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PLAYING A GAME OF ALL QUIET ON THE MARTIAN FRONT This section of the rulebook describes how scenarios are chosen, how forces are selected, and how forces deploy ready to take part in the game. At this stage we should say that a perfectly good game can be had using whatever forces you have at hand, played over whatever area you have available, and utilising whatever scenery you please. Players do not have to select armies using the system of points values described, nor are they obliged to use the rules and scenarios presented here. Anyone who prefers to play in this free and self-regulating manner is welcome to do so, and to make up their own scenarios and arrange matters as they please. The scenarios described in this section are designed to give a challenging and reasonably balanced game when used in conjunction with the points values given in the Armies of the Martian Wars section of the rulebook. CHOOSE A SCENARIO Ten scenarios are provided and each describes a different kind of game between the Martians and their human adversaries – the forces of the United States army. In each scenario one player controls the Martians and the other player controls the humans. To begin with, the players must decide which scenario they wish to play. You can either choose a scenario or randomly select one by rolling a die. Some scenarios require specific scenery and – in some cases – specific units on one side or other, so make sure you pick a scenario for which you have suitable forces. Die Roll Scenerio 1 The Outskirts 2 The Bunkers 3 The Cylinder 4 The Harvest 5 The Fortress 6 The Rescue 7 The Ruins 8 The Founder 9 The Excavation 10 The Redoubt Sometimes it is convenient to play a game with a pre-selected force – if you are travelling to a games club for example. If this is the case you can either play the basic Encounter scenario, or any of the Outskirts, Rescue or Ruins scenarios from the chart above. These four scenarios are all suitable for playing using pre-selected forces using typical terrain features of the Martian War. In this situation we recommend that players choose a scenario. THE TABLETOP BATTLEFIELD
Transcript
  • PLAYING A GAME OF ALL QUIET ON THE MARTIAN FRONT

    This section of the rulebook describes how scenarios are chosen, how forces are selected, and how forces deploy ready to take part in the game. At this stage we should say that a perfectly good game can be had using whatever forces you have at hand, played over whatever area you have available, and utilising whatever scenery you please. Players do not have to select armies using the system of points values described, nor are they obliged to use the rules and scenarios presented here. Anyone who prefers to play in this free and self-regulating manner is welcome to do so, and to make up their own scenarios and arrange matters as they please. The scenarios described in this section are designed to give a challenging and reasonably balanced game when used in conjunction with the points values given in the Armies of the Martian Wars section of the rulebook. CHOOSE A SCENARIO Ten scenarios are provided and each describes a different kind of game between the Martians and their human adversaries the forces of the United States army. In each scenario one player controls the Martians and the other player controls the humans. To begin with, the players must decide which scenario they wish to play. You can either choose a scenario or randomly select one by rolling a die. Some scenarios require specific scenery and in some cases specific units on one side or other, so make sure you pick a scenario for which you have suitable forces. Die Roll Scenerio 1 The Outskirts 2 The Bunkers 3 The Cylinder 4 The Harvest 5 The Fortress 6 The Rescue 7 The Ruins 8 The Founder 9 The Excavation 10 The Redoubt Sometimes it is convenient to play a game with a pre-selected force if you are travelling to a games club for example. If this is the case you can either play the basic Encounter scenario, or any of the Outskirts, Rescue or Ruins scenarios from the chart above. These four scenarios are all suitable for playing using pre-selected forces using typical terrain features of the Martian War. In this situation we recommend that players choose a scenario. THE TABLETOP BATTLEFIELD

  • The game can be played on whatever convenient surface the players have, whether that is a kitchen table, a flat board or something comparable. Most gamers will obtain a sheet of suitable board, and the most popular size for such sheet materials is four feet wide and either four, six or eight feet long. Six feet is ideal for most players because it is relatively easy to store away and gives more room to deploy armies than a smaller table. It is also the standard size used in most official tournaments and competitions where it is necessary to fit sufficient tables into the space available. For these reasons we assume that games are played on a standard sized table four feet wide and six feet long. Players who have smaller or larger tables will need to reduce or increase the amount of terrain proportionately. For tables that are less wide some allowance must also be made in games where the objective is to cross the table, in which case either reduce the number of turns played or start the armies further apart. In all these cases we leave it to the players to sort out to their mutual satisfaction. Caption: diagram showing the wargames table with opposing players table edges indicated. The centre line is an imaginary line drawn half way across the table from side to side as shown, dividing one players half of the table from the other. THE SIZE OF GAME Before the game can begin, the players must decide how large a battle they wish to play. All units are allocated a points value and each player must select an army to a maximum value of whatever total the players agree. The bigger the game the larger the army can be, but for a standard sized table we recommend each player fields a force of an army of 1,000 points. We shall therefore assume a value of 1,000 points is being used, although this does not mean players cannot field smaller or larger forces should they wish to do so. However, the scenarios described below assume that players are using standard sized forces on standard sized tables, and where this is not the case some adjustment will have to be made to the amount of scenery available or the length of the game in some cases. CHOOSING FORCES The Martian player chooses 1,000 points of units from the Martian forces available to him. The Human player likewise chooses 1,000 points of units from the Human forces available to him.

    Players table edge

    Players table edge

    Centre line

  • In most of the scenarios players are free to choose whatever troops they wish and can select any number of any given type of unit so long as they do not exceed a total of 1,000 points. The scenarios present players with different objectives and circumstances, requiring a different mix of troops in each case. In some scenarios the player must include a number of specific units, or may be debarred from selecting certain units, or may be limited in the number of units he can select (as in the Founder scenario where the Founder Tripod acts as an objective). In several cases the scenario provides units for free. The value of free units is not included in the armys total points value; they are extra. ARRANGING THE SCENERY Scenery is arranged once both players have selected their forces according to the description given for that scenario. Some scenarios require specific scenery whilst others do not. Ruins are a common feature of games as many battles are fought in the devastation of Americas cities, whilst other battles take place amongst the woods and hills of regions as yet untroubled by the Martian menace. Two of the scenarios are based upon the defence of fixed positions The Fortress and The Redoubt and in both of these scenarios it is necessary to represent these significant features. Terrain areas should be roughly square or circular and about 8x 8 in size or else oblong or triangular and not longer than 12 or wider than 5. These sizes are given with the scenarios and standard table sizes already described in mind, and have been found to work reasonably well. Players are free to ignore these restrictions by mutual consent if they wish. BREAKING THE ENEMY ARMY Many of the scenarios are played until the enemy army is broken so we shall explain what this means once, rather than repeat ourselves endlessly throughout the scenarios. An army is broken if half or more of its units have been destroyed at the end of any sides turn. It is convenient to count up the total number of units in each army at the start of the game and note down how many units it can lose before it is broken. Only units purchased as part of the army are counted towards this total, and never any units included in a scenario for free. Free units are ignored when it comes to calculating how many units an army contains and how many units have been destroyed. Human Fortifications and Martian Static Defences are also ignored even where they are purchased as part of the army. Note that only actual units count towards the break total and not blips or traps. Units included as reserves or reinforcements do count even if they are not actually on the table. All Martian Zombie units are ignored when it comes to calculating how many units a Martian army contains and how many units have been destroyed. Zombies are simply ignored when it comes to breaking the Martian army the Martians regard Zombies

  • as expendable. If it comes to counting up points values at the end of a game to determine a winner, then Zombies count their full value just like other troops.

  • SCENARIO 0: THE ENCOUNTER A Martian break through force has breached the human defence lines and is sweeping towards a vulnerable human town. Human reserves are mobilised to meet the Martians in open battle and throw them back. Terrain Each players half of the table must include four areas of terrain. Starting with the Martian player, each player selects an area of terrain from the permitted types available and places it wholly within his half of the table at least 4 from any table edge and at least 4 from any area of terrain already placed. Terrain areas for this scenario can include: ruins, woods, marshes or hills. Set-up The players must deploy one entire unit at a time alternately, starting with the Martian player, until one army has been set-up in its entirety, at which point the other player can deploy the rest of his army. All units must be deployed within 6 of the players own table edge. No units can be hidden or set in ambush. No units can be kept as reserves in this scenario. Both armies are deployed on the table in their entirety. Objective Each side must try to break the other by destroying as many opposing units as possible. Game Duration The game ends if at the end of either players turn either sides army is broken. If neither side has won by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn. Victory If the game is ended because one side breaks then the other side has won. If both armies should happen to break in the same turn the game is a draw.

    (Humans) Scatter of Terrain

    (Martians) Scatter of terrain

  • If neither army has broken by the end of the game then count up the points values of units destroyed on each side. The side that has destroyed the greatest value of enemy units is the winner. Should both sides have lost exactly the same value then the game is a draw. Designers Note This is a very simple scenario and not necessarily typical of the battles between Martians and forces of the United States, where often humans will be relying upon carefully prepared defences and placement of reserves. However, it is a good scenario to play if you are learning the rules, or if you are playing a game using pre-selected forces and dont have time for a more complex battle. As the human player, be careful to make use of the terrain you have, and try to take advantage of any long-ranged artillery to knock out as many enemy units as possible before the Martians can close upon your force. If you are the Martians you are best advised to use whatever terrain you have to keep out of sight of enemy artillery as you advance, but advance you must if you are to sweep the enemy from the field.

  • SCENARIO 1: THE OUTSKIRTS A roving band of Martian war machines is heading towards the ruined outskirts of a city occupied by human forces. The human troops deploy amongst the ruins ready to meet and hopefully defeat the invaders. The Martians will attempt to drive away the humans and establish a foothold in the city. In this scenario the Martians are the attackers and the humans are the defenders. Terrain The defenders half of the table must include six areas of ruins. These are selected and set-up by the Human player. Ruin areas must be set up at least 4 from any other terrain areas and either wholly within the defenders half of the table or straddling the centre line. Once the terrain has been positioned in the defenders half of the table the Martian player must place three areas of terrain. These can be chosen from ruins, woods, marshes and hills. Terrain areas must be set up at least 4 from any other terrain areas and wholly within the attackers half of the table. Once both players have placed their terrain any terrain areas that are straddling the centre line are disputed and must be diced for. Each player rolls a die for the disputed terrain feature and the highest scoring player can move the feature up to 6 in any direction, making sure there is at least 4 between terrain areas as he does so. Set-up The humans are defending the battlefield and must set-up their entire army and any decoys in the defenders half of the table before any Martians are deployed. Any human units can be deployed hidden as described in the hidden-set rules. Any infantry units can alternatively be set up in ambush in terrain features within the defenders set-up zone, or straddling the centre-line, as described in the ambush rules. In addition to his troops the defender may position two traps in terrain areas that are within the defenders set-up zone, or straddling the centre-line, as described in the trap rules. Once the human army has deployed, the Martians must set-up at least half their units along the attackers table edge with all models/bases touching the edge in so far as possible. Any Martian units not set-up at the start of the battle are automatically

    Defenders (Humans) Ruins

    Attackers (Martians) Scatter of terrain

  • placed in reserve and can be brought on to the battlefield in subsequent turns as described in the reserves rules. Objective The Martians must try to move as many of their units as they can into the human forces set-up zone. The humans must try and stop them without losing too many troops. Game Duration The game ends if at the end of any players turn either side is broken. If neither side has won by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn. Victory The Martians must have at least one unit, excluding Zombies, wholly in the human set-up zone to claim victory in this battle. If there are no Martian units in the human set-up zone by the end of the battle, excluding Zombies, the best result for the Martians is a draw. Any result that would give a Martian victory counts as a draw if the Martians have no units, excluding Zombies, within the human set-up zone. If one side is broken then the other side wins the game, assuming it meets the criteria described above for Martian victory in the case of the Martians. If both sides are broken the result is a draw. If the humans are broken but the Martians fail to meet their criteria for victory then the result is a draw. If neither side is broken, the Martians win if they have at least one unit for every two human units wholly inside the defenders set-up area at the end of the game, excluding any Zombie units. For example, if the Martians have 3 Tripods in the enemy set-up zone they would win if the humans had 6 or fewer units left within their set-up area. If the Martians have too few units inside the human players set-up area to win then the human player wins.

  • SCENARIO 2: THE BUNKERS The Martians are advancing through hills and forests that separate the Martian redoubts from Human settlements. As they advance they encounter outlying defences consisting of bunkers and trench lines. In this scenario the Martians are the attackers and the humans are the defenders. Terrain The defenders half of the table must include six areas of woods, hills or wooded hills. These are selected and set-up by the Human player. Terrain areas must be set up at least 4 from any other terrain areas and either wholly within the defenders half of the table or straddling the centre line. Once the defender has positioned his terrain, the Martian player must place four areas of woods, hills, or wooded hills in the attackers half of the table. Terrain areas must be set up at least 4 from any other terrain areas wholly within the attackers half of the table. Once both players have placed their terrain any terrain areas that are straddling the centre line are disputed and must be diced for. Each player rolls a die for the disputed terrain feature and the highest scoring player can move the feature up to 6 in any direction, making sure there is at least 4 between terrain areas as he does so. Once the other terrain has been set-up the human player must position three fortifications. These can be placed anywhere within 6 of the table centre-line in either players half of the table, and at least 12 apart. Each fortification covers an area roughly 6 x 6. Fortifications can be set-up as close to, or within, other areas of terrain if you wish. Once three fortifications have been set-up as described, the human player can choose to add up to three further fortifications if he wishes. These must be paid for from his points total at a cost of 75 points per fortification reducing the value of his army by removing units to meet the cost if necessary. Fortifications purchased in this way must be positioned on the table wholly within the players set-up zone, more than 6 from the centre-line, and at least 12 from other fortifications. Set-up

    Attackers (Martians) Scatter of terrain

    Defenders (Humans) Scatter of terrain

    Bunkers placed within 6 of centre line and 12 apart.

  • The human deployment zone includes the entire human half of the table behind the centre-line, plus any area in the remaining half of the table covered by fortifications. The humans are defending the battlefield and must set-up their entire army on the table in their deployment zone before any Martians are deployed. Any human units can be deployed hidden as described in the hidden-set rules. Any infantry units can alternatively be set up in ambush in terrain areas that are wholly or partially within the defenders set-up zone, as described in the ambush rules. In addition to his troops the defender may position two traps in terrain areas that are wholly or partially within the defenders set-up zone, as described in the trap rules. Once the human army has deployed, the Martians must set-up at least half their units along the attackers table edge. Any Martians units not set-up at the start of the battle are automatically placed in reserve and can be brought on to the battlefield in subsequent turns as described in the reserves rules. Objective The Martians must try to eliminate the human defences. The humans must try and stop them without losing too many troops. Game Duration The game ends if at the end of any players turn either side is broken. If neither side has won by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn. Victory The Martians must attempt to clear the three fortifications within 6 of the centre-line to win this game. Only these fortifications count, not fortifications added to the defenders half of the table at extra cost. If there are no human units wholly within any of the three fortifications at the end of the game, the Martians win so long as the Martian army is not broken. If the Martian army is broken the result is a draw. If there are human units wholly within any of the three fortifications at the end of the game, the humans win so long as the human army is not broken. If the Human army is broken the result is a draw.

  • SCENARIO 3: THE CYLINDER A Martian cylinder had fallen far from its intended landing zone in the desert close to a human military outpost. The local commander has sent a force to intercept the cylinder and destroy it before the Martians can establish themselves or send reinforcements. In this scenario the Humans are the attackers and the Martians are the defenders. Terrain This battle takes place in the dangerously open and exposed desert where the Martian cylinder had landed. No terrain is used and the human player must rely on speed, daring and luck to achieve his aim. Set-up The attacking human forces begin the game off the table and move onto the battlefield during the first human turn, measuring their first move from the attackers table edge. The Martian player begins the game with a Cylinder (see below). The Martian player can position the Cylinder anywhere within the defenders half of the table at least 6 from any table edge. Up to three Constructor Engines purchased as part of the army in the normal way can be deployed within 6 of the cylinder and within the defenders half of the table, but all other Martian forces must be kept as reinforcements. Martian reinforcements begin the game off the table and move onto the battlefield as and when indicated in the reinforcement rules. Objective The Martians must try to defeat or drive away the humans before the attackers can destroy the fallen cylinder. The Humans must try to destroy the cylinder and its cargo before they are overwhelmed by Martian reinforcements. Game Duration The game ends if at the end of any players turn the cylinder is destroyed or if either side is broken. If the game has not ended by the by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn.

    Defenders (Martians)

    Attackers (Humans)

  • Victory If the cylinder is destroyed then the Human player wins the game regardless of any other considerations. If the Cylinder is not destroyed then the Martians win so long as here are no Human units within 6 of the Cylinder. If the Cylinder is not destroyed and there are Human units within 6 of the Cylinder at the end of the game then the result is a draw. Construction Any Martian Constructor Engines deployed with the Cylinder at the start of the game can build machines or defences in the following way. Constructor Engines can only build if they are within 12 of the Cylinder. Each Constructor Engine can build 1 point in each combat phase, two machines touching can work together and build up 2 points, and three working together can build up 3 points. Markers, such as tiddlywinks, are used to represent points 1 marker = 1 point. Markers are piled up next to the Constructor Engine to mark the spot where the construction is taking place. Points can be accumulated from turn to turn to build bigger and more machines, but only if the Constructor Engine/s remain stationary throughout the turn. If a Constructor Engine moves or is destroyed, any partially built constructions are destroyed as well. If two or three Constructor Engines are working on the same construction then the construction is only destroyed if all the Constructor Engines move or are destroyed. Anything completed during a combat phase can do nothing that turn, but is fully activated at the conclusion of the turn on the spot where the markers were placed. Construction Points to build Generator 1 point Sentinel with heat ray 2 points (up to a maximum of six) Tripod with heat ray 4 points (up to a maximum of three) The Cylinder The Martians travel to earth in huge metallic cylinders that carry a number of Martians together with prefabricated parts from which they can make their various machines and begin to build defences. In this scenario the Martians have had time to assemble up to three Constructor Machines, though the Martian player does not have to take advantage of this if he prefers to rely upon his reinforcements alone. The Cylinder can be attacked and potentially destroyed by the Humans and has stats as follows. Note that with the Cylinders Armour rating of 14 the Human player will have to take at least some Assault troops or Rough Riders armed with explosives to crack open the Cylinder before it becomes vulnerable to other weapons. Open box out for game details

  • Element Type Speed Armor Weaponry Special Cylinder Exceptional None 14 None Special Rules Cylinder. If the Cylinder suffers one or more points of damage from a units shooting or assault then it is not automatically destroyed, instead roll a die and consult the following chart. If the Cylinder has suffered more than one point of damage add +1 to the die roll for each additional point of damage scored. For example, if a Cylinder has taken three points of damage roll a die and add +2. Note that a Cylinder cannot be destroyed by a single point of damage inflicted by an attacking unit, a minimum of two points have to be scored by an attacking unit because a roll of 11 or more is needed to destroy it. Cylinders are tough! 1-10. The Cylinder is damaged and its Armour stat is reduced by 1. 11 or more. The Cylinder is destroyed. Damage caused upon a Cylinder can be repaired by a Constructor Engine using its standard Repair rule, but only up to a maximum Armour stat of 10. A Cylinder reduced to an Armour value of 10, 11, 12 or 13 cannot be repaired.

  • SCENARIO 4: THE HARVEST A Martian force has broken through the human lines and is harvesting captives that will be transformed into Zombie troops, rendered into food to raise the growing brood of Martians, or used in some other fashion to further the Martians diabolic ends (we dare not even begin to imagine the horrific fate faced by our captives and suggest that you dont either). Human troops are dispatched to hunt down the Martians and drive them away, or at least win enough time for the bulk of the civilian population to flee to safety. In this scenario the Martians are the attackers and the Humans are the defenders. Terrain To begin with the Human player selects three areas of terrain chosen from woods, hills, marshes and ruins. The Human player positions this terrain as follows: one terrain area must be set up straddling the centre line, the remaining terrain areas must be set-up wholly within the defenders half of the table at least 4 from any other terrain areas and at least 6 from the defenders own base edge. Once the terrain has been positioned in the defenders half of the table the Martian player must place three areas of terrain in the attackers half of the table. These can also be chosen from woods, marshes, ruins or hills. Terrain areas must be set up at least 4 from any other terrain areas, at least 6 from the Martian table edge, and wholly within the attackers half of the table. Once both players have placed their terrain the terrain area that is straddling the centre line is disputed and must be diced for. Each player rolls a die for the disputed terrain feature and the highest scoring player can move the feature up to 6 in any direction, making sure there is at least 4 between terrain areas as he does so. Set-up For each area of terrain in turn, the human player rolls a D10 and places that number of Human Civilian elements within the terrain area. These are the human civilians that the Martians must attempt to capture and which the Humans must attempt to rescue. Each Civilian element is an individual unit. Civilians are part of the Human side, although they are unarmed of course, and free! Civilians do not count towards the Human army for purposes of calculating whether the army is broken. Once Civilians have been placed, the Martian player must set-up the entire Martian army within 6 of the attackers table edge.

    Defenders (Humans) Scatter of terrain

    Attackers (Martians) Scatter of terrain

  • Once the Martian army has deployed, the Human player must set-up half his units within 6 of the defenders table edge (round down if an odd number). Human units not set-up at the start of the battle are automatically placed in reserve and can be brought on to the battlefield in subsequent turns as described in the reserves rules. Objective The Martians must try to capture as many Human civilian elements as they can and kill those they cannot capture. The Human player must attempt to save as many civilian elements as he can and prevent the Martians carrying off their prisoners where possible. Harvester Tripods that destroy a Civilian element during an assault stuff the civilians into their baskets alive. A Harvester Tripod can capture a maximum of three Civilian elements in this way at which point its basket is full. Once a Harvester Tripods basket is full any further civilians it destroys will count as dead. A Harvester Tripod can transfer its captives to a Cage Machine, freeing it up to capture more Civilians. A cage machine can hold up to any number of captive Civilians. If a Cage Machine or Tripod is destroyed then any captives it has are also destroyed. If a Tripod or Cage Machine leaves the table then any captives it has count as prisoners of the Martians. At the end of the game, any Civilians held captive by a Tripod or Cage Machine are counted as Martian prisoners. Any Civilians that leave the battle from the Human players table edge are considered safe and are saved. As the Human player can move Civilian elements in his turn, it will be relatively easy to save those close to the table edge, and less easy to save those closer to the Martian table edge. Civilians that either destroyed or which are still on the table at the end of the game are neither captured nor saved and count for neither side. Game Duration The game ends if at the end of any players turn there are no Civilian elements left on the table, or if either sides army is broken. If the game has not ended by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn. Victory The Martian player wins if the Martian army is not broken and he captures more Civilian elements than the Human player saves. If the Martian army is broken and the Martians have more prisoners than saved Civilians then the result is a draw

  • The Human player wins if the Human army is not broken and he saves more Civilian elements than the Martians capture. If the Human army is broken and the Humans have more saved Civilians than prisoners then the result is a draw. In the event that the number of captives and the number of saved elements is the same, then if one side is broken and the other is not the unbroken side wins, otherwise the result is a draw.

  • SCENARIO 5: THE FORTRESS The defences of the Mississippi are the most formidable of many similar defence works raised behind Americas biggest rivers and around American cities. Martians wading beneath the water and mounting a concerted attack upon the Memphis Bastion finally succeeded in breaching the Mississippi defences. In this game the Martians mount an attack from the water against Human fortifications and must overcome the defenders and break through. In this game the Martians are the attackers and the Humans are the defenders/ Terrain The Martians must mount their attack across a river whose shallow edge and muddy banks lie along the attackers edge of the board and extend 12 on to the table. The main, deep-water part of the river lies beyond the table itself. The river banks counts as difficult ground. The rest of the attackers half of the table is empty. The defenders half of the table includes a fortress wall that runs from one side to the other immediately behind the centre-line. This fortress wall cannot be crossed except where a section is breached, after which it counts as an area of ruins (See Defence Works pX). The Human player can choose to position up to three fortifications within the defenders half of the table, behind the fortress wall, if purchased separately as part of his forces. Fortifications cost 75 points each and the player must reduce the value of his army by removing units to meet the cost if necessary. These can be placed anywhere behind the fortress wall at least 12 apart. Each fortification covers an area roughly 6 x 6. Open Box If you wish to play this game as an assault upon a city then replace the river with areas of ruins and or marches to represent abandoned suburbs and flooded defence works. Big cities are often surrounded by several concentric rings of fortress walls, sometimes linked by tunnels and covered roadways to allow troops to move easily between them. Close Box Set-up

    RIVER

    Defence line

    Attackers (Martians)

    Defenders (Humans)

  • The Human player must set-up his entire army within the defenders half of the table. Infantry and/or artillery can be positioned on the fortress wall itself, taking up positions within the walls defences. Remaining infantry/artillery and all other kinds of troops must be set-up behind the wall. Any human units can be deployed hidden as described in the hidden-set rules, and units or decoys can be hidden on the fortress wall if desired. Infantry units can alternatively be set up in ambush as described in the ambush rules, and if set-up in ambush on the fortress wall each section of wall is treated as a separate terrain feature. Once the human army has deployed, the Martians must set-up at least half their units along the attackers table edge with all elements touching the edge. Any Martian units not set-up at the start of the battle are automatically placed in reserve and can be brought on to the battlefield in subsequent turns as described in the reserves rules. Objective The Martians must try to overcome the fortress defences and reach the opposing players table edge. As soon as one Martian unit leaves the battlefield by the Human players edge the Martians have won. The Humans must try to prevent the Martians breaking through. Game Duration The game ends once one side is broken or as soon as a Martian unit leaves the table by the defenders table edge, excluding Zombies. Note that fortifications purchased as part of the Human army are not units and are ignored for purposes of working out if the army is broken. If the game has not ended by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn. Victory If the Martian player gets one or more units, excluding Zombies, off the opposing table edge the Martians win. If the Martians fail to get at least one unit of the opposing table edge then the Human player wins so long as the human army is not broken. Note that fortifications purchased as part of the Human army are not units! If neither side can claim an outright victory as described above then the result is a draw.

  • SCENARIO 6: THE RESCUE With the development of reconnaissance aircraft American forces gained their first significant advantage over the invaders. Airmen were able to observe Martian forces and positions with relative impunity. The natural hazards of flight are a considerable obstacle alone, and inevitably many aircraft are lost to accidents, weather, and mechanical failure. In this scenario an aeroplane of the Signal Corps Aeronautical Division has crashed amongst dense terrain on its way back from photographing Martian positions. Its crew are either dead or injured. Both human and Martian forces race towards the wreckage to recover whatever secrets it contains. In this game both sides must attack to achieve their objectives. Terrain The table must include ten areas of terrain including at least three hills and three woods, and can otherwise include marshes, boulder-strewn or similar difficult ground, or ruins. The players take it in turns to position the terrain and can place terrain in either half of the table or straddling the centre line. Terrain areas must be set up at least 4 from any other terrain areas already placed. Once the terrain has been placed, each player can reposition one item of terrain that lies wholly within his half of the table to anywhere within his own half of the table or he can remove it altogether. Repositioned terrain must be at least 4 from any other terrain already on the table. Set-up The crashed aeroplane is placed in the centre of the table. The players each roll a die and the highest score can decide to deploy first or second. Up to half the units in the army can be deployed along its own sides table edge with all elements touching the table edge. Any units not set-up at the start of the battle become reinforcements and arrive on to the battlefield in subsequent turns as described in the reinforcements rules. Once the first player has deployed his force, the second player deploys in the same fashion, keeping back those units not deployed as reinforcements.

    Humans Scatter of Terrain

    Martians Scatter of terrain

    plane

  • Objective The objective is to recover the camera from the wreckage of the aeroplane and carry it off the players table edge. Any element that moves into touch with the wreckage of the aircraft can take the camera automatically. Once taken, the element carries the camera until the element is destroyed. If the element carrying the camera is destroyed, the camera is dropped on that spot and can be picked up again by any other element in the same fashion. If an element carrying the camera is destroyed by means of an assault then one of the elements in the opposing enemy unit captures it (the capturing player selects which one). Game Duration The game ends if at the end of any players turn the camera has been carried off either players table edge, or if either army is broken. If the game has not ended by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn. Victory If the camera has been carried off the table at the end of the game that side wins. Otherwise, the side that is carrying the camera at the end of the game wins so long as it is within its own table half and the army is not broken. If no side can claim victory then the result is a draw.

  • SCENARIO 7: THE RUINS A city destroyed by the Martians has been reoccupied by its human defenders. The defenders have constructed a network of tunnels, concealed fire-pits, and booby-traps to catch marauding Tripods. The Martians must attempt to root out the defenders. This scenario requires a great deal of terrain in the form of ruined buildings and is, essentially, a fight over ruins that extend over the entire playing area. In this game the Martians are the attackers and the Humans are the defenders. Terrain The table must include twelve areas of ruins up to six of which can be hills with ruins on top. Starting with the Martian player, the players take it in turns to select and position an area of terrain from those available. An area of terrain can be placed in either half of the table or straddling the centre line. Terrain areas must be set up at least 4 from any other terrain areas already placed. Once all the terrain has been placed, each player can reposition one item of terrain that lies wholly within his half of the table to anywhere within his own half of the table. Repositioned terrain must be at least 4 from any other terrain already placed. Set-up The humans are defending the battlefield and must set-up their entire army before any Martians are deployed. Human units can be deployed anywhere on the table including in the attackers table half if they wish, but not within 6 of the attackers table edge. Any human units and decoys can be deployed hidden as described in the hidden-set rules. Infantry units can alternatively be set up in ambush as described in the ambush rules. The defender may position three traps in terrain areas anywhere on the table as described in the trap rules. Once the human army has deployed the Martians must set-up at least half their units along the attackers table edge with all elements touching the edge. Any Martian units not set-up at the start of the battle are automatically placed in reserve and can be brought on to the battlefield in subsequent turns as described in the reserves rules. Objective

    Defenders (Humans) Ruins

    Attackers (Martians)

  • The Martians must try to destroy the human defenders and drive them from the ruins. Game Duration The game ends if at the end of any players turn either side is broken. If the game is not ended by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn. Victory If one side is broken and the other is not then the unbroken side wins. If both sides are broken the result is a draw. If neither side is broken, the Martians win if they have at least one unit for every two human units wholly inside the defenders half of the table at the end of the game, excluding any Zombie units. For example, if the Martians have 3 Tripods in the enemy half of the table they would win if the humans had 6 or fewer units left within their half of the table. If neither side is broken and the Martians have too few units inside the human players half of the table to win then the human player wins.

  • SCENARIO 8: THE FOUNDER A Founder Tripod escorted by a large Martian force is making its way across a region recently abandoned by Human forces. Aerial observers report the progress of the Founder Tripod. Military intelligence suggests the Martians are about to establish a Redoubt in this newly conquered territory. An expedition is dispatched to meet and destroy the Founder Tripod before it can begin its work. In this game the Humans are the attackers and the Martians are the defenders. Terrain Each half of the table must include four areas of terrain. Terrain can be woods, hills, wooded hills or marshes. Starting with the Martian player, the players take it in turns to select and place an area of terrain from those available. A player must place terrain wholly within his own half of the table. Terrain must be set up at least 4 from other terrain already placed and at least 4 from any table edge. Set-up In this scenario the Martian army includes a single Founder Tripod for free. It cannot include other Founder Tripods. The Martian player sets up first and must delpoy at least half his units along the Martian table edge including the Founder Tripod. All elements must touch the table edge. Any Martians units not set-up at the start of the battle are automatically placed in reserve and can be brought on to the battlefield in subsequent turns as described in the reserves rules. Once the Martian player has set up his forces the Human player can deploy up to half his units along the Human table edge with all elements touching the table edge. Any Human units not set-up at the start of the battle are automatically placed in reserve and can be brought on to the battlefield in subsequent turns as described in the reserves rules. Objective The Martians must try to move their Founder Tripod off the Human table edge or at least prevent its destruction. The humans must try to destroy the Founder Tripod or at least prevent it leaving the battlefield by the Human players edge by the end of the game. Game Duration

    Humans Scatter of terrain

    Martians Scatter of terrain

  • The game ends at the end of any players turn if the Founder Tripod is either destroyed or has left the table by the Human players table edge, or if either side is broken. Note that the Founder Tripod itself does not count for purposes of working our whether the Martian army is broken. If the game has not ended by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn. Victory The Martian player wins if he can move his Founder Tripod off the opposing Human players table edge before it is destroyed. The Human player wins if he can destroy the Founder Tripod before it can move off the Human players table edge, or if the Founder Tripod leaves the table by any other table edge (whether deliberately or otherwise!). If none of the above applies, then if one army is broken at the end of the game and the other army is not, the unbroken army is the winner. In any other situation the game is a draw.

  • SCENARIO 9: THE EXCAVATION Aerial observers have discovered Martians busily building a new Redoubt. Human forces are sent to destroy the Martians before they can complete their excavations. In this game the Humans are the attackers and the Martians are the defenders. Terrain The table includes eight areas of terrain including at three Martian pits in the defenders half of the table. Terrain can be, hills, rubble-strewn ground, woods, or Martian pits. Starting with the Martian players, the players take it in turns to position areas of terrain from the terrain available. Players can place terrain in either half of the table or straddling the centre line. Martian pits can only be positioned wholly within the defenders half of the table, but can be placed by either player. Terrain areas must be set up at least 4 from any other terrain areas already placed. Martian pits count as rubble-strewn difficult ground and do not obstruct line of sight (Clear LOS). Set-up To begin with, the Martian player must set up any static defences included in his force (Sentinels, Detectors or Generators) within the Martian pits on his side of the table. The Martian player can deploy any Constructor Engines he has anywhere within his own half of the table. No other Martian forces are placed on the table at the start of the game. If the Martian players force does not already include either static defences or Constructor Engines, the player can purchase any number of these to add to his army, deleting whole units from his force to provide the necessary points. All other Martian forces are reinforcements and move onto the battlefield as indicated in the reinforcement rules. In this game reinforcements can deploy onto the table edge in the usual way for reinforcements, or they can deploy directly into any of the Martian pits so long as there are no Human elements in the pit. If a pit has at least one Human element within it then Martian reinforcements cannot deploy into that pit even if the Humans have not captured it as described below. Once the Martian player has set up the forces available to him, the Human player can deploy up to half his units along the Human table edge with all elements touching the table edge. Any Human units not set-up at the start of the battle are automatically

    Defenders (Martians)

    Attackers (Humans)

  • placed in reserve and can be brought on to the battlefield in subsequent turns as described in the reserves rules. Objective The Humans must attempt to stop the Martians completing their excavations by capturing and holding all three Martian pits. A pit is captured if there is at least one Human element in the pit and no Martian elements in the pit at the end of a turn. It remains captured only so long as there is at least one Human element in the pit and no Martian elements in the pit at the end of each subsequent turn. A pit can potentially be captured, lost to the Martians, and recaptured throughout the game, but only counts as captured if occupied by at least one Human element and no Martian elements at the end of a turn as described. Game Duration The game ends if at the end of any players turn all three pits are captured by the Human player, or if either army is broken. If the game has not ended the by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn. Victory If all three pits are captured by the Human player at the end of the game the Human player wins. The Martians win if the Human player has captured no pits when the game ends. If neither of the above applies, then if one army is broken and the other is not the unbroken army has won. If no army can claim victory at the end of the game then the result is a draw. Construction The only mobile units the Martian player can deploy at the start of the game are Constructor Engines. In this scenario Constructor Engines can build other units as follows. Constructor Engines can only build if they are within 12 of a pit. Each Constructor Engine can build 1 point in each combat phase, two machines touching can work together and build up 2 points, and three working together can build up 3 points. Markers, such as tiddlywinks, are used to represent points 1 marker = 1 point. Markers are piled up next to the Constructor Engine to mark the spot where the construction is taking place. Points can be accumulated from turn to turn to build bigger and more machines, but only if the Constructor Engine/s remain stationary throughout the turn. If a Constructor Engine moves or is destroyed, any partially built constructions are destroyed as well. If two or three Constructor Engines are working on the same construction then the construction is only destroyed if all the Constructor Engines move or are destroyed.

  • Anything completed during a combat phase can do nothing that turn, but is fully activated at the conclusion of the turn on the spot where the markers were placed. Construction Points to build Generator 1 point Sentinel with heat ray 2 points (up to a maximum of six) Tripod with heat ray 4 points (up to a maximum of three)

  • SCENARIO 10: THE REDOUBT The Martians grip upon the Earth is secured by means of gigantic bases dug into the ground and tunnelled into the bedrock. From these bases the Martians mine for raw materials, build their war machines, herd human captives, and raise fresh generations of conquerors. Like an ants nest a Redoubt conceals a network of tunnels and caverns, the extent and purpose of which is impossible to observe. Above ground the Redoubt takes the form of a crater whose rim is raised high with the spoil of Martian excavation. In this game a human assault force spearheaded by new Land Ironclads attempts to mount an assault upon a Redoubt. In this scenario the Humans are the attackers and the Martians are the defenders. Terrain The attackers half of the table contains four terrain areas chosen from either hills or patches of red weed woods. The defending player places these in the attackers half of the table anywhere at least 4 from any table edge and from each other. The defenders half of the table includes the rim of the redoubt, extending from one side to the other immediately behind the centre-line. The rim is 6 wide and counts as difficult ground. Aside from Tripods and other Martian machines, any units from either side attempting to move on the crater rim must test to determine if they become stuck or bogged down as described in the rules for Martian Redoubts (see pXX). Set-up The Martian player must set up any static defences he has included in his force (Sentinels, Detectors or Generators) along the crater rim. No other Martian forces are placed on the table at the start of the game. The remainder of the Martian army forms reinforcements that enter the battle as described for the reinforcement rules. Once the Martian player has set-up his static defences the Human player must set up at least half his army along the attackers table edge, with all elements touching the edge. Any Human units not set-up at the start of the battle are automatically placed in reserve and can be brought on to the battlefield in subsequent turns as described in the reserves rules. Objective The Humans must try to overcome the Martian defences and reach the opposing players table edge. As soon as one human unit leaves the battlefield by the Martian

    Crater rim

    Human attackers

    Martian defenders

    Scatter of terrain

  • players edge the Humans have won. The Martians must try to prevent the Humans from breaking through. Game Duration The game ends as soon as one Human unit leaves the table by the opposing defenders table edge, or if either side is broken at the end of any turn. If the game is not ended by the time both sides have played six turns then roll a die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn. Victory If the Human player gets one or more units, off the opposing table edge the Humans win. If the Humans fail to get at least one unit of the opposing table edge then the Martian player wins so long as the Martian army is not broken. If neither side can claim an outright victory as described above then the result is a draw.