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Showing posts with label All Quiet on the Martian Front. Show all posts
Showing posts with label All Quiet on the Martian Front. Show all posts

Saturday, April 1, 2017

The Best Game You Will Ever Play!

Still unsure about Flames of War Version 4? Shot you bolt in Bolt Action? Not warming up to Star Wars based games? Then I have just the game for you! In a few months we will all playing a great new game and I want to tell you about it before it hits Kickstarter. The folks who developed it provided me with an advanced copy and I have been playing non-stop ever since. The other day they asked me to send it back so another reviewer can play it and I said “no way, it’s mine”. The beauty of this game is how you can use components from other games to augment the core set. So I now have a use for those command and staff teams that will no longer be used in FoW. I may even throw in some unpainted Napoleonic figures I have lying about!

The beauty of the game is how the two players create a lot of the game in real time. The mechanics are very simple; during your turn you can move, take an action, or do nothing at all. The core box that will be offered on Kickstarter features old Dir Cast Metal tanks from Corgi. These were the bomb of toys back in the 1970’s and are now reproduced for this great game. The other playing pieces that come with this set are Yoga-Joe’s, and will offer the most seasoned Grognard a tough time when using or facing these guys. Also included in this box are the rules, which are about 500 pages long (without punctuation) however they explain every situation you can get yourself into when you play. Also included and which is key are the related books Zen and the Art of Motorcycle Maintenance by Robert Persig and The Art of the Deal by Donald Trump, two life changing literary classics.



The Unboxing
The great thing about the game is that it is ready to play right from the box! Well ready to play after you read the rule book. The beauty of the rules is that you retain none of them and if you do not like a rule you can change or ignore it at any time. So after spending a month going over the readings, I was ready for my first game. The models look great and they add so much flavor to the game.


The Key Mechanic
The most important aspect of the game is how the player deals with both the rules and their opponent. It is important to have an opinion on everything, no matter your expertise or sense of importance, and communicate that opinion in the most passive aggressive way possible. This style of play came about during the first turn as my opponent started to move. They went for the tactic to ignore all movement rules and kept looking for me to object. I said “Stop your tank” a few times and they kept going, and crushed my Zen-Lotus Warrior. What I should have said is “don’t you think you have moved far enough?” which would have stopped the tank in its tracks. Same thing happened in the shooting step, but I remembered my lesson from before and said “haven’t you shot up enough stuff?”


For combat, players have the choice of using a dice of any type, a coin flip, pulling cards from a deck, or even rock paper scissors (lizard, Spock for advanced players) with the winner being the player who scores the highest or lowest (as agreed upon) winning. Want a challenge, play this game with D20’s!


Like all other games, it comes down to the tanks. Tanks can shoot any of the opponents pieces, except for a Yoga-Joe, but it can run over the Yoga-Joe by accident thus killing it.  Unused playing pieces brought in from other games cannot attack, but can be attacked at any time. The defender can suggest that a player shoots at a piece like the Mid-Late War German Artillery Staff team by stating “OK fine, how about shooting at this guy?”.
 

What I love about the game is how during the course of play create an experience which is unique and rewarding. Unlike all other games, the rules state upfront that this game was written for you and you only and it will be perfect, just like yourself.
Another great aspect of the game is that during play your opponent takes notes in a note pad and you do the same when they play. These notes have no bearing on the game, however they are slipped into your game box for you to read later. It is best to wait until 3-4 players have dropped notes in your box so you do not know who wrote it.


Special Characters
The game revolves around using your tanks and special characters. The box comes with its own unique set of special characters; the Yoga-Joe’s. Each Yoga-Joe model has a unique pose witch correlates to a special power. Players can use the special powers as stated in the rule book or make them up as they go. Normally a Yoga-Joe can use their power only once, however they can try to use it again and if your opponent does not say “didn’t you use that model already?” then you are free to use it again.
Other special characters can be brought in as long as they are anthropomorphic and retain the qualities they historically had.
So on turn two I played the Giant Gunny which stopped a tank!



Later on I used the Churchill creamer to persuade a Yoga-Joe to surrender. Being from India and staunchly anti-empire it didn’t work at first; until I found out the Yoga-Joe was lactose intolerant.


The game was tight until we had a huge standoff between two major religions, and following the “agree to disagree” rule the game ended. I learned my lesson and for my next game I used the "Peace is our Profession" rule and called in an Arc-Light strike!


I loved this game and so will you. If you win it’s because you are the best and if you lose it’s because of the fact the opponent cheated or that the game was flawed. I also noticed that when I didn’t play the game for a long time, I became a bigger expert at it.



I recommend this game to everyone and I know it will be a huge hit!


Twitter @MitchWWPD
WWPDMitch@gmail.com


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Friday, February 20, 2015

Rumble in the Rubble - All Quiet on the Martian Front - 1860pts

On Super Bowl Sunday 2015,  four members of our local gaming group met at Hard Knox Games in Elizabethtown, KY to play an 1860pt game of “All Quiet on the Martian Front.” Hard Knox Games as a good collection of terrain which includes ruins/rubble pieces so we decided to fight out the “Ruins” Scenario from the book.  Since the two human players were both named Charles…we dubbed the game the “Battle of Charlestown!”

Charles and Charles had the following US forces:

US – 1st Kentucky Fencibles
Field Commander Squad – 30pts
Group 1
MkIIC Command Tank – 85pts
MkIII Unit (3 Tanks) – 225pts
MkIII Unit (3 Tanks) – 225pts
MkIIB Unit (3 Tanks) – 240pts
MKII MG Unit (3 Tanks) – 180pts
MkII Unit (3 tanks) – 165pts
HMG Armed Flivver Unit (3 Flivvers) – 45pts
Group 2
Infantry Command Squad – 30pts
MkIIIS Transport Tank – 75pts
Armored Infantry Squad  (3 elements) – 65pts
MkIIIS Transport Tank – 75pts
Infantry Squad  (3 elements) – 30pts
Infantry Squad  (3 elements) – 30pts
Rough Riders (3 elements) – 45pts
Group 3
Infantry Command Squad – 30pts
HMG Squad (3 elements) – 40pts
Gun Carriers w/ Light Howitzer (3 Elements) – 60pts
Gun Carriers w/ Light Howitzer (3 Elements) – 60pts
Anti-Tripod Gun – 80pts
MkII Gun Tractor– 40pts


1st Kentucky Fencibles
Charles' converted Light Howitzer Gun Trucks - Made from "Axis & Allies" and other parts


Charles' Machingun Flivvers
MkIIc Command Tank

Myself and my friend Ed ran the Martians with Ed taking Group 1 and myself Group 2.

Martians
Group 1
Assault Tripod w/ Black Dust – Command Tripod w/ upgraded experimental heat ray – 250pts
Assault Tripod w/ Green Gas – 250pts
2 x Assault Tripod – 400pts
Scout Tripods w/ Targeter – 155pts
Group 2
Scientist Tripod - 80pts
2 x Drone Units (3 elements ea) – 120pts
3 x Scout Tripods w/ Targeters – 465 pts
2 x Grenadier Tripods – 200pts


The full Martian Force

The Scientist Tripod (conversion) and Drones

Grenadier Tripod (conversions)

The 4' x 8' board that we fought over with all US forces already deployed with Stealth ("Blips") or Ambush.

We used Hard Knox Games great collection Miniature Building Authority buildings in the "rubble" mode to create "The Ruins."

The Martians deploy in and effort to mass on the left side of the board. Nothing was held in reserve!

Unfortunately the side that the Martians chose to mass  on was exactly in front where the main US Tank force was hiding using Stealth!

To make matters worse...the US side won getting the first phase of turn one, so the Martian Tripods were all on line and base to base...perfect for Barrage weapons! But the Martians seemed to be able to shrug off anything the humans can throw at them....that is until the "magic bullet!"

That "Magic Bullet" comes from a Machinegun that hit the already damaged Scientist tripod. That hit end up resulting in a "10" on the damage chart and blows the Scientist apart also destroying all of the Drones and one of the Grenadier Tripods. The explosion was big enough to also damage the Command Tripod on the right of the above picture. A huge and immediate setback for the Martian forces!

But the Martian vengeance for the initial setback was swift as Heavy and Medium Heat rays knocked out two tank units.

The Tripods then used their second moves to try to get some cover in and among the ruins.

Over the next turns the Tripods generally get the better of the tanks as they play "Cat & Mouse" among the ruins.

Finally...the last of the US tanks on the left of the board have been eliminated.



Pushing on the US rear area, the fast moving scouts are able to isolate and destroy the US command MkII tank.

The Martians having mostly cleared the left of the board, then turn to try to screen off the US units, most infantry and mobile guns, rushing in from the right.

Using their "Industrial Might" rules...the US players bring in some reinforcements into the Martian controlled area, but they come in piecemeal and are easily dealt with.

The Tripods take up a formidable position.

The Light Howitzer Gun Trucks and Machinegun Flivvers are pressed into front line use by the humans which gives the Martians the opportunity to deploy Green Gas!


The US dismounted forces approach the ruins hoping to take advantage of the damage already dealt to the Tripods and finish some off.

"Industrial Might" pulls in another Tank Unit from reserve, which is just as easily dealt with by the Martians as the last reserves.

Human infantry units race to the Martian controlled area of the ruins.

The Rough Riders get a little too zealous and get jumped by a Scout Tripod that Heat Rays two elements and routs the third.

The battle becomes desperate. Both sides are getting close to their break point. The Martians need to knock out just two more units to break the US force and the US needs to knock out just one more Tripod to drive off the Martians going into Turn five.

The Tripods try to target the weaker and more "squishy" US units.

A Scout Tripod uses one of the last Martian Command Points to get a double move and heat rays a full unit of US Machineguns to death.

One of the last US Tanks is knocked out.

The US Infantry assaults from the Rubble in an effort to take out a badly damaged and immobilized tripod but they fail to have any impact and are driven back into the ruins.

In retaliation, the damaged Tripod unleashed Green Gas against the human infantry, but they take only one loss and pass morale.

The Martians need to destroy one more US unit to win the battle...it looks like these Machinegun Flivvers will be that unit...but the Heat Rays just can get a hit or cause any damage to force a morale check.  The game will go into turn siz and the US will have a chance to knock out just one more tripod for the overall win!



That one Tripod ends up being dropped by again...machine guns...from a MkIIIs tank.

But having already met their victory conditions was not going to keep the humans from trying to drop yet more Tripods and here the Machinegun Flivvres make the Martians pay for not destroying them in the previous turn as the destroy a Scout Tripod.

And finally, the US infantry is able to bring down the immobilized Green Gas Assault Tripod giving the 1st Kentucky Fencibles two more than needed to secure the win.

Thus ended a great day of wargaming with "All Quite on the Martian Front."  Four players, a 4' x 8' city rubble board, 1860pts per side and roughly four hours. Pure joy and home well before the Super Bowl kick off!
I was surprised that this ended up so close.  The Martians too a big hit right off the bat, but came within reach of the win at the end of turn 5.  But it was not to be, the humans held on and came back and destroyed well over what they needed to retake the city ruins.
If you have not done so already, you really should try out "All Quiet on the Martian Front." It's fast and not at all complex. We seem to be able to snap right back into it even after long periods without an games of it and the models are just so fun and easy to work on. Both the US and the Martians force used a good bit of customized/converted pieces and this game really lends itself well to that.


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