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Author Topic: Rules for Mad Max ? at a lost  (Read 10017 times)

Offline nevermore

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Rules for Mad Max ? at a lost
« on: May 16, 2015, 01:38:30 PM »
With the new movie coming out, i felt the need to convert vehicles 28mm scale to this crazy period, still got a fair way to go in building the base ect ... but i need some rules anybody got any ideas whats best for a good old chase through a desert.




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Offline 6milPhil

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Re: Rules for Mad Max ? at a lost
« Reply #1 on: May 16, 2015, 03:46:52 PM »
Those are looking great.

I'd suggest Steve Jackson's Car Wars, or a hack of them. Although the original set is all high-tech electro motors there was a petrol variant in the compendium and as a seperate edition (I think). If they don't float your boat the Turning Key is a concept well worth using.



Plenty of links here: http://forums.sjgames.com/showthread.php?t=76182

Or the old battlecars rules, which aren't as graceful but much shorter. PM me should you need help finding those.

Offline Too Bo Coo

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Re: Rules for Mad Max ? at a lost
« Reply #2 on: May 16, 2015, 08:36:40 PM »
There is also Outrider which is both PnP and a purchasable deck.
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Offline Dr Mathias

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Re: Rules for Mad Max ? at a lost
« Reply #3 on: May 17, 2015, 03:24:02 AM »
everything u ever wanted to know about car combat rules

I wasn't aware of that thread, thanks :)

I was looking in the Post-Apoc board  ;)
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Offline Dr Mathias

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Re: Rules for Mad Max ? at a lost
« Reply #4 on: May 17, 2015, 03:42:39 AM »
I don't know anything about Dropzone Commander, but I did spot some Mad Max-ish vehicles in one of the factions so it might be worth looking at.



http://www.hawkwargames.com/collections/resistance-land-vehicles

Offline zizi666

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Re: Rules for Mad Max ? at a lost
« Reply #5 on: May 17, 2015, 03:52:39 AM »
I don't know anything about Dropzone Commander, but I did spot some Mad Max-ish vehicles in one of the factions so it might be worth looking at.



http://www.hawkwargames.com/collections/resistance-land-vehicles

that's 10mm scale, so probably too large for 6mm and definitly too small for 15mm
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Offline Grishnakh

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Re: Rules for Mad Max ? at a lost
« Reply #6 on: May 17, 2015, 04:14:23 AM »
First of all your cars look great! I wish I'd put as much detail into mine that you did into yours. Good looking stuff!

Secondly I gotta put in a plug for Thunder Road. It's a very simple game but man, don't let that fool you, it's a lot of fun to play. The rules are posted over at Board Game Geek and you can create a custom version fairly easily. I just put up my advanced rules set a few days ago. You can also see some of my Hot Wheels and Matchbox car conversions and custom board/terrain there as well!

Rules Summary:
http://boardgamegeek.com/filepage/68067/universal-head-thunder-road-rules-summary

Advanced rules:
http://boardgamegeek.com/filepage/117389/thunder-road-advanced-rules

Photo of one of my games:
http://boardgamegeek.com/image/1901424/thunder-road
« Last Edit: May 17, 2015, 05:49:03 PM by Grishnakh »

Offline Too Bo Coo

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Re: Rules for Mad Max ? at a lost
« Reply #7 on: May 17, 2015, 09:15:07 AM »
Cars look awesome!

Offline nevermore

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Re: Rules for Mad Max ? at a lost
« Reply #8 on: May 17, 2015, 11:54:51 AM »
Just got back on to see the response, and thanks very much for all kind comments, i will check out all the links sent and figure out which is best suited, cars i made i got from a charity shop and bits of crap added for effect, figures are plastic Zombies behind the weapons.

Thanks again people you have shown me the light. :)

Offline axabrax

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Re: Rules for Mad Max ? at a lost
« Reply #9 on: May 17, 2015, 04:32:06 PM »
Someone on another forum mentioned TWo Hour Wargames Machinas, which looks good as you an combine them with their After The a Horsemen set for a full campaign, vehicle, and ground combat system.

Now we need someone to do motorcycles with freaks and lots of spikey bits. And who does road warriors?

Offline nevermore

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Re: Rules for Mad Max ? at a lost
« Reply #10 on: May 18, 2015, 11:38:45 AM »
Someone on another forum mentioned TWo Hour Wargames Machinas, which looks good as you an combine them with their After The a Horsemen set for a full campaign, vehicle, and ground combat system.

Now we need someone to do motorcycles with freaks and lots of spikey bits. And who does road warriors?

I think Westwind do some bikers

Offline Too Bo Coo

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Re: Rules for Mad Max ? at a lost
« Reply #11 on: May 18, 2015, 12:02:07 PM »
Machina's is an interesting take on the genre.  It has obvious 'chariot race' roots where there is no 'moving track', but the cars change their spot on the fixed track area.  I think the immediate limitation is that it requires all the cars to move in the same direction without any chance to 'go off road', or have any tyoe of arena situation.

Offline Dr Mathias

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Re: Rules for Mad Max ? at a lost
« Reply #12 on: May 18, 2015, 03:37:02 PM »
Now we need someone to do motorcycles with freaks and lots of spikey bits. And who does road warriors?

Wargames Factory is going to release a set of 28mm motorcycles. Not sure when but I saw renders many months ago and a sprue shot surfaced after Salute.

Offline Eric the Shed

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Re: Rules for Mad Max ? at a lost
« Reply #13 on: May 18, 2015, 04:00:03 PM »
Fantastic looking cars :o

As of tonight we are giving Battlecars (the old 1983 Boardgame) a run out for their money in a 28mm post apoc world  - this is not really Mad Max - the cars have guns, mines etc

+1 on Thunder Road great fun but very simplistic

- I'll be posting more on this later in the week...

Offline dexter

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Re: Rules for Mad Max ? at a lost
« Reply #14 on: May 18, 2015, 04:36:29 PM »
what about AXLES and ALLOYS ? simple free and fun to play

 

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