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Author Topic: Xenos Rampant Transports  (Read 1376 times)

Offline LouieN

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Xenos Rampant Transports
« on: January 15, 2023, 08:07:33 PM »
Hello,

My club is still running several scenarios of weird WWII Zenos Rampant.  We had a Korea War setting with communist walkers last night.  It was also the first time we used a Transport.  I was very surprised when the shooting distance for it was only 12".  This restricts it from using extreme range. 

When I look more closely both the fighting Vehicle and the transport options make it hard to make a true Infantry fighting vehicle.   We will just invent one which is the glory of all the rampant games.  Just add here and tweak here to get what you want.

Just a surprised observation. 

Thanks

Offline Major_Gilbear

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Re: Xenos Rampant Transports
« Reply #1 on: January 15, 2023, 08:53:37 PM »
Although Daniel Mersey has not produced expansions for any of his Osprey "N-Rampant" games so far (...that I know of?), I do hope that XR does get one and that it focuses more on vehicles of all types.

I understand the focus of the main game is on (roughly) a platoon of infantry, and that vehicles are in support/incidental to that, but I really do think a few more classes with different options would be well-received.

I also wouldn't mind some slightly more detailed vehicle rules, and as there's normally only a few present, I don't see these slowing play down.

Such an expansion could also have some alternate force compositions for running more vehicle-dominated forces too, and perhaps even a few additional scenarios made with vehicles in mind, or where the vehicle(s) is the main part of the scenario.

Offline tomrommel1

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Re: Xenos Rampant Transports
« Reply #2 on: January 16, 2023, 08:28:21 AM »
Indded that could be the way to go foreward as vehicles are a definite feature of a modern or SciFi setting
In hoc signo vinces

Have a look at www.wargamesgazette.com

Offline has.been

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Re: Xenos Rampant Transports
« Reply #3 on: January 16, 2023, 10:02:10 AM »
Quote
Indded that could be the way to go foreward as vehicles are a definite feature of a modern or SciFi setting

All those Star Trek episodes I watched as a kid, but I struggle to remember vehicles. :?

Offline tomrommel1

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Re: Xenos Rampant Transports
« Reply #4 on: January 16, 2023, 02:01:10 PM »
Yes , but think Star Wars, 40K etc

Offline has.been

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Re: Xenos Rampant Transports
« Reply #5 on: January 16, 2023, 03:02:38 PM »
Quote
Yes , but think Star Wars, 40K etc
I don't mind thinking of Star Wars, but I draw the line at 40K  :D

Offline Metternich

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Re: Xenos Rampant Transports
« Reply #6 on: January 16, 2023, 03:37:37 PM »
Looking at modern warfare (WWII to present) as a model, the normal allocation of vehicles would be 1 armored transport vehicle per infantry squad - i.e. 3 to 4 per platoon.  Personally I find the points limitation (24, 30, or 34) per side to be unnecessarily limiting (especially in attributes).  Why not have a game with 40, 50 or even 60 points?
I can understand such limitations for Convention gaming, but players attempting to model specific sci fi forces shouldn't be so limited.
« Last Edit: January 16, 2023, 03:39:55 PM by Metternich »

Offline jon_1066

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Re: Xenos Rampant Transports
« Reply #7 on: January 16, 2023, 04:40:34 PM »
I think that with a larger game it would start to break down unless you had perhaps a dedicated vehicle retinue alongside the infantry

Offline LouieN

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Re: Xenos Rampant Transports
« Reply #8 on: January 16, 2023, 05:43:15 PM »
We just played a 70+ game with little problems.  Easy to scale up

Offline jon_1066

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Re: Xenos Rampant Transports
« Reply #9 on: January 17, 2023, 01:03:15 PM »
All 70 points as one command?

Offline Metternich

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Re: Xenos Rampant Transports
« Reply #10 on: January 17, 2023, 09:51:02 PM »
With a three squad platoon you would only have the 3 infantry squads plus three vehicles.  Not so confusing.

Offline LouieN

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Re: Xenos Rampant Transports
« Reply #11 on: January 18, 2023, 04:21:50 PM »
The 70+ points was in 3 commands per side. 

 

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