space hulk

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space hulk

Post  Administratum on Fri Oct 09, 2009 6:35 am

Was just going to throw up a post about space hulk. Robyn brought his copy down to the den on wednesday and we had a quick couple games using the basic scenario. I found the rules to be pretty easy to understand and they were fairly intuitive. The game mechanics were good, if perhaps the terminators were a little weak in close combat. If you can set up a good firing lane though they can really kill the bugs quick. I had a great time playing the nids, but the marines were very very challenging. If you do decide to play i would suggest playing enough times that you can get away from the first mission, as i have a hard time figuring out how the marine player could pull off the win without some amazing luck... and even then i dont know.

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Re: space hulk

Post  Veyure on Fri Oct 09, 2009 8:03 am

the key to winning mission one is that you are going to have to split up your squad and leave guys alone on overwatch facing the halls that stealers will be running down.

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Re: space hulk

Post  System Commander on Fri Oct 09, 2009 9:27 am

Yeah, we both did that.. but you feed enough stealers down that corridor and it wont take long for that gun to jam.

I'm looking forward to trying to again though, that for sure.

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Re: space hulk

Post  gluvzer on Fri Oct 09, 2009 10:30 am

Scott rocked my casba using termies in mission one. He ran everyone forward and utilized the flamer to block passages.

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Re: space hulk

Post  ScottRadom on Fri Oct 09, 2009 8:46 pm

gluvzer wrote:Scott rocked my casba using termies in mission one. He ran everyone forward and utilized the flamer to block passages.

I am brilliant. And I beat you with the stealers. WOW. Like a friggin' gold medalist of space hulk.

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Re: space hulk

Post  Guest on Fri Oct 09, 2009 10:07 pm

The first mission? It's pretty easy to beat as the Marines I thought. The second mission is impossible to win as the Stealers because the Marine player has no objective whatsoever. So he can just sit at the end of HUUUUGE corridors and just overwatch you one at a time. Quite a stupid scenario.

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Re: space hulk

Post  ScottRadom on Fri Oct 09, 2009 10:41 pm

GodHead wrote:The first mission? It's pretty easy to beat as the Marines I thought. The second mission is impossible to win as the Stealers because the Marine player has no objective whatsoever. So he can just sit at the end of HUUUUGE corridors and just overwatch you one at a time. Quite a stupid scenario.

Actually I won that with stealers too. I thought it was pretty easy actually, as my above post indicated my awesomeness.

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Re: space hulk

Post  Guest on Fri Oct 09, 2009 11:16 pm

Are we talking about the same mission? The one where the Genestealer player removes all the 2 blips from his stack and doesn't get to recycle the stack so he only has about 40 Genestealers to kill all 8 of the Terminators? The mission where the Terminators have no objective whatsoever except "Kill all the Genestealers," which they can do by going into overlapping overwatches at the end of 10 space long corridors? So he can save all of his command points to unjam his guns whenever it happens? Possibly the most flawed and poorly designed scenario I have ever played in any game ever?

You won that mission as the Genestealers? Who the hell were you playing against?

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Re: space hulk

Post  ScottRadom on Fri Oct 09, 2009 11:42 pm

GodHead wrote:Are we talking about the same mission? The one where the Genestealer player removes all the 2 blips from his stack and doesn't get to recycle the stack so he only has about 40 Genestealers to kill all 8 of the Terminators? The mission where the Terminators have no objective whatsoever except "Kill all the Genestealers," which they can do by going into overlapping overwatches at the end of 10 space long corridors? So he can save all of his command points to unjam his guns whenever it happens? Possibly the most flawed and poorly designed scenario I have ever played in any game ever?

You won that mission as the Genestealers? Who the hell were you playing against?

Yep that's the one. I defeated it, because used my willpower!

While the marine is under no pressure, neither is the genestealer. You can stockpile at the end of corridors and then "go get 'em!". I ran the Assault Cannon out of ammo, then it exploded on a jam.

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Re: space hulk

Post  gluvzer on Sat Oct 10, 2009 12:30 am

GodHead wrote:Are we talking about the same mission? The one where the Genestealer player removes all the 2 blips from his stack and doesn't get to recycle the stack so he only has about 40 Genestealers to kill all 8 of the Terminators? The mission where the Terminators have no objective whatsoever except "Kill all the Genestealers," which they can do by going into overlapping overwatches at the end of 10 space long corridors? So he can save all of his command points to unjam his guns whenever it happens? Possibly the most flawed and poorly designed scenario I have ever played in any game ever?

You won that mission as the Genestealers? Who the hell were you playing against?

So, you trying or want to say something about me?

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Re: space hulk

Post  Guest on Sat Oct 10, 2009 1:05 am

While the marine is under no pressure, neither is the genestealer.

40 guys (if that - I haven't counted), no respawns. That's the pressure. You get one chance to get in and kill all the marines. If you don't kill them all, they'll mop up the stealers in the room, and go back onto overwatch.

I dunno, I just don't see it.

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Re: space hulk

Post  Cjihad on Sat Oct 10, 2009 2:52 am

Having never played Space Hulk I may not be understanding this correctly, but isn't it a game of chance? The unexpected can and will happen.

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Re: space hulk

Post  Guest on Sat Oct 10, 2009 1:16 pm

Uh yeah, but the Terminators can shoot 12 spaces when on overwatch. They roll 2 dice for each shot, and if either comes up a 6, the Genestealer dies. If the first shot doesn't kill the Genestealer then if either of the dice on any subsequent shots comes up either 5 or 6 then the Genestealer dies. The Terminator may shoot at the Genestealer each time it moves. The hallways on this map are incredibly long, giving the Terminators on overwatch many, many chances to shoot.

Now Terminators may have their weapons jam if they roll doubles, in which case they may not make any more overwatch shots this turn but the Terminator player also has a random number of command points, between 1 and 6, and these may be used to un-jam the weapons, putting them immediately back into overwatch. As long as the Terminator player has a sergeant still alive on the table he may re-choose his number of command points, so he will almost certainly have 3-4. As the Genestealer player, you might get him to jam once or twice in a single turn by sacrificing a ton of your Stealers. 3 or 4 is really pushing it, and you won't have enough figures left to get in and kill him.

Yes random things can happen, but I wouldn't put the Genestealers chances higher than 10% (freak occurrences like 4 or 5 jams in a single turn) if the Marine player just sits in overwatch the entire game.

That's another problem I have, not only is the scenario totally imbalanced, it also encourages INACTION as the most effective strategy. That's not a fun game where the best winning strategy is to simply DO NOTHING.

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Re: space hulk

Post  Administratum on Sat Oct 10, 2009 10:42 pm

hmmmm, i think we may have missed a few rules that would have made the marines a little more effective. I dont believe that we were increasing the chances of killing from a 6 to a 5-6. Also diddnt know that you could redo your command pick if your searg was still alive.

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Re: space hulk

Post  System Commander on Sun Oct 11, 2009 12:48 am

Oh, Im sure we had a few things off, it was our first run. Yup, the Sgt. can redraw if he doesn't like his token.

I had thought the sustainaed fire thing (5-6) only applied if you were shooting normally, I didn't realize you got it when you were on overwatch as well. The other things is you can save your command point for fixing jams on the stealer turn if you have any left over.

The command re-draw would of helped for sure, as would the overwatch/sustained fire a bit. Now, having the command token re-draw and saving a few point for a jam.. that would of helped alot.. Smile

Next time though...

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Re: space hulk

Post  System Commander on Sun Oct 11, 2009 2:49 am

GodHead wrote:You won that mission as the Genestealers? Who the hell were you playing against?

Eaaaaassy. I dont like this post at all. Your basically making fun of someone who you dont know and was playing the game for the first time. You may not of wrote that specifically, but your intention was clear.

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Re: space hulk

Post  Guest on Sun Oct 11, 2009 1:05 pm

The only people I was trying to make fun of was Scott with his meagre skills, and the idiots who wrote that scenario without a sufficiently strong Marine objective to encourage a strategy other than "do nothing, overwatch on everyone, your turn." I mean, it's rare enough when Scott wins anything, so to win on what I consider to be one of the most poorly written and imbalanced missions ever for any game I have had the misfortune of coming across (although the rest of the game is quite excellent) it must have been his day. Maybe it wasn't his opponent's fault - maybe he was using black magic. It's tough to make fun of someone for losing all the time (when he wins) without making fun of his opponent. Sorry if anyone (other than Scott) was insulted.

Sustained fire, re-picking command points and saving command points for jams are what make that mission completely and utterly impossible as the Genestealer player. If you guys missed those rules I can see how the Stealer player could have won, but with them it's pretty much "skip this =I=censor=I=."

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Re: space hulk

Post  ScottRadom on Sun Oct 11, 2009 1:54 pm

AH HA! See here, I do actually have super awesome tech! And no, we didn't forget any rules....

My plan was to NOT do massive runs down corridors as it's impossible. A termie on overwatch wil lkill more on the stealer turn than on his own turn. My tech...

-I would run a stealer up 2-3 squares. NOT the whole way. Running six squares in front of a marine is suicide. 3 is not an impossible job. If I could get him a couple squares nearer than he would block line of sight and I could fill the corridor with more stealers. On his own turn the marine player can only shoot 4 times, less if he goes on overwatch barring command points, and probably only kill two stealers if he rolls lucky, so getting closer rather than just swamping him seemed to work.

-One stealer is all you need! Except on the thunder hamer guy and the assault cannon guy. I got lucky when tthe assault cannon exploded but I might have been able to run it out of ammo too. The thunder hammer guy is the one I would leave for last and try to work him from the rear. In game terms.

-I was closing doors wherever possible to reduce line of sight. Seemed to help too.

Not my fav scenario but I think so long as the stealer player really keeps a track on his own rescources and realizes that he still outnumbers the marines 8-1 then you can make it work. If you can threaten two corridors at once and keep the marine using his command points between two jamming bolters it's better.

And then there's the times when the marine player draws a "2" token, and re-draws for a "1". GET 'EM! Sure you don't KNOW it maybe, but you can guess when he doesn't unjam his weapon!

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