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Author Topic: UFO-enemy unknown  (Read 17306 times)

Offline beefcake

  • Galactic Brain
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Re: UFO-enemy unknown
« Reply #30 on: April 29, 2013, 09:29:37 PM »
I'd be tempted to use these. With head swaps they would be great for the personnel armour troops.


Offline Machinegunkelly

  • Scientist
  • Posts: 280
Re: UFO-enemy unknown
« Reply #31 on: May 03, 2013, 07:23:13 PM »
Ok the foundation for the first scout UFO is made. I think Iīve got hold on how to build the interior with a minimum of fuzz.

Now i just need to figure out how to build a somewhat smooth rounded exterior, and how to make the entrance to the UFO and then time for silverspray primer. Iīve got som "alien" looking technical stuff to do that can be used inside the UFOs.

Here two photos of where I am now.




This is a "Tengu" Grey. The nice chap at Tengu sent me a small extra as a gift, since there where a minor problem when I ordered. The minis are good so if someone out there is wondering where to get some good greys I can highly recommend Tengu.

Of course it will be hard to avoid painting at least one of these little fellas as Zerblatt. But it would destroy the mood of the game..so I must resist the urge....

And here is the foundation of the larger "small" UFO.


Offline Anpu

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  • Life in the vault is about to change...
Re: UFO-enemy unknown
« Reply #32 on: May 03, 2013, 07:37:10 PM »
Sweet project, I have fond memories of those games.

Offline beefcake

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Re: UFO-enemy unknown
« Reply #33 on: May 03, 2013, 08:14:52 PM »
Looking nice. Have you located any other miniatures? Mutons, floaters?

Offline Machinegunkelly

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  • Posts: 280
Re: UFO-enemy unknown
« Reply #34 on: May 04, 2013, 12:43:05 PM »
Thanks.  :).

No I havenīt located any other races. But then again I havenīt put to much into it since just Greys will keep me occupied for a while.

Offline beefcake

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Re: UFO-enemy unknown
« Reply #35 on: May 04, 2013, 08:01:51 PM »
I saw you commented on the project I'm undertaking, your thread heavily influenced me :D
As said, the mesaan from hasslefree might do for the older type chrysalids not really chitinous enough though but the hands are about right.
http://www.hfminis.co.uk/shop?product=mesaan-grunts~hfsa305&category=miniatures~sci%252dfi-aliens

Offline Machinegunkelly

  • Scientist
  • Posts: 280
Re: UFO-enemy unknown
« Reply #36 on: May 04, 2013, 09:01:47 PM »
Thank you. That was a good find.

They will make excellent Chrysalids but I must pass them this time, due to time and money restraint. I do not want this to turn into one of those huge projects I always dream about doing.  :D

Besides I still have unarmed civilians to get. And of course soldiers ( I just drafted a few soldiers I painted up for a TW2000 project that has been put on ice). And doing the last AAR I realised that I might need a bunch of armed civilians...

Perhaps the Chrysalids will get drafted later if I stick to this project beyond summer....

Offline Predatorpt

  • Scatterbrained Genius
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Re: UFO-enemy unknown
« Reply #37 on: May 05, 2013, 03:27:27 PM »
If anyone is interested in the "X-Com: Tactics" rules, I can upload them. Someone saved them from their original site - no longer available -and posted them on Boardgamegeek. They seem to be the same that are posted on Scribd.

Offline Gun bunny

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Re: UFO-enemy unknown
« Reply #38 on: May 06, 2013, 01:04:42 PM »
I saw you commented on the project I'm undertaking, your thread heavily influenced me :D
As said, the mesaan from hasslefree might do for the older type chrysalids not really chitinous enough though but the hands are about right.
http://www.hfminis.co.uk/shop?product=mesaan-grunts~hfsa305&category=miniatures~sci%252dfi-aliens
dream blade miniatures game...hive soldier looks a good chrysalid.

Offline Machinegunkelly

  • Scientist
  • Posts: 280
Re: UFO-enemy unknown
« Reply #39 on: May 15, 2013, 08:55:26 AM »
    Iīve been sketching on "campaing" rules. And decided that I will make it a fireteam based campaing. To reduce the amount of paperwork and remoddeling of minis I decided to base it on these ideas.


    You buy a fireteam consisting of 6 men with "resource points". When you buy a fire team you get 1 Corporal and 5 privates all equipped with M16 or other similar rifle and grenades.

    You upgrade the team soldiers by spending resource points, and the "leveling" follow the choosen path for each mini. Apart from getting special equipment there will be an upgrade on some of the stats for each miniatures.

    From private each mini can choose to follow one of the following paths.

-Corporal (there must be one in each squad), -Sgt (One per two fireteams max), -Lt (One per three fireteams max).

-Specialist (and the specialist divides up in the following paths)
 
  * "Gunner" (Gets a M249 or similar), -"Gunner" second class (Gets a M60 or similar). Maximum one per team.
  * "Medic" can revive a squad member, -"Medic" second class, can revive and I have to think out one extra bonus. Maximum one per team.
  * "Engineer" (Gets a extra powerful grenade to throw), -"Engineer" class two (Gets a rocket launcher). Maximum one per team.
  * "Private" first class (Gets bonuses on more stats than other specialists), -"Private" second class (Gets a underslung grenade launcher)[/li][/list]

If one of your soldiers die during the game you reduce their "level" one step and loose the "special weapon" they are equipped with. Or should they drop all the way back to private?

I think this will make book keeping between missions easier. All I need to do is replace the miniature with a suitable new miniature to show the new class. Or paint over the rank and paint the new rank. Minimum work.

So what do you think, is this a good idea to work from? I could also use some help with what to call the different specialists to fit the US army definition.

The problem that I see is the fact that I want to use SMGs and shotguns but I havenīt figured out how yet. So if anyone got an idea, please share them.

I know some of you might feel that, WTF!. No snipers?
Thatīs because I am considering making them their own fireteam of two soldiers. The sniper first level uses the first class sniper rifle and "level" up to a .50 sniper rifle. Iīve just got some problems with the spotter and how he levels up. I could use some suggestions on this one, keeping the thought of just switching the mini or repainting his rank marking.

Edit: Oh yes. Has anyone got a suggestion for what to use as tracked weapon platforms, cannon and rocket. I cant use tanks because they are to big and look like tanks and I canīt use to Sci-fi because they look to sci-fi. I have considered 15mm tanks but I canīt use GMZ because I already have them and I want som new and shiny stuff.
« Last Edit: May 15, 2013, 09:30:39 AM by Machinegunkelly »

Offline beefcake

  • Galactic Brain
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Re: UFO-enemy unknown
« Reply #40 on: May 15, 2013, 10:06:41 AM »
Sounds cool to me.
How about the spotter levels up allowing the sniper to make extra shots. Like he's extra good at spotting so it gives the sniper an extra chance at shooting. Is that what you are meaning by spotter? Or perhaps they allow the sniper to ignore cover if you are using that as a rule.

Offline Machinegunkelly

  • Scientist
  • Posts: 280
Re: UFO-enemy unknown
« Reply #41 on: May 16, 2013, 07:33:29 PM »
Beefcake: I like those ideas. Iīll probably go for the ignore cover route since a sniper dashing out two or more shots per round in a small skirmish game, could hurt the balance. Especially since the opposition wonīt have any snipers to counter with.



Ok. Some more ideas for rules.

Random Scenario. The idea is that neither the GM or players should know the enemy composition. The only information the players will get is how many UFOs have touched down. Based on this information the players will have to decide what kind of force to take to the table. I have some ideas on how to make it an economical issue just like in the computer games.

Step 1: Roll to see the difficulty of the ecenario. To not tell the players what level it will be.
1d6

1-2: Easy
3-5: Medium
6+ : Hard

Step 2: Roll to see how many UFOs  touched down. This is the only information to be given the players.
1d3 UFOs touched down.

Step 3: Roll to see the size of each UFO based on the difficulty of the scenario.
1d10
Easy scenario
1-7: Scout UFO
8-10: Small UFO

Medium Scenario
1-5: Scout UFO
6-10: Small UFO

Hard Scenario
1-3: Scout UFO
4-10: Small UFO

Step 4: Roll to see how many crew members per UFO.
Scout UFO: 1d3+1 crew members, one armed with a laser rifle.
Small UFO: 1d3+3 crew members, three armed with laser rifle.



This is the first draft for scenario making rules. I guess this will keep me occupied this summer. If you have any thoughts or suggestions for improvment, please post them.


Offline markiemark

  • Librarian
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    • Tabletop-buildings.com
Re: UFO-enemy unknown
« Reply #42 on: May 17, 2013, 08:04:35 AM »
hi,

very interesting project you have here...

i too am busy with the UFO project...but i do it completely in 15mm with my own miniatures range, i use the UFO Apocalypse style, but with my own twist...

here are some pictures with some other miniatures i have with the first layout...







hope you like it...
mark

Offline Machinegunkelly

  • Scientist
  • Posts: 280
Re: UFO-enemy unknown
« Reply #43 on: May 17, 2013, 06:28:22 PM »
Hi there. Nice pics, I wish I had thought about Apocalypse. Then I could have tied the project terrain closer with my "fallout inspired" long term project.

It would also have been nice rolling up a "rescue the downed pilot" kind of scenario. :)

Here is tip on reasonably cheap and good 15mm ruins.
http://www.tactical-terrains.com/?page_id=2


« Last Edit: May 17, 2013, 06:32:03 PM by Machinegunkelly »

Offline markiemark

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    • Tabletop-buildings.com
Re: UFO-enemy unknown
« Reply #44 on: May 17, 2013, 09:11:14 PM »
yes, that was also my idea for a downed pilot... a SF version of a blackhawk down... khurasan has some nice small APC's for that scenario...

second board is ready at the moment with an entrance for a underground UFO moonbase for the greys..but i have to create and build up a larger UFO....

also working on a small human moonbase which is almost finished...just some small silos and a wall need some paint...


 

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