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"Xenos Rampant - First Game AAR" Topic

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doubleones27 Nov 2022 1:57 a.m. PST

A buddy and I gave Xenos Rampant a go last evening. The game's a winner and a welcome addition to the game collection.

AAR is on my blog here: link

Oberlindes Sol LIC Supporting Member of TMP27 Nov 2022 9:47 a.m. PST

Great photos and AAR. Thanks.

The table cover is great. It's very convincing as just dirt.

emckinney27 Nov 2022 11:35 a.m. PST

What's the steampunk vehicle?

emckinney27 Nov 2022 11:41 a.m. PST

BTW, where did you get the flame/explosion effect that you overlaid onto the tank?

doubleones27 Nov 2022 3:17 p.m. PST

The tank and indeed all the Steampunk guys are from the old Spartan Games "Dystopian Legions" line which is tragically out of production. When it was dying on the vine, I picked up a ton of it on the cheap. I wish I'd picked up more!

The flame effect was done with Windows 10's video tool. Right-click on a JPG and select "create a new video." There are fires, explosions and all sorts of useful "3D effects" you can add in that tool. After you're happy with it, save the video as an MP4. I use an online animated GIF site to convert the MP4 to a GIF which is much more compatible with blog pages like mine. It's a bit of a process for sure, but they're a lot of fun. This Infinity has a mix of different effects using the same system: link

platypus01au29 Nov 2022 8:43 p.m. PST

Sooo, XR has a mechanism to deal with repeated failures for activation? That's good.

Rogue Stars (which is more SF RPG lite than skirmish) also had to deal with this since it is based on the "Song of" mechanisms. Rather than an automatic turn-over, repeated failure means it gets easier for your opponent to seize the initiative.

doubleones30 Nov 2022 4:05 a.m. PST

Nearly all troops types in XR have at least one action they can attempt which does not require a die roll. For instance Lesser Xenomorphs (think Tyranid HTH critters) can choose a "move" action without any danger of failing the activation roll and ending one's turn.

They've also significantly improved the morale situation. Instead of a penalty equaling the number of KIA miniatures in the unit, the courage roll penalty is only the number of figures lost during the action that caused the courage test. It's a bit more friendly to unit that have taken a beating.

doubleones01 Dec 2022 5:30 p.m. PST

Posted a more thorough dive on the differences between XR and it's predecessor games on my blog here: link

codiver04 Dec 2022 6:27 a.m. PST

Thanks for the info, doubleones.

The mechanic of units getting certain actions for free apparently traces back to The Men Who Would Be Kings colonial rules. I have not played them myself, but I took a look and sure enough it is there.

I certainly agree with you the worst rule of Dragon Rampant (and Lion Rampant) is the "Failed Activation Ends Your Turn" rule. AFAIK, it is not present in the other rules (definitely not Rebels and Patriots at any rate). I don't know if that's a change in Lion Rampant 2, I don't have it. For our DR games, we have done away with it as a "house rule".

One thing I have to say I really like about R&P, as compared to DR, is the fact the target for all 2D6 rolls – activation, counter charge, rally, etc. – is constant (6). It speeds up the game not having to look up your target roll every time, and I guess we haven't played enough to memorize that, from the example in your blog post, Light Cav needs a 7+ to Attack, a 5+ to Move, a 6+ to Shoot, and a 5+ for Courage. I suppose it was done for historical flavor (at least in the case of LR), but it is a little tedious.

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