[DS] 6mm Bugs

15 posts ยท Nov 16 2001 to Nov 26 2001

From: Jakim Friant <jmodule@y...>

Date: Fri, 16 Nov 2001 15:35:31 -0500

Subject: [DS] 6mm Bugs

Most of this e-mail is for Mr. Claridge... but I'm sure he wouldn't
mind a little public praise for his excellent "alien Bug vehicles." I'm

pretty sure I'll be getting some when they're available (when's Bifrost?).

What I want to know is how big they are compared to, say, GHQ's stuff. The
cool Bug Artillery #3 looks like it might be twice the height of an Abrams,
but I can't tell.

Also is the base (pink and blue in your samples) supposed to be a
part of the vehicle/creature?  It looks that way on the Brigade site,
but the way the samples on your site are painted make it look like it's
separate (maybe alien terrain under the creature).

From: Germ <germ@g...>

Date: Sat, 17 Nov 2001 11:15:32 -0000

Subject: Re: [DS] 6mm Bugs

> The cool Bug Artillery #3 looks like it might be twice the

I've put up a picture showing some of the originals next to a ruler
http://www.germwarfare.co.uk/images/bug1.jpg

> Also is the base (pink and blue in your samples) supposed to be a

The vehicles are sort of snail/slug type beings. The bottom part is
a slug like foot and the top part more of a shell. Think of a shell covering a
fleshy muscle used to move the vehicle.

Hope that helps.

Jeremey

From: Tony Francis <tony.francis@k...>

Date: Tue, 20 Nov 2001 10:51:44 +0000

Subject: Re: [DS] 6mm Bugs

> jmodule@yahoo.com wrote:
I'm
> pretty sure I'll be getting some when they're available (when's

Bifrost is this Sunday (25th) but a severe dose of the lurgy this weekend put
paid to me doing any Brigade related work, so they're not going to see the
light of day there now. We're now trying to decide whether to release them in
batches or wait until they're all ready to go at once.

> What I want to know is how big they are compared to, say, GHQ's

> From memory, this guy is around 25-30mm long

> Also is the base (pink and blue in your samples) supposed to be a

Yes, it's all part of the model - how many separate parts the final
models some in depends on the exact designs and how many parts we'll need to
cut them into to make them cast reliably.

From: Tony Francis <tony.francis@k...>

Date: Tue, 20 Nov 2001 11:26:43 +0000

Subject: Re: [DS] 6mm Bugs

> Jeremey Claridge wrote:

On first sight we wanted to go for 'Snot-lings', but I gather that's
been taken as well!

From: Jeremey Claridge <jeremy.claridge@k...>

Date: Tue, 20 Nov 2001 11:27:20 +0000 ()

Subject: Re: [DS] 6mm Bugs

> Bifrost is this Sunday (25th) but a severe dose of the lurgy this

Well the delay does mean there is more time to come up with names for the
models and perhaps a name for the race as well. Mind you while I'm at it I
could do the races' entire history, paint schemes, what units go with what
etc.

I know Codex Bugus!:) (apologies for sarcastic mood today)

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Tue, 20 Nov 2001 14:13:01 +0100 (MET)

Subject: Re: [DS] 6mm Bugs

Jeremey Claridge schrieb:
> > Bifrost is this Sunday (25th) but a severe dose of the

In fact, couldn't they serve as Phalons for DSII ? Vaguely snail-like
like the spaceships, and the infantry could be the 25 mm Phalons in suits?

We probably need a new mobility class in DSII: "Sluggish". Slow Tracked might
do, however

Greetings

From: Jeremey Claridge <jeremy.claridge@k...>

Date: Tue, 20 Nov 2001 13:39:51 +0000 (GMT)

Subject: Re: [DS] 6mm Bugs

> We probably need a new mobility class in DSII: "Sluggish".

Actually we could probably do with a DS2 alien supplement promised some time
ago;)

And I'd go for "Slug-like" who's to say that the alien vehicles
aren't High-speed slugs :)

From: Roger Books <books@m...>

Date: Tue, 20 Nov 2001 08:51:22 -0500 (EST)

Subject: Re: [DS] 6mm Bugs

On 20-Nov-01 at 08:40, JEREMY CLARIDGE (jeremy.claridge@kcl.ac.uk)
wrote:
> > We probably need a new mobility class in DSII: "Sluggish".

I wouldn't expect high-speed slugs, but maybe slugs that treat
heavy forest as difficult terrain instead of impassable.

From: Jeremey Claridge <jeremy.claridge@k...>

Date: Tue, 20 Nov 2001 14:13:39 +0000 (GMT)

Subject: Re: [DS] 6mm Bugs

> I wouldn't expect high-speed slugs, but maybe slugs that treat

So they would already have taken you by surprise!

Actually it is funny that you mentioned the woods as difficult terrain.

For my DS alien rules I had the following for Crawl Easy=Roads
Normal=Open,Light Scrub Poor=Rough,Cultivated,Urban,Hills
Difficult=Mountains,Light Woods, Rivers/Streams (crossing)
Impassable=Swamp,Dense Woods, Open Water.

They were my initial thoughts on slug-like creatures.

From: Jeremey Claridge <jeremy.claridge@k...>

Date: Tue, 20 Nov 2001 14:30:42 +0000 (GMT)

Subject: Re: [DS] 6mm Bugs

> > They would make ideal Phalons, but Phalons are copyright GZG, and I

Could I just add to that by saying my designs were made with
 no clear agenda other than I needed bio-technology alien vehicles
and the choice was very limited (GW aside).

The design (I hope) can be seen either as an alien race that
 breeds what ever vehicle is required (Tyranids/Starship Troopers etc.)
or that organic systems are used by a race to produce weapons, armour and
transport instead of more conventional means (Countless references (Vorlons
B5, Species 2...? In Startrek etc.)

I love the generic feel of GZG products and I see no reason why alien forces
shouldn't be generic themselves.

I'll get off my soap box now:)

From: John Atkinson <johnmatkinson@y...>

Date: Tue, 20 Nov 2001 06:34:26 -0800 (PST)

Subject: Re: [DS] 6mm Bugs

> --- JEREMY CLARIDGE <jeremy.claridge@kcl.ac.uk> wrote:

Who's to say they aren't contra-gravity slugs?  Or
maybe they fart fast enough to qualify for GEV status?

*Ducks*

From: Noel Weer <noel.weer@v...>

Date: Tue, 20 Nov 2001 17:12:42 -0600

Subject: Re: [DS] 6mm Bugs

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From: Beth Fulton <beth.fulton@m...>

Date: Wed, 21 Nov 2001 11:41:07 +1100

Subject: RE: [DS] 6mm Bugs

G'day,

> For my DS alien rules I had the following for Crawl

Why so tough on them at the upper ends? Was it a balance decision? Based on
things that "crawl", "squirm" or "slide" currently I probably would've said:

Easy = Roads, Open Normal = Light Scrub, Cultivated, Urban, Hills
Poor = Rough, Light Woods, Rivers/Streams (crossing)
Difficult = Mountains, Swamp, Dense Woods Impassable = Open Water.

Though even then I can't see any trully impassable terrain and would
probably put Open water in the difficult - the ultimate swimming tank ;)

As for speed, they could be fast or slow... depends on if you need to balance
out the range of terrain they can clear etc, or how much you're willing to pay
for the privilege.

Cheers

From: Germ <germ@g...>

Date: Wed, 21 Nov 2001 10:37:10 -0000

Subject: Re: [DS] 6mm Bugs

> Why so tough on them at the upper ends? Was it a balance decision?

Don't know really just felt right at the time. Mind you when ever I right
rules I fight down the temptation to make everything superpowerful by adding
restrictions which in some cases might seem harsh.

But your right in that so long as the points are correct players can pay the
costs if they want to.

Jeremey

From: Iain Davidson <iain@a...>

Date: Mon, 26 Nov 2001 18:42:12 -0000

Subject: RE: [DS] 6mm Bugs

... and vertical slopes as easy ;-)

Mind you, its easy to track them - just follow the slime trail....

Cheers, Iain.

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