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Posted

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.


Tripod_Mk.I_Locust.jpg.b5fc69fa21de9ae2c9f42d070d4cdde1.jpg
(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.


Tripod_Mk.II_Scarab.jpg.724a57041e8ad0a87152fc030e5f4730.jpg
(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.


TripodMk.III_Squid.jpg.dbe4aa0de7ecc09f59db43c5651b5053.jpg
(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'+) !

Tripod_Mk.IV_Cuttlefish.jpg.39faad52593da567b16f0b4d50271632.jpg
(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... [url]https://www.wingsofwar.org/forums/showthread.php?31615-MK-IV-Cuttlefish-Maneuver-Deck-error[/url] #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." [url]https://www.wingsofwar.org/forums/showthread.php?31552-MkIV-Cuttlefish-Heat-Rays[/url]
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/24415  (link updated 11/24)

BS 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 [the late] David (Naharaht) is to use card stands to prop the arc at one end [url]https://www.wingsofwar.org/forums/showthread.php?31710-Black-Cloud-Launcher-Stands[/url]

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:
From Mark (Woof) "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.

TnT_Locust_Firing_arcs.thumb.jpg.92206b9cfabc471a25ab50c9cd969a91.jpg

TnT_Scarab_Firing_arcs.thumb.jpg.2d50c581dfe440eb796b24e48425d2e1.jpg

TnT_Squid_Firing_arcs.thumb.jpg.f7f95d57e71c25c2f3a24c96f3ea7fb0.jpg

TnT_Cuttlefish_Firing_arcs.thumb.jpg.05464d76745baf8c5d1954188f288741.jpg

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

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 Boom (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 Boom (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 Boom (Half Start Energy rounded up) (Often played and supplied as a double deck of 16 cards)


Updated Following Migration 11/24 - some links will not work 
 

  • Like 6
Posted

New Ace Skill:

Sneak Attack: When firing, if the shot is at short range, and the ruler reaches the target airplane stand passing through the rear edge of the target's base, the target draws a third damage card. When you use this ability, take two recovery counters. If higher machinegun optional rule is in use, overlapping targets hit thanks to that rule also draw an extra damage card. When playing with Advanced Rules, and extra damage card is also inflicted to targets at a higher altitude. There is not extra damage card against airplanes at the same altitude, if the firer has at least one climb counter, and the target has none. (TnT - WGF125A - Nieuport 16 (Ball))

New Optional Rule:

(Another) Alternative Armament: The airplane has a second machinegun on the fuselage in addition to the one placed on the upper wing. In this case the airplane fires with A damage instead of B.
(TnT - WGF125A - Nieuport 16 Albert Ball)

New Ace Skills TnT Specific:

Stuntman: This ability can be used on single-seaters only. Before anybody reveals a manoeuvre card, if this ace planned a straight manoeuvre you can declare that he turns the nose to the right of left and skids while shooting. In the next firing phase, his firing arc on the chosen side is widened to 90°.  When you use this ability take four recovery counters.

Anti-Shield Expert: You must decide to use this ability before any damage cards are drawn. If the attack inflicts an energy loss to a tripod protected by electrified armour, the target loses one additional energy counter. A card inflicting zero energy loss is still considered a zero. When you use this ability take two recovery counters.

Tactical Expert: At the beginning of the planning phase, you may look at the planned manoeuvre cards of one tripod, before planning this ace's manoeuvres. The chosen tripod must be within one ruler's distance from his airplane, in any direction. This skill can be used once in a game. Turn this card facedown to remember that this skill has been used.

Heat-Ray Dodging: When this airplane takes a heat-ray damage card, after seeing it you may decide to discard it and draw another damage card from the same deck, to replace it. This skill can be used twice in a game. Put a recovery counter on this card as a reminder each time the skill is used.

Tripod Hunter: You must decide to use this ability before any damage cards are drawn. If the attack inflicts at least one point of damage, or an energy loss, the Martian player must declare it and draw an additional B damage card. If this card is not a 0, the tripod topples. Ignore damage points and special damage on this additional B damage card, and reshuffle it immediately in its deck. This skill can be used twice in the game. Put a recovery counter on this card as a reminder each time the skill is used.

Tripod Buster: When this ace fires rockets at a tripod, the target's player must declare if he draws at least one 0 D damage card. If so, you may use this skill to require the tripod to draw an additional D damage card. When you use this skill, take four recovery counters. Until all are removed, 0 damage cards are not declared by tripods the ace hits with rockets.

NB: These came in addition to the known ace skills, namely - Sniper; Itchy Trigger Finger; Bullet Checker; Acrobatic pilot:

Acrobatic Pilot: This pilot may perform a non-straight manoeuvre after an Immelmann, or, a Split-S. When you use this skill take five recovery tokens.

Bullet Checker: During the first world war some pilots checked every single bullet before taking off and discarded half of them to avoid jamming problems during fights. When any airplane weapon with this ace on board fires ignore jamming cards with the green symbol; the weapons only jam when a card with the red symbol is drawn. (affects the whole airplane, even if the ace is incapacitated)

Itchy Trigger Finger: Aces with this skill are faster to shoot than everyone else. When they fire all the damage they cause is resolved before the simultaneous fire of the other airplanes that do not have an ace with this skill.

Sniper: When this ace fires at an enemy airplane he tends to hit a bull's-eye. When the ace fires the player may select one of the damage cards that his opponent would have to draw. The sniper player (instead of his target) draws two damage cards from the appropriate deck, looks at them, then gives the one of his choice to his opponent. The other card is shuffled back into the deck. When you use this skill take four recovery tokens.

Martian Pilot Skills:

Quick Moving: When using this skill the pilot may perform three normal, non-running, movements in the same turn. Declare that you are using this skill just before revealing the third manoeuvre. When you use this ability, take six recovery counters.

Fast Crawling: When using this skill the pilot may perform two successive backward movements after a reverse. Declare that you are using this skill just before revealing the second manoeuvre. When you use this ability, take six recovery counters.

Advanced Batteries: This pilot can take back an energy counter that he just spent (not one discarded for an enemy attack). This skill can be used twice in a game, in two different turns. Put a recovery counter on this card as a reminder each time the skill is used.

Advanced Gyroscopes: This pilot can ignore a stop symbol on a manoeuvre card and use an action card in that phase. This skill can be used once in a game. Turn this card face down to remember that this skill has been used.

Destroyer: When doing a recharge action while overlapping an objective this pilot can use this skill to destroy that objective at the same time. This skill can be used twice in a game, in two different turns. Put a recovery counter on this card as a reminder each time the skill is used.

Fast Charging Batteries: When a recharge action is chosen this tripod recovers one additional energy counter. This skill can be used twice in a game, in two different turns. Put a recovery counter on this card as a reminder each time the skill is used.

Nimble: When using a change facing action this tripod can be turned in any direction with no restrictions. This skill can be used once in a game. Turn this card face down to remember that this skill has been used.

Light Footed: When this tripod topples take only one recovery counter instead of two

Emergency Repair: This skill can be used after showing a stationary manoeuvre with no action card on it. You declare any special damage received in any previous phase except wounded pilot. The tripod ignores that special damage from now to the end of the game . This skill can be used once in a game. Turn this card face down to remember that this skill has been used.

Quick Reactions: This pilot may choose two action cards in the same phase. You will choose which of the two actions to use after seeing all manoeuvre cards and action cards of the other players. This skill can be used once in a game. Turn this card face down to remember that this skill has been used.

Strong Constitution: The pilot ignores the effects of the first wounded pilot special damage on himself. If the pilot takes a second wound he is incapacitated and the tripod is eliminated.

Super Ace: You discard two recovery tokens from each of this pilot's skills after each manoeuvre, rather than just one.

  • Like 1
Posted

Dave, one tendency I noticed, with reference to myself, is that I totally overlooked that Tripods can reverse. I guess I’m too used to aircraft that, apart from an Immelmann, travel forward!

 

In retrospect, a couple of well timed reversals would have saved me a lot of grief!

  • 4 weeks later...
Posted

Here is a variation of what you describe above, Dave. I reworked things based on the tripod cards and their octagonal 'replacement' cards from the game.

 

In these descriptions of tripods, I have ‘numbered’ the octagonal tripod bases’ sides from 1 to 8, with 1 being in the Forward/‘12 o’clock’ position and then progressing clockwise to 8. Refer to Dave's pictures above if there is any confusion. Tripod bases are 2 and 5/16 inches long, while a standard scout plane base is 2 and 5/8 inches long.

 

MK I ‘Locust’

TA Maneuver deck (11 movement cards/straight move is 1 and 9/16 inches)

Damage deck Y (32 cards - 16 are ZERO/no special damage)

Resistance/’hit points’ 18

Turn/swivel ability - may turn to any side except 5 on a maneuver/action phase

Energy storage 8

Max energy recharge 3

Shields on sides 3, 4, 5, 6, & 7

Attack - Medium Heat-ray on sides 1, 2, & 8 - Black Smoke on sides 4 & 6

 

MK II ‘Scarab'

TB Maneuver deck (9 movement cards/straight move is 1 and 9/16 inches)

Damage deck X (32 cards - 16 are ZERO/no special damage)

Resistance/’hit points’ 24

Turn/swivel ability - may turn to sides 1, 2, 3, 7, & 8 on a maneuver/action phase

Energy storage 10

Max energy recharge 3

Shields on sides 1. 2. 4. 5. 6. & 8

Attack - Heavy Heat-ray on side 1 - Black Smoke on sides 2, 5, & 8

 

MK III ‘Squid’

TC Maneuver deck (13 movement cards/straight move is 2 and 1/8 inches)

Damage deck Y (32 cards - 16 are ZERO/no special damage)

Resistance/’hit points’ 12

Turn/swivel ability - may turn to any side on a maneuver/action phase

Energy storage 6

Max energy recharge 4

Shields on sides 1, 2, 3, 7, & 8

Attack - Medium Heat-ray on sides 1, 2, 4, 6, & 8 - Black smoke on side 5

 

MK IV ‘Cuttlefish’

TD Maneuver deck (17 movement cards/straight move is 2 and 1/8 inches – 4 full

card 60 degree turns/2 left, 2 right)

Damage deck X (32 cards – 16 are ZERO/no special damage)

Resistance/’hit points’ 20

Turn/swivel ability – may turn to any side except 5

Energy storage 10

Max energy recharge 3

Shields on sides 3, 4, 5, 6, & 7

Attack - Heavy Heat-ray on side 1 - Medium Heat-ray on sides 2 & 8 - Black Smoke on

sides 4, 5, & 6

 

These tripods are quite the little beasties, indeed - the MK IV is one tough cookie!

 

All the best,

Matt

Posted

Here is a breakdown of each of the Tripod DAMAGE Decks for comparison. These are the decks tripods use when firing at human airplanes/targets. If tripods are firing at other tripods, then they use the T&T A deck and the B Deck, depending on whether the target is shielded or not.

 

Peruse at your leisure...;)

 

X Deck (32 cards)

16 x ZERO – none with special damage

2 x THREE – 1 left rudder, 1 right rudder

1 x FOUR – smoke

1 x FIVE – wounded pilot

2 x SIX – 1 fire, 1 engine damage

2 x SEVEN – 1 wounded pilot

2 x EIGHT – 1 smoke, 1 fire

1 x NINE – no special damage

1 x TEN – no special damage

1 x ELEVEN – no special damage

1 x TWELVE – no special damage

2 x BOOM cards

 

Y DECK (32 cards)

16 x ZERO – none with special damage

2 x ONE – none with special damage

2 x TWO – 1 left rudder, 1 right rudder

1 x THREE – smoke

1 x FOUR – fire

2 x FIVE – 1 wounded pilot

4 x SIX – 1 fire, 1 engine damage, 1 wounded pilot

1 x SEVEN – no special damage

1 x EIGHT – no special damage

2 x BOOM cards

 

Z Deck (36 cards)

12 x ZERO – none with special damage

8 x ONE – 1 wounded pilot, 1 engine damage, 1 right rudder

9 x TWO – 1 wounded pilot, 1 engine damage, 1 left rudder, 1 right rudder

5 x THREE – 1 wounded pilot, 1 engine damage

1 x FOUR – no special damage

1 x FIVE – no special damage

 

All the best,

Matt

Posted

The Z Deck is for the Black Smoke launchers, but I do not think the other two correspond to a Heavy Heat-Ray deck and a Medium Heat-ray deck per se, since the Cuttlefish uses the X Deck but in addition to the Heavy Heat-ray, it has Medium Heat-rays, too... The other three tripods don't mix and match heat-rays, so if you are just looking at them, it would seem that the Y Deck is for Medium H-R and X Deck is for Heavy H-R. But then, the Cuttlefish has both varieties of H-R but is not labeled X/Y for firing...

 

I guess we could 'house rule' things and call the Y Deck the Medium H-R deck and the X Deck the Heavy H-R deck, which would make sense for the Locust, Scarab, and Squid - and then it would make sense for the Cuttlefish, too, since it is equipped with both...one deck for each type of weapon, just like the A and B decks in Wings for two guns or one gun, respectively.

 

All the best,

Matt

Posted

Looks good, Dave! Happy to be of service:salute:

 

I think the 'action cards' are going to flavor the tripod play quite a bit - along with the fact that when firing the Heat-Ray, they have to use the next maneuver phase to recharge (regardless of whether they have more than one ray generator). When using Black Smoke, they have to recharge two maneuver phases before 'launching' it again. Couple that with the requirement to plot/play either a Run maneuver card or a Stop maneuver card each turn (i.e. 3-card-selection), and running the tripods will be quite the adventure. Each tripod has three Stop cards and one Reverse card which are maneuver cards, and effective sequencing of these into the mix can really make tripods unpredictable. Add in the Energy use management, and the tripod player will have his or her hands busy!

 

I look forward to digging into things as we start adding tripods into our normal gaming schedule:)

 

All the best,

Matt

Posted
Black Smoke template download link added

 

Thanks Dave. This is good to have as each tripod can have 2 smoke templates deployed. Everyone will need to print up a few of their own.

Posted

The new skills cards will add quite a bit of variety to the game, Dave. Our group generally stays away from pilot skills cards, but I think with the Martian games adding them in on both sides is going to be a regular routine...

 

All the best,

Matt

Posted

Matt,

I would like to try some of the option rules for the different planes like the higher machine gun rule for planes with a gun on the top wing. There are few others I believe as well. I think it would add a little spice to make some of the other planes more interesting.

 

Skill cards against the martians would be very fun to try!

Posted
Against a protected side only the energy hits are counted. Besides the BOOM, no other special damage is applied until the tripod has no energy or is toppled. You have to wear the tripods down to drain off their energy before you can do normal and special damage to it. Tough critter!
Posted
The Martian Hunter skill gives a pilot the chance to topple a tripod, render it vulnerable and give the Humies a chance to give it a proper shellacking.
Posted
Against a protected side only the energy hits are counted. Besides the BOOM, no other special damage is applied until the tripod has no energy or is toppled. You have to wear the tripods down to drain off their energy before you can do normal and special damage to it. Tough critter!

Thanks Peter. Reading on, I found that also explicitly in bold on page 18. Must admit the rulebook is written pretty well.

BTW am I right that Wounded Pilot rule (p.19) is slightly different than it was in original WGF rulebook? Now this damage must be announced.

Posted
...am I right that Wounded Pilot rule (p.19) is slightly different than it was in original WGF rulebook? Now this damage must be announced.

 

No difference Andy - wounds have to announced in WGF - p.11 WGF RAP.

Though it's possible I have a later copy ?

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