Showing posts with label Memoir of the Quar Front. Show all posts
Showing posts with label Memoir of the Quar Front. Show all posts

26 June 2014

More Quar Memoir

Although my Quar infantry + All Quiet on the Martian Front steam tanks + Memoir 44 rules idea didn't exactly end up as promising as I initial thought, I kept toying with it...

After having a look at the other Command and Color system like the original Battlecry (ACW) or C&C Napoleonics and browsing through the Memoir 44 cards database I came up with the following solution...

This cute little Panzer III is about to be eaten by a huge All Quiet on the Martian Tank Baldwin MkIII!
Picture by Steven MacLauchlan at Outpost Zero.
Use cavalry instead of armour as the third basic unit of my games and demote steam tanks to special units. After all, this is not-WW1 so tanks are much less prevalent and cavalry much less anachronistic than during WW2.

Some play testing and fine tuning will definitely be needed but I expect to end up with basic unit looking like this:
  • Infantry moves 2 hexes without fighting or moves only 1 hex and fights, fights with 3/2/1 dice at ranges 1/2/3, may Take Ground on a successful Close Assault.
  • Cavalry moves up to 3 hexes and fights but does so with a slightly shorter range than infantry (3/2 dice at ranges 1/2, or 3/1, or maybe even 4/2 or 4/1?), may Overrun on a successful Close Assault.
  • Artillery moves 1 hex or fight with 3/3/2/2/1/1 dice at ranges 1/2/3/4/5/6, ignores LOS and terrain.
The steam tanks would take a leaf of the Memoir 44 Tiger special unit's book:

Memoir 44 Tigers special unit cards. Picture from Days of Wonder website.
  • Each unit is a single miniature (thereby solving my initial problem of not being able to credibly fit three tanks in an hex) but each hit needs to be confirmed by a second die roll. That gives them a 1 in 12 chance of being hit but a single "hit point" (thus on the average needing the enemy to throw 12 dice at hit to destroy the unit) making it both tougher than the regular Memoir 44 armour unit (1 in 3 chance of being hit and three "hit points" thus needing an average of 9 rolls to be destroyed) but also making it possible to destroy the unit with a single die roll (albeit a lucky one). I think it gives the steam tanks a nice "monster with an Achilles' Heel" feel that suits early tanks quite well! And I can live with introducing a second die roll in the fight system as it stays confined to a select few special units.
  • I'll probably reduce the speed to "Move 0-2 and fight" and drop the Overrun rule (but maybe give them Take Ground instead, although taking ground sounds more like a purely infantry affair?) to make them more the pondering behemoths I want them to be and give the cavalry more of its own tactical niche instead of just making it poor man's armour...
And with this Memoir of All Quiet on the Quar Front is back on the rails!

13 June 2014

This Quar's Memoir

I couldn't sleep last night and had another of those "Eureka!" moments... Flashback a couple of years: I bought Memoir 44, a WW2 themed boardgame by Days of Wonder whose rules blew my mind! 

They might not be for everyone: they use card activation and quite a few wargamers would call them over-simplistic! Sure, they're quite abstract and I wouldn't call them a simulation of anything by any stretch of the word but it all ends up being great gameplay allowing for good miniature-pushing time without taking the slightest risk of brain cramp rule-wise while still allowing for some Clausewitz Friction and Cornelian "tactical" choices!

In fact, using just the basic rules (no special units or card, and not too much terrain) at first, I'll  use this game to introduce my four and half son to wargaming about any time soon.
Just in case you've never heard of the game...

Memoir 44 board set up for the Omaha Beach scenario. Picture from the manufacturer website.

15 May 2014

All Quiet on the Quar Front - Smurf Village

andyskinner over at Quar Invasion, reacted to my last All Quiet on the Quar Front post by showing off his own Quar buildings...

Building and picture by andyskimmer
Which beyond being an awesome kitbash, somehow made me think of another village of organicaly shaped houses...



I'll probably take some flak for daring this comparison, but I can't stop thinking I'm on something here. Loose the mushrooms caps and replace them shingles, but keep the rounded out, nearly spherical walls!

11 May 2014

All Quiet on the Quar Front - More Terrain


With extensive mazes of trenches made obsolete by alien invaders air (or grav, or orbital) supremacy, the Quar quickly adapted and started using small carefully camouflaged bunkers, single use firing positions and tunnel networks... And because of my overexposure to Vancouver Film Studios production, logs are the ubiquitous material for those positions. Well, that and I also happen to find log fortifications a bit more rustic and low tech than sand bags. Plenty of choice here! WW2: so far I like Flames of War Log Emplacement - Dug-in Markers and Log Emplacement - Gun Pit, Kerr & King Machine Gin Nest, etc.  


Kerr & King MG Nest. Picture from manufacturer website.

10 May 2014

All Quiet on the Quar Front - Terrain

Joshua "ZombieSmith" Qualtieri just confirmed that my Quars order is underway. The All Quiet on the Martian Front vehicles are getting closer (trans-Pond shipping being what it is, I'll try to wait for everything I want to be released - or at least available for pre-order - before I order them). My TO&E is finalized. Time to have a look at terrain options...

The obvious choice for this not-WW1 force is a muddy noquar's land full of trenches, shell craters and other obstacles... But I don't intend to use my Quars in a closed Quars-only background and want to use them against and maybe even along my other, higher tech, 15mm sci-fi forces... With, in my opinion, means that while their equipment remains decidedly low tech, their TTPs will have had to adapt quickly to the dynamic warfare conducted by other forces. Asymetric warfare and guerilla tactics anyone? So while I can imagine the odd remnant of defensive positions from a war before alien contact, I don't want to pin this forces in a (fox)hole and want a more versatile board. But I still want it to be indubitably Quar!

Jaw-dropping board by Sidney Roundwood from Roundwood's World.
There plenty more goodness where that one comes from!

08 May 2014

All Quiet on the Quar Front - TO&E

Having figured out I needed (yes, needed; funny I can't find unpainted lead in Maslow's pyramid) an army of Quars mounted in All Quiet on the Martian Front tanks, I now need to write down a shopping list...


Infantry:

I'm still trying to find the perfect ruleset for my 15mm sci fi gaming...  But a couple of things I've nailed so far are: I want reinforced platoon sized combined arms forces, and I want them based in fireteam sized elements!

My rule of a thumb to figure out how many such elements I need for the infantry core of a force gives me 12 teams of low tech level average troop quality quars. The actual number of "men" per team/base is loosely on TL too: the lower the TL, the bigger the fire teams. 

Looking at the TO&E from This Quar War I see companies made of two "sections" (platoons) each one made of two 10-quars squads. I intend to have 5 quars on each base so that company would be made of 8 teams. I'll add another "section"/platoon to make the 12 teams I need, I'll either use it as a third platoon added/detached to the company or use its squads to bulk out the 2 "official" "sections" with a third squad. Not sure yet. 


Quar Company (reinforced with a sniper and a cavalry "troop") by Jay White from Jay's Wargaming Madness.
The Crusader Light Infantry Company also fields a Weapon Squad (reporting directly to the Company CO) made of a HQ team, 2 LMG teams and 2 light mortars teams.

A pack of 2 snipers is also available. You can never go wrong with snipers!

Shopping List:
  • Company HQ: Officer, NCO, Standard Bearer, Comms Guy (with message carrying squirels!), Musician, Cook
  • 3 x Platoon HQ: 3 x Officer w/ Shotgun
  • 6 x Squads: 6 x (NCO w/ Assault Rifle, 6 x Assault Rifles, 3 x Heavy Rifles)
  • 1 x Weapon Squad HQ:  NCO w/ Assault Rifle, Assault Rifle
  • 2 x LMG Teams: 2 x (LMG, Assault Rifle)
  • 2 x Light Mortar Teams: 2 (Mortar w/ Operator, Assault Rifle)
  • 2 x Snipers
  • Total: 4 officers, 8 NCO, 41 Assault Rifles, 18 Heavy Rifles, 2 LMG, 2 Mortars, 2 Mortar Operators, 2 snipers, 1 Standard Bearer, 1 Squirel Messenger, 1 Musician, 1 Cook

25 April 2014

All Quiet on the Quar Front - Infantry

Following up on my All Quiet on the Martian Front vehicles post... Some thoughts about what to use for infantry for 15mm not-Imperial Guard.

When talking about 15mm not-Imperial Guard, one usually thinks one of three options...
1. You have maddening modelling/sculpting/converting skills and/or will settle for nothing but a perfect homothety of the GW models! I haven't anything like those skills and actually prefer more approximate proxies. 
15mm Death Korps of Krieg by Dan from Gunners Wargaming... Along the same lines,
have a look at his Titanium Dropship 2014 entry or at his current 15mm not-40K project...

24 April 2014

All Quiet on the Quar Front - Tanks

Like most of you, I read about the All Quiet on the Martian Front (AQotMF) Kickstarter back in the day. While I recognized the "H. G. Wells' War of the Worlds Miniatures Game" as a good idea, I've never been a big fan of retro sci fi, VSF and the like... Until a few weeks ago when, with the models release getting closer (the KS should be shipping next month and the rest of us can pre-order them since yesterday) a comment by JBR on TMP (too many TLA?) got me looking back at some of the model. He was eagerly looking forward to the plastic US tanks that he qualified as great conversion fodder for 15mm not-40K Imperial Guard...

All pictures in this post are from Alien Dungeon's (AQotMF manufacturer) blog or Kickstarter page.