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Miniatures Adventure => Post-Apocalyptic Tales => Topic started by: Altius on 20 April 2015, 05:34:10 PM
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I'm curious, has anyone played PA as something larger than skirmish scale?
I've got an idea for a game to represent independent towns, remnants of governments, and large marauder bands battling each other for control of resources, maybe as a campaign game. Definitely bigger than skirmishes, though. Are there any rules out there that would work for something like that?
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Undead States of America and the expansions may be of interest:
http://undeadstatesofamerica.com
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a 6mm post poc might be interesting. With stands of infantry or different classes of vehicles. Could probably be ran in HOTT.
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I've been thinking about Post-apocaliptic naval actions for a while now.
The waters rise and it all goes a bit Waterworld...
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The force-on-force wasteland supplement has a mission at the larger end of the skirmish spectrum with two roughly platoon level forces slugging it out...
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The USE ME PA rules might be worth a look.
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I used my own rules to field some pretty sizeable raider gangs against some pretty well-equipped wanderers.
Keeping track of numbers became a little bit clumsy after a few good rounds of combat..
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The force-on-force wasteland supplement has a mission at the larger end of the skirmish spectrum with two roughly platoon level forces slugging it out...
We're can you get force on force wasteland?
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We're can you get force on force wasteland?
It used to be in the PDF bundle you got when you signed up for their loyalty scheme thing (opperator?) basically you got a handful of PDFs, asccess to a special section of the forum and discounts from selected companies for something like $10/a year. The PDF has 3 scenarios (raiders vs a settlement's special forces, 2 clashing wasteland warlords and a ambush Z scenario), abit of fluff on their generic-yet-slightly-fallout-esque setting (It also partly reminds me of The Postman) and some short, simple force lists for Raiders, a couple of Warlord settlement forces, the not-brotherhood-of-steel and some simple guides for rules for mutants. There has been talk on and off for a couple of years regarding a prope wasteland supplement book for either FoF or Tomorow's war, although nothing has materialised yet...
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The rules I'm working on at the moment feature a mix of solo models, units and vehicles, and can be expanded up to (probably) company size, though I haven't tried anything bigger than a platoon yet. They should hopefully see the light of day in the next year or so. Aaaaaand now they're jinxed.
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There's actually a pretty nifty game out there called Warfare in the Age of Madness, where you basically play doomed combat companies fighting on a nightmarish post-apocalyptic battlefield, trying to salvage supplies and just survive.
http://www.warfareintheageofmadness.com/
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I've been thinking about skirmish and larger actions in the Twilight:2000 timeline. I'm probably the very last T2K fan left, and I only got into it in 2008, but I love the story and the idea of it.
Anyway, I've been thinking Micro-Armour T2K, and using some horse cav from the WW2 line, and doing brigade-style battles from the Twilight War.
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I've still got TW2000 from playing it back when it was a futuristic scenario. lol
For large actions where you might want it more about commanding forces I'd suggest Cold War Commander, I use the Blitzkrieg version for 6mm WW2.
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I've still got TW2000 from playing it back when it was a futuristic scenario. lol
For large actions where you might want it more about commanding forces I'd suggest Cold War Commander, I use the Blitzkrieg version for 6mm WW2.
XD I didn't play it then, but I'm old enough to remember when the Twilight War seemed like a plausible future.
I do have Cold War Commander, that should work. I was thinking of US 5th Infantry, as presented in the T2K main set.
I'm also doing some 1/35 scale models as T2K survivors.
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I've just found the Thunder Road rules... no idea if they're of any use.
http://files.geekdo.com/geekfile_download.php?filetype=application%2Fpdf&filename=ThunderRoad.pdf&filecode=lhb8d5a8w&validationcode=9d72277ead8a4d40509e99842cd10d71
from:http://boardgamegeek.com/filepage/9832/thunderroadpdf
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The Latest version of the Wastelands rules, "Wastelands 3 Meltdown" seems to be aimed at slightly larger (platoon level aprox) battles. I rather liked 1.2 which was smaller scope, but the author certainly puts alot of development effort into a set of rules that is quite comprehensive and yet still free!
http://s1.zetaboards.com/Post_Apoc_Wargames/topic/4759552/1/
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It might be a bit old school but command decision is a good game, with mechanics that work and a good campaign system. It will handle battalions and even regiments. You can use figures between 6mm and 20mm.
Equally old school, there is also a mass battles system in Aftermath. I wouldn't recommend the rules (very realistic and a bit too realistic) but it would be a good place to get some ideas.
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I like the idea of a Darkest America thing as opposed to a colonial Darkest Africa, with (barely) surviving, second rate Euro and South American troops coming in to salvage goods and finding resistance. Maybe with New Orleans, Corpus Christi and the Brooklyn Navy Yards the last half-functioning ports as points of entry.
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I like the idea of a Darkest America thing as opposed to a colonial Darkest Africa, with (barely) surviving, second rate Euro and South American troops coming in to salvage goods and finding resistance. Maybe with New Orleans, Corpus Christi and the Brooklyn Navy Yards the last half-functioning ports as points of entry.
Twilight:2000 has a bit of that. Mexico, with help from the Soviet "Division Cuba", invades Texas, and Soviets invade Alaska. The US splits into 2 factions, MILGOV and CIVGOV.
In Texas and Oklahoma, the remnants of 49th Armored Division, with a few tanks, lots of "Hillbilly Armor" trucks, and cadets from the Air Force Academy, are loyal to MILGOV and doing their best.
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Sounds good, I'll have to look into it. I like to blend harcore realism with a generous smear of anachronistic bullshit: find an excuse to blend early 20C tech with more modern stuff, Russian Civil War armored trains and Nazi rocketry mixed with thermobarbics and genetic mayhem.
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The T:2000 pdf files are pretty inexpensive, and there are some excellent fansites and resources around.
http://forum.juhlin.com/ (http://forum.juhlin.com/) This forum is a good start, a lot of people there have links to their fan stuffs.
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I Also recommend TW2000, if not for the game play at least for the back ground. Very well thought out.
I need to see if the guys at the club would like to play a game. :)