*

Recent Topics

Author Topic: TBC's OUTRIDER Project: Gully Ganger Mustang DONE!  (Read 20236 times)

Offline Elbows

  • Galactic Brain
  • Posts: 9973
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #30 on: 09 October 2013, 05:44:03 PM »
You missed his thread because it only took him all of 2 hours to start it...and get to this point... lol
2025 Painted Miniatures: 348
('24: 502, '23: 159, '22: 214, '21: 148, '20: 207, '19: 123, '18: 98, '17: 226, '16: 233, '15: 32, '14: 116)

https://myminiaturemischief.blogspot.com
Find us at TurnStyle Games on Facebook!

Offline YPU

  • Galactic Brain
  • Posts: 4451
  • In glorious 3D!
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #31 on: 09 October 2013, 08:42:51 PM »
btw make sure you have 12 damage cards for the damage deck. When you print it off it only has 4 in the file you will need to re-print the first page a couple more times.
it was hard to kill anything until I found out that I hadn't printed enough.

now with the correct 12 its murder on the highways.

LGW
Arg, why do I only read this now when I was printing that expansion this afternoon!
3d designer, sculptor and printer, at your service!

Offline Lord GreyWolf

  • Mad Scientist
  • Posts: 646
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #32 on: 09 October 2013, 11:59:37 PM »
sorry dude.

Also when playing make sure you pull out the Critical hit cards as these will be used when you take damage and the top one or two requirements have either been destroyed or you didn't have them in the first place then the Crit hit take effect.

it should tell you on the 2nd page of the damage deck section what the mix of the cards should be in a game. the amount of Crit cards depends on the players. 2 players 2 crit cards. 3 players 3 cards etc...

LGW

Offline Mason

  • Elder God
  • Posts: 21228
  • Eternal Butterfly!
    • Blind Beggar Miniatures
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #33 on: 10 October 2013, 12:13:43 AM »
Great finish, TBC!
 :-*


Now for the stupid question: Can you post a link to the game please, as I cannot find it from Print and Play?
Am I doing something wrong?


Offline Lord GreyWolf

  • Mad Scientist
  • Posts: 646
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #34 on: 10 October 2013, 12:44:53 AM »
Great finish, TBC!
 :-*


Now for the stupid question: Can you post a link to the game please, as I cannot find it from Print and Play?
Am I doing something wrong?



http://dicefestgames.blogspot.com.au/p/outrider.html

http://e23.sjgames.com/item.html?id=DFGOR001

hope those help

LGW

Offline YPU

  • Galactic Brain
  • Posts: 4451
  • In glorious 3D!
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #35 on: 10 October 2013, 09:02:04 AM »
The forum on BGG is the one Gregg uses as his "official" forums.
http://www.boardgamegeek.com/boardgame/68504/outrider

You can also get the game from wargamevault, which is where I do most of my PDF shopping.
http://www.wargamevault.com/product/87927/Outrider
Note they have a bundle with all expansions for only that much more.


Yea thanks GreyWolf, I counted all the other cars types and printing each page once is enough to get the standard mix, didn't occur to me to count to standard 1 damage cards for some reason.  ::)
As to the sentence on critical cards, I still don't exactly get what he is saying there, like you said you don't mix them is as the are simply there to reference the rules should you reach the lowest point of a targeted effect. And also is the number of players the number of cars or the number of actual players?

Offline Mason

  • Elder God
  • Posts: 21228
  • Eternal Butterfly!
    • Blind Beggar Miniatures
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #36 on: 10 October 2013, 09:05:19 AM »
Thanks for the links, chaps.
I shall investigate.
 :D


Offline Lord GreyWolf

  • Mad Scientist
  • Posts: 646
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #37 on: 10 October 2013, 09:20:09 AM »
@YPU when you draw a Damage card. if it is not a damage card then it will be a area damaged card. [eg a certain part of the vehicle has taken damage]

you read the first point on the card. lets say for an example it has you suffered a driver injury remove any driver bonuses you might have. So your driver did not have any driver modifiers so you read the next sentence and do what that says. now at this stage if the second statement has no meaning to your vehicle [eg you already have lost that particular bonus] then you advance to the Critical level and do what it says which is usually unpleasant.

last game we had my son shot off some of my vehicle reduced my armour to ZERO and then on my next turn I had to deal with a +2 modifier on my driver test as I drove over the parts of my Vehicle he had just blown off.

For me the rules are easy enough to follow and learn the most time consuming thing is setting up all of the tokens and and counters.

I also want some more ways to modify the vehicles. If he had points system where each card could be bought by the player. give us more types of cars I want one that comes with a turret and not have to get it randomly.

these are minor peeves and as a whole the game rocks the kids love it....

LGW




Offline YPU

  • Galactic Brain
  • Posts: 4451
  • In glorious 3D!
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #38 on: 10 October 2013, 04:18:34 PM »
Aye I get it now, still re recommendation on the critical card number sounds like you should have a particular number in the deck, but you actually keep them separate and put them by your vehicle for reference. So the recommended number is just to make sure there are enough to cards for everybody. However due to its wording it sounds like they should be mixed in.
My GF was at the school printer today so the printed the two pages of damaged I missed.

Actually, I was considering the mix of damage cards due to you mentioning having a hard time destroying vehicles. If you were to say play a race with one vehicle per player it might actually be a good idea to have fewer damage cards in there. That way it would be harder to fully remove a vehicle from the game. I hate having to put players out of a game half way trough. Sure, you might end up with a group of wrecks limping across the finish line but that's part of the charm right.  :D

Offline Too Bo Coo

  • Scatterbrained Genius
  • Posts: 3955
  • The Adder Noir
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #39 on: 10 October 2013, 04:52:37 PM »
You missed his thread because it only took him all of 2 hours to start it...and get to this point... lol

I had a good laugh  lol, but then again, it's sort of true!  o_o
"A little nonsense now and then, is relished by the wisest men."
-Willy Wonka

Offline pocoloco

  • Scatterbrained Genius
  • Posts: 3848
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #40 on: 10 October 2013, 05:05:10 PM »
Great work on that cruiser TBC  :-*

Offline dicefestgames

  • Lurker
  • Posts: 4
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #41 on: 10 October 2013, 05:06:49 PM »
You can also use a 'points' build system.

There are six points to build a chassis

Here are the constructions costs:

Primary weapon fixed hardpoint (square) 2 pts
Secondary weapon fixed hardpoint 1 pt

Primary 90 cone hardpoint 3 pts
Secondary 90 cone hardpoint 2 pts

Primary 180 degree cone hardpoint 4 pts
Secondary 180 degree cone hardpoint 3 pts

each attribute you boost (accel, handling, Firepower, Defense) is 1 pt per +1, no attribute can be higher than +2 and Firepower cannot be more than +1

that takes care of the chassis ... now the alternative method for customizing with dice use 36 points ... the cost of each die is equal to the number of its sides ...

instead of the basic 6, 8, 10, 12 ... you could do:

8, 10, 8, 10

6, 6, 12, 12

10, 10, 10, 6

8, 8, 8, 12

etc...

Have Fun!

Offline Lord GreyWolf

  • Mad Scientist
  • Posts: 646
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #42 on: 10 October 2013, 08:12:24 PM »
that option is awesome

I am going to test that today with the kids.

Also I am hoping that in the future for the 3 weapon types we get more options. that can add modifiers or special rules.
for example:
Laser Beams [d12] when hit by this beam enemy vehicles can not use any bonus modifiers.

LGW
 

Offline Too Bo Coo

  • Scatterbrained Genius
  • Posts: 3955
  • The Adder Noir
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #43 on: 15 October 2013, 05:05:54 PM »
Hoi!  My second Cruiser is almost done being painted, another day or so and it's finished.  I decided that the game works best when each person controls 2 cars as 'team play'.  So I'll paint up a few sets of cars to represent different models and gangs.

So thinking of what to do next, I decided to use these cars from M2.  They are from the 'Auto-Projects' line, and so come all 'Post-Apocalytic-y'.  So my plan is to remove the 'glass', and add some armor plating, MG's and a few other details, as well as crew.  But in order to paint the new parts while preserving as much of the original as possible, I'll either spray primer onto a plate and brush it on, or prepaint before assembly, or likely, a combination of both....

I think these are fantastic models and are in better ratio to each other, than in say Matchbox lines.  You can see a real differnece between the Police Dodge Monaco's and these sports cars. 

Offline Too Bo Coo

  • Scatterbrained Genius
  • Posts: 3955
  • The Adder Noir
Re: TBC's Outrider Project, Police Cruiser FINISHED!
« Reply #44 on: 15 October 2013, 05:09:11 PM »
Here are some WIP's of the second Cruiser, the 'Interceptor', and the first Police car.

 

Related Topics

  Subject / Started by Replies Last post
37 Replies
8561 Views
Last post 31 October 2013, 05:23:22 AM
by Grimmnar
8 Replies
3092 Views
Last post 31 October 2013, 05:22:59 AM
by Grimmnar
45 Replies
8998 Views
Last post 16 June 2017, 08:46:11 PM
by Too Bo Coo
71 Replies
31701 Views
Last post 01 May 2016, 12:44:02 PM
by 6milPhil
5 Replies
1211 Views
Last post 27 August 2017, 10:34:22 PM
by Too Bo Coo