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Xenos Rampant: Science Fiction Wargame Battles

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The presentation is great, and certainly in the second edition the rules layout is super clear as well. The campaign system is stripped back and effective: here’s a Glory target, play through some games and they’ll interact with the next game but there won’t be massive amounts of bookkeeping. For me I think one of the important parts to consider is scenario, a straight forward attack defend scenario leads to a tendency to build a power force. Instead it provides players with an “open” game system and the freedom to adapt the setting, stories and so on to your needs and fancy.

Jackie: I think the author downplays it a bit saying it’s the general character of a unit at the time. The flying stands were built on 50mm round plastic bases with some cork sheeting and texture applied. Jackie: Waiting for an opponent to finish his move if you have the classic IGOUGO system and you’re just twiddling your thumbs. Eric massed a great number of units, mostly cheap Light Infantry, while I relied on fewer but better, more expensive and upgraded units.

Lenoon: Yeah in my opinion I think you’re right about the editing thing as well and this is one of the things I really like about this second edition: you’ve got all the alternative rules boxes, and the authors’ notes and things like that.

Where Xenos has a clever little ripple is that each action you can take with a unit has a different activation value. I really like that they put a flowchart in, because it’s not super complicated and it’s exactly what more games should do, either for a turn sequence or a particularly complicated part of the turn sequence, just have a flow chart.Each unit uses a different archetype, but also fights very differently – and fluff appropriately – based on their abilities. We’ve talked (at length) about activations on Goonhammer before, and many of our favourite games have some form of alternate activation system. You might need a demo game to get going, but after that you are going to be able to play it independently.

He’s very very tough, so gets Super Heavy Armour, and he’s also very good in melee with Assault Doctrine, while his array of guns give him Anti Tank to boot. The Heavy Infantry get Increased Squad Size, Fanatical Discipline because they know no fear and Heavy Weapon because they’re rapid firing mini RPGs. There are two major selling points for me here: clear, clever rules and the amazing flexibility of the army building system. They can't even have play tested these for a couple of games as if they had they'd see how unbalanced forces easily became unless everyone just maxed out everything when they play tested it and it balanced somewhat by that means.If it didn’t have that, all those sections which are really great and really interesting, it would be a very thin little rule set. About the AuthorJon Crowe – I’m a sci-fi geek and my first love is spaceship games like Full Thrust, X-Wing Miniatures and (going back some) Star Fleet Battles, which I played competitively.

We deployed our forces on the 2 long edges of a 6 x 4 desert gaming mat covered in lots of ruined city structures.Trying to get your headstrong knights to go a little complicated flanking manoeuvre is going to be really difficult. David added more troopers, as well as a mech (which wasn’t use for this game), to his Imperial Commonwealth army. We are delighted to announce that we’ve signed a contract with Osprey Publishing to produce the next book in the Rampant wargaming series: Xenos Rampant. Since we were already somewhat familiar with the basic principles of the game from Lion Rampant, the game mechanics were fairly easy to handle. When combined with the 10 attack dice, those needing a 6 only get 1-2 hits, and given the armour of infantry targets (2, 3 or 4 - or more), probably no casualties at all.

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