaying us to prepare a redoubt as a place to make a final stand. The defenses are formidable but we will crush them. Human briefing: The citadel is ready. We will allow the enemy to destroy themselves by attacking such a highly fortified location. The citadel is to be the anvil and the mobile forces will be the hammer. There will be no retreat from this battle.
Terrain: Fortress walls are located about 16 inches from the human side of the board. The walls may extend from end to end of the table or in an arc with the ends on the human table edge. Westinghouse Wire extends across the board about 16 inches from the fortress wall. Ruins are placed on the Martian board beyond the Westinghouse Wire but leaving at least 4 inches clear at the Martian board edge. All trees and vegetation have been cleared from the area between the walls and the ruins. And any significant hills have been leveled.
Set-up: The humans set up all units first. Units may be placed inside the citadel or on the walls. Up to 1/3 of the mobile units may be held as reserves. The Martians set up second and must place their units in the ruins on the Martian board edge. Up to half the Martian units may be held as reserves. Objective: To win the Martians must not be broken and have one or more tripods inside the citadel. The humans must break the Martian army and prevent tripods from remaining inside the citadel.
Duration: This is an open ended game. Play continues until one side or the other achieves a victory condition, a tie occurs, or it is apparent that neither side can achieve any victory condition.
Victory: To win, the Martians must not be broken and have one or more tripods completely inside the citadel walls and make a successful victory die roll. At the end of any Martian turn in which one or more tripods are entirely inside the fortress, a d10 is rolled, the number of tripods inside the fortress are added. A total of 10 indicates a Martian victory. The game immediately ends.
To win, the humans must break the Martian army. To break the Martian army the human player rolls a d10 at the end of the human turn starting when the Martians have taken 50% losses in tripods. Drones, Lobototons, etc. do not count against Martian break. One is added to the die roll for each tripod beyond the 50% loss point. A total of 10 indicates the Martian army breaks and it is a human victory. The human army cannot be broken. Any other outcome is a tie.
Special rules: Westinghouse Wire Westinghouse Wire attack any Martian that comes into direct contact with the wire or the poles, or shoots a heat ray at it. Martians may attack the wire in 3 ways. They may: • Attempt to walk through the wire. Roll on the Westinghouse Wire Damage table. • Attempt to cut the wire or rip down poles with assault tentacles or reaper tentacles or claws. Roll on the Westinghouse Wire damage table. If the tripod is still functioning attack the wire with defense 3, armor 9. • Attempt to damage the wire by using a heat ray. Roll on the Westinghouse Wire damage table. If the tripod is still functioning attack the wire with defense 3, armor 9.
Westinghouse Wire Damage Die Roll Effect Description 1-3 Break through 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 The tripod halts at the wire. It may not move or fight for the remainder of this turn. It may move and fight normally on the next turn. The Westinghouse wire in this section is destroyed. 6,7 Minor damage The tripod halts at the wire. It may not move or fight for the remainder of this turn. It may move and fight normally on the next turn. The Westinghouse wire in this section is undamaged. 8,9 Significant damage The tripod halts at the wire. It may not move or fight for the remainder of this turn or for the next turn. The Westinghouse wire in this section is undamaged. 10 Major damage 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.
STOP: Do not read farther until the game is played. Martian debriefing: The prey that stings were much stronger than expected. Although we destroyed much prey and tore down parts of the redoubt walls, the hive matron has ordered us to retreat to our redoubt, rebuild our strength, and add what we have learned about the prey that stings to our plans for the next assault.
Human debriefing: The Martian advance is stopped. For the first time we are seeing Martian tripods retreating from the battle field. We will now follow and engage them while they are disorganized and in retreat.
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Post by madmorgan on Aug 17, 2016 13:28:47 GMT
Drool more more ! With your permission, I'm adding the Edison Wire rules (why the name change from Westinghouse Wire?) to the optional rules on the LR book. Additionally, I want to add the Victory Conditions to those, with a word change of "citadel" to Fortress/City/Town. I really like the way you rate the victory based on positional and break points with a die roll. The open ended time frame is also fine with this sort of game. TY!
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Post by terrance on Aug 17, 2016 18:56:26 GMT
Feel free to add the Wire rules to the optional rule thread. I called it Edison Wire because I had not yet made the mental conversion to the new name. Let's call it Westinghouse Wire since that name has received consensus. Likewise for the victory conditions, feel free to add them to the optional rules.
Based on discussions on other threads on the forum (discussion on tournament play) I am going to try to write the rest of the scenarios for this campaign minimizing the importance of army break and turn limits.
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Post by madmorgan on Aug 18, 2016 11:43:19 GMT
Interesting indeed. Thank you for the continued great support and ideas
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Post by terrance on Aug 23, 2016 20:50:49 GMT
The Citadel: units
Martian: 6 Assault tripod w heat ray; 1200 pts 2 Veteran assault tripods w heat ray; 500 pts 2 Assault tripods w Green gas; 400 pts 2 Assault tripods w Black dust; 400 pts 2 Scout tripods w heat ray; 300 pts 2 Scout tripods w heat ray and targeter; 310 pts 2 Grenadier tripods; 200 pt 2 Reaper tripods; 300 pt Total 20 tripods; 3610 points
Human: 4 Heavy Howitzers in wall turrets; 300 pts 2 MG or Nordenfeld bunkers; 70 pts Westinghouse wire; ? pts 6 Infantry (3 forlorn hope); 225 pts 3 Infantry command; 90 pts 5 Heavy infantry; 325 pts 2 Armored infantry carriers; 240 pts 3 Machine guns; 120 pts 3 Rough riders; 135 pts 1 Field guns; 80 pts 1 Heavy field guns; 160 pts 3 MKII tanks; 495 pts 1 MKIII tanks; 225 pts 2 MKIV tanks; 380 pts 2 Clamp tanks; 200 pts 1 Mobile howitzer; 220 pts 2 MKIIc command tanks; 170 pts 2 Armored cars; 110 pts 3 traps Total 43 units; 3545 points
Stay tuned, it will probably be another 3 or 4 weeks before I can get the group together to play this scenario.
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