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"All Quiet on the Martian AAR" Topic


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tyrela21 Jan 2015 9:27 a.m. PST

A little Cylinder hunting this time.

All quiet on the Martian Front game last night at the Game castle in Londonderry, NH

usulshomeworld.blogspot.com/2015/01/as-more-of-their-cylinders-came-from.html

ajbartman21 Jan 2015 9:54 a.m. PST

Good report, sounds like fun.

ScottWashburn Sponsoring Member of TMP21 Jan 2015 10:30 a.m. PST

Sounds like a very cool game! I'm finding one real problem the amretians have is that they roll so few attack dice compared to the humans. Very powerful weapons, but only one shot each. And if they are rolling poorly, they can be in real trouble. The human weapons are weaker, but they have so many of them, sooner or later they will do some damage.

dbander12321 Jan 2015 11:17 a.m. PST

That has been our experience also.
Very nice write up.

Louie N21 Jan 2015 1:53 p.m. PST

We have played about five games of Martian Front and the Martians have won two of those. With the Martians being near defeat in both cases, but getting the humans to army breakpoint before the end. So I echo the thoughts of the Martians being a challenge.

A unified mind (pun intended) is a must on the Martian side as you need to eliminate units. You move to close to get kills and force morale test on the humans. If they fail follow up with the second move to eliminate the unit.

The Tripods can't be shy and must weather the storm of dice thrown out my the human army.

Having fun with it.

Matsuru Sami Kaze22 Jan 2015 12:09 p.m. PST

I picked up a mass of Drones and a Slaver. Might need another Slaver just to manager the Herky Jerk infantry. Throwing a mass of cadaver infantry and potent drones with their driver Slaver bosses will provide a lot of low cost, low value units that can demand a lot of human attention when they get close enough.

With the Martian Field Command unit tossing down double move chits, the low value units can find troubling positions pretty quickly. IMHO.

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