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Post by Quendil on Aug 24, 2016 7:15:15 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. That is going to be an epic game
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Post by madmorgan on Aug 24, 2016 10:02:59 GMT
Wow definitely looks awesome. Patient, mad, its just a game... There is a couple of things about the points, but, I'm not going to get into them other than to make two observations: No Drone units for the Martians!! I guess it makes sense if the objective is to break the wall. Drones are usually for exploit of that. Your Wires should probably be at least 75 points and encompass your traps as well. That is the standard price for 'fortification' pieces and is simple to apply (page 153 "...field fortifications...") Looking forward to the AAR.
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Post by terrance on Aug 24, 2016 20:25:16 GMT
Thanks for the suggestion on the cost of the wire. I had not made the correlation with field fortifications. I have been thinking of the wire as barbed wire for Martians; it will slow them down but not stop them completely. So, yes, might come close to the value of field fortifications.
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Post by terrance on Aug 24, 2016 20:27:56 GMT
As for the epic size of the game, I am going to let the Martians come on in waves so they don't get too bunched up and make themselves into artillery fodder. Except for the units assigned to the fortress walls and outer emplacements (some artillery will be in trenches at the foot of the wall) the humans will be coming on the board in waves as well. Should be interesting.
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Post by madmorgan on Aug 25, 2016 11:02:08 GMT
Just an fyi : Martians 3610 points in 20 units = BP 10 [18 order tokens] At 50% = 1805 Break Point (under alternative rules)
USA 3705 points (wire at 20/1') in 43 units = BP 22 [18 order tokens] At 50% = 1853 Break Point (")
USA 3865 points (wire at 20/6") in 43 units = BP 22 [19 order tokens] At 50% = 1983 Break Point (")
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Post by madmorgan on Aug 25, 2016 11:05:28 GMT
Thanks for the suggestion on the cost of the wire. I had not made the correlation with field fortifications. I have been thinking of the wire as barbed wire for Martians; it will slow them down but not stop them completely. So, yes, might come close to the value of field fortifications. Well, if you use the full 75 points per 6" of fortification rules, your 8' table requires 1200 points of wire!! I'm thinking a better idea is maybe 20 points per 1' of wire, for a total of 160 points. Maybe double that (20 points/6" wire) for 320 points at best.
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Post by terrance on Aug 25, 2016 18:10:29 GMT
Thanks for the suggestion on the cost of the wire. I had not made the correlation with field fortifications. I have been thinking of the wire as barbed wire for Martians; it will slow them down but not stop them completely. So, yes, might come close to the value of field fortifications. Well, if you use the full 75 points per 6" of fortification rules, your 8' table requires 1200 points of wire!! I'm thinking a better idea is maybe 20 points per 1' of wire, for a total of 160 points. Maybe double that (20 points/6" wire) for 320 points at best. The 20 points per 1' is close to what I have been thinking. We will see how effective it is in slowing up the Martians and hopefully get a better idea of how to cost it then.
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Post by terrance on Sept 24, 2016 19:41:25 GMT
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Post by madmorgan on Sept 24, 2016 19:44:10 GMT
Looks great!! Can't wait for the posts
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Post by terrance on Sept 24, 2016 20:10:30 GMT
Citadel Turn 1; Martians win initiative Human gets a free shot (bombardment) with the heavy howitzers and hits a scout tripod for 2 points. Two scouts double move and hit the wire. One breaks through and continues moving. The other has its breakers trip and is stopped at the wire but the wire is down. A Grenadier drops black dust on the heavy howitzers with a scout targeted lighting the target. 2 hits. The lead tanks on each flank of the fortress were attacked with heat rays and one tank from each unit was destroyed. Both units pass morale. Black dust and heat ray attacks on the field artillery all miss. During the second move one tripod hits a trap and loses a point of armor. Humans: Tanks fire and kill one tripod. One turret fires at the scout tripod stopped by the wire and it loses 1 armor. Machine Guns fire at the scout that made it through the wire and take off 1 armor. Everything else the human fires misses.
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Post by terrance on Sept 24, 2016 20:26:15 GMT
Citadel Turn 2; Martian initiative. The Martian rolls for reinforcements and gets: - 2 Veteran tripods
- 2 Black dust tripods
- 2 green gas tripods
- 1 reaper tripod
A green gas and a black dust tripod both trip traps moving through the ruins, but no damage is taken. An assault tripod walks up to the wire and takes major damage. The wire stays up and the tripod is immobilized and cannot fire for the rest of this turn and all of next turn.
But a scout gets through the wire undamaged. The wire is now down in several places and more tripods start moving through the gaps. During the combat a tripod tries firing a heat ray at the wire but misses. The grenadier tripods fire black dust at the field guns and one of the MkII tank units and kill one of each. Both pass morale. Human: The human rolls for reinforcements and get: - 1 Spector armored car
- 1 clamp tank
- 1 unit of armored infantry carriers with heavy infantry.
All units outside the fortress advance and fire. The remaining howitzer damages a grenadier. MkIII unit fires on a scout and damages its weapon. Turrets and tanks all fire at the tripod stuck in the wire and take off 8 armor. Several other tripods take minor damage of 1 armor.
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Post by terrance on Sept 24, 2016 20:52:59 GMT
Citadel turn 3; Initiative human. Roll for reinforcements an get:
Rough riders get double moves and contact a scout and a veteran tripod. Both take 2 immobilization hits. The mobile artillery moves out of the fortress. The human did a lot of shooting but the only things accomplished were to severely damage a scout and bring down the tripod caught in the wire. Martian. Martian fails to get any reinforcements. Martian shooting did a lot of damage this turn. A command tank and a MKII were destroyed by a grenadier. The remaining MkII routes. All three rough rider units take losses but pass morale. In the worse shot for the humans all three mobile artillery elements are destroyed in one shot. Both Spector armored cars are destroyed. The clamp tank is destroyed.
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Post by terrance on Sept 24, 2016 21:07:39 GMT
Citadel turn 4: Martian initiative. No reinforcements. Martian tripods close on the fortress.Several more tripods break through the wire. During combat black dust and green gas attacks take out the MkIIIs. The Martian begins attacking units on the wall with black dust or green gas. One of the immobile tripods fires on and takes out a turret.The Veteran tripod starts shooting at the wall but misses. (With a +4 shot it can damage the wall if it rolls a 10). Attacks are made on the heavy infantry and carriers and some are destroyed. Human Reinforcements: - Clamp tank
- Another infantry carrier and heavy infantry
Rough riders hit the scout. The howitzer heavily damages the veteran tripod (-d10 armor). A MKIV tank left the fortress during move and also hit the veteran tripod.
During second move the second MkIV tank leaves the fortress.
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Post by terrance on Sept 24, 2016 21:19:20 GMT
Citadel turn 5; Human initiative The routing MkIII hits the table edge and rallies. The clamp tank succeeds in grabbing an assault tripod. Heavy infantry assaults a black dust tripod. Combat; again the human has terrible luck shooting. He fires at all the immobilized tripods and fails to do any damage. Only the assaulting heavy infantry succeed to take one armor off the Black Dust tripod. Martian Reinforcements: Reaper. At this point the Martian player is pretty happy about the damage he is causing but is concerned about getting through the fortress wall. Only the reaper and veteran tripod heat rays have any possibility of damaging the wall. His movement this turn is to open a path for the reaper to reach the wall and he wants to kill as much as possible that can threaten to kill the reaper. Green gas kills one MkIV but Black Dust fails to kill the other MkIV. The last of the rough riders are eliminated. For second move the reaper is moved up but kept out behind other tripods.
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Post by terrance on Sept 24, 2016 21:29:43 GMT
Citadel Turn 6 Martian initiative.
The Reaper is moved forward. Most other tripods do not have to move as they have targets all around.
During combat several attacks on the remaining MkIV miss, but the reaper hits it with a heat ray and destroys it. The last howitzer is taken out.
With second move the reaper is moved forward again. It can now use a double move next turn to reach the wall.
Human The Human realized at this point that he is approaching army break (or need to roll for break per the scenario). He also realizes that he only needs to kill 3 more tripods and the Martian has to start rolling for break. There just happen to be 3 immobilized damaged tripods on the table, if only he could get to where he could get a shot at them. Most of the tanks are gone.
All the remaining turrets fire at the reaper but miss. Machine guns fire at damaged tripods but only succeed in removing a point of armor here and there.
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