"Rules for tiny skirmish games. " Topic
13 Posts
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NotBrian | 25 Apr 2016 2:40 a.m. PST |
So I just picked up a few Fallout miniatures from Brother Vinni's, and I was wondering which rules to use with them. Ideally I'd like to try a system which really focuses on one or two miniatures a side. It wouldn't be too difficult to have a system which emulates the Fallout games, but the issue with that is that as each figure gets more and more damaged it'll actually make the game less fun (as there'll be less that they can do). Does anyone have any suggestions? |
Mako11 | 25 Apr 2016 3:41 a.m. PST |
FUBAR is free, so worth checking out. The main complaint about it is that poor units frequently don't activate on a D6 die roll, so I suggest switching to a D10, or D12 for activations only, and keep the remaining rules the same. You could have each figure get progressively worse, each time they're hit, if you prefer, to match the videogame, instead of being wounded, e.g. chances to activate, and to hit targets when firing at them get worse each time. |
cmdr kevin | 25 Apr 2016 6:32 a.m. PST |
Ultra FUBAR solves the activation problem by allowing two actions on a pass and only one action on a failed roll. Poor units at least do something. |
Ed the Two Hour Wargames guy | 25 Apr 2016 7:19 a.m. PST |
Chain Reaction is free and gives you a glimpse into Two Hour Wargames, which is ideal for small skirmishes. link |
lugal hdan | 25 Apr 2016 8:12 a.m. PST |
You really can't go wrong with Chain Reaction (CR) for small firefights, especially more cinematic fights where there is a hero who leads a gang of lesser "grunts" into combat. CR was almost built for Fallout gaming. (It's the basis of "All Things Zombie", which has a similar dynamic, though Fallout's not full of as many mindless hordes…) Chain Reaction fine with a small handful of miniatures per side. In my opinion, the "sweet spot" is 3-6 figures per side, with 4-5 being ideal. Combat can be deadly though, so if you do go for 1-2 figures per side, you can make them both "stars" (which basically gives them a saving throw vs. damage). If you do decide to go with CR, I would suggest only making one figure the "Star", and any other figures are their "grunts". Part of the fun of CR is leading your "Grunts", as they will not always do what you want once the bullets start flying. One last thing – Chain Reaction benefits from a lot of terrain. Urban environments (street or inside a building) are best, with jungles working well, also. What you don't want is big, open fields. Much like in real life, people standing in big, open fields get gunned down very easily. |
Only Warlock | 25 Apr 2016 9:41 a.m. PST |
Another very good option would be "Flying Lead" by Ganesha Games. It is optimized for small Unit skirmish and lets you design your own troops. Plus it's a TON of fun. I think the PDF goes for $8 USD on Ganesha's Site. |
dmebust | 25 Apr 2016 12:25 p.m. PST |
Grunts: Black Ops was designed for one squad vs one squad. Uses the fast play of the standard Gruntz rules with a few add-ons. |
pvi99th | 28 Apr 2016 9:13 p.m. PST |
Pulp Alley would work great. There is even a free starter set of rules available. Each player runs a league, which can consist of a a couple of people up to a larger force. Most average 5 or 6 figures. The rules are a lot of fun and can be used for almost any genre. I posted a review of the rules over in the Pulp Gaming forum TMP link |
etotheipi | 29 Apr 2016 7:12 a.m. PST |
QILS works well for skirmish and has a number of scifi and postapoc scenarios that would work with these type of figs. |
Bombshell Games | 01 May 2016 8:54 a.m. PST |
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Balthazar Marduk | 02 May 2016 7:07 a.m. PST |
It's easy to play Fallout PnP as a skirmish system, especially with that many figures |
zirrian | 09 Jun 2016 11:58 a.m. PST |
This is Not a Test, albeit I could be a bit late… |
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