Xenos Rampant is such a great game. We recently made it our main system in our gaming group! I like this even better than OPR. Would love more XR Content. Great Job with the Video! Greetings from Germany.
Really liked the Garde Imperiale! And your buildings! I'd have to agree with you about following their guidelines for table size - as others have noted, it did seem like an abrupt end. But I rather like games with fog of war, which includes activations and scenario ending. The nice thing is that the games are so fast, that if a game ends quickly, then just play another! If I may be so bold as to make a suggestion, perhaps fielding any groups except elite infantry as ten SP might make more sense in order to increase their attack and shoot values. I don't think it came up in your game, but unlike the other Rampant games, your commander also gives +1 to nearby units for all ordered activations, which will reduce turnovers somewhat. And I'm reading the "Anti Tank" attribute as only halving armour values for vehicle targets, not infantry. Thanks for the video! And I think you're 100% right in your assessment in the earlier XR video - definitely suitable for VSF!
Great content as always 😊 For future visitors: the range limitation for allowing Firefight (return fire) is when the active unit is "within the target's own normal range ". This is not stated under the Firefight rule on pg 60 but on the page before it, under "Shooting" (2nd bullet point).
Hello there. Your battle reports are great, very clear and easy to follow. I dabble in Dark Ages, Renaissance, Fantasy and SciFi; it seems like the Rampant rule systems cover pretty much all of these. Thank you for the guidance on selecting some easy to play game rules. Although I do have to mention that for a Unit to act as an Forward Observer, that they have to be within 6 inches of the intended target, is insanely close for an FO. That's pretty much within sidearm or hand grenade range 😆. I was an Infantry Scout many moons ago, and those many moons will had come to a sudden stop, if we had to get that close to our objective 😂 Simple house rule fix though, with modern optics and such, as long as you have an unobstructed line of sight, you should be able to FO for indirect fire units. Thanks for the intel. Rally on the high ground, John
Thank you! I thought the same thing, but hadn't heard it from anyone else. You can help by making them infiltrators, but now you're looking at 6pts for a unit that just upgrades a support element - add the cost of the support and you're up to ten points for what amounts to a single unit. That's really pricy, and I don't think the value is there. The other thing that might help is letting them buy 'guerillas' for an armor bump in soft cover. That would force the enemy to spend a little more time and energy flushing them out. But that's not listed as an option for some reason.
@@TheJoyofWargaming having played Warhammer 40K for a few years, I am very used to the Errata updates on the rules. May have to contact Osprey about it, could be an oversight. At 6 inches out, you might as well fix bayonets 🤣
I like seeing the figures from Rebel Minis on the table. I have a bunch of their Titan Marines as well, only in my case, I use them as security forces from the Nakatomi Mining Consortium.
what a handsome tank. Your vehicles added to the visual impact and the feel of the scenario. Spotting appears to amount to sidling up to the enemy and jumping up and down, shouting "They're here! I've found them!" rather than discretely relaying a map position. I'm guessing that's an adjustment for 15mm.
It's normally 12-inches, but at half scale those 6-inches feel really tight. You need to approach from behind cover, and preferably out of LoS. I missed that mortars go from 6+ to hit in direct fire to 3+ when indirect. That is a huge jump in firepower that makes them worth the points, but only conditionally.
Cool ruleset with some interesting mechanics, unfortunately it felt like the game ended right before the climax of the battle as two sides were finally in close range of eachother's units. Definitely should have added a turn or two to this game to see how the real battle would have played out.
Not a huge fan of random game lengths (particularly if paired with failed activations and turn overs), seems like the fighting had only just kicked off and the game was over. Which might be justified sometimes (campaign, narrative, etc) but I think I prefer more condition-oriented game endings. Be interesting to see this game in different scenarios, seems like a decent play.
I need to see more before I decide to get this. I'm an old fashioned miniatures gamer. sword ax mace bow spear. let's get up close and personal. I have mostly stayed away from any gaming with gunpowder and ray guns etc etc...
I feel like the armor pen should be a scalable stat, "pay more-get more" kinda thing instead of flat 50% reduction. Also another great vid, thank you ❤
Xenos Rampant is such a great game. We recently made it our main system in our gaming group! I like this even better than OPR. Would love more XR Content. Great Job with the Video! Greetings from Germany.
Great video! Made my morning coffee even better. Can't wait to see more Xenos Rampant!
@20:13 I was aching for "Alabama tick" and wasn't disappointed.
Really liked the Garde Imperiale! And your buildings! I'd have to agree with you about following their guidelines for table size - as others have noted, it did seem like an abrupt end. But I rather like games with fog of war, which includes activations and scenario ending. The nice thing is that the games are so fast, that if a game ends quickly, then just play another!
If I may be so bold as to make a suggestion, perhaps fielding any groups except elite infantry as ten SP might make more sense in order to increase their attack and shoot values.
I don't think it came up in your game, but unlike the other Rampant games, your commander also gives +1 to nearby units for all ordered activations, which will reduce turnovers somewhat.
And I'm reading the "Anti Tank" attribute as only halving armour values for vehicle targets, not infantry.
Thanks for the video! And I think you're 100% right in your assessment in the earlier XR video - definitely suitable for VSF!
Cool game. I like the use of the dice containers as advertising boards.
You give a great demo of an example game, showing what this game enatails ! Will add this to my to-buy list.
Great content as always 😊 For future visitors: the range limitation for allowing Firefight (return fire) is when the active unit is "within the target's own normal range ". This is not stated under the Firefight rule on pg 60 but on the page before it, under "Shooting" (2nd bullet point).
So you can't firefight beyond your maximum effective range?
@@TheJoyofWargaming Correct :)
Hello there. Your battle reports are great, very clear and easy to follow. I dabble in Dark Ages, Renaissance, Fantasy and SciFi; it seems like the Rampant rule systems cover pretty much all of these. Thank you for the guidance on selecting some easy to play game rules. Although I do have to mention that for a Unit to act as an Forward Observer, that they have to be within 6 inches of the intended target, is insanely close for an FO. That's pretty much within sidearm or hand grenade range 😆. I was an Infantry Scout many moons ago, and those many moons will had come to a sudden stop, if we had to get that close to our objective 😂 Simple house rule fix though, with modern optics and such, as long as you have an unobstructed line of sight, you should be able to FO for indirect fire units. Thanks for the intel. Rally on the high ground, John
Thank you! I thought the same thing, but hadn't heard it from anyone else. You can help by making them infiltrators, but now you're looking at 6pts for a unit that just upgrades a support element - add the cost of the support and you're up to ten points for what amounts to a single unit. That's really pricy, and I don't think the value is there.
The other thing that might help is letting them buy 'guerillas' for an armor bump in soft cover. That would force the enemy to spend a little more time and energy flushing them out. But that's not listed as an option for some reason.
@@TheJoyofWargaming having played Warhammer 40K for a few years, I am very used to the Errata updates on the rules. May have to contact Osprey about it, could be an oversight. At 6 inches out, you might as well fix bayonets 🤣
Cool miniatures, psyched that there's rules to make flying vehicles!
Fun to watch, as my copy is in the post! Looking forward to using these for various factions and periods.
I like seeing the figures from Rebel Minis on the table. I have a bunch of their Titan Marines as well, only in my case, I use them as security forces from the Nakatomi Mining Consortium.
Ok you’ve convinced me, gonna get me a copy of this!
what a handsome tank. Your vehicles added to the visual impact and the feel of the scenario.
Spotting appears to amount to sidling up to the enemy and jumping up and down, shouting "They're here! I've found them!" rather than discretely relaying a map position. I'm guessing that's an adjustment for 15mm.
It's normally 12-inches, but at half scale those 6-inches feel really tight. You need to approach from behind cover, and preferably out of LoS.
I missed that mortars go from 6+ to hit in direct fire to 3+ when indirect. That is a huge jump in firepower that makes them worth the points, but only conditionally.
@@TheJoyofWargaming thought as much!
Just found this! Nice game, great video! Thumbs up! :)
This game is right up my alley.
by the way… really nice battle report. nice models and nice table.
Cool ruleset with some interesting mechanics, unfortunately it felt like the game ended right before the climax of the battle as two sides were finally in close range of eachother's units. Definitely should have added a turn or two to this game to see how the real battle would have played out.
feeling the same. mission achieved?
i like the rampart games very much. one. two houserules and campaign rules… off we go😊
Jin-Roh is dope.
Being a child is thinking the ending is sad, being an adult is realizing that the ending is aspirational.
I thought a unit didn't have to retreat if it was in cover, or can 'retreat' to cover even if that is forward???
U rite. In cover means no retreat.
Gonna recommend Jin-roh: The Wolf Brigade if you haven't watched it. It is a movie and it is excellent.
Not a huge fan of random game lengths (particularly if paired with failed activations and turn overs), seems like the fighting had only just kicked off and the game was over. Which might be justified sometimes (campaign, narrative, etc) but I think I prefer more condition-oriented game endings. Be interesting to see this game in different scenarios, seems like a decent play.
I was thinking the same thing, seems too short for a game with failed actions and turn overs.
The failed action turn end is just to annoying to get over.
I need to see more before I decide to get this. I'm an old fashioned miniatures gamer. sword ax mace bow spear. let's get up close and personal. I have mostly stayed away from any gaming with gunpowder and ray guns etc etc...
Are those pet birds in the background?!
So many birds.
I've got my minis. The wife has her parrots.
We make a fine pair.
Apologies if it is too distracting.
@@TheJoyofWargaming it wasn't disturbing it just pleasantly caught my attention my aunt had a parrot he would always tell us to shut up
where did you get the figures from?
Wardogs = Khurasan
Imperiales = Rebel Minis
I feel like the armor pen should be a scalable stat, "pay more-get more" kinda thing instead of flat 50% reduction.
Also another great vid, thank you ❤