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maxxev
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PostSubject: X-com-heim   Sun 12 Aug 2012 - 2:45

After reading the rules for an slowly getting ready for the Wargame weaver vampire hunters co-op campaign.
(http://hobbyblog.wargameweaver.com/mordheim/the-vampire-hunters-mordheim-campaign)
Where the players control not only thier warbands but the Town's defences as well against the undead forces controlled by a games master..

And also reading up about some players running Mordheim Quest where the playters control a couple of heroes each and run though scenarios played out with a Games master.

Mordheim is probably the perfect system for running X-com campaign.... (if you don't know what X-com is you've missed out on probablyt the best computer stratagy game ever (the original 2 I mean (UFO defence / Enemy unknown (it had different names in different contries) and Terror from the deep, forget the rest)).

Obviously the weapons would need to be re-written and the aliens statted out, but otherwise it's just the players take control of a number of Soldiers (depending on how many recruited, starting with Cool and the base research / building / defence, and go out on missions much like Mordheim scenarios. An improvement over the X-com game is that you could have different types of goals for the players rather than just to wipe out all the aliens (e.g. grab some item of tech and them make it back to the extraction point (wyrdstone hunt)).

Does anyone else think this is a cool idea or is it just me?

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PostSubject: Re: X-com-heim   Sun 12 Aug 2012 - 3:24

x-com ftw! I've probably completed the game about 10 times and the game is still great and challenging!

I agree that the mechanics of mordheim could be transfered to those of x-com, but the one thing I'm wondering of how to implement - the geo vision. Intercepting the ufo's is happening in real time rather than turn based like the combat sequence is.

I guess that if you do the hunt vector based you'll have to take account of acceleration and such which would complicate matters even more.

I'd love to see some ideas cuz I love the concept and the thought of playing this game with models is very exiting! not to mention the modelling potential of the different aliens at suits later on. I'd love to try it out Smile

On the subject of weapons, it might be a good idea to create a base equation for damage say (weapon strength x ammo type) - (armor + hit location) and remember that piercing ammo chops through armor, to create an idea of how to scale the weapons efficiently.

or something like that Smile

btw,do you know there's a new improved version of the pc game coming out this fall? cheers
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PostSubject: Re: X-com-heim   Sun 12 Aug 2012 - 4:00

Zero2Hero-DK wrote:

btw,do you know there's a new improved version of the pc game coming out this fall? cheers

Yep.

I wrote a massive reply with proposed rules and then pressed something on my keyboard that got rid of it somehow Sad, but I qwill type it up properly and post again.
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PostSubject: Re: X-com-heim   Sun 12 Aug 2012 - 4:30

OK here we go something like this:
Geoscape = A4/A3 map of the globe with the base indicated on it and "fuel zones" (like time zones except indicates the amount of fuel needed to travel there).
Active alien ships indicated with Red markers (marked with sizes), Xcom ships in Blue (marked with type), crashed ships in white and terror in another colour....

1. After each mission after the players have determined reasearch, selling and production the Games master rolls to see how many alien ships there are, their current fuel zone, the direction they are traveling (scatter dice with hit indicating landed) and their size. He places markers on the geoscape (possibility there might be none). (Note there might even be some from last turn still on the map, in which case see section 7)
2. Players decide which ships to attempt to engage.
3. Players move their interceptors to the ships current locations and deduct that much fuel, assuming they have the speed to reach it, otherwise they just move as close as they can.
4. Players roll to attempt to engage the ships (D6, must be lower or equal to hull size, -1 if moving away, +3 if moving toward, 1 always engages).
5. For any engagements players choose their attack stance (the more aggressive the higher the chance to hit and more damage, but that goes for both ships).
6. Shops that have been engaged “fight” each other until one ship is downed, the players withdraw or the Alien ship escapes.
7. Assuming no missions were started the GM starts this sequence again rolling a new direction for any surviving alien ships.

If interceptors are out of the base, they may attempt to engage a new enemy if they have sufficient fuel units / speed to reach it. Otherwise they must return to base and spend a geoscape turn re-fuelling.

If at any point a skyray or equivelent engages a crashed / landed ship or terror mission then complete any other engagements noting thier results if required and begin the mission.
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PostSubject: Re: X-com-heim   Tue 21 Aug 2012 - 1:02

I love x-com and ufo and all the others.

I belive that Mordheim rules can work for the tactical ground scenarios. But i don't believe that it is a good 2 player competitive game.

The aliens are always spread out and therefore in disadvantage. A human opponent simply put them together and attack you with mass for huge losses. You won't get the Ufo feeling. But It can be a great game too.

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PostSubject: Re: X-com-heim   Tue 21 Aug 2012 - 1:26

SerialMoM wrote:
I love x-com and ufo and all the others.

I belive that Mordheim rules can work for the tactical ground scenarios. But i don't believe that it is a good 2 player competitive game.

The aliens are always spread out and therefore in disadvantage. A human opponent simply put them together and attack you with mass for huge losses. You won't get the Ufo feeling. But It can be a great game too.


I never meant for it to be a 2 player game. The idea is to run it as a co-operative game against the games master, with a number of players (2+) splitting the team of soldiers / aquanaughts between them and facing off againsts the GMs spread out alien forces.

Much like the play style of "mordheim quest" of the wargame weaver "vampire hunters" campaign. Basically using Mordheim as a set of D&D lite rules with the GM controlling the opponents.
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PostSubject: Re: X-com-heim   Today at 21:23

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