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Author Topic: Xeno's Rampant 28mm Battle for Los Angeles.  (Read 855 times)

Offline johnl5555

  • Librarian
  • Posts: 140
    • Wargamer Printing
Xeno's Rampant 28mm Battle for Los Angeles.
« on: 21 May 2025, 01:44:09 AM »
I ran my 28mm Battle for Los Angeles game last weekend. 6 players each commanding 40 to 50 point commands. The game lasted about 2 to 2.5 hours to completion. A very close fought battle that the Chigs/Landsharks won. The game got a lot of attention for the alien figures.






Thanks.

John
Owner JS Wargamer Printing. 3D printing miniatures, buildings and terrain.
https://wargamerprinting.com/

Offline HerbertTarkel

  • Mastermind
  • Posts: 1205
  • Canadian, eh 🇨🇦
Re: Xeno's Rampant 28mm Battle for Los Angeles.
« Reply #1 on: 21 May 2025, 02:30:52 AM »
Nice looking game; terrain is great! More photos of the aliens?
2025 painted model count: 355
@ 18 September 2025

Offline hubbabubba

  • Mastermind
  • Posts: 1982
Re: Xeno's Rampant 28mm Battle for Los Angeles.
« Reply #2 on: 21 May 2025, 12:57:55 PM »
Oh no! The Chigs got the A team van.

Good looking game.

Offline mikedemana

  • Galactic Brain
  • Posts: 4575
  • Investigating curiosities around the globe...
    • Worldwidemike
Re: Xeno's Rampant 28mm Battle for Los Angeles.
« Reply #3 on: 21 May 2025, 05:44:01 PM »
Good to see you on here, John! For those that may not know, I have bought many of my 3-D printed Sci-Fi minis from his company, JS Wargamer Printing:
https://wargamerprinting.com/

That game looks like a monster! So intrigued to hear that it played so quickly with such big player forces. Did you use the turnover mechanism when a unit fails to activate? For pretty much all of our Rampant series games, we've gone with the modification that all units get a chance to roll for to activate. One miss does not end your turn. Just curious...

Mike Demana

Offline johnl5555

  • Librarian
  • Posts: 140
    • Wargamer Printing
Re: Xeno's Rampant 28mm Battle for Los Angeles.
« Reply #4 on: 22 May 2025, 04:40:38 AM »
  Hey Mike. All Commanders had a free reroll if within Command range. The Intelligence operative caste (1 fig) had no combat value for the Chigs. He did provide an extra 6" for the command range. He also provided a casualty recovery reroll for one unit each turn (there was one of these per Chig player). All players went on the same side. When a player failed their turn stopped. The turn switched when all the players had either failed or activated everything.

Files are here:https://cults3d.com/en/users/spenceleigh/3d-models

Thanks.

John
« Last Edit: 22 May 2025, 04:42:40 AM by johnl5555 »

Offline Wachaza

  • Mad Scientist
  • Posts: 654
Re: Xeno's Rampant 28mm Battle for Los Angeles.
« Reply #5 on: 22 May 2025, 09:20:48 PM »
Oh no! The Chigs got the A team van.

I pity the fool who crashed that van.

Any more pictures?

 

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