Lead Adventure Forum
Miniatures Adventure => Future Wars => Topic started by: Mick A on 11 December 2013, 01:52:49 AM
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I'm looking for a set of platoon level sci fi rules that have good design rules so that I can use my Karman figures aginst space marines Imperial Guard etc, any suggestions?
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Check out the SciFi rules thread at the top of the future wars page.
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I'm looking for a set of platoon level sci fi rules that have good design rules so that I can use my Karman figures aginst space marines Imperial Guard etc, any suggestions?
My hobby horse Defiance (http://www.mj12games.com/defiance/) should be pretty much spot on for that.
It has perhaps the most solid generation tool on the market (available in the full version, "demo version" means simply "core rules" so no generator there). It may present a bit steep learning curve tho due to the lack of a ready-made software aids. The same could be said about the rules too, to an extent -- it's not a "Warhammer 40.000, only better" but a bird of it's own color: Defiance mechanics produce a game with at least tenuous ties to real world military tactics and combat outcomes. But tho there is a degree of complexity, I don't feel the game tips over into being complicated.
Sample force lists in various genres 4X here: http://heros.netai.net/html/DVG.html. You can access my rather long-winded review of the original version of the game through there as well.
All of the above being said, I also need to mention (before I get called out on it again) that you will note there is no player base to speak of for the game. I like to blame a complete lack of support from the publisher mostly but I'm sure other folks will want to cite other reasons 8)
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I'm going to give Victory Decision:Future Wars a go :)
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I'm going to give Victory Decision:Future Wars a go :)
Good lad. ;)
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Why not use Song Of Blades and Heroes, Mutants and Death Ray Gun Add on ?
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I've recently started with Gruntz and i'm very pleased with it. The rules are quite simple but there is a lot of variance, and it has a GREAT generation tool, with even TWO different softwares that generate the cards for the game.
that's the blog: http://www.gruntz.biz/
and the rules are on Wargamevault: http://www.wargamevault.com/product/92879/Gruntz-15mm-SCI-FI
The generation tool is web-based and it's free, needs registration (but no spam): http://www.gruntomatic.com/ it allows you to create units and vehicles and a LOT of other type of mech stuff, plus you have a "army builder" and a pdf cards generator.
Ok, that's the first time i spent 15$ for a wargame, but i'm really pleased at the moment.
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Why not use Song Of Blades and Heroes, Mutants and Death Ray Gun Add on ?
+1
SoBH is wonderfull for all univers
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+1
SoBH is wonderfull for all univers
sadly, it has a very superficial building system, and the points are... well, not really representative.
However, i'd suggest you to buy it and play for the sake of playing... only a dozen models per side, though, not the platoon level you were asking for. It's a brilliant game, indeed!
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Good lad. ;)
I like what I read... ;) ;) ;)
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I have SoBaH plus most of the spin offs, including Death Rays, Flying Lead etc. I love the system (I'm a named play tester on the original ;) ) but really wanted a platoon level system hence going for Victory Decision...
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Why not consider platoons as SBH's characters ?
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checking the demo. like what i see so far, will comment more later.
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I would sugest you give fast and dirty a try. The rules are absolutely free. The current edition is up on the main site and a WIP next edition is on the yahoo group. They are very nice playing rules aimed exactly at platoon size. The only proublem I could see is that both karmans and space marines would be statted as power armoured elite troops which means you might end up with some lack of variaty in units. Still there are a lot of aditional abileties and equipment options you can give your models to make them act diferent on the field.
I havn't played enough games yet to say the point system is fair but it makes use of a multiplication calculation I am like. It should cost more to make a unit of space marines scouts then a unit of goblins.
Agis, I really like your rules but I would be very interested to hear how you would use karman and space marines against eachother and have diferently playing forces.
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Agis, I really like your rules but I would be very interested to hear how you would use karman and space marines against eachother and have diferently playing forces.
Well, Space Marines are simple...
Let's takae care of this unit FuCo style:
(http://www.adpublishing.de/assets/images/BR_Tactical_1.jpg)
I recommend the Multirole Combat Suit Infantry Squad from the High Tech Infantry Platoon as a starting point.
The weapon loadout is asking for a Flamethrower upgrade (+12 points).
The Kinetic Pulse Carbine can be used as a Bolter stand in. Not perfect, but close enough (-5 points for the 5 Marines).
Since Marines are well know for their Close Combat skills, I recommend the CC Specialist option. The Ferocious Ability will give them +1 to all Damage Die plus re-rolls during Assault and Close Combat actions for +25 points. Reflects also their superior strength.
Since I have only 5 guys, 5* (-33 pts)= -165 points.
So 335 + 12 -5 +25 -165= 202 points for 5 Marines.
I am not sure what was the special of the AT-43 Karmans.
They were very shooty, or? But I am a bit lost here.
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I see my Karmans as a larger version of assault Marines. Main units being lots of short range firepower but fast moving to get into close combat. Other units will be the heavy support Karmens with weapons on their backs and then the mopping up units with the hand held special weapons (also handy for bunker clearing). The vehicles are going to be used for fast hit and run tactics.
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warpath 2.0 is great. give it a try, its fun and fast. :)
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I am also interested in how to add Karman to ViDe Future Combat (and the similar AT-43 Cogs and 40K Orks). I didn't play Karman myself but faced them several times. Karman are large gorilla infantry in heavy armor. The regular troops tended to generate lots of shooting dice that were very inaccurate at long range but could be devastating up close. They had dangerous close combat attacks and their longer-ranged support teams had formidable long-range template weapons.
On the other hand... they are one of the weaker factions for AT-43. Durable but very few in number, if they took too many casualties early in the battle they could quickly get overwhelmed. Their vehicles were all VTOL or hover-based tech with forward and rear-ward facing weaponry, including flamers! Some (half?) of the infantry choices included jet-packs to get them up close with the enemy faster.
I imagine them as having two wounds per figure or something to represent both their large size, natural toughness and armor. Maybe a better armor save than normal instead? I've yet to play Future Combat so I really don't know.
I see Orks from 40K in a similar light. They are strong and tough (tougher than humans, less than gorillas) with more of an idiot-savant approach to technology. Tough to pin down exactly, but I'd love to see them in the game.
The AT-43 Cogs were similar to Karman in that they were larger aliens on larger bases, few in number and elite in nature. I'd have to refresh my memory on them, but they featured more long-range firepower compared to the Karman. Their vehicles were mechs, which is easier to figure out.
It's that "bigger, stronger and tougher than humans" that is difficult (for me) to fit into Future Combat. Hopefully Agis will be inspired to give us some expansion rules. :-D
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sadly, it has a very superficial building system, and the points are... well, not really representative.
However, i'd suggest you to buy it and play for the sake of playing... only a dozen models per side, though, not the platoon level you were asking for. It's a brilliant game, indeed!
Because play at this game need work... but it is so easy
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Give NoLimit a try
very good ruleset with a solid point system ;)
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It's that "bigger, stronger and tougher than humans" that is difficult (for me) to fit into Future Combat. Hopefully Agis will be inspired to give us some expansion rules. :-D
True, at the moment only humanoid races can be done with FuCo.
For the mentioned Karmans the Hardshell Infantry might be a good starting point.
I will try to draft some ideas later.
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True, at the moment only humanoid races can be done with FuCo.
I'm sure you've written this out before, but are there any specific plans for expansions, free or otherwise for more alien forces?
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Swatters uses the SoBaH engine, but works at the level of fire teams of about 5 models, or individual giant figures or vehicles. The teams are based on a CD-sized base.
Each figure gives a +1 to the combat stat, with extra bonuses for heavy weapons. The combat stat is reduced as casualties are taken - depending on the combat result, figures can be suppressed or taken out the fight.
It's basic but it works and gives a quick game. I imagine the combat algorithm goes a bit wonky if you try to put too many figures into a fire team.
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I'm sure you've written this out before, but are there any specific plans for expansions, free or otherwise for more alien forces?
I have an Alien/ Bug/ Xeno book planned for 1stQ 2014, maybe also Robots and a book on heroes and psi/ force abilities.
Depends on the feedback. :)
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So, I could not find me Karman rulebook, but at least some unit cards.
Here we go:
Anakonga Officer
(http://www.adpublishing.de/assets/images/Group.jpg)
The anakongas constitute the main body of Karman troops. Trained by hardened veterans, they are calm and resolute: the Karman warrior knows that his death and victories are waiting somewhere in the future to be revealed. Equipped with powerful drum pistols, the unconcerned anakongas cast storms of steel upon their enemies.
Starting point in ViDe FuCo is the Hardshell Power Armour Combat Suit Command Section – 205 points
With his base abilities (Command, ECM/1, Dedicated, Individual, Nerves of Steel, Night Vision, Radio, Size/2) he fits the above Karman description already pretty good.
By default he is armed with a Light Chain Gun and Manipulator Hand.
Anakonga - Drum Pistol and Powergrip. Fits again, only thing that is not OK, is the longer range of the Light Chain Gun. But I can live with that.
Since the Anakonga has Jump/ Jet Pack I give the Hardshell Power Armour Combat Suit Command Section the Jet Pack/8" option for +10 points.
DONE! Using the Hardshell infantry you can have a valid FuCo army with 1 Officer and between 10 and 15 (depending on weapon options) Hardshell Combat Elements!
(BTW - To my shame I noticed that P. 109 has the Jet Pack option while it is missing on P.102, I will update the file over the weekend - Sorry about that)
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Very nice Agis! I would say I need to think outside the box more but rahter I need to learn fit the boxes better.
Are you keeping a log of updates somehwere? erreta like. I just printed and don't plan to re print every time a small update is made. I do like your rapid responce to mistakes!
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Very nice Agis! I would say I need to think outside the box more but rahter I need to learn fit the boxes better.
Are you keeping a log of updates somehwere? erreta like. I just printed and don't plan to re print every time a small update is made. I do like your rapid responce to mistakes!
Good idea, I will add a suitable section to my website.
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I was actually just plinking around looking for rulesets for my AT43 repaints... are Walkers covered in the first release?
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I was actually just plinking around looking for rulesets for my AT43 repaints... are Walkers covered in the first release?
ViDe Future Combat has different walker stats included, if you want to play your AT-43 armies you are more or less covered!
;)
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Well I picked up a copy this afternoon (I already have ViDe WWII and Gear Krieg so I figured I might as well complete the set).
My only problem will be fitting my Tac Arms into the Hardshell Infantry entry. I traded off my Deathdealers... and my standard Tac Arms are already repainted.
How would I handle Light Laser cannon on hard suit infantry? Just steal the PV from elsewhere?
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How would I handle Light Laser cannon on hard suit infantry? Just steal the PV from elsewhere?
See here: http://leadadventureforum.com/index.php?topic=61617.0 (http://leadadventureforum.com/index.php?topic=61617.0)
You can also use any other weapon stat already provided, or create some by yourself, post them here and I give you a rough points value.