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 casualties began to rack up especially for the French in melee and the British who soon encountered radium rifles, but the advance continued. 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. But as more Martian units arrived, the advance began to slow down. The Colonial Powers advance fairly quickly in the first few turns, brushing aside light resistance, with Earth firepower. The Colonial forces had separate smaller objectives and various diplomatic means to bribe away some of the Martian opposition. But new blank Martian forces would keep streaming through the gates, This created a very hectic Martian defence strategy. The Martian players also did not know the composition of their troops till they were revealed, except for some guns. The Martian forces were only revealed when an earth force got within 24in. The Colonial powers would start with all their troops near the canal docks. Germans were out with a cold and the Belgians were elsewhere plotting. Flying column of British, French, Russian and Japanese are sent to save the day. Religious fanatics, unsupported by the local Jed, wink wink, capture Earth Ambassadors. It would be a surprise since only one of the players had ever seen any of the 25mm Martian figs. So to commemorate the day I prepared some 100 figs over the last two weeks, mainly Earth troops, for a Return to 25mm Mars. (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. Unlike Carter, he doesn't gain attack (other than the generic boost) but gets extra indirect defense and has a global ability of having his com towers double in effectiveness.It's been years since I ran a 25mm Martian game. Like Carter, he has no COP, but has a CO Zone of 5. He's even more map dependent than Grit! I decided to follow through with the honor aspect and made him similar to the other honorable solider: Carter. Javier: He's one of the worst designed COs in AW history. Jess: She's very similar to well, but also gets a small defense boost, trading off her boosts to infantry, mechs, and bikes (are bikes, "vehicles?", if they are, then I exclude them from the boost). He compensates this with strong stat buffs to his naval units, being more offensive than Greyfield by a lot. Meaning that to get him in a conventional fighter or bomber, you'd be spending at least 30k.ĭrake: I also kept his CO Zone small because his power is so damn strong that making it bigger would make it too spammable. You have to really invest with Eagle, as the cheapest he can go is a duster, which aren't strong attackers very often, even with this boost. Meaning his copters dont become destroyers like Tasha's. However, he exclusively buffs Planes, not air units in general, planes. Well, what if you were to make it even more niche, increase the buff like crazy, and give an insanely OP power to her? That is Eagle here. Instead, I made it so Eagle has the Best planes in the whole damn game! I've talked before about how underpowered Tasha is with her 1 space CO Zone for a niche unit. DoR already has a defensive and offensive air specialist, so I didn't want to just rehash that. Eagle: Took by far the most time to settle on.