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Author Topic: X-Com(-ish) Project - another APC  (Read 18849 times)

Offline Neunfinger

  • Scientist
  • Posts: 257
Re: X-Com(-ish) Project - Personal Armor
« Reply #45 on: March 07, 2017, 08:10:34 PM »
I have taken some more pictures of the X-Com troops and the alien invaders I painted.

Offline Muzfish4

  • Mad Scientist
  • Posts: 998
Re: X-Com(-ish) Project - Personal Armor
« Reply #46 on: March 07, 2017, 11:03:13 PM »
What a great thread!  Very inspiring scratchbuilds and painting.

Offline Captaingeneral

  • Scientist
  • Posts: 209
  • BLOCKBUSTER
    • http://captaingeneral.co.uk
Re: X-Com(-ish) Project - Personal Armor
« Reply #47 on: March 08, 2017, 06:55:57 PM »
Congrats on some really nice development
I've been a long time XCOMMER

It would be nice to compare notes
Here's a link to my early work

http://captaingeneral.blogspot.co.uk/2015/02/xcom-first-contact-operation-hidden-hand.html?m=1

Steve
As the vulture flutters down,
The snake sheds it\'s dove,
Willem\'s cutting off his fingers,
So they\'ll fit into the glove.... http://captaingeneral.co.uk

Offline Neunfinger

  • Scientist
  • Posts: 257
Re: X-Com(-ish) Project - Personal Armor
« Reply #48 on: March 08, 2017, 08:29:10 PM »
Hello Musfish, thank you for your kind words :)

Captaingeneral, that game looks great - nice scenery and cool miniatures. What rules did you use and did they work well? From the describtion it seems very close to the newer computer games.

Offline Captaingeneral

  • Scientist
  • Posts: 209
  • BLOCKBUSTER
    • http://captaingeneral.co.uk
Re: X-Com(-ish) Project - Personal Armor
« Reply #49 on: March 09, 2017, 10:50:25 AM »
Thanks, the terrain is a mixed bag with dropzone stuff in the background to add depth.

Since then things have moved on with a full set of rules used at Salute late year for XCOM enemy unknown participation game (the St John's fishing village scenario)
People playing at Salute were kind enuff to comment that the rules were 'just like the game'

This year I have moved on to XCOM2 and am booked to show the Blacksite Mission at Salute

You can follow this on Facebook
https://www.facebook.com/XCOMthewargame/?ref=bookmarks

S

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
Re: X-Com(-ish) Project - Personal Armor
« Reply #50 on: March 09, 2017, 01:18:26 PM »
Neunfinger, it's shaping up to be a wonderful project!  You should loads of options by the time you are done!  I love the look of the Crossover Xcom troops, they look good as a group.

Captaingeneral, your work is astounding!  Very well executed.  I couldn't get into the new XCOM but I truly appreciate the aesthetic you are achieving.  I just followed you on FB.

Offline Captaingeneral

  • Scientist
  • Posts: 209
  • BLOCKBUSTER
    • http://captaingeneral.co.uk
Re: X-Com(-ish) Project - Personal Armor
« Reply #51 on: March 09, 2017, 02:00:07 PM »
Neunfinger - if you would like a copy of my home brewed rules, drop me a PM

Fergal- just checked your shop out! Great stuff now I know who you are 😊

Offline Neunfinger

  • Scientist
  • Posts: 257
Re: X-Com(-ish) Project - Personal Armor
« Reply #52 on: March 09, 2017, 07:53:35 PM »
Captaingeneral, thanks for the offer, I contacted you. Your Facebook page looks very cool - lots of inspiration for my own games, thank you.

Fergal, I like to think so too ;) I think your models fit the second tier of armour quite well.

Offline Neunfinger

  • Scientist
  • Posts: 257
Re: X-Com(-ish) Project - Personal Armor
« Reply #53 on: March 10, 2017, 10:03:28 PM »
I'm now working on some more terrain for the ground combat missions. I plan to do a couple of small terrain pieces for construction/industrial sites, like pallets, crates, containers, construction materials, machines or vehicles.
So far I've done two pallets with covered building materials/shipments and started on a couple of piled pipes.

Offline aliensurfer

  • Mastermind
  • Posts: 1324
Re: X-Com(-ish) Project - Personal Armor
« Reply #54 on: March 10, 2017, 10:17:31 PM »
Neunfinger, it's shaping up to be a wonderful project!  You should loads of options by the time you are done!  I love the look of the Crossover Xcom troops, they look good as a group.

Captaingeneral, your work is astounding!  Very well executed.  I couldn't get into the new XCOM but I truly appreciate the aesthetic you are achieving.  I just followed you on FB.

If you download the Long War mod for it, it totally changes the game. It takes some adjusting to over the original X-coms, but X-Com the new release was good, X-Com 2 the newest one with the long war mod is awesome.

Offline beefcake

  • Galactic Brain
  • Posts: 7423
Re: X-Com(-ish) Project - Personal Armor
« Reply #55 on: March 10, 2017, 10:49:38 PM »
That looks like some nice easy terrain. I may need to steal those ideas.
I really like the skinks with the Tau weapons. Cool!


Offline Neunfinger

  • Scientist
  • Posts: 257
Re: X-Com(-ish) Project - Personal Armor
« Reply #56 on: March 13, 2017, 06:56:03 PM »
Aliensurfer, I agree on the Long War mod. It's a great overhaul of the game and adds a lot of depth, especially to the ground combat missions.

Beefcake, thank you, and make sure to share pictures if you do :)

Some more little pieces. Many thanks to this cool tutorial: http://leadadventureforum.com/index.php?topic=54815.0

Offline Neunfinger

  • Scientist
  • Posts: 257
Re: X-Com(-ish) Project - construction site terrain
« Reply #57 on: March 15, 2017, 07:04:55 PM »
I bought some toy construction vehicles. They are very cheaply done and probably woudn't last half an hour if I'd let my daughter play with them, but their size is ok for wargaming and they didn't cost much. I already painted the forklift, but the yellow didn't work out at all, I will have to buy new paint and do it again.
I also bought some barrels and jerry cans to add to the clutter.

Offline Wolf Girl

  • Mastermind
  • Posts: 1424
Re: X-Com(-ish) Project - construction site terrain
« Reply #58 on: March 17, 2017, 02:47:28 AM »
Fantastic project. I hope we get to see more!  :-*

Quote
So far, I have used Pulp Alley, but I feel it needs a bit more lethality to fit X-Com.

In our Pulp Leagues book, Dad covers a bunch a different optional "setting" rules. One or more of these settings might work for you -

Gritty - The maximum dice-type used are d8's - including Health. Any time a character would normally roll a dice-type greater than d8 it is automatically reduced to d8.

Harsh - Any penalty received from the Harrowing Escape table is permanent.

Heartless - Whenever you put an enemy down in a fight (Shoot or Brawl), you may immediately discard one Fortune card to remove them from play.


Have fun!



 


Mila Phipps, Pulp Girl
mila@pulpalley.com

Offline Neunfinger

  • Scientist
  • Posts: 257
Re: X-Com(-ish) Project - construction site terrain
« Reply #59 on: March 19, 2017, 07:31:18 PM »
Hello Wolf Girl,
thank you for the input regarding Pulp Alley. I think "heartless" would be a rule well fitting to Xcom. I will do some test games of Captaingeneral's Xcom rules in the coming week to see how they work. If I have enough time, I will also try the rule changes you suggested.

 

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