Saturday, June 16, 2018

Ridge Line North Prairie, Minnesota.

Location: Phil's Basement
Game: All Quiet on the Martian Front
Scenario: A variation of Scenario 1 "The Outskirts", Ridge Line North Prairie, Minnesota.
Players: Phil Gardocki III, Phil Gardocki IV and Bruce Potter : American 11th Regiment, 5 Division
               Garth Parker and Mark McConnahay: Mobile forces of Pod 5, Hive 2A (फली 2A, हाइव 5A)
 
The Forces: The American Armored Forces Midwest:  9 platoons of Mk II's and III's, a Tesla gun, 2 motorcycles, field artillery, anti tripod gun, clamp tank, 5 infantry companies (2 armored) and a MG company.    About 2400 points and 12 command points

Marvin's Martians: A total of 11  tripods,  7 Assault, 2 Grenadiers and 2 Scouts.  About 2,000 points.  

The House rules are at the end of the battle report.

The American 61st Regiment, 9th Brigade, 5th Division (Major General Charles H. Muir commanding), is continuing his mission to clear the Martian from central Minnesota.

Deployment:
All the American Infantry has been dug in on a ridge line near North Prairie, Minnesota.  They deployed as 14 hidden movement counters, aka "Blips."
The armor is all in reinforcements and arriving on both the left and right side of the board starting on turn 2.  
Martians Deploy in the opposite edge of the board.
Victory Conditions:
Just looking for who breaks first here.  The break point is 11 American units or 6 Tripods.

A word from my sponsor is at the bottom of the report.
==============================================================

"General, a word if you will."
"Yes Colonel."
"General, I believe this plan is flawed.  There is too much open ground here.  There are still many uncut forests around here to use as terrain.  We should take advantage of that."
"Noted Colonel.  I agree with your reasoning.  However, there is a point where we will not have that advantage, and we need to learn how to fight the Martian without terrain.  We are on the offensive right now.  Most of the territory they own is the great plains.  Have you ever seen Kansas?"
"No, General."
"Utterly flat for hundreds of miles.  The only terrain in sight is the horizon.  That is why we need to learn to fight the Martian in the open here.  While we have some terrain to fall back on while we are learning."
"Yes Sir."
"Is the 60th regiment in position?"
"Yes Sir, Colonel Jenkins assured me plenty of covering fire to retreat through if things go poorly for the 61st." 
"And the Martian?"
"They have seen us sir.  Of course they would have to be blind not to.  With fireworks and bonfires going off for the last 3 days."
"I thought that would get their attention.  We took the high ground of the area, and dare them to attack.  Just like General Meade at Gettysburg."
"Yes Sir, but Pickett didn't have heat rays and black dust."

==============================================================

And here they come.  On the right, 3 Assault Tripods supported by a Grenadier and a Scout.

On the left, Marvin's Martians, code named Marvin, Huey, Dewey and Louie.

Also supported by a Grenadier and a Scout.  But with substitution tripods due to some late casualties in the figure mix.

On the American left, in entrenched positions, are Blips 1-5.
In the center, Blips 6-7, and 13-14

On the American right, Blips 8 -12.
Turn 1:
Scenario rule, the Martians have the initiative and elect to move second.
From the American side is crickets.

The Martian right surges forward.  Revealing the American MG Company, Then destroying two platoons, causing the third to rout.

Marvin's Martians also reveal an Armored Infantry Company.

On the second move, the Martians push forward to the 6" range where Blips are auto revealed.


The American line looks thin.
Turn 2:
The Americans win the initiative and elect to move first.  
There was some thought about this.  If the Americans let the Martians move first, there is a chance, albeit small, that the Martians can rout 4 of the infantry units, which would be an automatic win for the Martians.  But then this also means the Martians can only shoot at infantry and not tanks, effectively wasting their shots on poor quality targets.  The Americans decide to move first and bring on their armor.
Rough Riders entangle the Scout Tripod with a tow cable.  It is then assaulted for 1 damage point.  Mk III's arrive, with field guns in tow.

Both Armored Infantry Companies assault Louie, but to no avail.

The rest of the infantry is revealed and fills the trench line.

In the distance, all the American Armored forces come on, sans the Tesla gun.  But only the furthermost Tank Company is able to shoot.
Damage done, the infantry retreats to its trenches.
In the trenches, the infantry is very difficult to hit.  Requiring 9's to hit, and 6's to kill.

In the center, the Armored Infantry, is also immune to black dust and green gas.

The view from the short edge. 

The Martians respond quickly.  Flaming many tanks and the field guns.
Marvin's Martians destroy 4 Mk III's
Turn 3:
The Americans win the initiative and elect to move first.
Using American Industrial Might, they spend two order chips and restore a unit of Mk III's.  But they failed their reinforcement roll and remain off board.

But other American forces flood the flank.  Damaging a tripod.

Downing another.

Marvin is entangled by tow cables. 
Marvin's Martians burn tank and guns.  Mk II's in the distance, the Anti-Tripod and the Tesla gun.
Turn 4:
With a +2 for initiative, the dice were 1 to 3, or a tie.  But the reroll was 9-5, so the Americans continue to hold the initiative and move first.
Using American Industrial Might, the Americans spend two order chips and restore another unit of Mk III's.  But they failed their reinforcement rolls and both companies remain off board.
On board, there are early victories as two more Tripods collapse in heaps.

The Martians have lost 3 Tripods, 6 is their break point.
The Americans have lost 7 units towards their break point of 11.

Marvin was further entangled with tow cables for a total of 5.  The Americans spend a pair of command points and double time their infantry from the trenches for a close assault.  But only score a mobility hit on Marvin.
The Grenadier Tripod, with a Slaver substituting, has taken the brunt of the cannon fire so far, and has 5 hits.
The Americans have taken their chances, but now are on vulnerable ground without much to show for it.
Rough Riders are rudely handled by shock canisters.
Turn 5:
Americans have plus 2 on the initiative roll, but lose it anyway.  The Martians will move first.

Marvin finishes off the Rough Riders, Huey finishes off the Mk II's.  
The Martians have lost 3 Tripods, 6 is their break point.
The Americans have lost 9 units towards their break point of 11.
Dewey knocks off the last Mk on the other flank.  Raising the American breakpoint to 10.
While incoming Grenadier fire finishes of the last Mk III of another company, routing the Americans.

=========================================================================

The message from the Aberration was clear.  Another victory, humans in rout.  But no pursuit.  The humans were allowed to run away unharvested.  आपका भविष्य watched the video screen.  Only one of Pod 5's War Machines returned, the rest were the outlandishly colored War Machines of the Aberrations.  Way back in the distance, limping to keep up, were two of the projector machines.  

3 more dead Martians.  But numerous (and uncounted) human warriors and machines as well.  

आपका भविष्य didn't like the math.  After their last defeat, the humans recovered too quickly.  They practically dared us to attack.  Defeated again, but they are still here.  Gone were the days we would pursue them all day and night.  

He replayed the telemetries  again and again.  Why did the humans deploy as they did?  What was their thoughts?  And finally he saw it.  And the risk they took, and the gain they almost had.  No longer are the humans just trying to avoid defeat, this tactic was going for the strategic win.  With just a little more force here or a bit of luck there, then all of his mobile forces would have been destroyed, and with it, Pod 5 would be defenseless.  

He checked the statuses of his maturing buds, the war machines were ready, just needing pilots.  Well I see your gambit humans.  Let us see if you like it as well.

=====================================================================
House Rules:

Refined Line of Sight Rules (a work in progress):

We will start to use some refined rules for defining Line of Sight.
Unless in ambush (to be defined by the scenario) all units can see each other if within 6” of each other.

Beyond 6”, Human Infantry, Artillery, Motorcycle, BEF vehicles, and Martian Drones and Lobototons are not visible if deeper than 2” in the woods (dense or light)
Beyond 6”, Human Steam Powered vehicles are not visible if deeper than 4” in the woods (dense or light).

Beyond 6” Martian Tripods are not visible if deeper than 2” in or beyond Towering Ruins and Dense Woods, and any terrain type designated as a “Hill”.

            Note: The above is does not count if the hidden units have fired their weapons this turn or last.

The clamp tank does not count as a unit for the purposes of human demoralization.
Units brought back using American Industrial Might count as additional units.  Effectively each unit brought back raises the human demoralization level by .5.  They must be successfully brought onto the board for this purpose.


The Towering Ruins are passable to human vehicles, at half speed, but remain impassable to Martian Tripods.
Humans in Towering Ruins have their defense against heat rays and shock canisters improved as follows:
              Infantry +5/+3, Artillery +4/+2,  Vehicles +2/+2

Humans in Towering Ruins have their defense against green gas  and black dust improved as follows (wind tunnel effects):

              Infantry +2/+2, Artillery +2/+2,  Vehicles +1/+1

When in assault combat, the defenders do not get a bonus for terrain advantages for the "to hit" roll, but do get the terrain armor advantage, if any.


Macadam roads give a movement bonus to tripods.  

Dirt roads give a movement bonus to humans only.


The cost of a Tesla Gun is reduced to 175 points.


The cost of a Land Ironclad is increased to 1,500 points. 


Smoke areas:  Human defenses can contain areas of canisters designed to throw up a large amount of smoke.  Units within the smoke and up to 3 inches behind the smoke are have their defense to heat rays increased by +2.  (Grenadier bombardment, Green Gas and Black Dust ignore this effect)  Beyond that the Martians elevation allows them to shoot and be shot at normally.

Chains obstacle:  Any Tripod crossing the chain obstacle rolls a d10, on a 1 or 2, the Tripod is entangled.  The roll to disentangle on subsequent turns is a 4+.  While entangled, Tripods cannot move, and have their to hit number reduced to 5+.  They may shoot normally.


Tower guns:  Tower guns have the chain obstacle sited in and get an additional +1 to hit a Tripod that is entangled by the chains obstacle (4+ to hit).  Tower guns are well camouflaged and cannot be targeted until they first shoot.  After which the normal 3+ is required to hit.

=====================================================================
 This is not AQMF related, but I think I have enough credibility with you to diverge for a bit of crass consumerism. 

Many of you know that I have a business relationship with the company, Lost Battalion Games.  This has been on and off for the last couple of decades.  I want to announce their latest game on their Daring Play site that I personally have had development time with, Traveller Ascension, Imperial Warrant.  The game is being demonstrated at Origins so I am no longer required to be silent about it.  The short of it is, this is a great game!  I have not had this much fun playing a new game since the world was young.  

It is during the expansion period of the Third Imperium.   You represent a faction of Nobles and Corporations that have an Imperial Warrant to expand the Imperium.  From a world on the edge of imperial space, you focus your resources of wealth, Diplomats, Shadow Agents, Scouts, Starships and Troops. 

Your goal is simple.  Bring developed worlds, lost in the 1,000 years of the long night, back into the Imperium.  But there is a catch.  The Emperor requires that this be an honorable endeavor.  He is interested in planets that can stand on their own, and not a empire of slaves.  So your efforts must be one on improving the lot of the lost planets, not one military conquest.

To start, you lay out the sub sector of stars.  Each star has a system that connects  to six other points of the map.  You explore the stars via a combination of scouts, which discover the quality of the world present, rated A-D.  Then you send in a Shadow Agent to conduct "Planetfall".  This determines the major societies present, tech level and resources.  Finally you make official contact with a Diplomat, and make arrangements for a Legation.  Once official contact is made, you can initiate a series of trade deals and system improvements until the time is ripe to bring the system into the Imperium.

Note: The below pictures are from the Beta test version.  The final version is out now, and I'll have better pix next week.
Mid game, a partially filled out map.  Bottom left is the entry port for one of the Noble/Corporate entities.  Upper right is the entry port for the other.

Meanwhile, your opponent is sending in Assassins, Pirates, Starships and Troops to prevent this from happening.  Or worse, bringing the star system into the Imperium under his Corporate/Noble banner instead of yours.

Play starts with each player drawing 8 cards.  These cards determine which resources can be used for the next 6 rounds.  They can be Military, Diplomacy, Shadow, Science, Economic or Movement.  Each only allows specific actions that can be applied.  Cards also have events that can be played in lieu of your normal actions, and some can be played in reaction to other events on the board.
Furthermore, certain corporations have the ability to focus more in some Tasks over others.  Mostly only two task types can be performed per turn.  So on the board above, this player had 3 Military cards, so his corporation must have a military focus.
The game comes with a number of playing pieces.  Representing your Agents, Fleets, and Legations.  Each unit is different, in that some Agents will perform some tasks better than others.  But be ineffective in still other tasks.

Shown above are "Bars" representing trade a power.  The Legations Embassy, Factory and Military Base.  The black and white card is for one of the scout ships.  Each ship is different.  A deck of secrets.  What is in there?  Your Diplomats and Shadow Agents will have to adventure for them.  The black and white pieces are sliders to place on you pieces to identify them. 
 The game runs 10 turns which takes from 2-2.5 hours.


Officially licensed by Marc Miller, the creator of Traveller. 





Saturday, May 5, 2018

The Battle of Sauk Rapids

Location: Phil's Basement
Game: All Quiet on the Martian Front
Scenario: A variation of Scenario 1 "The Outskirts", The Battle of Sauk Rapids, Established 1851
Players: Steve Turn and Bruce Potter : American 11th Regiment, 5 Division
               Garth Parker and Scott Landis: Mobile forces of Pod 5, Hive 2A (फली 2, हाइव 5A)
 
The Forces: The American Armored Forces Midwest:  6 platoons of tanks, Mk II's and III's.  6 companies of infantry and machine guns,  About 1,675 points.

Marvin's Martians: A total of 8  tripods,  7 Assault and 1 Scout.  About 1,650 points.  

The House rules are at the end of the battle report.

The American 11th Regiment, 10th Brigade, 5th Division (Major General Charles H. Muir commanding), is assigned to secure the railhead at Sauk Rapids, Minnesota.  Even though the Martians have lifted the actual rails, the bed still remains and can rapidly be turned into an important resupply point to launch operations from.

Deployment:
The Americans have had days to deploy, and have effectively dug in all their troops and vehicles.  They will deploy as 25 hidden movement counters, aka "Blips."
Martians Deploy in the opposite edge of the board.
Victory Conditions:
Martians win if they have a single operational tripod on the human half of the board by games end.  Either turn 6 or 7 depending on a die roll.  

==============================================================
"Bring the defective forward!", amplified by electrical systems, आपका भविष्य's voice was heard in all corners of the huge artificial cavern. 

Domed in shape, and constructed with crete, the hive dome was the center of activity of Hive 2A.  Large enough for facilities to maintain over 30 war machines simultaneously. 

A cage was opened, and a Martian figure slid out.  Escorted side by side with two other Martians.  The machines in the distance continued with their hammering and construction noises.  But living activity went silent for the long minutes it took for the prisoner to make his way to the podium.  At last, he stopped.  His attitude was one of deflation.  His guilt was indisputable.  The penalty is codified in the rules.  He awaited his fate.

"सकता है, I have come to a decision", the amplified voice announced!

"By our rules, your existence is to be removed from our collective.  This will happen."

A prisoner spoke at the pause, and in a small voice stated, "I accept my fate."

"YOUR acceptance is not relevant.  You are defective.  And since you are defective, the proscribed manner of removal will NOT be performed.  No one here would be willing to accept your fluids for risk of contamination."

"And since you left with the other forces to attack the humans anti-spinward, we have found even MORE evidence of your aberrations.  You have budded, not once, not twice, but thrice!  In total contravention of our practices.  We can only regard your offspring as also defective, and they too will be terminated."

"We cannot have your madness spread, but we will use it.  You, and your buds will lead the next assault, and the next, and the next, for as many times as necessary to have your madness removed from the collective." 

"Do you understand?"

There was a pause, and in intake of breath from the prisoner.

"DO YOU UNDERSTAND?"

"Yes, my lord."

"Your new fighting machine will be painted in the scheme of your madness, as will your buds.  This will be so all other hives will know you on sight, and slay you if you wander outside of protocol or flee the battlefield.  Take the prisoner away."

Once the aberration was removed, a question was raised.  आपका भविष्य, what is the justification for this decision?

"We can produce machines faster than we can make Martians to pilot them.  For the humans this is not so.  They're machines are crude, but they can make many of them.  But worse, there is so many of them, they send them to fight us, not in machines.  I fear there is coming a time when that will not be so.  I am not going to waste 4 healthy Martians leading an attack, when I can lead it with for defective ones."

आपका भविष्य also feared, that perhaps, the aberration was not defective, but adaptive.  And this his own thinking was also defective.  It was a clear breach of protocol.  Over one hundred fighting machines have been sent anti-spinward.  They reaped much destruction upon the humans, but did not achieve their objectives.  In the end, only this one returned.  Time will tell if this is evolutionary or not.

==============================================================

The inspection party moved through the wasteland that was Sauk Rapids in what had become a well practiced process.  The 5th Division (Red Devils) had seen a lot of action in this war, and was well led by veterans and well supplied with trained recruits.  While those recruits had not seen action yet, they had the benefit of months of being led experienced soldiers, and one first lessons learned was that your best friend was not your rifle, but your shovel.

That routine of stopping two hours before sunset, and then digging in, was bad on the movement plans, but really mattered for when you encountered the enemy.

The 5th Division commander, Major General Charles H. Muir, looked upon near total destruction of the town.  "What a waste", he commented.

Colonel Anderson, 11th Regiment, replied, "I don't think it matters to the inhabitants, but  most of this was done by a tornado, not the Martians.  The debris field is way spread out from the town center, we found furniture over a mile away."  All the Martians did was loot some of the more easily processed materials, like the rails."

General Muir was shocked, "A tornado did all this?"

"Yes Sir, we get them big out west."

The inspection continued.  Particular interest was spent on the camouflage netting for the steam tanks.  The nets were strewn with red painted cloth that resembled the red weed that had taken hold in the soil.  From more than 50 yards away the armor looked like a pile of mulch.

"That's a good job on the camo Taylor, if I didn't just walked through the whole town, I wouldn't know there was a regiment here."

"Thank you sir, the trick to it is not the camo itself, but gathering native materials around the tanks and blending them for around 50 feet all round to vehicle itself.  It's a gentle transition from the natural environment to our camouflaged tanks.  They practically are hiding in the open."

From the edge of the party there was a comment, "Just like a duck blind back home".  They looked at the speaker,  Major Neal, the division quartermaster, who was surveying the horizon with his Bausch and Lombs.

"Taylor, how long did it take to go to ground like this?"

 "Most of it took 3 hours.  The deeper trenches and traps took a day."

General Muir winced.  When on defense, these times were acceptable, but when attacking, that takes a lot out of the daily march times.  Still, like the Romans of old, who built a stockade every night, its better to be prepared for an attack then get caught.  It was a lesson this man's army had been taught again and again.  The Martians were just too damn fast.  One day here, and a day later, they were half way across the state.  And they didn't have a supply train to be concerned with.

A sentry shouted, "Movement on the horizon!"

"West by northwest!" confirmed another.  "About 8 miles!"

"We have about 20 minutes before they are in range then."  Colonel Anderson snapped a salute to the General, "General, I have work to do."  He did not wait for the return salute before turning on his heel and running off, his regimental staff following behind."

"There they are sir", stated Major Neal.  He stared for a moment longer before handing General Muir his binoculars.  "General, you are not going to believe this.  There are four Marvins out there."

The General adjusted the focus of the Bausch and Lomb's and peered into the distance.  "Yes, I see 4 as well, and they seem to be leading the force."

Marvin was of some interest.  It certainly was an oddity among the near totally uniform Martian War-Machines.  The body was painted mostly in red, and the face in black, stories were told over and over again about is prowess.  There was a lot of supposition about it.  Was it a leader of some kind?  An observer?  No one was sure.  One thing was sure, the Martian did not do anything without a reason.  So divining his purpose was important.

One of the questions was how many were there.  Till now, no more than one was seen at a time, but it had been reported in Canada, and in the Rockies, and here. 

He handed the binoculars back to the Major.  "Stewart, take a message.  From 5th Division, we have contact with the Martian.  We are reporting 4, repeat 4 Marvins.  Marvins are now exhibiting behavior of leading from the front.  Possibly the red coloring is representing elite status."  

"OK, Stewart, run that off on the wireless as soon as possible."

To the rest of the staff he said, "Come along gentlemen, we need to get to our headquarters,  I am sure the good Colonel has organized a bit of hell for our visitors, and we don't want to get underfoot when it happens."



========================================================================
Turn 1:
The American deployment.  Scenario 1 has the entire human force as hidden markers.  All the terrain features are classified as "Low Ruins"  +3 defense +2 armor for infantry.

A survivor of the great tornado of '98, a mighty larch stands tall in the town square.

Per scenario deployment, all tripods must deploy on the edge of the table, or be listed as reinforcements.  The Martian commander opted to have all of them on board.  The terrain on the Martian side of the board blocks visibility.  Something the Martian commanders would exploit.

On the Martian left flank, are the newly painted Martian Tripods.

Code named "Huey", "Dewey", and "Louie".

A view from the long edge of the board.  Photo backdrop stand, "Post war gamer basement", part number BS.PWGB-001, is available at www.nonsuchcompany.com.

The view from the Martian side of the board.
Turn 1:
The Martians win the initiative and opt to move second.  A good choice for a number of reasons.  The first is this scenario only runs 6 or 7 runs.   So this denies the Americans a turn of shooting as the Martians are out of range. 

Using command points, for double movement, the Martians close the distance.

Early shots on hidden movement counters are ineffectual, and reveal nothing.
Turn 2:
Martians win the initiative, and elect to move first. 

On the far side of the board, a scout tripod crosses the center-line.  By scenario rules, the Martians win the game if there is a single tripod anywhere beyond the center-line at the end of the game.

Tripods duck in and out of cover.  Heat rays reveal a human company.

Huey, hurls green gas bombs at one of the ruins.  Humans scatter from their hiding places in an effort to avoid it's acidic effects.

Their initial foray complete, the tripods again retreat to the cover of a nearby woods.

The commander of 2nd company, 5th Armored Battalion, sees an opportunity to defeat the Martian in detail and reveals 9 tanks, and an Anti-Tripod gun. 

An embarrassing number of shots are fired and the thin skinned (for a Martian) tripod, and the results are a single point of damage. 
Human tanks have been found! It's mission accomplished.  The Scout Tripod announces it's find with a great ululation.
Turn 3:
Once again, the Martian wins the initiative, and opts to move first.
In the distance, the Scout Tripod moves to relative safety away from the human tanks.  Supported by the War Leader, they rout a human presence near the red building.
The heat rays from the Tripods code named Marvin and Dewey, dance across the human front lines, routing the defenders of the ruined town. 
Huey crosses the center-line, and reveals a gun company and a clamp tank.  He trades shots with the guns, Green Gas against HE.  Both are equally ineffective.

The Americans are at 3 points towards their break-point of 8.

Turn 4:
The Americans win the initiative and elect to move first.  They spend a command point to revive a unit using "American Industrial Might".  But the reinforcement roll was a 3, and so the unit is still off board.

The Tripod designated as "Louie" is clamped!
The Tripod designated as "Marvin" is wrapped in several tow-cables.
The War-Leader is assaulted by Heavy-Infantry, and takes a hit.  The Scout Tripod takes several hits, one a mobility, another for another point of armor.

The pan out view of the current action.
Heat rays again reach out.  And another human unit is set fleeing.

The Americans are at 4 points towards their break-point of 8.
Once again green gas is hurled.  It's horrific work was immediate as gun and men dissolved to goo. 

Taking a point blank shot from the Anti-Tripod Gun, the Scout Tripod is now a 9 points of damage.

Dewey releases black dust on the defenders.  Another hit, another rout!

The Americans are at 6 points towards their break-point of 8.
Marvin is now mission ineffective, but not combat ineffective.  His heat ray sweeps the Rough Riders, Harley Davidson parts are now added to the debris of the ruins.  The

Another long view of the action.

Leaving their cover behind them, the Martians fully advance.


With a morale roll of one, the surviving gunners flee their positions.

The Americans are at 7 points towards their break-point of 8.
Even the Rough Riders have a break-point, as they roll a 1 as well.
The Americans are at 8 points towards their break-point of 8.  The Martian has a decisive win!


======================================================================
From the tripods issued a number of ululations.  
"They flee!"

"I am immobile!"
"Chase them!"
"I am bolted to the ground!"
"Do not chase them," advised the now tangled aberration.  
"You are not the war-leader here!  Pursue them and destroy them."
The tone of the Martian ululations reached a joyous tempo as the great war machines advanced after the fleeing prey, heat rays dancing too and fro.  The stink of burning flesh began to reek in the air."
One tripod found a lattice of wire, placed in a beguiling pattern.  A reaper coil reached out to bring it closer for an examination.  Then an explosion.  Two tons of TNT, detonated around the tripod.  A motorvational stilt was blown off to the second knuckle.  The war machine's fall was surreal.  It's crash to the ground was in slow motion, with screaming gyros trying to compensate for changing angle of the driving compartment.  The slowness of the fall saved the occupant from the impact with the ground.  

"I am alive!" was a declaration.  

But the gyro unit, abused beyond its design tolerance, released its spindle.  Accelerated to 15,000 rpm, it burst through the gyro housing, occupant, and hood.  42 kilos of spinning metal shot through the air in a hyperbolic arc to a height of over a mile before grounding.  Landing in a nearby wood, it dug a trench 400 yards long before finding a hardened bolder, splitting it in twain.  

The tripod figures paused. The War Leader the extolled them to pursue anew.  
Whether it was another trap that felled the War Leader or not was never determined.  It might have had the misfortune in finding a deep basement that lead to his collapse.  But his luck held and his tripod was eventually able to extend itself with some aid from another machine. 
The humans were still in sight, and could be still caught, but, his number of effective machines had dwindled, and he could no longer issue the orders.  He began to see the logic in the aberration's thought.  The pursuit was more costly than the battle.  Another such loss would be intolerable.  They would return now with a great victory.
========================================================================
"Well, that was horrible," commented General Muir.
He read through the casualty report.   While no loss was good, the losses in men was about 3%.  Not bad for a total rout of a regiment.  Material losses were even less.  A pair of guns wrecked beyond repair, and a few mechanical failures on the tanks.  11th Regiment was lucky the Martians did not continue the pursuit.  Though elements of 6th Regiment were just getting in position for a counter attack if they did.
Remaining silent, Colonel Anderson stood at ramrod attention.

"At ease Colonel, You are not going to be relieved.  We would run through our officers very quickly if we fired them on every setback.  The regiment had some veterans in it, but the action was just too fast for them to offer the bolstering the recruits needed to hold the line.  Besides, the men are bloodied now, and will do better next time.  Especially when they see how few casualties we actually took."

=====================================================================
House Rules:

Refined Line of Sight Rules (a work in progress):

We will start to use some refined rules for defining Line of Sight.
Unless in ambush (to be defined by the scenario) all units can see each other if within 6” of each other.

Beyond 6”, Human Infantry, Artillery, Motorcycle, BEF vehicles, and Martian Drones and Lobototons are not visible if deeper than 2” in the woods (dense or light)
Beyond 6”, Human Steam Powered vehicles are not visible if deeper than 4” in the woods (dense or light).

Beyond 6” Martian Tripods are not visible if deeper than 2” in or beyond Towering Ruins and Dense Woods, and any terrain type designated as a “Hill”.

            Note: The above is does not count if the hidden units have fired their weapons this turn or last.

The clamp tank does not count as a unit for the purposes of human demoralization.
Units brought back using American Industrial Might count as additional units.  Effectively each unit brought back raises the human demoralization level by .5.  They must be successfully brought onto the board for this purpose.


The Towering Ruins are passable to human vehicles, at half speed, but remain impassable to Martian Tripods.
Humans in Towering Ruins have their defense against heat rays and shock canisters improved as follows:
              Infantry +5/+3, Artillery +4/+2,  Vehicles +2/+2

Humans in Towering Ruins have their defense against green gas  and black dust improved as follows (wind tunnel effects):

              Infantry +2/+2, Artillery +2/+2,  Vehicles +1/+1

When in assault combat, the defenders do not get a bonus for terrain advantages for the "to hit" roll, but do get the terrain armor advantage, if any.


Macadam roads give a movement bonus to tripods.  

Dirt roads give a movement bonus to humans only.


The cost of a Tesla Gun is reduced to 175 points.


The cost of a Land Ironclad is increased to 1,500 points. 


Smoke areas:  Human defenses can contain areas of canisters designed to throw up a large amount of smoke.  Units within the smoke and up to 3 inches behind the smoke are have their defense to heat rays increased by +2.  (Grenadier bombardment, Green Gas and Black Dust ignore this effect)  Beyond that the Martians elevation allows them to shoot and be shot at normally.

Chains obstacle:  Any Tripod crossing the chain obstacle rolls a d10, on a 1 or 2, the Tripod is entangled.  The roll to disentangle on subsequent turns is a 4+.  While entangled, Tripods cannot move, and have their to hit number reduced to 5+.  They may shoot normally.


Tower guns:  Tower guns have the chain obstacle sited in and get an additional +1 to hit a Tripod that is entangled by the chains obstacle (4+ to hit).  Tower guns are well camouflaged and cannot be targeted until they first shoot.  After which the normal 3+ is required to hit.