It's been years since I ran a 25mm Martian game. (yes I have spent a lot of time on 15mm mars) But yesterday a few friends and I got together for a very rare Monday game. So to commemorate the day I prepared some 100 figs over the last two weeks, mainly Earth troops, for a Return to 25mm Mars. It would be a surprise since only one of the players had ever seen any of the 25mm Martian figs.
The scenario was fairly typical. Religious fanatics, unsupported by the local Jed, wink wink, capture Earth Ambassadors. Flying column of British, French, Russian and Japanese are sent to save the day. Germans were out with a cold and the Belgians were elsewhere plotting. The Colonial powers would start with all their troops near the canal docks. The Martian forces were only revealed when an earth force got within 24in. The Martian players also did not know the composition of their troops till they were revealed, except for some guns. But new blank Martian forces would keep streaming through the gates, This created a very hectic Martian defence strategy.
The Colonial forces had separate smaller objectives and various diplomatic means to bribe away some of the Martian opposition.
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The basic flow of the game |
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View from canal dock |
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The Colonial Powers advance fairly quickly in the first few turns, brushing aside light resistance, with Earth firepower. But as more Martian units arrived, the advance began to slow down. It quickly became apparent that close combat was not so sure a thing for the Earth-men, especially vs elite Martian swordmasters, Green tribesmen and the accursed flying Martians. The casualties began to rack up especially for the French in melee and the British who soon encountered radium rifles, but the advance continued. In the end all four Colonials had reached the Ambassadors, and brushed off the last of the defenders as the Steam Carriage loaded up their precious political cargo.
The game was quite fun and in the perfect spirit for our first Monday night event! Rules were the playsheet from Colonel and Co. The blog page I found these on has since disappeared with the loss of the creator. If anyone has further playsheets I would love to see them!
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View from walls of Mikkoom | | | |
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View of docks from French airship |
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British, Japanese and Russians advance |
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Elite Martian Cavalry |
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Fighting near Harbor Masters palace |
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Behemoth and flying High Martians attack |
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Green Tribesmen try to hold off converging Colonial Powers |
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Great report. Paul over at Your in White wine seems to have been involved in the rules development and is still active.
ReplyDeletehttp://pauljamesog.blogspot.ca/2007/02/colonel-and-co-rule-musings-1-c.html
Great report. Paul over at Your in White wine seems to have been involved in the rules development and is still active.
ReplyDeletehttp://pauljamesog.blogspot.ca/2007/02/colonel-and-co-rule-musings-1-c.html
Love the Elite Martian Cavalry conversions, bravo Sir!
ReplyDeleteCool! Love the table and figs!
ReplyDeleteFirst let me yell HUZZAH is an annoyingly loud voice to show my appreciation of a lovely game, table and figs. Stirring stuff indeed. Your Elite Martian cavalry and Tharks are particularly excellent!
ReplyDeleteThe terrain is wonderfully diverse yet fits together at the same time to give a wonderfully exotic, otherworld flavour. Mostly home made is it?
I was indeed helping Patrick with his rules but sadly he has gone offline in the last few years and not reappeared (to my knowledge, it looks suspiciously like his blog got hacked and he has never rebuilt it). One hopes that either his aether-telegraph has broken or that he is deployed deep in the Hindukoosh on a mission rather than anything more sinister. I don't even have a copy of the original rules anymore either sadly, so can't help. I also think his work was bang on so it is indeed a pity.
Looking forward to your future endeavours to give Johnny Martian a good thrashing!
Yours in a white wine sauce,
Paul
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