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28mm Aliens vs Predator (+Colonial Marines)
Sgt. Scream:
Cardboard counters on original gaming board from Aliens (\"Operations\" scenario). The squares they are in are roughly 15mm by 15mm.
Well, I like my miniatures better than those counters but obviously that ain\'t going to work, right?
And yet, size matters. Now, this isn\'t showing what I am talking about...
...but this does: can you spot the difference?
The marvels of modern printing media: scaling up a 17\" by 34\" original Aliens game board to 6\' by 4\' in order to use 28mm miniatures works just fine, don\'t you agree? A total of six tiles will occupy my entire game table (180cm by 120cm) :-p
But don\'t you worry, I will of course continue to test around with making this board game a real tabletop experiencev(to include the Yautja faction). But since I own the 1989 classic Leading Edge Games rules, it would have been a shame not to be able to use miniatures with it.
Strand:
The original board is butt ugly and shows its (design) age. :thumbdown_1: I am sure your tabletop version will be much better as you\'ve already shown with your minis. 8)
Sgt. Scream:
Och, ich finde das Design eigentlich ganz passabel. Sicher, heute wäre das viel moderner gestaltet, da gab ich dir schon Recht.
I took the enlarged board game version to a friend\'s house yesterday since we had planned to have an evening of board gaming after dinner. After playing several rounds of another game, the girls decided they wanted to try Aliens. They already knew about my tabletop game related projects, so they were eager to find out why I am so excited about this game in particular. I had brought my larger tiles and my miniatures, gave the girls a short briefing about weapons, goals of the \"Reactor Room\" scenario and then had them decide who is going to control which character.
The two had split their forces into one of them controlling Dietrich, Apone, Hudson and Drake and the other Wierzbowski, Frost, Crowe, Hicks and Vasquez. They also set up the Marines in that order to take actions.
We played the basic scenario without ammo restrictions, without third-Alien- per-round spawns, but with the bonus bug rules. I have to say the two girls are die-hard Sci-Fi fans and have a lot of knowledge about the Alien universe - which is a rare thing to begin with (girls that know what\'s a Pulse Rifle?!). It turned out they were adopting to Aliens spawns immediately, knew when to put what weapon into use to kill which Alien to minimize Acid Spray casualties etc after two or three rounds!! Guess what these two managed: they rescued ALL (!!!) Marines in their first game of Aliens ever. Drake kicked three Xenomorph butts in Melee during that game, Dietrich got wounded in Close Combat by an Alien but Apone kicked it off her and engulfed it in flames with his last action. Hicks had to rescue the incapacitated Wierzbowski and ran back to grab him, carried him back towards the exit, with Vasquez ripping everything apart that the Hive was sending at them.
The girls loved that game. I was told I need to bring back the board on Wednesday - they want to continue the campaign. I am a happy man. I have a gaming group of girls only that share men\'s hobbies. :-) :-) Now, they had Dietrich wounded and Wierzbowski Incapacitated - shouldn\'t be much of a hassle since their status turns better by one before the next mission.
This is where the latest project kicks in: in between \"Reactor Room\" and \"Operations\" the expanded director\'s cut of Aliens had the sentry guns shredding Alien waves in the hallways. Thanks to a guy I met in another forum (hi, Michael!), I got a map for exactly this scenario. You can see it below:
The sentry gun scenario map.
Furthermore, I also have the Expansion Pack map pack now. Enlarged version looks like this:
The enlarged Expansion Pack map.
Sgt. Scream:
Before I\'ll continue the campaign of Aliens with the girls, I wanted to try out Michael\'s Sentry Gun scenario. After all, I don\'t want to look like I don\'t know the rules when we will play tomorrow :-)
So, I\'ve set up the board and took some (rather sloppy) pics on the way through the game.
Guns deployed, temperature counters on zero, 20 Alien models to pick from.
The scenario is rather straight forward. Hicks orders Hudson and Vasquez to set up sentry guns in the tunnel leading to \"Operations\". Some of the barricades made by the colonists are still there, slowing down the Xenomorph\'s movement (they do not block LOS).
Basicly, you take control over four sentry guns A, B, C and D and fire them just like a regular Marine\'s action. The sentry guns cannot move, however, they can freely decide whether to \"cool down\" one point one the temperature level or spend the action for aiming. Each gun has three actions per round which are for free. The controlling player can decide to keep aiming and firing after those three free actions. Every such action raises the temperature by 1. The Sentry Guns can be kept firing by using additional actions, until they reach 10 on the heat scale which will lead to their shut-down. Only the free actions may be used to \"cool down\". Sentry Guns make use of the machine gun special rules.
The Aliens have to try to overcome the Sentry Guns and run towards the tunnel named \"To Operations\". Each bug doing so will be kept in a pool of additional Aliens available in \"Operations / Air Ducts\". The game lasts for 15 rounds.
Twenty Aliens are available in this scenario. For each tunnel you roll a D10 with the result showing the amount of Xenomorphs entering that hallway. Roll for the exact spawn location for every Alien Warrior.
Beginning with round two, you roll the D10 again for each of the two hallways, using the results to determine how many will spawn there. Should the results be higher than the currently available models (20 in total), you instead split them evenly for both hallways and in addition to that, all Aliens already on the board gain a bonus activation that they must spend to run closer to the guns.
This bonus action may not be used to overcome the guns. Aliens using bonus actions will stop in front of the Sentry Guns. This leads to extreme tension in this scenario!
An extremly high die roll on spawning Aliens leads to \"C\" gun\'s raising temperature right from the start.
After a few turns, the Aliens reached their first bonus activation, leading to a Xenomorph wave attack on guns \"C\" and \"D\".
Good to hit rolls on guns \"C\" and \"D\" ease the tension, but now the other hallway gets rushed and temperature raises.
I am looking forward to see how many Aliens the girls are going to shred and if any will be able to bypass the guns. They rescued all Marines in \"The Reactor Room\". It will be fun to watch if they can rescue Newt and Ripley through the \"Air Ducts\" scenario.
Sgt. Scream:
The girls\' kill count: a 126 dead Xenomorphs
Hudson: \"Man, its a shooting gallery down there!\"
Wednesday evening the girls were on their next mission: the (fan made) \"Sentry Gun\" scenario.
I have set up the board, explained the rules and off we went with 15 rounds of shredding the Aliens to pieces. I don\'t know how they do it, probably with lots of luck rolling those dice, but I did not manage to get a single Xeno through the shooting alley. The kill count of the two girls in total after 15 rounds of heat management and aiming: 126 dead Xenos, not a single one made it alive to \"Operations\". oO
Although I could claim it only worked that well for them because I have used a roll of \"0\" as a zero instead of a ten. They both said it would not have made any difference of course *blink*
Some pics (taken by the girls themselves)
Set up, ready to fire, aiming.....killing!
\"run Forrest, run....erm. I meant, Alien\"
For some reason I kept rolling for the spawn points on the very end of the hallway. Quite annoying I have to say.
A: \"oh, out of free actions, heat rising and you still got two of them pretty darn close\" (little gesture added) M: \"how about minding your own corridor, sweety?\"
The game was a blast (no pun intended). :D
Up to \"Operations\".
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