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PLAYING A GAME OF

ALL QUIET ON THE MARTIAN FRONT


This section of the rulebook describes how scenarios are chosen, how forces are
selected, and how forces deploy ready to take part in the game. At this stage we
should say that a perfectly good game can be had using whatever forces you have at
hand, played over whatever area you have available, and utilising whatever scenery
you please. Players do not have to select armies using the system of points values
described, nor are they obliged to use the rules and scenarios presented here. Anyone
who prefers to play in this free and self-regulating manner is welcome to do so, and to
make up their own scenarios and arrange matters as they please.

The scenarios described in this section are designed to give a challenging and
reasonably balanced game when used in conjunction with the points values given in
the Armies of the Martian Wars section of the rulebook.

CHOOSE A SCENARIO

Ten scenarios are provided and each describes a different kind of game between the
Martians and their human adversaries – the forces of the United States army. In each
scenario one player controls the Martians and the other player controls the humans.
To begin with, the players must decide which scenario they wish to play. You can
either choose a scenario or randomly select one by rolling a die. Some scenarios
require specific scenery and – in some cases – specific units on one side or other, so
make sure you pick a scenario for which you have suitable forces.

Die Roll Scenerio

1 The Outskirts
2 The Bunkers
3 The Cylinder
4 The Harvest
5 The Fortress
6 The Rescue
7 The Ruins
8 The Founder
9 The Excavation
10 The Redoubt

Sometimes it is convenient to play a game with a pre-selected force – if you are


travelling to a games club for example. If this is the case you can either play the basic
Encounter scenario, or any of the Outskirts, Rescue or Ruins scenarios from the chart
above. These four scenarios are all suitable for playing using pre-selected forces using
typical terrain features of the Martian War. In this situation we recommend that
players choose a scenario.

THE TABLETOP BATTLEFIELD


The game can be played on whatever convenient surface the players have, whether
that is a kitchen table, a flat board or something comparable. Most gamers will obtain
a sheet of suitable board, and the most popular size for such sheet materials is four
feet wide and either four, six or eight feet long. Six feet is ideal for most players
because it is relatively easy to store away and gives more room to deploy armies than
a smaller table. It is also the standard size used in most official tournaments and
competitions where it is necessary to fit sufficient tables into the space available. For
these reasons we assume that games are played on a standard sized table four feet
wide and six feet long.

Players who have smaller or larger tables will need to reduce or increase the amount
of terrain proportionately. For tables that are less wide some allowance must also be
made in games where the objective is to cross the table, in which case either reduce
the number of turns played or start the armies further apart. In all these cases we leave
it to the players to sort out to their mutual satisfaction.

Player’s table edge

Centre line

Player’s table edge

Caption: diagram showing the wargames table with opposing players’ table edges
indicated. The centre line is an imaginary line drawn half way across the table from
side to side as shown, dividing one player’s half of the table from the other.

THE SIZE OF GAME

Before the game can begin, the players must decide how large a battle they wish to
play. All units are allocated a points value and each player must select an army to a
maximum value of whatever total the players agree. The bigger the game the larger
the army can be, but for a standard sized table we recommend each player fields a
force of an army of 1,000 points.

We shall therefore assume a value of 1,000 points is being used, although this does not
mean players cannot field smaller or larger forces should they wish to do so. However,
the scenarios described below assume that players are using standard sized forces on
standard sized tables, and where this is not the case some adjustment will have to be
made to the amount of scenery available or the length of the game in some cases.

CHOOSING FORCES

The Martian player chooses 1,000 points of units from the Martian forces available to
him. The Human player likewise chooses 1,000 points of units from the Human forces
available to him.
In most of the scenarios players are free to choose whatever troops they wish and can
select any number of any given type of unit so long as they do not exceed a total of
1,000 points. The scenarios present players with different objectives and
circumstances, requiring a different mix of troops in each case.

In some scenarios the player must include a number of specific units, or may be
debarred from selecting certain units, or may be limited in the number of units he can
select (as in the Founder scenario where the Founder Tripod acts as an objective).

In several cases the scenario provides units for ‘free’. The value of free units is not
included in the army’s total points value; they are extra.

ARRANGING THE SCENERY

Scenery is arranged once both players have selected their forces according to the
description given for that scenario. Some scenarios require specific scenery whilst
others do not. Ruins are a common feature of games as many battles are fought in the
devastation of America’s cities, whilst other battles take place amongst the woods and
hills of regions as yet untroubled by the Martian menace. Two of the scenarios are
based upon the defence of fixed positions – The Fortress and The Redoubt – and in
both of these scenarios it is necessary to represent these significant features.

Terrain areas should be roughly square or circular and about 8”x 8” in size or else
oblong or triangular and not longer than 12” or wider than 5”. These sizes are given
with the scenarios and standard table sizes already described in mind, and have been
found to work reasonably well. Players are free to ignore these restrictions by mutual
consent if they wish.

BREAKING THE ENEMY ARMY

Many of the scenarios are played until the enemy army is ‘broken’ so we shall explain
what this means once, rather than repeat ourselves endlessly throughout the scenarios.

An army is broken if half or more of its units have been destroyed at the end of any
side’s turn.

It is convenient to count up the total number of units in each army at the start of the
game and note down how many units it can lose before it is broken. Only units
purchased as part of the army are counted towards this total, and never any units
included in a scenario for free. Free units are ignored when it comes to calculating
how many units an army contains and how many units have been destroyed. Human
Fortifications and Martian Static Defences are also ignored even where they are
purchased as part of the army. Note that only actual units count towards the break
total and not blips or traps. Units included as reserves or reinforcements do count –
even if they are not actually on the table.

All Martian Zombie units are ignored when it comes to calculating how many units a
Martian army contains and how many units have been destroyed. Zombies are simply
ignored when it comes to breaking the Martian army – the Martians regard Zombies
as expendable. If it comes to counting up points values at the end of a game to
determine a winner, then Zombies count their full value just like other troops.
SCENARIO 0: THE ENCOUNTER

A Martian break through force has breached the human defence lines and is sweeping
towards a vulnerable human town. Human reserves are mobilised to meet the
Martians in open battle and throw them back.

(Martians)
Scatter of terrain

(Humans) Scatter of
Terrain

Terrain

Each player’s half of the table must include four areas of terrain.

Starting with the Martian player, each player selects an area of terrain from the
permitted types available and places it wholly within his half of the table at least 4”
from any table edge and at least 4” from any area of terrain already placed.

Terrain areas for this scenario can include: ruins, woods, marshes or hills.

Set-up

The players must deploy one entire unit at a time alternately, starting with the Martian
player, until one army has been set-up in its entirety, at which point the other player can
deploy the rest of his army.

All units must be deployed within 6” of the player’s own table edge. No units can be
hidden or set in ambush. No units can be kept as reserves in this scenario. Both armies
are deployed on the table in their entirety.

Objective
Each side must try to break the other by destroying as many opposing units as
possible.

Game Duration
The game ends if at the end of either player’s turn either side’s army is broken.

If neither side has won by the time both sides have played six turns then roll a die: on
the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn.

Victory

If the game is ended because one side breaks then the other side has won. If both
armies should happen to break in the same turn the game is a draw.
If neither army has broken by the end of the game then count up the points values of
units destroyed on each side. The side that has destroyed the greatest value of enemy
units is the winner. Should both sides have lost exactly the same value then the game
is a draw.

Designer’s Note
This is a very simple scenario and not necessarily typical of the battles between
Martians and forces of the United States, where often humans will be relying upon
carefully prepared defences and placement of reserves. However, it is a good scenario
to play if you are learning the rules, or if you are playing a game using pre-selected
forces and don’t have time for a more complex battle. As the human player, be careful
to make use of the terrain you have, and try to take advantage of any long-ranged
artillery to knock out as many enemy units as possible before the Martians can close
upon your force. If you are the Martians you are best advised to use whatever terrain
you have to keep out of sight of enemy artillery as you advance, but advance you
must if you are to sweep the enemy from the field.
SCENARIO 1: THE OUTSKIRTS

A roving band of Martian war machines is heading towards the ruined outskirts of a
city occupied by human forces. The human troops deploy amongst the ruins ready to
meet and hopefully defeat the invaders. The Martians will attempt to drive away the
humans and establish a foothold in the city.

In this scenario the Martians are the attackers and the humans are the defenders.

Attackers (Martians)
Scatter of terrain

Defenders (Humans)
Ruins

Terrain

The defenders’ half of the table must include six areas of ruins. These are selected and
set-up by the Human player. Ruin areas must be set up at least 4” from any other
terrain areas and either wholly within the defender’s half of the table or straddling the
centre line.

Once the terrain has been positioned in the defenders’ half of the table the Martian
player must place three areas of terrain. These can be chosen from ruins, woods,
marshes and hills. Terrain areas must be set up at least 4” from any other terrain areas
and wholly within the attackers half of the table.

Once both players have placed their terrain any terrain areas that are straddling the
centre line are ‘disputed’ and must be diced for. Each player rolls a die for the
disputed terrain feature and the highest scoring player can move the feature up to 6”
in any direction, making sure there is at least 4” between terrain areas as he does so.

Set-up

The humans are defending the battlefield and must set-up their entire army and any
decoys in the defenders’ half of the table before any Martians are deployed. Any human
units can be deployed hidden as described in the hidden-set rules. Any infantry units
can alternatively be set up in ambush in terrain features within the defender’s set-up
zone, or straddling the centre-line, as described in the ambush rules. In addition to his
troops the defender may position two traps in terrain areas that are within the
defender’s set-up zone, or straddling the centre-line, as described in the trap rules.

Once the human army has deployed, the Martians must set-up at least half their units
along the attackers’ table edge with all models/bases touching the edge in so far as
possible. Any Martian units not set-up at the start of the battle are automatically
placed in reserve and can be brought on to the battlefield in subsequent turns as
described in the reserves rules.

Objective
The Martians must try to move as many of their units as they can into the human
force’s set-up zone. The humans must try and stop them without losing too many
troops.

Game Duration
The game ends if at the end of any player’s turn either side is broken.

If neither side has won by the time both sides have played six turns then roll a die: on
the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn.

Victory

The Martians must have at least one unit, excluding Zombies, wholly in the human set-
up zone to claim victory in this battle. If there are no Martian units in the human set-up
zone by the end of the battle, excluding Zombies, the best result for the Martians is a
draw. Any result that would give a Martian victory counts as a draw if the Martians
have no units, excluding Zombies, within the human set-up zone.

If one side is broken then the other side wins the game, assuming it meets the criteria
described above for Martian victory in the case of the Martians. If both sides are broken
the result is a draw. If the humans are broken but the Martians fail to meet their criteria
for victory then the result is a draw.

If neither side is broken, the Martians win if they have at least one unit for every two
human units wholly inside the defenders’ set-up area at the end of the game, excluding
any Zombie units. For example, if the Martians have 3 Tripods in the enemy set-up
zone they would win if the humans had 6 or fewer units left within their set-up area. If
the Martians have too few units inside the human player’s set-up area to win then the
human player wins.
SCENARIO 2: THE BUNKERS

The Martians are advancing through hills and forests that separate the Martian
redoubts from Human settlements. As they advance they encounter outlying defences
consisting of bunkers and trench lines.

In this scenario the Martians are the attackers and the humans are the defenders.

Attackers (Martians) Bunkers – placed


Scatter of terrain within 6” of centre
line and 12” apart.

Defenders (Humans)
Scatter of terrain

Terrain

The defenders’ half of the table must include six areas of woods, hills or wooded hills.
These are selected and set-up by the Human player. Terrain areas must be set up at
least 4” from any other terrain areas and either wholly within the defenders’ half of
the table or straddling the centre line.

Once the defender has positioned his terrain, the Martian player must place four areas
of woods, hills, or wooded hills in the attackers’ half of the table. Terrain areas must
be set up at least 4” from any other terrain areas wholly within the attackers’ half of
the table.

Once both players have placed their terrain any terrain areas that are straddling the
centre line are ‘disputed’ and must be diced for. Each player rolls a die for the
disputed terrain feature and the highest scoring player can move the feature up to 6”
in any direction, making sure there is at least 4” between terrain areas as he does so.

Once the other terrain has been set-up the human player must position three
fortifications. These can be placed anywhere within 6” of the table centre-line in
either player’s half of the table, and at least 12” apart. Each fortification covers an
area roughly 6” x 6”. Fortifications can be set-up as close to, or within, other areas of
terrain if you wish.

Once three fortifications have been set-up as described, the human player can choose
to add up to three further fortifications if he wishes. These must be paid for from his
points total at a cost of 75 points per fortification – reducing the value of his army by
removing units to meet the cost if necessary. Fortifications purchased in this way must
be positioned on the table wholly within the player’s set-up zone, more than 6” from
the centre-line, and at least 12” from other fortifications.

Set-up
The human deployment zone includes the entire human half of the table behind the
centre-line, plus any area in the remaining half of the table covered by fortifications.

The humans are defending the battlefield and must set-up their entire army on the table
in their deployment zone before any Martians are deployed. Any human units can be
deployed hidden as described in the hidden-set rules. Any infantry units can
alternatively be set up in ambush in terrain areas that are wholly or partially within the
defenders’ set-up zone, as described in the ambush rules. In addition to his troops the
defender may position two traps in terrain areas that are wholly or partially within the
defenders’ set-up zone, as described in the trap rules.

Once the human army has deployed, the Martians must set-up at least half their units
along the attackers’ table edge. Any Martians units not set-up at the start of the battle
are automatically placed in reserve and can be brought on to the battlefield in
subsequent turns as described in the reserves rules.

Objective
The Martians must try to eliminate the human defences. The humans must try and
stop them without losing too many troops.

Game Duration
The game ends if at the end of any player’s turn either side is broken.

If neither side has won by the time both sides have played six turns then roll a die: on
the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn.

Victory
The Martians must attempt to clear the three fortifications within 6” of the centre-line to
win this game. Only these fortifications count, not fortifications added to the defender’s
half of the table at extra cost.

If there are no human units wholly within any of the three fortifications at the end of the
game, the Martians win so long as the Martian army is not broken. If the Martian army
is broken the result is a draw.

If there are human units wholly within any of the three fortifications at the end of the
game, the humans win so long as the human army is not broken. If the Human army is
broken the result is a draw.
SCENARIO 3: THE CYLINDER

A Martian cylinder had fallen far from its intended landing zone in the desert close to
a human military outpost. The local commander has sent a force to intercept the
cylinder and destroy it before the Martians can establish themselves or send
reinforcements.

In this scenario the Humans are the attackers and the Martians are the defenders.

Attackers (Humans)

Defenders
(Martians)

Terrain

This battle takes place in the dangerously open and exposed desert where the Martian
cylinder had landed. No terrain is used and the human player must rely on speed,
daring and luck to achieve his aim.

Set-up
The attacking human forces begin the game off the table and move onto the battlefield
during the first human turn, measuring their first move from the attackers’ table edge.

The Martian player begins the game with a Cylinder (see below). The Martian player
can position the Cylinder anywhere within the defender’s half of the table at least 6”
from any table edge. Up to three Constructor Engines purchased as part of the army in
the normal way can be deployed within 6” of the cylinder and within the defender’s half
of the table, but all other Martian forces must be kept as reinforcements.

Martian reinforcements begin the game off the table and move onto the battlefield as
and when indicated in the reinforcement rules.

Objective
The Martians must try to defeat or drive away the humans before the attackers can
destroy the fallen cylinder. The Humans must try to destroy the cylinder and its cargo
before they are overwhelmed by Martian reinforcements.

Game Duration
The game ends if at the end of any player’s turn the cylinder is destroyed or if either
side is broken.

If the game has not ended by the by the time both sides have played six turns then roll a
die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one
more turn.
Victory
If the cylinder is destroyed then the Human player wins the game regardless of any
other considerations.

If the Cylinder is not destroyed then the Martians win so long as here are no Human
units within 6” of the Cylinder.

If the Cylinder is not destroyed and there are Human units within 6” of the Cylinder at
the end of the game then the result is a draw.

Construction
Any Martian Constructor Engines deployed with the Cylinder at the start of the game
can build machines or defences in the following way.

Constructor Engines can only build if they are within 12” of the Cylinder. Each
Constructor Engine can build 1 ‘point’ in each combat phase, two machines touching
can work together and build up 2 points, and three working together can build up 3
points. Markers, such as tiddlywinks, are used to represent points – 1 marker = 1 point.
Markers are piled up next to the Constructor Engine to mark the spot where the
construction is taking place.

Points can be accumulated from turn to turn to build bigger and more machines, but
only if the Constructor Engine/s remain stationary throughout the turn. If a Constructor
Engine moves or is destroyed, any partially built constructions are destroyed as well. If
two or three Constructor Engines are working on the same construction then the
construction is only destroyed if all the Constructor Engines move or are destroyed.

Anything completed during a combat phase can do nothing that turn, but is fully
activated at the conclusion of the turn on the spot where the markers were placed.

Construction Points to build

Generator 1 point
Sentinel with heat ray 2 points (up to a maximum of six)
Tripod with heat ray 4 points (up to a maximum of three)

The Cylinder

The Martians travel to earth in huge metallic cylinders that carry a number of
Martians together with prefabricated parts from which they can make their various
machines and begin to build defences. In this scenario the Martians have had time to
assemble up to three Constructor Machines, though the Martian player does not have
to take advantage of this if he prefers to rely upon his reinforcements alone. The
Cylinder can be attacked and potentially destroyed by the Humans and has stats as
follows. Note that with the Cylinder’s Armour rating of 14 the Human player will
have to take at least some Assault troops or Rough Riders armed with explosives to
crack open the Cylinder before it becomes vulnerable to other weapons.

Open box out for game details


Element Type Speed Armor Weaponry Special

Cylinder Exceptional None 14 None

Special Rules

Cylinder. If the Cylinder suffers one or more points of damage from a unit’s shooting
or assault then it is not automatically destroyed, instead roll a die and consult the
following chart. If the Cylinder has suffered more than one point of damage add +1 to
the die roll for each additional point of damage scored. For example, if a Cylinder has
taken three points of damage roll a die and add +2. Note that a Cylinder cannot be
destroyed by a single point of damage inflicted by an attacking unit, a minimum of
two points have to be scored by an attacking unit because a roll of 11 or more is
needed to destroy it. Cylinders are tough!

1-10. The Cylinder is damaged and its Armour stat is reduced by 1.

11 or more. The Cylinder is destroyed.

Damage caused upon a Cylinder can be repaired by a Constructor Engine using its
standard Repair rule, but only up to a maximum Armour stat of 10. A Cylinder
reduced to an Armour value of 10, 11, 12 or 13 cannot be repaired.
SCENARIO 4: THE HARVEST

A Martian force has broken through the human lines and is harvesting captives that
will be transformed into Zombie troops, rendered into food to raise the growing brood
of Martians, or used in some other fashion to further the Martians’ diabolic ends (we
dare not even begin to imagine the horrific fate faced by our captives and suggest that
you don’t either). Human troops are dispatched to hunt down the Martians and drive
them away, or at least win enough time for the bulk of the civilian population to flee
to safety.

In this scenario the Martians are the attackers and the Humans are the defenders.

Attackers (Martians)
Scatter of terrain

Defenders (Humans)
Scatter of terrain

Terrain
To begin with the Human player selects three areas of terrain chosen from woods,
hills, marshes and ruins. The Human player positions this terrain as follows: one
terrain area must be set up straddling the centre line, the remaining terrain areas must
be set-up wholly within the defender’s half of the table at least 4” from any other
terrain areas and at least 6” from the defender’s own base edge.

Once the terrain has been positioned in the defenders’ half of the table the Martian
player must place three areas of terrain in the attackers’ half of the table. These can
also be chosen from woods, marshes, ruins or hills. Terrain areas must be set up at
least 4” from any other terrain areas, at least 6” from the Martian table edge, and
wholly within the attackers’ half of the table.

Once both players have placed their terrain the terrain area that is straddling the centre
line is ‘disputed’ and must be diced for. Each player rolls a die for the disputed terrain
feature and the highest scoring player can move the feature up to 6” in any direction,
making sure there is at least 4” between terrain areas as he does so.

Set-up
For each area of terrain in turn, the human player rolls a D10 and places that number
of Human Civilian elements within the terrain area. These are the human civilians that
the Martians must attempt to capture and which the Humans must attempt to rescue.
Each Civilian element is an individual unit. Civilians are part of the Human side,
although they are unarmed of course, and free! Civilians do not count towards the
Human army for purposes of calculating whether the army is broken.

Once Civilians have been placed, the Martian player must set-up the entire Martian
army within 6” of the attacker’s table edge.
Once the Martian army has deployed, the Human player must set-up half his units
within 6” of the defender’s table edge (round down if an odd number). Human units
not set-up at the start of the battle are automatically placed in reserve and can be
brought on to the battlefield in subsequent turns as described in the reserves rules.

Objective
The Martians must try to capture as many Human civilian elements as they can and
kill those they cannot capture. The Human player must attempt to save as many
civilian elements as he can and prevent the Martians carrying off their prisoners
where possible.

Harvester Tripods that ‘destroy’ a Civilian element during an assault stuff the
civilians into their baskets alive. A Harvester Tripod can capture a maximum of three
Civilian elements in this way – at which point its basket is full. Once a Harvester
Tripod’s basket is full any further civilians it destroys will count as dead.

A Harvester Tripod can transfer its captives to a Cage Machine, freeing it up to


capture more Civilians. A cage machine can hold up to any number of captive
Civilians.

If a Cage Machine or Tripod is destroyed then any captives it has are also destroyed.
If a Tripod or Cage Machine leaves the table then any captives it has count as
prisoners of the Martians.

At the end of the game, any Civilians held captive by a Tripod or Cage Machine are
counted as Martian prisoners.

Any Civilians that leave the battle from the Human player’s table edge are considered
safe and are saved. As the Human player can move Civilian elements in his turn, it
will be relatively easy to save those close to the table edge, and less easy to save those
closer to the Martian table edge.

Civilians that either destroyed or which are still on the table at the end of the game are
neither captured nor saved and count for neither side.

Game Duration
The game ends if at the end of any player’s turn there are no Civilian elements left on
the table, or if either side’s army is broken.

If the game has not ended by the time both sides have played six turns then roll a die: on
the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn.

Victory

The Martian player wins if the Martian army is not broken and he captures more
Civilian elements than the Human player saves. If the Martian army is broken and the
Martians have more prisoners than saved Civilians then the result is a draw
The Human player wins if the Human army is not broken and he saves more Civilian
elements than the Martian’s capture. If the Human army is broken and the Humans have
more saved Civilians than prisoners then the result is a draw.

In the event that the number of captives and the number of saved elements is the same,
then if one side is broken and the other is not the unbroken side wins, otherwise the
result is a draw.
SCENARIO 5: THE FORTRESS

The defences of the Mississippi are the most formidable of many similar defence
works raised behind America’s biggest rivers and around American cities. Martians
wading beneath the water and mounting a concerted attack upon the Memphis Bastion
finally succeeded in breaching the Mississippi defences. In this game the Martians
mount an attack from the water against Human fortifications and must overcome the
defenders and break through.

In this game the Martians are the attackers and the Humans are the defenders/

RIVER

Attackers (Martians)

Defence line

Defenders (Humans)

Terrain

The Martians must mount their attack across a river whose shallow edge and muddy
banks lie along the attackers’ edge of the board and extend 12” on to the table. The
main, deep-water part of the river lies beyond the table itself. The river banks counts
as difficult ground. The rest of the attackers’ half of the table is empty.

The defenders’ half of the table includes a fortress wall that runs from one side to the
other immediately behind the centre-line. This fortress wall cannot be crossed except
where a section is breached, after which it counts as an area of ruins (See Defence
Works pX).

The Human player can choose to position up to three fortifications within the
defenders half of the table, behind the fortress wall, if purchased separately as part of
his forces. Fortifications cost 75 points each – and the player must reduce the value of
his army by removing units to meet the cost if necessary. These can be placed
anywhere behind the fortress wall at least 12” apart. Each fortification covers an area
roughly 6” x 6”.

Open Box
If you wish to play this game as an assault upon a city then replace the river with
areas of ruins and or marches to represent abandoned suburbs and flooded defence
works. Big cities are often surrounded by several concentric rings of fortress walls,
sometimes linked by tunnels and covered roadways to allow troops to move easily
between them.
Close Box

Set-up
The Human player must set-up his entire army within the defenders’ half of the table.
Infantry and/or artillery can be positioned on the fortress wall itself, taking up
positions within the wall’s defences. Remaining infantry/artillery and all other kinds
of troops must be set-up behind the wall. Any human units can be deployed hidden as
described in the hidden-set rules, and units or decoys can be hidden on the fortress wall
if desired. Infantry units can alternatively be set up in ambush as described in the
ambush rules, and if set-up in ambush on the fortress wall each section of wall is treated
as a separate terrain feature.

Once the human army has deployed, the Martians must set-up at least half their units
along the attackers’ table edge with all elements touching the edge. Any Martian units
not set-up at the start of the battle are automatically placed in reserve and can be
brought on to the battlefield in subsequent turns as described in the reserves rules.

Objective
The Martians must try to overcome the fortress defences and reach the opposing
player’s table edge. As soon as one Martian unit leaves the battlefield by the Human
player’s edge the Martians have won. The Humans must try to prevent the Martians
breaking through.

Game Duration
The game ends once one side is broken or as soon as a Martian unit leaves the table by
the defenders’ table edge, excluding Zombies. Note that fortifications purchased as part
of the Human army are not units and are ignored for purposes of working out if the
army is broken.

If the game has not ended by the time both sides have played six turns then roll a die: on
the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn.

Victory
If the Martian player gets one or more units, excluding Zombies, off the opposing table
edge the Martian’s win.

If the Martians fail to get at least one unit of the opposing table edge then the Human
player wins so long as the human army is not broken. Note that fortifications purchased
as part of the Human army are not units!

If neither side can claim an outright victory as described above then the result is a draw.
SCENARIO 6: THE RESCUE

With the development of reconnaissance aircraft American forces gained their first
significant advantage over the invaders. Airmen were able to observe Martian forces
and positions with relative impunity. The natural hazards of flight are a considerable
obstacle alone, and inevitably many aircraft are lost to accidents, weather, and
mechanical failure. In this scenario an aeroplane of the Signal Corp’s Aeronautical
Division has crashed amongst dense terrain on its way back from photographing
Martian positions. Its crew are either dead or injured. Both human and Martian forces
race towards the wreckage to recover whatever secrets it contains.

In this game both sides must attack to achieve their objectives.

Martians
Scatter of terrain
plane
Humans
Scatter of Terrain

Terrain
The table must include ten areas of terrain including at least three hills and three
woods, and can otherwise include marshes, boulder-strewn or similar difficult ground,
or ruins.

The players take it in turns to position the terrain and can place terrain in either half of
the table or straddling the centre line. Terrain areas must be set up at least 4” from any
other terrain areas already placed.

Once the terrain has been placed, each player can reposition one item of terrain that
lies wholly within his half of the table to anywhere within his own half of the table or
he can remove it altogether. Repositioned terrain must be at least 4” from any other
terrain already on the table.

Set-up
The crashed aeroplane is placed in the centre of the table.

The players each roll a die and the highest score can decide to deploy first or second.

Up to half the units in the army can be deployed along its own side’s table edge with
all elements touching the table edge. Any units not set-up at the start of the battle
become reinforcements and arrive on to the battlefield in subsequent turns as
described in the reinforcements rules.

Once the first player has deployed his force, the second player deploys in the same
fashion, keeping back those units not deployed as reinforcements.
Objective
The objective is to recover the camera from the wreckage of the aeroplane and carry it
off the player’s table edge.

Any element that moves into touch with the wreckage of the aircraft can take the
camera automatically. Once taken, the element carries the camera until the element is
destroyed. If the element carrying the camera is destroyed, the camera is dropped on
that spot and can be picked up again by any other element in the same fashion. If an
element carrying the camera is destroyed by means of an assault then one of the
elements in the opposing enemy unit captures it (the capturing player selects which
one).

Game Duration
The game ends if at the end of any player’s turn the camera has been carried off either
player’s table edge, or if either army is broken.

If the game has not ended by the time both sides have played six turns then roll a die: on
the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn.

Victory
If the camera has been carried off the table at the end of the game that side wins.

Otherwise, the side that is carrying the camera at the end of the game wins so long as
it is within its own table half and the army is not broken.

If no side can claim victory then the result is a draw.


SCENARIO 7: THE RUINS

A city destroyed by the Martians has been reoccupied by its human defenders. The
defenders have constructed a network of tunnels, concealed fire-pits, and booby-traps
to catch marauding Tripods. The Martians must attempt to root out the defenders.
This scenario requires a great deal of terrain in the form of ruined buildings and is,
essentially, a fight over ruins that extend over the entire playing area.

In this game the Martians are the attackers and the Humans are the defenders.

Attackers (Martians)

Defenders (Humans)
Ruins

Terrain
The table must include twelve areas of ruins up to six of which can be hills with ruins
on top.

Starting with the Martian player, the players take it in turns to select and position an
area of terrain from those available. An area of terrain can be placed in either half of
the table or straddling the centre line. Terrain areas must be set up at least 4” from any
other terrain areas already placed.

Once all the terrain has been placed, each player can reposition one item of terrain
that lies wholly within his half of the table to anywhere within his own half of the
table. Repositioned terrain must be at least 4” from any other terrain already placed.

Set-up
The humans are defending the battlefield and must set-up their entire army before any
Martians are deployed. Human units can be deployed anywhere on the table including
in the attackers’ table half if they wish, but not within 6” of the attackers’ table edge.

Any human units and decoys can be deployed hidden as described in the hidden-set
rules. Infantry units can alternatively be set up in ambush as described in the ambush
rules. The defender may position three traps in terrain areas anywhere on the table as
described in the trap rules.

Once the human army has deployed the Martians must set-up at least half their units
along the attackers’ table edge with all elements touching the edge. Any Martian units
not set-up at the start of the battle are automatically placed in reserve and can be
brought on to the battlefield in subsequent turns as described in the reserves rules.

Objective
The Martians must try to destroy the human defenders and drive them from the ruins.

Game Duration
The game ends if at the end of any player’s turn either side is broken.

If the game is not ended by the time both sides have played six turns then roll a die: on
the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn.

Victory
If one side is broken and the other is not then the unbroken side wins. If both sides are
broken the result is a draw.

If neither side is broken, the Martians win if they have at least one unit for every two
human units wholly inside the defenders’ half of the table at the end of the game,
excluding any Zombie units. For example, if the Martians have 3 Tripods in the enemy
half of the table they would win if the humans had 6 or fewer units left within their half
of the table. If neither side is broken and the Martians have too few units inside the
human player’s half of the table to win then the human player wins.
SCENARIO 8: THE FOUNDER

A Founder Tripod escorted by a large Martian force is making its way across a region
recently abandoned by Human forces. Aerial observers report the progress of the
Founder Tripod. Military intelligence suggests the Martians are about to establish a
Redoubt in this newly conquered territory. An expedition is dispatched to meet and
destroy the Founder Tripod before it can begin its work.

In this game the Humans are the attackers and the Martians are the defenders.

Martians
Scatter of terrain

Humans
Scatter of terrain

Terrain
Each half of the table must include four areas of terrain. Terrain can be woods, hills,
wooded hills or marshes. Starting with the Martian player, the players take it in turns
to select and place an area of terrain from those available. A player must place terrain
wholly within his own half of the table. Terrain must be set up at least 4” from other
terrain already placed and at least 4” from any table edge.

Set-up
In this scenario the Martian army includes a single Founder Tripod for free. It cannot
include other Founder Tripods.

The Martian player sets up first and must delpoy at least half his units along the
Martian table edge including the Founder Tripod. All elements must touch the table
edge. Any Martians units not set-up at the start of the battle are automatically placed
in reserve and can be brought on to the battlefield in subsequent turns as described in
the reserves rules.

Once the Martian player has set up his forces the Human player can deploy up to half
his units along the Human table edge with all elements touching the table edge. Any
Human units not set-up at the start of the battle are automatically placed in reserve
and can be brought on to the battlefield in subsequent turns as described in the
reserves rules.

Objective
The Martians must try to move their Founder Tripod off the Human table edge or at
least prevent its destruction. The humans must try to destroy the Founder Tripod or at
least prevent it leaving the battlefield by the Human player’s edge by the end of the
game.

Game Duration
The game ends at the end of any player’s turn if the Founder Tripod is either destroyed
or has left the table by the Human player’s table edge, or if either side is broken. Note
that the Founder Tripod itself does not count for purposes of working our whether the
Martian army is broken.

If the game has not ended by the time both sides have played six turns then roll a die: on
the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn.

Victory
The Martian player wins if he can move his Founder Tripod off the opposing Human
player’s table edge before it is destroyed.

The Human player wins if he can destroy the Founder Tripod before it can move off the
Human player’s table edge, or if the Founder Tripod leaves the table by any other table
edge (whether deliberately or otherwise!).

If none of the above applies, then if one army is broken at the end of the game and the
other army is not, the unbroken army is the winner. In any other situation the game is a
draw.
SCENARIO 9: THE EXCAVATION

Aerial observers have discovered Martians busily building a new Redoubt. Human
forces are sent to destroy the Martians before they can complete their excavations.

In this game the Humans are the attackers and the Martians are the defenders.

Attackers (Humans)

Defenders
(Martians)

Terrain
The table includes eight areas of terrain including at three Martian pits in the
defender’s half of the table. Terrain can be, hills, rubble-strewn ground, woods, or
Martian pits.

Starting with the Martian players, the players take it in turns to position areas of
terrain from the terrain available. Players can place terrain in either half of the table or
straddling the centre line. Martian pits can only be positioned wholly within the
defender’s half of the table, but can be placed by either player. Terrain areas must be
set up at least 4” from any other terrain areas already placed.

Martian pits count as rubble-strewn difficult ground and do not obstruct line of sight
(Clear LOS).

Set-up
To begin with, the Martian player must set up any static defences included in his force
(Sentinels, Detectors or Generators) within the Martian pits on his side of the table.
The Martian player can deploy any Constructor Engines he has anywhere within his
own half of the table. No other Martian forces are placed on the table at the start of
the game. If the Martian player’s force does not already include either static defences
or Constructor Engines, the player can purchase any number of these to add to his
army, deleting whole units from his force to provide the necessary points.

All other Martian forces are reinforcements and move onto the battlefield as indicated
in the reinforcement rules. In this game reinforcements can deploy onto the table edge
in the usual way for reinforcements, or they can deploy directly into any of the Martian
pits so long as there are no Human elements in the pit. If a pit has at least one Human
element within it then Martian reinforcements cannot deploy into that pit even if the
Humans have not captured it as described below.

Once the Martian player has set up the forces available to him, the Human player can
deploy up to half his units along the Human table edge with all elements touching the
table edge. Any Human units not set-up at the start of the battle are automatically
placed in reserve and can be brought on to the battlefield in subsequent turns as
described in the reserves rules.

Objective
The Humans must attempt to stop the Martians completing their excavations by
capturing and holding all three Martian pits. A pit is captured if there is at least one
Human element in the pit and no Martian elements in the pit at the end of a turn. It
remains captured only so long as there is at least one Human element in the pit and no
Martian elements in the pit at the end of each subsequent turn. A pit can potentially be
captured, lost to the Martians, and recaptured throughout the game, but only counts as
captured if occupied by at least one Human element and no Martian elements at the
end of a turn as described.

Game Duration
The game ends if at the end of any player’s turn all three pits are captured by the
Human player, or if either army is broken.

If the game has not ended the by the time both sides have played six turns then roll a
die: on the score of 1-5 the game ends and on the score of 6-10 each side plays one
more turn.

Victory
If all three pits are captured by the Human player at the end of the game the Human
player wins.

The Martians win if the Human player has captured no pits when the game ends.

If neither of the above applies, then if one army is broken and the other is not the
unbroken army has won.

If no army can claim victory at the end of the game then the result is a draw.

Construction
The only mobile units the Martian player can deploy at the start of the game are
Constructor Engines. In this scenario Constructor Engines can build other units as
follows.

Constructor Engines can only build if they are within 12” of a pit. Each Constructor
Engine can build 1 ‘point’ in each combat phase, two machines touching can work
together and build up 2 points, and three working together can build up 3 points.
Markers, such as tiddlywinks, are used to represent points – 1 marker = 1 point.
Markers are piled up next to the Constructor Engine to mark the spot where the
construction is taking place.

Points can be accumulated from turn to turn to build bigger and more machines, but
only if the Constructor Engine/s remain stationary throughout the turn. If a Constructor
Engine moves or is destroyed, any partially built constructions are destroyed as well. If
two or three Constructor Engines are working on the same construction then the
construction is only destroyed if all the Constructor Engines move or are destroyed.
Anything completed during a combat phase can do nothing that turn, but is fully
activated at the conclusion of the turn on the spot where the markers were placed.

Construction Points to build

Generator 1 point
Sentinel with heat ray 2 points (up to a maximum of six)
Tripod with heat ray 4 points (up to a maximum of three)
SCENARIO 10: THE REDOUBT

The Martians’ grip upon the Earth is secured by means of gigantic bases dug into the
ground and tunnelled into the bedrock. From these bases the Martians mine for raw
materials, build their war machines, herd human captives, and raise fresh generations
of conquerors. Like an ants’ nest a Redoubt conceals a network of tunnels and
caverns, the extent and purpose of which is impossible to observe. Above ground the
Redoubt takes the form of a crater whose rim is raised high with the spoil of Martian
excavation. In this game a human assault force spearheaded by new Land Ironclads
attempts to mount an assault upon a Redoubt.

In this scenario the Humans are the attackers and the Martians are the defenders.

Human attackers

Scatter of terrain

Crater rim

Martian defenders

Terrain
The attackers’ half of the table contains four terrain areas chosen from either hills or
patches of red weed ‘woods’. The defending player places these in the attackers half
of the table anywhere at least 4” from any table edge and from each other.

The defenders half of the table includes the rim of the redoubt, extending from one
side to the other immediately behind the centre-line. The rim is 6” wide and counts as
difficult ground. Aside from Tripods and other Martian machines, any units from
either side attempting to move on the crater rim must test to determine if they become
stuck or bogged down as described in the rules for Martian Redoubts (see pXX).

Set-up
The Martian player must set up any static defences he has included in his force
(Sentinels, Detectors or Generators) along the crater rim. No other Martian forces are
placed on the table at the start of the game. The remainder of the Martian army forms
reinforcements that enter the battle as described for the reinforcement rules.

Once the Martian player has set-up his static defences the Human player must set up
at least half his army along the attackers’ table edge, with all elements touching the
edge. Any Human units not set-up at the start of the battle are automatically placed in
reserve and can be brought on to the battlefield in subsequent turns as described in
the reserves rules.

Objective
The Humans must try to overcome the Martian defences and reach the opposing
player’s table edge. As soon as one human unit leaves the battlefield by the Martian
player’s edge the Humans have won. The Martians must try to prevent the Humans
from breaking through.

Game Duration
The game ends as soon as one Human unit leaves the table by the opposing defender’s
table edge, or if either side is broken at the end of any turn.

If the game is not ended by the time both sides have played six turns then roll a die: on
the score of 1-5 the game ends and on the score of 6-10 each side plays one more turn.

Victory
If the Human player gets one or more units, off the opposing table edge the Human’s
win.

If the Humans fail to get at least one unit of the opposing table edge then the Martian
player wins so long as the Martian army is not broken.

If neither side can claim an outright victory as described above then the result is a draw.

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