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Warband systems

 Post subject: Warband systems
PostPosted: Thu Sep 20, 2007 9:53 pm 
Swarm Tyrant
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Hi all. You might know me from threads such as 'Star Mogul' or '54mm Warband games'... I am getting a better idea of what I am looking for, but I need more guidance.

I am trying to find a science fiction warband game. I want to reruit five or six characters, give them weapons and play. I want a solid game system, with hit locations, effects of each game, scavenged equipment, wounded models, etc.

Does anything come close?

So far, potential systems are...

Star Mogul - Right now, the best choice.

Necromunda - Not keen on another SG game, and it doesnt seem to have many advantages over Star Mogul.

Rogue Trader, with Realm of Chaos - An old system. It certainly has the detail, but would need some alterations.

So, what have I missed? What else is out there, and how does it fit my needs?

Thanks.

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 Post subject: Warband systems
PostPosted: Fri Sep 21, 2007 10:11 am 
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Have you considered Inquisitor? It's been a while since I played it, but the detail level was pretty good, and made for an enjoyable game. The only problem for me was that I like a points-based system of choosing a warband, rather than just picking whatever you like.

Or, you could write your own rules and I could sculpt the minis  :cool:  My Greenstuff skills have improved a lot this week...

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 Post subject: Warband systems
PostPosted: Fri Sep 21, 2007 1:18 pm 

(Reaver @ Sep. 21 2007,04:11)
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Or, you could write your own rules and I could sculpt the minis ?:cool: ?My Greenstuff skills have improved a lot this week...

But what about last week?


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 Post subject: Warband systems
PostPosted: Fri Sep 21, 2007 1:28 pm 
Swarm Tyrant
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Hi. I must admit that I have been (irrationally) put off Inquisitor. I disagree with the 'cinematic' style, and I am not convinced that it works particularly well without a GW.

Right now, I am seriously considering using the inspiration from Star Mogul, to adapt Defiance into a warband game. Alternatively, the first edition of CAV has potential for this kind of thing.

Have I covered generally the 'warband + advancement' science fiction games out there?

Thanks.

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 Post subject: Warband systems
PostPosted: Fri Sep 21, 2007 1:50 pm 
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The skirmish games I can think of off the top of my hear are:

Urban War
Rezolution
Infinity
Combat Zone
Gangs of Mega-City One
Star Mogul
Killzone
Shockforce


Necro and Inq. withstanding.

You might also be able to squeeze 5150 and ?therverse: Upheaval in there as well.

I haven't played any of them, I've just had a standing interest for awhile now.

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 Post subject: Warband systems
PostPosted: Fri Sep 21, 2007 1:56 pm 
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Ah, we might add G.A.S.L.I.G.H.T. and a slew of other VSF games, although I do not think CS is after these.

These gang games (and their fantasy equivalents) have one good thing: they promote fun, they need small, easily completed and stored forces, and promote campaigns over isolated games. :)

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 Post subject: Warband systems
PostPosted: Fri Sep 21, 2007 2:25 pm 
Swarm Tyrant
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Many thanks, guys. This list seems better than I thought, although they are skirmish games rather than warband games, and therefore would require additional alterations and work to include warband and advancement rules.

I already have 5150, and Infinity is on my list of 'rules to get'. Do any systems from this list already have warband and advancement rules included?

I am afraid that the VSF games just dont 'do it' for me.

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 Post subject: Warband systems
PostPosted: Fri Sep 21, 2007 4:44 pm 
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Speaking from the perspective of Urban War, although it's skirmish, the teams (or strike teams as the forces are known) aren't customisable through experience etc.

...at least, not at the moment - go over to the Urban Mammoth forums, register, and ask there if anyone is developing such a system! :) :cool:


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 Post subject: Warband systems
PostPosted: Fri Sep 21, 2007 5:00 pm 
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Dropping VSF, then - Necro isn't too bad. You don't need extensive support once you have the rulebook, at least if you are content to play the game as is and without GW development. The models are there, and convertible, and it's entertaining enough. I guess the rules can be adopted to use for more generic settings.
And on similar terms, one of the very best skirmish games I've seen is a historical one (!).
Legends of the West, by WH Historicals, looks like a blend of the best of LOTR andNecromunda.
Change the weapon types to scifi stuff, and you're done. West World, anyone?

Oh, and we've forgotten Gorkamorka :) :) :)

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 Post subject: Warband systems
PostPosted: Fri Oct 12, 2007 4:55 am 
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Since you're talking about such a small number of models per side, another thing you could consider would be modifying a RPGs combat system.  Obviously d20 would be the first to come to mind though others might be better suited to what you want.  I always liked Shadowrun's combat system aside from requiring buckets of d6s.  Though I played in 2ed, not sure if it's the same now.  Anyway, I liked it because a random ganger with a peashooter was a threat.  The other advantage of using an RPG as the base is that there will already be an XP/character advancement system in place.

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 Post subject: Warband systems
PostPosted: Fri Oct 12, 2007 10:22 am 
Swarm Tyrant
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(Sergeant_Crunch @ Oct. 12 2007,04:55)
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Since you're talking about such a small number of models per side, another thing you could consider would be modifying a RPGs combat system.

In the end, I have decided to do something similar. I came to the concluson that I cant find exactly what I want - the warband systems seem to have something not quite right. Therefore, I have decided that I will modify my favourite 28mm rules set - Defiance - to be a warband system. One of the advantages to this system is the stats creation system, which means that anything can be created and a points value applied.

When it is done - quite a while as I have a few other projects first - I will post the general ideas here.

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