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aliens vs ucm ?

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riftsinger

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aliens vs ucm ?

PostSat Sep 13, 2014 12:38 am

while checking out the meeple and minis website i came across a link http://www.pendraken.co.uk/Sci-Fi-c24/A ... res-sc291/. anyone for a cross over game ?

edit seems they also do predators and killer robots
of course the LZ is hot thats how you your going to the right place,
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snolb

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Re: aliens vs ucm ?

PostSat Sep 13, 2014 5:56 am

And zombies and bugs! :o Great find!
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pilgrim

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Re: aliens vs ucm ?

PostSat Sep 13, 2014 7:55 am

Pendraken are an old and established wargames company specialising in 10mm.

If you are thinking of, say, making a different Battlebus , maybe you could look at their Falklands range British Marines with .50cal to stick out the top

http://www.pendraken.co.uk/ProductImages/FLB8.JPG

Just saying :-)

Actually I'm in the middle of painting mine now - sorry about the poor pic - will get a better one when it is painted

Image[/url][/img]
Razorworms are just Mother Natures way of reminding you why it is important to man the walls.

Ferrums are the UCM's way of reminding you to take enough AA
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Foleysrose92

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Re: aliens vs ucm ?

PostThu Jan 15, 2015 3:14 pm

I don't know where they are from but I have some 40 odd 10mm aliens. Want to get some infantry bases and make a "bug hunt" scenario
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Hexer

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Re: aliens vs ucm ?

PostFri Jan 16, 2015 9:50 pm

Very nice hehe :mrgreen:

How about an infantry heavy alien fighting scenario? Would also be an oportunity to make some use of a Menchit or two.
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Magnusaur

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Re: aliens vs ucm ?

PostSat Jan 17, 2015 1:33 pm

The UCM has made landfall on a small, by mankind uncolonized, planet to wipe out the wildlife before the Scourge enslaves it to use as new hosts?
For the greater jellyfish!
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Hexer

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Re: aliens vs ucm ?

PostSat Jan 17, 2015 6:56 pm

Yea or the problem was encountered on a lonely, small outpost or something like that. Or some eggs imported by an explorer ship.

how about an infested city where a group of infantry was shut off and need to get to the other side of the city (other edge of the board) where extraction is waiting. One player would only have some bases of infantry and a few vehicles and the other one would play the aliens.

One could also always put in one or two objectives in buildings to make it more interesting... maybe a rescue mission where you get an additional base of infantry as soon as you find the objective or something like that.

Of course one would have to come up with a stat set for Aliens. Should be high speed, only CC attacks (but relatively high energy), good CQB stat.... actually I guess most stats could be similar to razorworms (which ARE kinda similar in a lot of ways) plus a chance for every unit in CC range to get hit by acid spray when they take damage.

Damnit.... now I kinda want to order a set of alien miniatures from the UK just for the fun option of playing such a game haha :mrgreen:
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Hexer

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Re: aliens vs ucm ?

PostSun Jan 18, 2015 12:23 pm

If anyone was wondering: the army pack contains a random mix of the 4 types of medium creatures, so normally 5 of each pose. I sent them a Mail asking.
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Magnusaur

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Re: aliens vs ucm ?

PostSun Jan 18, 2015 10:58 pm

Xenomorphs in DZC; Now there's a unit who deserves an Evasive Counter-Measures. They would have lots of CQB effects like having one soldier give birth to a chestburster in the melee of a bloody fight.

And I agree, I always saw Razorworms as somewhat similar. Then again, who knows what foul alien species might become the next target of the Scourge invasion?
For the greater jellyfish!
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Hexer

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Re: aliens vs ucm ?

PostTue Jan 20, 2015 10:02 pm

Would anyone care to collaborate on working on a scenario and stats for that Alien Idea?

Here are some basic ideas I had:

One player controls a force made up of a few bases of infantry (dunno... maybe 5 bases with max 2 being elites?) and maybe an apc. The basic task is to get to the other side of the board where extraction awaits (lets call it left over dropship so we dont have to deal with questions like "why dont they just fly over here to pick us up??"). I was thinking about placing the 2 starter box terrain pieces with the short sides touching each other to create a longer way but with the low Mv values of infantry that might be too much distance.

Or maybe the task at hand should be a rescue mission.

"Objectives" could be placed inside several buildings that the player doesnt necessarily NEED to investigate but could give advantages but also bad things could happen. Things that could happen:
- the group finds survivors so the player gets some additional infantry (plus VP?)
- the group finds an abandoned hangar that contains a usefull vehicle (an APC or maybe a Menchit if you play PHR?) (plus VP?)
- the group runs into an alien nest and a vicious CQB ensues
- the group finds intel pointing them to the place where survivors can be found (higher chance of finding them in a different building)
- whatever else we can come up with. At least one building should probably contain the queen's nest and of course the queen would fight to protect its nest (so we'd also need stats for a queen creature)

Basically I thought about giving medium alien creatures similar stats to razorworms but most of you guys have much more experience with unit stats than myself so maybe someone can come up with good modifications? I think we all agree they should move faster than normal infantry and be dangerous up close with no real reach attack except maybe some form of pounce.
I also thought I'd put 3 of them on each base.

Could have different stats for the medium "Warrior" creatures (stronger).

I'd formulate a special rule for possible hits from acid spray for every damage point inflicted on an alien creature. Maybe a template on the alien base that was hit to see which units could be effected? The acid should be strong enough to be able to damage infantry but higher infantry-armor should have some effect, too. Maybe even reduce armor if a unit has been hit without taking damage as the armor protected the guys/girls from the acid but got damaged in the process? That might make things too complex though as it would involve additional bookkeeping.
Also: what about vehicles? I think at least big amounts of acid should be able to damage or disable vehicles, too. Maybe a modified version of the "destroyed transport" table could be used if a vehicle is destroyed by acid. Modified because Acid isnt likely to cause a vehicle to explode but could very well corode vital systems and render it unable to continue moving for example.

All in all I'd like the aliens to be a real threat but not unbeatable.

Which brings me to the next point: I dont think its reasonable to just give the alien player a full army to control from the start as that would probably just end in the other player being overrun because there would be no reason to hold back really. So some mechanic would be needed to decide when and where alien creatures pop up (and maybe also if they are normal creatures, warriors or small creatures).

I figured it could even be cool to not tell the player what they are getting themselves into before hand (if they dont already know of course). Not knowing whats going to happen or only having a vague idea of some things could really help getting the feel across :twisted:

Thats pretty much what I came up with so far. Anyone care to throw in their own ideas?
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