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Post by easye on Feb 27, 2017 19:29:50 GMT
Nice report! That reminded me of a few things:
1. Finish assembling and painting Mobile Howitzers 2. Get AIC with heavy Infantry Bundle 3. Buy a Dominator 4. .... 5. Profit!
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Post by terrance on Feb 28, 2017 21:58:29 GMT
10. Repair Depot
Martian briefing: The prey that stings chase our retreating tripods as if they think we can no longer defend ourselves. They will soon learn the folly of this action.
Human briefing: The Martians seem to be trying to break contact. This cannot be allowed. Our logistics are getting strained but we must stay in contact and destroy the invaders.
Terrain: Four terrain areas in each player’s table half. Allowed types:
• Low ruins
• Light woods: trees should be badly damaged with mostly bare branches.
• Marsh
• Hills
• Red weed
Terrain must be at least 4 inches from the table edge or other terrain already placed. Players alternate placing terrain pieces and must place the piece entirely in his half of the table.
Set-up: Martians set up first. Three damaged tripods (600 to 700 points) are placed between 12 and 18 inches from the human side of the table. Roll a d10 for each tripod and mark them with appropriate damage.
Die roll Armor hits
1-4 3
5-7 4
8-9 5
10 6
Martians also have a power node that must be set up within 12 inches of the Martian table edge.
A second force of Martians is located off the table and enters the Martian side as reinforcements that may start entering on turn two. This force combined with the damaged tripods and the power node should total no more than 1700 points.
Humans set up with 2 units at the human table edge. All remaining forces enter as reinforcements that may start entering on turn two.
Objective: Each army is attempting to break the other army. Break is determined as half the army units plus 1. Support units are not counted against break. Tripods that start the game damaged do not count against break unless they Start repaire at the power node.
Duration: The game lasts 6 turns. If neither side has won by the end of 6 turns a die is rolled and on a result of 6-10 a 7th turn is played.
Victory: Players win by breaking the opposing army. If neither side has broken by the end of the game the result is a tie.
STOP. Do not read farther until the game is played.
Martian debriefing: The prey that stings think they are destroying us. But, in reality, they are falling into our trap.
Human debriefing: We are getting close to the Martian fortress. We must continue to weaken them here. The more we kill now, the fewer we must deal with when we assault the fortress.
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Post by easye on Mar 1, 2017 23:27:20 GMT
Oh, I like the idea of starting with damaged tripods. I am interrested to see how this shakes out!
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Post by madmorgan on Mar 2, 2017 16:13:49 GMT
What a beauty - the white lady dealing death to all. Nice set up also Sorry this pertains to the Urban battle/Cat.
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Post by madmorgan on Mar 2, 2017 16:30:43 GMT
Very nice indeed! Well laid out terrain & scenario for us all to enjoy at under 2000 points per side. One question - I count 32 units for the humans; would that be 16 BP not the 13 BP indicated. Maybe I missed something in the read. Another 400 or 450 point tripod could indeed make a better game (for the Mars players). And yes, any major urban attack would be heavily loaded with Assaults carrying Black Dust and Green Gas. A query: if the Grenadier is considered to loft its shots, wouldn't one or two not be amiss for this battle. If you have the models, try (2) Grenadiers and have the Scouts with targeters. This addition would add only 210 points, closer to the original point total and gives the Mars side a slightly higher break point than one machine would offer - 7 vs 6 (remember round down) for a single Assault machine. As an aside I've taken to using a percentage for BP rather than units. 1625 x 50% = BP 813 / 1975 x 50%= 988 BP. This makes taking out certain units more valuable than lower 'priced' units. Loved it - ty!
Sorry all pertains to Urban Battle.
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Post by terrance on Mar 2, 2017 17:31:08 GMT
Mad, I think you may have counted the forlorn hope units, which I considered part of the doughboy units and not counted for break. Agree with the inclusion of the grenadier in an urban environment. I have 2 and if (when) we do another built up area scenario I would include them. As for determining breakpoints I have been experimenting with different ideas, including you percentage BP. Notice in the chaotic retreat scenario the dominator counted as 2 BP while all other tripods counted as 1. And I made the army BP half plus 1. In other games I have had the players roll on a table for break after reaching 50% unit losses. Thanks for the comments. And good to see you are back.
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Post by madmorgan on Mar 3, 2017 11:05:57 GMT
Thank you - that explains things. What does the table you mention look like ?
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Post by terrance on Mar 3, 2017 17:49:35 GMT
Turns out it was not a table. The rule was when the army had taken 50% losses the player rolled a die for break. For each unit lost over the 50% point one is added to the roll. A total modified roll of 10 breaks the army. This was in the attack on the citadel game and it only applied to the Martians. I presented the scenario as the humans had their back to the wall and would fight to the last man. The Martians saw this as a critical battle and would tolerate higher than normal losses. It was a huge game so it was possible for the martian to lose 3 or 4 tripods beyond the 50% mark and still have an effective force. This would have to be modified for a 2000 point game.
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Post by madmorgan on Mar 5, 2017 10:35:53 GMT
Ah, good, good. That would make a nice alternative system for BP in any game. I like it.
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Post by terrance on Apr 22, 2017 17:58:18 GMT
Repair Depot Scenario; Units
Human 3xMkII @165 = 495 Pt. 1xMkIII @ 225 Pt. 2xMkIV @ 190 = 380 Pt. 3 Armored cars @45 = 135 Pt. 1 Mobile artillery 220 Pt Total = 1625 Points; 12 units, break 6; Command 8
Martian 3xAssault tripods w Heat Ray (damaged) [count as half cost] @ 100 = 300 Pts 2xScout tripods w Heat Ray and Targeted @155 = 310 Pts. 2x Grenadier tripods @ 100 = 200 Pts. 3xAssault tripod w Heat Ray @ 200 = 600 Pts. 1x Assault tripod w Heat Ray and Black Dust 250 Pts. Total = 1660 Points; 8 to 11 units, break 4 to 6; command 8
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Post by terrance on Apr 22, 2017 18:02:07 GMT
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Post by terrance on Apr 22, 2017 18:04:53 GMT
Repair Depot; Turn 1
The humans got initiative. They moved forward and fired at a damaged tripod but missed.
The Martians moved toward the Power Node, moving one tripod double. They then turned and fired and destroyed the Command Tank.
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Post by terrance on Apr 22, 2017 18:10:01 GMT
Repair Depot; Turn 2Martians got initiative. Three tripods came on as reinforcements. One damaged tripod was repaired for one armor by the Power Node. For the humans 5 units came on. A few shots were possible but only one armor hit on one tripod resulted. Martian turn: Human Turn:
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Post by terrance on Apr 22, 2017 18:15:29 GMT
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Post by terrance on Apr 22, 2017 18:24:57 GMT
Repair Depot; Turn 4Human have initiative. An armored car enters as reinforcements. All the human reinforcements are on the table except the second MKIV. Lots of command counters are spent on double moves. Artillery kills one tripod and damages another near the Power Node. A second tripod is killed by tanks. Armored cars are now in range of the damaged tripods around the Power Node and open up but miss entirely. Martians: the last two reinforcing tripods come on the table. It was a good turn for the Martians. Human forces killed: a MKII, 2 mobile howitzers. The artillery failed morale but was rallied with a command chit.
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