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Thread: Tactical Walk Through of Martian Tripods

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    Default Tactical Walk Through of Martian Tripods

    Thought I would start a walk through of the Martian Tripods from the little data we have to hand - as and when more info comes to light I will add to the thread to develop it further. If there is something you'd like to see let me know & I'll see if I can fit it in. It is very definitely a work in progress.
    Descriptive words and images are from Ares.


    Mk.I Tripod "Locust"
    The first tripod involved in combat with Earth forces, the “Locust” remains nonetheless one of the most feared Martian machines. Armed with lethal black smoke launchers, an effective heat-ray, and with an excellent combination of speed and armour, it has brought death and destruction to Humanity in a way which was never imagined before.
    The Locust model is 7 cm tall - in our WW1 1:144 scale, this means it is about 10 meters (32'+) tall - a three-storey building.
    Click image for larger version. 

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    (WGF801A - WW1-Wings of Glory-Mk.I "Locust" Tripod Pack).
    It can be seen from the base that the "Locust" Tripod has energy shields protecting it's rear, rear quarters and sides, mounts black smoke launchers on it's rear quarters, and medium heat ray projectors to the front and front quarters.
    Manoeuvre: TA deck (Average speed currently?)
    Damage: Y deck
    Resistance: 18 ’hit points’
    Turn/swivel ability: May turn to any facing except the rear facing on a manoeuvre/action phase
    Energy: Max 8
    Recharge: Max 3


    Mk.II Tripod "Scarab"
    With its powerful heat-ray and nearly indestructible armoured shell the "Scarab" is the most fearful embodiment of the alien technology of the Martians during the first wave of invasion.
    The Scarab is 7 cm tall, like the Locust - a giant 10-meters (32'+) high monster when scale is taken into account.
    Click image for larger version. 

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    (WGF802A - WW1-Wings of Glory-Mk.II "Scarab" Tripod Pack).
    It can be seen from the base that the "Scarab" Tripod has energy shields protecting it's front & rear including the quarters, mounts black smoke launchers on it's rear and on it's front quarters, and a heavy heat ray projector to the front.
    Manoeuvre: TB deck (average speed)
    Damage: X deck
    Resistance: 24 ’hit points’
    Turn/swivel ability: May turn to front quarter & side facings on a manoeuvre/action phase
    Energy: Max 10
    Recharge: Max 3


    Mk.III Tripod "Squid"
    Agile and deadly, the “Squid” is one of the most lethal weapons of the Martian invaders. Its arrival often is a warning of the coming of a massive assault of the Tripods, but one of these scouts is well able to destroy Earthlings by himself.
    The Squid is "only" 5 cm tall (more than seven meters - 23'+). If you meet him around the corner, it's as tall as a second storey building.
    Click image for larger version. 

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    (WGF803A - WW1-Wings of Glory-Mk.III "Squid" Tripod Pack).
    It can be seen from the base that the "Squid" Tripod has energy shields protecting it's front and sides, mounts a black smoke launcher on it's rear as well as medium heat ray projectors on its front and front quarters. What cannot be seen as clearly is that it also mounts heat ray projectors on it's rear quarters - beware if he turns his back !
    Manoeuvre: TC deck (Fast Speed)
    Damage: Y deck
    Resistance: 12 'hit points’
    Turn/swivel ability: May turn to any facing on a manoeuvre/action phase
    Energy: Max 6
    Recharge: Max 4


    Mk.IV Tripod "Cuttlefish"
    Is the Mk.IV Tripod the ultimate weapon of the invaders… or is this monstrous achievement of alien technology just the forerunner of even worse things to come? With its powerful energy shields, long-range heat ray, multiple black smoke launchers, the “Cuttlefish” is as yet undefeated on the battlefield - but the best WW1 aces are ready to find out who will be the first to destroy one.
    The Cuttlefish is the largest tripod we have seen developed - its model is 10 cm tall. A gargantuan hi-tech monster, towering above anything else on the battlefield at over 14 meters (46'+) !
    Click image for larger version. 

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    (WGF804A - WW1-Wings of Glory-Mk.IV "Cuttlefish" Tripod Pack).
    It can be seen from the base that the "Cuttlefish" Tripod has energy shields protecting it's rear, rear quarters and sides, mounts black smoke launchers on it's rear and rear quarters, a heavy heat ray projector to the front and medium projectors to the front quarters.
    Manoeuvre: TD deck (Fast Speed)
    Damage: X deck
    Resistance: 20 ’hit points’
    Turn/swivel ability: May turn to any facing except the rear facing on a manoeuvre/action phase
    Energy: Max 10
    Recharge: Max 3

    Note: The Cuttlefish has two wide side steps to the right but not to the left. Confirmed by our Italian sources...
    https://www.wingsofwar.org/forums/sh...ver-Deck-error #38

    Tripod Manoeuvres:
    Reports are that the Tripod movement can seem staccato - it would appear that they must come to a standstill to take some actions, including changing facing and before reversing direction. Yes - These machines can reverse direction for a manoeuvre before resuming a forward direction. (could that become known as moon walking... ? )
    Currently there appear to be two speeds for the Martian Tripods - Approx 3.4 cm for TA & TB manoeuvre decks used by the Locust & Scarab's; approx 4.8cm for TC & TD manoeuvre decks used by the Squid & Cuttlefish. Martian bases are approx 5.9cm fore & aft so those with TA/TB deck will move approx 9.3cm total; those with TC/TD deck will move approx 10.7cm. When compared with the slow/average/fast/fastest aircraft who can move 8.9cm/9.5cm/10.7cm/12.8cm respectively you get an idea how quick these devils are when they do move.
    Each deck has different manoeuvre options:
    TA has 9 cards, TB has 11 cards, TC has 13 cards, TD has 17 cards
    Manoeuvres observed are similar to our aircraft - straights, turns, sidesteps, short straights, sharp turns, wide sidesteps -
    some manoeuvres prevent the Tripod taking actions, some require it to expend energy.
    Illegal manoeuvres will topple a Tripod, as might overlapping another Tripod, a combat result, or, terrain features.
    A toppled Tripod is deemed to have no energy and therefore very vulnerable to attack.


    Martian Weapons:

    Heat Rays:
    So far we have identified two types of heat ray projector (H-R) on the Tripods designated heavy (red) and medium (yellow).
    The difference appears to be the heavy projector has a greater range and spread than the medium; it causes more numerical damage but the effects are similar.
    Ranges:
    Heavy = 29.8cm x 2.5cm at it's widest (Some reach !)
    Medium = 20cm x 1.6 at it's widest (So longer than the aircraft range ruler and fires from the card edge not a peg)

    The different weapons don't have a specific damage deck assigned to them but the machines are assigned a damage deck depending on their configuration - medium heat ray only use Y deck, heavy heat ray, or, combination of both, use X deck.
    (looks like an opportunity to house rule - below is what Andrea had to say)
    Andrea: In the designers intention, the firepower depends on the tripod and its inner circuits so the damage is the same in any direction. The range depends on the projectors, so it may vary in different directions.
    If you want, you can house rule that.
    https://www.wingsofwar.org/forums/sh...fish-Heat-Rays

    NB. As yet there is no information on a light Heat Ray, its damage or effects.


    Heavy Heat Ray Damage:

    X Deck (32 cards)
    16 x 0 – none with special damage
    2 x 3 – 1 left rudder, 1 right rudder
    1 x 4 – smoke
    1 x 5 – wounded pilot
    2 x 6 – 1 fire, 1 engine damage
    2 x 7 – 1 wounded pilot
    2 x 8 – 1 smoke, 1 fire
    1 x 9 – no special damage
    1 x 10 – no special damage
    1 x 11 – no special damage
    1 x 12 – no special damage
    2 x BOOM cards

    Medium Heat Ray Damage:

    Y DECK (32 cards)
    16 x 0 – none with special damage
    2 x 1 – none with special damage
    2 x 2 – 1 left rudder, 1 right rudder
    1 x 3 – smoke
    1 x 4 – fire
    2 x 5 – 1 wounded pilot
    4 x 6 – 1 fire, 1 engine damage, 1 wounded pilot
    1 x 7 – no special damage
    1 x 8 – no special damage
    2 x BOOM cards

    Information coming in is that target acquisition may not be straight forward for the Tripods and once the process is set in train the selected projector will fire whether they are on target or not.
    Once fired the projector's generator needs a period of cooling before they become functional again, something that may be taken advantage of albeit briefly.
    Each quarter mounted projector fires a beam in one of two directions only, either perpendicular to the tripod base or at the angle to the tripod base set by the template (see L & R template use); the front mounted projector fires a beam in one of three directions in similar manner.
    They can only engage a single target, line of sight is required and each firing costs them a unit of energy.
    There is a slim chance to get a long range shot between the possible paths of a medium launcher's heat ray without being hit but the unpredictable nature of a tripod's manoeuvres means making it to such a position is highly unlikely.


    Black Smoke:
    Black Smoke (BS) is a highly corrosive acid in gaseous form deployed by the Martians from launchers on their machines.
    This deadly air-burst weapon creates dense clouds of, eerily wind resistant, corrosive smoke, oriented as they want and will have an effect on aircraft below altitude three, either as a barrier, or, by direct contact.
    Black smoke clouds remain in place until dispersed by a machine of either side passing through, or, overlapping it, or, it's removed by the Martian who deployed it.
    Flying through such clouds will inflict serious damage on an aircraft and its crew - draw 1 card from the Z deck - but it has no effect on the Martian machines.
    It seems that a Tripod may only maintain a couple of clouds at any one time and must recharge it's launchers for two manoeuvre phases between launches. Each launch costs them a unit of energy.

    Black Smoke damage:

    Z Deck (36 cards)
    12 x 0 – none with special damage
    8 x 1 – 1 wounded pilot, 1 engine damage, 1 right rudder
    9 x 2 – 1 wounded pilot, 1 engine damage, 1 left rudder, 1 right rudder
    5 x 3 – 1 wounded pilot, 1 engine damage
    1 x 4 – no special damage
    1 x 5 – no special damage

    You can now download this PDF of the Black Cloud template from Ares, for your larger T&T battles, here: https://www.aresgames.eu/download/24031/

    Info: It should be noted that the symbol printed on the damage cards for 'damaged black smoke launcher' is slightly different from the way the symbol is printed in the rulebook.
    This needs to be shown to any Tripod pilots, who do not know about it, because such damage is concealed.

    Idea: A neat suggestion for a Black Smoke launcher stand from David (Naharaht)
    https://www.wingsofwar.org/forums/sh...auncher-Stands


    Energy Shields:
    More correctly a polarising electric field which further protects the Tripods armoured hood and that shields specific sides of each Tripod. (identified by the red-orange line on a models base).
    Provided the Tripod has energy these shields will prevent physical damage (ie number or special damage) from incoming fire on that side but there is a chance that energy will be drained from the machine (if card has energy icon) thereby restricting its operations.
    (Damage cards revealed during this process & shuffled back into their deck).
    Again, a toppled Tripod is deemed to have no energy and therefore no shields so kick it while it's down if you can and apply all the number and special damage drawn !


    Weapon Deployment:
    Quote Originally Posted by Woof View Post
    Following the thread in the rules help section on heat ray template placement I have drawn up the various arcs of fire of the Tripods including the Heat Rays and Smoke Launchers as well as marking the minimum engagement range for aircraft guns (from peg centre). The background grid is Martian base sized squares to help with judgement of range.
    Thanks to Mark for preparing these images, I'm sure all pilots will find them useful.

    Click image for larger version. 

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    Rulebook:
    You can download the rules in English from Ares here: https://www.aresgames.eu/22393

    Bomb Cards:
    Bomb Cards are in with the WW2 chits in the Invasion Pack.


    Addendum -

    Aircraft Damage Decks:
    Hits on shields cause loss of energy - these values and additional special damage specific to Martians are highlighted in bold.
    Energy loss applies to all the cards of the value it's shown against.

    A Deck
    The A damage deck has 35 cards:
    11 x 0 (inc 1 red jam & 1 green jam) (1 Circuits Hit)
    7 x 1 (inc 1 left rudder & 1 right rudder) (1 Out of Order Gyroscope;)
    6 x 2 (inc 1 red jam; 1 green jam; 1 left rudder; 1 right rudder & 1 fire) (1 Destroyed Reverse Mechanism; 1 Disabled Smoke Generator; 1 energy)
    5 x 3 (inc 1 engine; 1 wound) (1 Battery Damage; 1 energy)
    3 x 4 (inc 1 smoke) (1 Engine Damage; 2 energy)
    2 x 5 (inc 1 wound) (2 energy)
    1 x Explosion (Half Start Energy rounded up)
    (Often played and supplied as a double deck of 70 cards)

    B Deck
    The B damage deck has 44 cards:
    17 x 0 (inc 2 red jams & 2 green jams)
    12 x 1 (inc 1 red jam; 1 green jam; 1 left rudder; 1 right rudder; 1 fire; 1 smoke & 1 wound) (1 Out of Order Gyroscope; 1 Battery Damage; 1 Circuits Hit)
    9 x 2 ( inc 1 left rudder; 1 right rudder; 1 engine; 1 fire & 1 smoke) (1 Destroyed Reverse Mechanism; 1 Disabled Smoke Generator; 1 Battery Damage; 1 energy)
    4 x 3 (inc 1 wound) (1 energy)
    1 x 4 (2 energy)
    1 x Explosion (Half Start Energy rounded up)
    (Often played and supplied as a double deck of 88 cards)

    C Deck
    The C deck has 17 cards:
    9 x 0
    1 x 1
    1 x 2 (1 Out of Order Gyroscope & Toppled; 1 energy)
    1 x 4 (inc fire)(2 energy)
    2 x 6 (inc engine & wound) (2 energy)
    1 x 8 (1 Battery Damage & Toppled; 3 energy)
    1 x 10 (Toppled; 3 energy)
    1 x Explosion (Half Start Energy rounded up)
    (Often played and supplied as a double deck of 34 cards)

    D deck
    The D deck has 8 cards:
    3 x 0
    1 x 3 (inc fire) (Battery Damage; 1 energy)
    1 x 6 (inc fire) (Toppled; 2 energy)
    1 x 9 (inc fire) (3 energy)
    2 x Explosion (Half Start Energy rounded up)
    (Often played and supplied as a double deck of 16 cards)
    Last edited by flash; 04-08-2022 at 04:01. Reason: Damage Deck Detail

    Sapiens qui vigilat... "He is wise who watches"



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