During the week a copy of Xeno Rampant rules arrived in the post and I have been waiting for the weekend to setup a game. It also gave me the opportunity to get the sci-fi themed backboard out again, which I finished a week or two ago.
|A assault between Genestealers and Space Marines|
The rule book has 194 pages and contains:
- Building Detachment
- Battle Rules
- The game uses the same mechanisms as Lion Rampant
- Xeno Rules
- Campaigns Rules
- A series of scenario campaign settings
- Appendicies - rule quick reference and detachment roster sheets
|The rule set|
Part of the game's preparation is building the detachments and unit profiles. The unit profiles are similar to other Rampant rulesets. The differences are units have strength points and quite a few options to tailor a unit's capabilities. Included in these options are ability to increase the units size from the standard 5 strength points to 10 or 15 strength points. This is particularly useful for units with minimal armour strength is it makes them more resilliant. Depending on the unit type, some get free actions to shoot, move or attack. Elite units get a couple of free actions to reflect the level of training and experience.
|Unit profile sheets at the back of the rules are very helpful|
Both detachments were setup ready for an encounter game. The Space Marine force consisted of:
- 5-man Tactical squad (with commander)
- 5-man Tactical squad with heavy weapon
- 5-man Assault squad with jetpacks (flyer)
The Tyranid detachment consisted of:
- 2 x Termagants 10-creatures with short range weapons
- Genestealers 10-creatures
- Broodlord with Genestealers 10-creatures
|Space Marine Detachment|
The encounter battle has both detachments arriving from the tabletop edge. The Space Marines have the shooting capabilities and will be sitting back and taking aim as the Tyranids advance towards them to engage in close combat.
On to the game report...
|Tyranid units advance towards the Space Marines|
|The Space Marine squad with heavy weapons prove very effective in causing casualties, but the Tyranid units keep moving forward with their free moves. On the right Assault Marines and Genestealers clash repeatedly with neither gaining an advantage.|
|While the Assault Marines are forced back by the Genestealers, the combined firepower of the tactical squads eliminate the Broodlord and the benefits of the "hive-mind" option.|
|The Genestealers are finally eliminated, the heavy weapon option proving very useful again.|
Thoughts on my first game using the rules:
- I liked the different sized units They give lighter armoured a better level of resilience, especially as units that have list more than half their strength points halve the number of dice they roll.
- The free actions work well reducing the likelihood of failing an activation and ending a player's turn.
- I enjoyed building the unit profiles with the options, including quite an extensive list of Xeno Rules to further add the a unit's options. These include flyer, hive mind, psychic, and number about 35 in all.
- The firefight rule allows units shot at to return fire. However, I forgot about the rule during the game. This would have benefited the Space Marines if I had remembered.
- Writing up the profile cards helped speed up the game. The core rule mechanics of activations are quickly remembered.