That Eclectic Miniatures Heroscape Ripoff Game

So I’ve been painting a lot lately, and haven’t been playing much, even solo. So I thought I’d play a quick game with those 15mm figures I picked up from Irregular a few weeks back. Hopefully you’re not too bothered by historical inaccuracy in your games although funnily enough only one of the units here is a real unit.

On the right we have three Dark Dwarves, three Cyber Punks, three Watchers and everyone’s favourite killbot Tankhead.

On the left we have Treetash the Ent, three Reptillians, three Chinese Warlord Soldiers and three Starmarines.

The games was a simple one, two central objectives, each figure in an adjacent square to an objective at the end of a turn earns their side a point, first to ten points wins. To the victor goes the spoils in the form of highlights!

Here’s the game at the end of turn 2, Tankhead’s legion we’re making good progress across the board and with the Dwarves on one of the objectives it was going to be hard for the other side to pull the game back.

The Marines tried and failed, almost being butchered to the man. The Dwarves are slow but tough and deadly in melee!

The game ended here, Tankhead’s legion winning on points.

The rules I used were simple and effective for this kind of game, but could use some tweaks. It’s an exercise in attempting the simplest rules possible where much of the tactical depth can come from the scenario, rather than complicated rules. Here they are:

At the start of a game turn both players roll off. The player that rolled lower takes the first player turn. During a player’s turn they can activate a number of figures equal to the value they rolled. One both players have activated their figures the game turn is over and a new one begins. When a figures activates they can move and then attack, or attack and then move. A figure can only be activated once in a turn.

A figure can move up to their speed value in squares.

The figure can then make an attack if there is a target figure within range. Range is determined by a figures range value.

If a target is in range roll a die and add the attackers attack value, then roll another die and add the defenders defence value. If the attacker wins then the defender loses a number of life points equal to the difference between the two scores, and if they are reduced to 0 life points they are slain. If the result is a tie, or the defender wins then the attack has failed.

If the defender is obscured in any way from the viewpoint of the attacker then the defenders defence value is increased by 1 for the attack. If the attacker cannot see the defender then they cannot attack them.

If during their activation a figure left a square that was adjacent to an enemy they cannot attack this activation (their attention was on getting away unharmed).

Units have five stats – speed, range, attack, defence and life.