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"4-8-12 Xenos Rampant Unit Sizes?" Topic


6 Posts

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466 hits since 17 Aug 2024
©1994-2025 Bill Armintrout
Comments or corrections?

Personal logo leg1on Supporting Member of TMP18 Aug 2024 10:24 a.m. PST

Hi All,

Have any of you experimented with the subject?

If so, did you also reduce the numbers of dice rolled to eight and four?

Fewer dice rolled will mean fewer fives and sixes.

Have you tried going back up to 12 and six dice?

I assume fewer SPs rolling more dice would make the game more deadly.

I ask because 4-8-12 units would be more flexible numbers for fielding reduced model units.
And sections of eight and fire teams of four exist now.

Thanks,
L

Personal logo Extra Crispy Sponsoring Member of TMP18 Aug 2024 6:04 p.m. PST

Isn't Xenos units of 5 and 10?

PzGeneral19 Aug 2024 4:07 a.m. PST

Yup. And Primitive Infantry and Militia Rabble can go to 15 figures…

Dave

Personal logo Dentatus Sponsoring Member of TMP Fezian19 Aug 2024 5:45 a.m. PST

My understanding is the increments of 5 was a nod to the current GW 40K box sets/packaging.

What's to stop you from going back to 4 – 8 – 12?

Yes, fewer dice = fewer 5,6s, but and I don't see the shift undermining/breaking the Xenos rules.

After all, increments of 4 work in the other Rampant games, right?

Just do it. No one is gonna arrest you.

Leadjunky19 Aug 2024 7:50 p.m. PST

Changing the number of dice reduces the chance of scoring enough hits to cause a loss in unit strength. Units with higher armor will likely be more difficult to reduce to half strength and even harder to destroy.

Personal logo Dentatus Sponsoring Member of TMP Fezian20 Aug 2024 5:47 a.m. PST

The jump to Sci Fi and 5/10 increments certainly shifts the dynamic but I'm not convinced going back to increments of 4 breaks the game.

The player facing high armor adversaries now has to account for that, right? Armor Piercing. Support Weapons. Artillery.

Besides, increments of 4 allows players to field a broader range of smaller/reduced units.

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