Weasel | 17 Nov 2014 12:17 a.m. PST |
Inspired a bit by one of the WW2 threads. Here's the rules for the thread: Name a scifi game that has not been mentioned yet along with one reason why it's good. You may also add one reason to any game already mentioned, provided that reason has not already been mentioned. No negative things, only one per game per person.
I'll start:
Laserburn is good because it makes each kind of weapon feel very distinct. Your turn.
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chuck05 | 17 Nov 2014 12:29 a.m. PST |
Shockforce because you can create stats for any figures you want. |
evilcartoonist | 17 Nov 2014 12:30 a.m. PST |
Rogue Planet is good because it requires no measuring. |
MajorB | 17 Nov 2014 3:03 a.m. PST |
Tomorrow's War – it's the spiritual successor to Stargrunt II! |
Coyotepunc and Hatshepsuut | 17 Nov 2014 3:32 a.m. PST |
Warhammer 40,000 is good because it is easy to find players. |
dampfpanzerwagon | 17 Nov 2014 4:05 a.m. PST |
Flintloque – it makes me smile. Tony |
Platybeladon | 17 Nov 2014 4:12 a.m. PST |
Alien Squad Leader – building the armies is so addictive |
BaldLea | 17 Nov 2014 4:22 a.m. PST |
Fireteam Andromeda for its Command and Control system. |
platypus01au | 17 Nov 2014 4:24 a.m. PST |
Future War Commander because of its simplicity and flexibility. |
Frederick | 17 Nov 2014 6:46 a.m. PST |
Drop Zone Commander because the back story is interesting |
Weasel | 17 Nov 2014 8:38 a.m. PST |
Very nice, keep them going :) Remember, you may add a good thing to a game already mentioned too. |
Saber6 | 17 Nov 2014 8:48 a.m. PST |
Striker: Good model of small unit tactics and you can build ANYTHING. Striker2: Clean C2 system based off of Command Decision. |
PatrickWR | 17 Nov 2014 9:17 a.m. PST |
Future War Commander because it handles abstracted command & control (with a sci-fi flavor) particularly well. In the Emperor's Name because you can use your favorite 40k models without having to worry about force org charts or similar limitations. |
PatrickWR | 17 Nov 2014 9:19 a.m. PST |
Nuclear Renaissance because the vehicle rules work seamlessly with the post-apoc skirmish rules to make a playable (if fairly gonzo) ruleset. |
ordinarybass | 17 Nov 2014 10:23 a.m. PST |
Shockforce (Warengine) is good because it plays fast and doesn't weigh you down with unnecessary rules. |
PapaSync | 17 Nov 2014 10:34 a.m. PST |
Shockforce(Warengine) is good because you can stat up any weapon you want. 8) |
Weasel | 17 Nov 2014 10:40 a.m. PST |
Striker is good because it makes you realize that planning ahead is actually important. |
GhostofRebecaBlack | 17 Nov 2014 10:49 a.m. PST |
Stargrunt II is good because it mimics warfare on a platoon level very well and you only need a few dice per player. |
David Manley | 17 Nov 2014 11:19 a.m. PST |
Engage – quick play rules with a very strong Star Trek feel to them |
Weasel | 17 Nov 2014 11:36 a.m. PST |
Stargrunt II is good because it brought morale to the fore-front at a time when most games didn't really do so. |
ubercommando | 17 Nov 2014 1:06 p.m. PST |
FASA Star Trek Starship Combat Simulator is good because it captures classic Trek fights extremely well. It's all about power, baby! |
kallman | 17 Nov 2014 2:43 p.m. PST |
Tomorrow's War because it captures fire and maneuver and does a wonderful job of creating a hard science possibility of what futuristic warfare may be like. I love the way the game breaks IGOYOUGO with the chance to interrupt the other players initiative which keeps everyone involved that is playing. I also like the way the game has structured technology level on a sliding scale so that you could run game that is set only a little bit forward in the future or well in advance of hundreds of years. |
D A THB | 17 Nov 2014 4:08 p.m. PST |
Bolt Action, its so generic that it also works in a Scifi setting. |
Warlord | 17 Nov 2014 4:19 p.m. PST |
FRONTLINE COMMAND WWII Love the armor combat in that game. |
Privateer4hire | 17 Nov 2014 5:33 p.m. PST |
FUBAR is good because it fits on one page. |
Weasel | 17 Nov 2014 5:37 p.m. PST |
FUBAR is good because the "do I take the casualty or the suppression" is an interesting mechanic that makes the player more involved. |
Lion in the Stars | 17 Nov 2014 6:58 p.m. PST |
Infinity, because you really can play with the models that look cool and have a viable force on the table. And you only need 10-20 of them for your 'army', though you're likely to end up with lots more. |
Privateer4hire | 17 Nov 2014 9:42 p.m. PST |
X-Wing is good because it's prepainted and has decent (IMO) rules to play out dogfights. |
Weasel | 17 Nov 2014 10:26 p.m. PST |
Warzone (first edition anyways) is good because it never fails to feel like a comic book. |
Dunadan | 20 Nov 2014 12:34 p.m. PST |
Stargrunt II is good because its dice mechanics put quality and quantity on even footing. |
Mithmee | 20 Nov 2014 2:42 p.m. PST |
Warhammer 40K nothing unless you go back to 2nd Edition or Roque Trader. |
Zardoz | 21 Nov 2014 10:35 a.m. PST |
I have to say I'm liking the 7TV & 7th Voyage rules at the moment. Lots of potential for customisation of forces and very adaptable. We're using for a small Rogue Trader campaign at the moment. Lots of fun. Ian |
John Treadaway | 21 Nov 2014 11:28 a.m. PST |
Silent Death: the use of polyhedral dice to represent different stats for skill levels (done in lots of places, grant you) but then – with one throw – take two results ('did I hit him' and 'how much damage did I do') from the same dice 'triad' is so very clever. John T |