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Finding Rules for Star Wars Mass Battle like WH/40K Options
sdexam
Posted: Thursday, October 6, 2011 4:09:09 PM
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Recently our group is looking for rules/settings that work like Warhammer / 40K or compatible with Warhammer / 40K format that let the players control bigger armies. In this case characters shall work like leaders/heroes, also we would like to include more vehicles and machines into the games. Is there any rules/setting out there is available? Please let me know if you have any ideas.Confused

Thank you~
Greybird
Posted: Friday, October 7, 2011 12:29:59 AM
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Wink You didn't look quite far enough, since it had already fallen to page 2, but a very similar subject to what you're asking about was just being talked about around here a couple days ago:

http://www.bloomilk.com/Forums/default.aspx?g=posts&t=10153

Star Wars Miniature Battles from the old game company West End Games twenty years back is very much a tabletop wargame similar to 40K but for the Star Wars setting. It doesn't take the Prequels into account though because they weren't out for another ten years or so.

The game also has its own entry over at BoardGameGeek:

http://www.boardgamegeek.com/boardgame/7420/star-wars-miniatures-battles

http://www.boardgamegeek.com/image/363963/star-wars-miniatures-battles

kobayashimaru
Posted: Friday, October 7, 2011 1:29:32 AM
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Greybirds on the money there with the WEG game,
but if you want a more "modern" hybrid,

try this;
port the parts you want (like force powers and squad construction)
into the system you love (W40K or 'Gobs', etc).

I find that you can already play star wars minis as-is as though it were a tabletop. Just replace the word squares with inches (or x 2 for cms, whatever really). Force powers work the same, you dont need the maps and youre on your way BigGrin
If you want, you can make a more complete hybrid using the custom rules from W40K

My local RPG group use the rules for super heavy fliers for the vehicles; just change the names up a bit.
Space marines become Clone/Storm troopers.
Jedi are psykers (but they use WotC SWM rules for the powers)
Fringe are mercenaries/dogs of war

Choose the parts out of the codex's you think best describe the type of battle you envisage.
Its best if you and your opponent sit down and nut it all out before playing, maybe start with a SW40K in 40mins adaption? and see how it goes from there?
IMPORTANT --- dont mix the two points-systems! Choose either GW points or WotC points systems and stick to them. GW points work out cheaper in really big battles vs WotC points.

example: Clone trooper (spacemarine) 15pts GW
Clone Trooper 9 pts WotC.

I also think in terms of mechanics, if you try importing CE's or Opportunist/Attacks of Opportunity... it gets a little messy.
Turn structure is very important then. Same goes for initiative (for abilities like recon and reserves).
Hopefully thats some food for thought anyhow BigGrin

Im still ironing out some of the kinks in our houserule at my local gaming group; some of the alien encounters dont go too well (too much ork-iness for ithorians/nautolans/rodians for my liking...)

Look forward to seeing what you come up with, and battle plans etc with your hybrid rules.
Maybe checkout Warseer and Dakka Dakka as well, there were some good discussions over on them... BigGrin
kobayashimaru
Posted: Friday, October 7, 2011 1:36:38 AM
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One note though; I probably wouldnt try porting SWM into 4E GW40K rules (the ones with preferred enemies, doctrines and crazy crap like that) because 4E W40K overcompensates for 'flaws' that existed in the previous game...

Also, heres a couple of ideas to get the ball rolling;
Trade Federation/Seps: Tau+Necrons for Troops, Fast Attack, Elites & Heavy Support - any special character as the basis for a leader.
Grand Army of the Republic: Imperial Guard/Space Marines
Jedi: Eldar (Avatar/Council) + Psykers rules (various, mostly found in White Dwarfs)
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