Tuesday, May 13, 2025

AQMF v2.0 First Pass

A Headless Body Production

Location: Phil's Basement
Event: I just finished painting some of the new figures and dammit, I'm going to put them on the table!
Game: Return of the Tripods
Scenario: just putting them on the table.  No special rules, open terrain, just ignore the hills on the side...
Players: Solitaire.

I finished enough figures to try out the rules for familiarization.  

The Germans:
2 platoons of Oberschlesien tanks painted sans decals.  50 points
1 platoon of A7Vs, Armored Personal Carriers sans troops. 20 Points

The Martians:
2 Tri-links of Raider Tripods. 70 points

This is just me trying to work out the nuances.  Much of the game is the same from the original version, which can lead to confusion when it isn't.

For instance, human vehicles can take multiple hits.  

One thing that is confusing is with the army builds.  There are plenty of add-ons for every unit.  Some are obvious, like +5 points to make tanks veterans.  Some are less obvious, like additional elements to a rifle company.  Which are only primed at this time, so a concern for a later date.

Then there are command points for humans, and Tri-links for the Martians. 

The Oberschlesien tanks are listed as 2 command points per platoon.  Does this mean they provide 2 command points each, or require 2 command points to bring on the board?  And what are command points used for?  Are they required for special orders?  I know that command points can be applied after the initiative die roll.  But anything else?  I'll have to research that further.

The Tri-Links of the Martians are used to modify their initiative rolls.  Which is a huge advantage.  But what happens when a unit's link is broken?  Does the remaining tripods go unresponsive?  Or just unable to apply orders like Double-Time or Pour-it-on? 

The Board:

Just a simple setup.  No terrain to speak of.  Reapers, when they detonate, have a 4" explosion range.  So they are set up 6" apart.

I was surprised that Oberschlesien (say that three times fast) were only 25 points, so I added the assembled, but unpainted A7V Troop carriers, without any infantry.

A question about the A7V's.  Their standard kit are rapid fire Machinegun's (x2).  They are assembled with 4 of them.  Do they count as just one MG, and roll 2 dice, or 2 MG's per side and roll 4 dice, or 4 MG's and roll 8 dice?  

Until corrected, I decided that they count as 2 MG's per side and 4 dice.

Question about Oberschlesien platoons.  The card has an option, (0-2) Oberschlesien tank 10 pts.   Does that mean you can field a 5 tank platoon for 45 points?  25 for the base of 3, +20.  Then there is a Veteran option.  5 pts.  Is that cost the same to upgrade a 3 vehicle platoon as 5?  Or is that 5 points per tank?


The Martian raiders are deployed.


The boards edge is the water.  Terrain and debris from previous games are in evidence.
Turn 1:

The Martians have a big advantage in rolling for initiative.   Gaining a +1 bonus for each active Tri-Link.

The Germans have issued Double-Time to all their units.  The Martians, none, expecting to apply a free "Maximum Effort," for free to one of their units after they win the initiative. 

And this is why we roll dice...


The Germans activate one of their Oberschlesien platoons.  Having assigned "Double-Time", they roll a die adding 6" to their normal movement. 

Which puts them just within main gun range of the opposing Martians.
Scoring 1 hit, but no penetrations.

A major difference between v1 and v2 is that movement is interleaved.  One side activates a unit, then the other.  The old version was the side with initiative got to move and shoot all their units.

Laughing at the human weapons, the raider tripods advance and fire their blasters.  2 shots per raider, and +2 power.

And score negligible damage.

The next platoon of Oberschlesien also have "Double Time" orders, but were not enthusiastic about it, and advance only a couple of inches.

Their opposing raiders have a range disadvantage, just 15" vice the Oberschlesien 24.  And cannot get in range at this time.

The A7V's also move too slow to engage.

Turn 2:

This time the Germans give "Pour-it-on" orders to all their units.  

Roll for initiative,  The Martians still have a +2 advantage on the dice off.

OOOkkkk... then.

The first Oberschlesien platoon advances to MG range and whiffs every roll!
The dice are set to 1's for drama's sake.  There were more rolls as well because the MG's double fire.  But every roll of the 9 dice were under the 6 needed to hit the tripods.

 But wait!  "Pour it on" means re-roll all misses.



Not much better....

But enough for a couple of hits.

The Martian blasters score a pair of hits as well.

The red splot marker is substituting in for a shock counter, which are primed, but not painted.  The Oberschlesien on the left will need a morale check.  As it it has 3 hits against it's structure of 4 and a shock counter. The middle tank is not required to take morale as it has more structure than shock counters.  

And to avoid over dramatizing the situation, the left most tank passed it's morale check at the bottom of the turn.

The next Oberschlesien platoon advances to MG range as well. 

Scoring a basket of hits. 

They avoided exploding 3 times, but are just as dead.

The last Tripod of the wrecked unit was already in range of this tank, and fired to good effect.  The Germans had enough and abandoned their flaming vehicle.

Again, I don't know what the effect here is for a broken Tri-Link.  Was the raider entitled to a shot or a move?  

Since the raiders only have armor of 6, I decided to expose them to the MG's on the flank of the A7V's, vice the more powerful main gun.

I allowed for 2 MG's per side, per A7, and rapid fire, for a total of 12 dice.

I now believe that giving them 2 MG's on the side for 4 dice is overpowered.  That raider didn't just explode.  It was trashed, grated, perforated, then exploded. 

Turn 3:

The Germans issue "Pour-it-on" orders to all their units.  The Martians also issue the same order to their remaining unit.

They have +3 to the initiative roll to the Martians 1.

Not that it mattered.

The Germans go for a repeat of turn 2.  12 dice.  It wasn't even close.


The remaining Tripods fire their blasters.  But the Oberschlesien's armor just proved too tough.
 

And I think the condition of the Oberschlesien platoon is that it requires not require a morale check.  It has 4 structure remaining and two shock indicators.  The tank on the right succeeded it's morale check on an earlier turn.


The Oberschlesien return fire destroys another Tripod.

Turn 4:

The Martians have had enough.  If they get the initiative they will flee off the board. 

Well, that isn't happening...

2 of the A7V's line up to perform the coup de grâce.  My understanding is vehicles can shoot through infantry, but not other vehicles.

So that is it.  I would appreciate any commentary as to what I did wrong.  

The Germans were extremely lucky to get the initiative 4 rounds in a row when the odds were against them.   It didn't matter on turn 1, but once they were in short range, it was all to their advantage.

IMHO, the A7V's are overpowered the way I ran them.  So far, the commentary on the FB page is 4 shots to a side is correct.  But I'll wait for an official opinion.

I'll have to look at the "Pour it on" order.  That seems overpowered as well.  Maybe there is a limit as to how often it can be applied.  Like a command point limit.  

 

 

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