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[SH] Today's battle report

 
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Phil Bowles

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Since: May 29, 2007
Posts: 45



(Msg. 1) Posted: Tue Aug 25, 2009 11:13 am
Post subject: [SH] Today's battle report
Archived from groups: rec>games>miniatures>warhammer (more info?)

Mission: Suicide (objective: reach the target room and destroy it with
a heavy flamer shot. 'Stealers win if the flamer dies/runs out of
juice first)

Map: Marines set up in a corridor just behind a room with doors
leading out ahead and to their right. Down a corridor from the right-
side entrance are two 'Stealer entry points. Ahead is a long corridor;
a junction leads left and around a corner in the direction of the
target room, while the main corridor continues on to two more 'Stealer
entry points. A corridor running left-right from the objective room
intersects the main corridor in the middle, and leads to the remaining
'Stealer entry points

Me:

Terminator Sergeant with storm bolter and power sword
Terminator with heavy flamer
3 Terminators with storm bolter and power fist

Opponent:

Blips without number

In all my time playing GW games, I've never before played Space Hulk,
but I was keen to give it a try. General impressions are that it's
very simple, even as a board game, and as gameplay mostly seems to
take place in corridors tactical options really only boil down to
deciding which order to put your Marines in at the beginning of the
game; pretty much everything else is shoot until you have two action
points left and then overwatch (if you're a Marine) or charging full
speed ahead (if you're a Genestealer)

My set-up put the flamer Marine at the head of the column, with the
Sergeant behind - if I'd asked what the mission was before deciding
how to set up, I probably wouldn't have put the Flamernator first,
since I rather worried about how to keep him alive during the game.

I used my first turn to advance into the closest room and spread out,
before sending one Terminator ahead to sit on overwatch in the main
corridor and the Flamernator to head out on his suicide mission. As
contact was made with hostiles emerging from the entry points to the
right of the map, the Sergeant opened the right-side door and waited,
two overwatching Marines behind him in case he fell.

As Genestealers started coming into sight, the three power fist
Marines all headed up the corridor while the Flamernator continued his
quest; the plan was for the remaining Terminators to fight their way
to the junction and from there clear the route to the objective room.
The Sergeant remained on overwatch in the doorway throughout the game,
and soon the blips in that part of the hulk vanished as he succeeded
in preventing an assault to the Termies' rear. Only one Genestealer
successfully ran the gauntlet to assault him, and was promptly
dispatched with a power sword.

The main thrust of the 'Stealer attack had yet to be blunted, however,
as blip after blip came into sight or was removed to reveal three
Genestealers each. The Flamernator immolated one such blip before it
was revealed (another 'Stealer was blocking LOS - that died in the
same blast), and gradually closed the distance on the objective,
eliminating the opposition in his path (at one stage, as one opponent
had to leave and hand over the game to someone else, he decided to run
the gauntlet of fire with a trio of 'Stealers. None of them survived
contact with the area on fire). One Terminator made it as far as the
junction before being caught in combat; he drew with the first
'Stealer to assault him and shot it to pieces the following turn;
however in the penultimate turn of the game he became my first and
only casualty (the 'Stealer that killed him went on to assault the
next in line - another draw, another 'Stealer used as target practice
in my final turn).

Blessed with a good number of command points, the Flamernator just
managed to outpace pursuing Genestealers - however the mission lived
up to its name, as with about four closing on him his fate was pretty
much sealed after he used his penultimate flamer shot to set fire to
the objective room. I have a feeling that his loyal comrades
consecrated his soul to the Emperor and then buggered off home...

Result: Blood Angels Victory

Overall verdict: Space Hulk is obviously a product of a different time
- with the board, the dice and a very simple ruleset that, from what
I'm told, is basically unchanged from previous incarnations, it
definitely has a nostalgic feel - they didn't quite go so far as to
put the Terminators on 25mm slottabases, though. In fact it reminded
me most of the old Jervis boardgame Doom of the Eldar (which postdates
the original Space Hulk) - although that's rightly criticised for
being too much a game of luck, it can still be fun to play. The
difference with Space Hulk is that it may be possible for the
Terminators to lose if they're played badly, unlike the Eldar in DotE.
Even so, it's a little too much a game of luck that's weighted
somewhat in the Marines' favour.

From a modern perspective it might have been nice to update the rules
for added detail - such things as cover objects within the Hulk, for
instance. It's welcome to get a sense of Terminators as they used to
be, though, unconquerable heroes who can achieve their mission against
overwhelming odds.

So, in summary, it's a cool game, and self-contained games are always
good. It's no Battle for Armageddon, and come to that for a beer-and-
pretzels timewaster the basic 40k or BFG boxed sets would probably
give you a more varied gaming experience for a similar or lower price.
I am tempted to pick it up, but fundamentally this is a game that was
designed to retail at a quarter of its modern asking price, and nice
figs or no (and I'm warming to the 'Stealers having seen them in the
plastic), for someone who doesn't play either Blood Angels or Tyranids
it would be hard to justify that kind of money on a game of this sort.
It will never happen, but if GW sold this in two versions - one with
and one without figs, the latter for say £10-15 and using counters of
some sort instead - the game would be well worth picking up.

Phil
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pbowles

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Since: Jan 23, 2006
Posts: 513



(Msg. 2) Posted: Tue Aug 25, 2009 1:48 pm
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 25 Aug, 20:47, "M Roberts" <unkn... DeleteThis @thisaddress.com> wrote:
> "Phil Bowles" <pbow... DeleteThis @aol.com> wrote in message
>
> news:95ed4ff9-d16e-4925-b497-6b8d39b26cec@l5g2000yqo.googlegroups.com...
>
> > Mission: Suicide (objective: reach the target room and destroy it with
> > a heavy flamer shot. 'Stealers win if the flamer dies/runs out of
> > juice first)
>
> Sounds like the original first mission.

Yes, they seem to have made an effort to stick to the originals where
possible - original missions, original fluff etc. The obvious
differences, other than the models, are rules for gear that didn't
exist in the first incarnation (lightning claws, Broodlord etc.).

> > Even so, it's a little too much a game of luck that's weighted
> > somewhat in the Marines' favour.
>
> I see no mention of a timer? The marine turn used to be timed, which
> ratchetted up the tension & probably evened things out a bit. It's sad if
> they've left that out.

Hmm, not sure. There's a scoreboard thing that's used to track assault
cannon ammo and command points - there's a third row as well but I
wasn't told what that was for.

> > From a modern perspective it might have been nice to update the rules
> > for added detail
>
> I disagree. The basic rules should be nice & simple. Advanced rules can be
> published later which can make the game more detailed for those that want
> it.

No reason not to do a Warhammer Quest-style thing, putting the
advanced rules in the same set.

> I personally think it's a good game, at about the right price point.

I'm likely to succumb to temptation, but considering that the
'terrain' is cardboard, the model count is rather small, and there are
no templates, few dice and a smaller, less involved rulebook, giving
the box the same £40 price tag as the 40k and WFB starter sets would
have been "about the right price point". They didn't have to make the
figs 40k compatible if they were worried too many people would, say,
buy the set at that price as a way of expanding existing armies, and
in any event the Termie figs aren't especially well-configured for 40k
- you can't get two game-playable squads out of them without
supplementing them from another Termie set. Oh look, more sales for
GW!

I won't
> be buying personally. I already have enough un-played & un-painted stuff
> lying around to last several lifetimes. Heck, I still have Ultra-Marines
> here, a sort of Space Hulk lite using marine scouts instead of termies &
> genestealers.

Thought that was Space Crusade...

Phil
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M Roberts

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Since: Aug 28, 2005
Posts: 175



(Msg. 3) Posted: Tue Aug 25, 2009 5:25 pm
Post subject: Re: [SH] Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Phil Bowles" <pbowles.RemoveThis@aol.com> wrote in message
news:95ed4ff9-d16e-4925-b497-6b8d39b26cec@l5g2000yqo.googlegroups.com...
> Mission: Suicide (objective: reach the target room and destroy it with
> a heavy flamer shot. 'Stealers win if the flamer dies/runs out of
> juice first)

Sounds like the original first mission.

> Even so, it's a little too much a game of luck that's weighted
> somewhat in the Marines' favour.

I see no mention of a timer? The marine turn used to be timed, which
ratchetted up the tension & probably evened things out a bit. It's sad if
they've left that out.

> From a modern perspective it might have been nice to update the rules
> for added detail

I disagree. The basic rules should be nice & simple. Advanced rules can be
published later which can make the game more detailed for those that want
it.

> It will never happen, but if GW sold this in two versions - one with
> and one without figs, the latter for say £10-15 and using counters of
> some sort instead - the game would be well worth picking up.

I'd bet the cardboard stuff costs GW a lot more to produce than the figures.
Just taking the figs out is never going to produce the saving you're looking
for.

Thanks for the report though.

I personally think it's a good game, at about the right price point. I won't
be buying personally. I already have enough un-played & un-painted stuff
lying around to last several lifetimes. Heck, I still have Ultra-Marines
here, a sort of Space Hulk lite using marine scouts instead of termies &
genestealers.

Cheers, Martyn
--
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smcdaniel1

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Since: Feb 12, 2007
Posts: 160



(Msg. 4) Posted: Tue Aug 25, 2009 5:25 pm
Post subject: Re: [SH] Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"M Roberts" <unknown DeleteThis @thisaddress.com> wrote in message
news:4a943ffa_1@mk-nntp-2.news.uk.tiscali.com...
> "Phil Bowles" <pbowles DeleteThis @aol.com> wrote in message
> news:95ed4ff9-d16e-4925-b497-6b8d39b26cec@l5g2000yqo.googlegroups.com...

>
> I personally think it's a good game, at about the right price point. I
> won't
> be buying personally. I already have enough un-played & un-painted stuff
> lying around to last several lifetimes. Heck, I still have Ultra-Marines
> here, a sort of Space Hulk lite using marine scouts instead of termies &
> genestealers.

Ultramarines is the ONE game I have never been able to find. I even have
"Space Fleet"...
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Playa

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Since: Aug 17, 2009
Posts: 20



(Msg. 5) Posted: Tue Aug 25, 2009 10:39 pm
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hey,

On Aug 25, 4:48 pm, "pbow...@aol.com" <pbow... DeleteThis @aol.com> wrote:
> On 25 Aug, 20:47, "M Roberts" <unkn... DeleteThis @thisaddress.com> wrote:
>
> > "Phil Bowles" <pbow... DeleteThis @aol.com> wrote in message
>
> >news:95ed4ff9-d16e-4925-b497-6b8d39b26cec@l5g2000yqo.googlegroups.com...
>
> > > Mission: Suicide (objective: reach the target room and destroy it with
> > > a heavy flamer shot. 'Stealers win if the flamer dies/runs out of
> > > juice first)
>
> > Sounds like the original first mission.
>
> Yes, they seem to have made an effort to stick to the originals

Suicide was essentially an introduction to the whole idea of
strategy.
"Yes, bang-bang pew-pew IS fun, but now let's all spell s t r a t e g
y."
"Very good, class!"

Compare the Suicide map:

http://img530.imageshack.us/img530/2455/1suicide.jpg

To the very scary "Unseen" map:

http://img204.imageshack.us/img204/4424/mapunseen.jpg

The Nid player built this map as you moved, placing blips on the
table.

That is, you could see only the corridors you'd already mapped in
LoS.
But the Auspex still registered blips marching across the bare table!
And, while you blindly fumble around a deathtrap, sand is running-
out.

> > I see no mention of a timer? The marine turn used to be timed, which
> > ratchetted up the tension & probably evened things out a bit. It's sad if
> > they've left that out.
>
> Hmm, not sure. There's a scoreboard thing

No, there was a 90sec sand timer in 1st ed for the Marine turns.
Its lack was the single most often heard complaint about 2nd ed.
Basically, with no timer, you're really not playing Hulk.

> > The basic rules should be nice & simple. Advanced rules can be
> > published later which can make the game more detailed for those that want
> > it.
>
> No reason not to do a Warhammer Quest-style thing, putting the
> advanced rules in the same set.

Advanced missions convinced me that WD and CJ were worth the price.
The way WD has been going, they could use the boost.

> > I personally think it's a good game, at about the right price point.
> giving
> the box the same £40 price tag as the 40k and WFB starter sets would
> have been "about the right price point"

Imo, US$59 would be about market value for the States.
@Scott: I'm just sayin' . . .

> > I still have Ultra-Marines
> > here, a sort of Space Hulk lite using marine scouts instead of termies &
> > genestealers.
>
> Thought that was Space Crusade

Nah, Crusade had those bell-bottom MkVIIs and Chaos Androids.
UM had Mohawk Scouts and prototype Nid Warriors with Bone Swords.
Crusade and Tyranid Attack had board sections compatible with Hulk.

A 4x6ft Hulk map is a marvel to behold.


Playa
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smcdaniel1

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Since: Feb 12, 2007
Posts: 160



(Msg. 6) Posted: Tue Aug 25, 2009 11:34 pm
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Playa" <johnpaulpontiff DeleteThis @gmail.com> wrote in message
news:4585ff9c-1dd6-4417-8d87-bfa381113826@c29g2000yqd.googlegroups.com...

Hey,



> > I personally think it's a good game, at about the right price point.
> giving
> the box the same £40 price tag as the 40k and WFB starter sets would
> have been "about the right price point"

Imo, US$59 would be about market value for the States.
@Scott: I'm just sayin' . . .

Agreed: I think, as a game it is overpriced, As a collectors set it is OK.
Not a good value, but ok.
Love you too!
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Phil Bowles

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Since: May 29, 2007
Posts: 45



(Msg. 7) Posted: Tue Aug 25, 2009 11:48 pm
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Playa wrote:
> Hey,
>
> On Aug 25, 4:48 pm, "pbow...@aol.com" <pbow....DeleteThis@aol.com> wrote:
> > On 25 Aug, 20:47, "M Roberts" <unkn....DeleteThis@thisaddress.com> wrote:
> >
> > > "Phil Bowles" <pbow....DeleteThis@aol.com> wrote in message
> >
> > >news:95ed4ff9-d16e-4925-b497-6b8d39b26cec@l5g2000yqo.googlegroups.com...
> >
> > > > Mission: Suicide (objective: reach the target room and destroy it with
> > > > a heavy flamer shot. 'Stealers win if the flamer dies/runs out of
> > > > juice first)
> >
> > > Sounds like the original first mission.
> >
> > Yes, they seem to have made an effort to stick to the originals
>
> Suicide was essentially an introduction to the whole idea of
> strategy.
> "Yes, bang-bang pew-pew IS fun, but now let's all spell s t r a t e g
> y."
> "Very good, class!"
>
"...and now let's go back to bang-bang pew-pew". This is why I think
the game needs more detail; there are too few things to do with action
points, and they're all no-brainers. I was expecting to have to choose
between moving and shooting, but no I'm told you spend an action point
to move and get to shoot 'for free'. So the game just becomes "move up
to 2 (plus any command points), overwatch", "move up to 2, overwatch".
I hate to think how it must feel for the Genestealer player...

Phil
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pbowles

External


Since: Jan 23, 2006
Posts: 513



(Msg. 8) Posted: Wed Aug 26, 2009 1:16 am
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 26 Aug, 06:39, Playa <johnpaulpont....DeleteThis@gmail.com> wrote:
> Hey,
>
> On Aug 25, 4:48 pm, "pbow...@aol.com" <pbow....DeleteThis@aol.com> wrote:
>
> > On 25 Aug, 20:47, "M Roberts" <unkn....DeleteThis@thisaddress.com> wrote:
>
> > > "Phil Bowles" <pbow....DeleteThis@aol.com> wrote in message
>
> > >news:95ed4ff9-d16e-4925-b497-6b8d39b26cec@l5g2000yqo.googlegroups.com....

Hmm, meant to reply in more detail.

> > > > Mission: Suicide (objective: reach the target room and destroy it with
> > > > a heavy flamer shot. 'Stealers win if the flamer dies/runs out of
> > > > juice first)
>
> > > Sounds like the original first mission.
>
> > Yes, they seem to have made an effort to stick to the originals
>
> Suicide was essentially an introduction to the whole idea of
> strategy.
> "Yes, bang-bang pew-pew IS fun, but now let's all spell s t r a t e g
> y."
> "Very good, class!"

Very basic strategy, you must admit - even in RT days you had to make
decisions about where to move, what to target and how your units would
support one another. SH allows the same in only a very limited context
(do I go down that junction or this one?) Many games - chess, Go, for
that matter board wargames of the Tactics variety (GW's most
successful foray into which being Battle for Armageddon) - have been
described with the cliche "simple to learn, difficult to master".
Space Hulk appears to be simple to learn, simple to master.

> Compare the Suicide map:
>
> http://img530.imageshack.us/img530/2455/1suicide.jpg
>
> To the very scary "Unseen" map:
>
> http://img204.imageshack.us/img204/4424/mapunseen.jpg
>
> The Nid player built this map as you moved, placing blips on the
> table.

Links don't seem to work for me. I have vague memories of reading WD
missions using the unseen map rules years ago - at least it gives the
'Stealer player something to do beyond "move, reveal, die, repeat a
dozen times, move, reveal, assault, die..."

> That is, you could see only the corridors you'd already mapped in
> LoS.
> But the Auspex still registered blips marching across the bare table!
> And, while you blindly fumble around a deathtrap, sand is running-
> out.

Sounds fun, but watching the paths the blips trace should give you a
pretty good idea of what the map layout is, and it's a trick that can
only be used once per map. Also, it sounds as though it makes the game
more fun for the Marine player, but not for whoever's playing the
'Stealers. A game that only engages people as long as they're waiting
for their turn to play the Good Guys - hmm.

> > > I see no mention of a timer? The marine turn used to be timed, which
> > > ratchetted up the tension & probably evened things out a bit. It's sad if
> > > they've left that out.
>
> > Hmm, not sure. There's a scoreboard thing
>
> No, there was a 90sec sand timer in 1st ed for the Marine turns.
> Its lack was the single most often heard complaint about 2nd ed.
> Basically, with no timer, you're really not playing Hulk.

Nope, no timer. Sand would obviously be too pricey for inclusion in a
£60 box. Didn't time my turns but I can always try playing within a 90
sec limit for the hell of it - Marine options aren't terribly
demanding, and most of the damaging firepower is on overwatch anyway,
so I don't know how much difference it would make.

> > > The basic rules should be nice & simple. Advanced rules can be
> > > published later which can make the game more detailed for those that want
> > > it.
>
> > No reason not to do a Warhammer Quest-style thing, putting the
> > advanced rules in the same set.
>
> Advanced missions convinced me that WD and CJ were worth the price.
> The way WD has been going, they could use the boost.

Don't get me wrong, WD's a great place to put things like extra
missions (the days of Chapter Approved were pretty good - last time I
looked in a WD that seemed to be long dead), and rules outside the
scope of the basic game (say, rules for Space Hulks infested with Orks
rather than Genestealers, or with other varieties of Tyranid). For
instance, Orks might only get two dice in hth but also sluggas (roll 1
dice to hit, killing on 6) at short range (in turn paving the way for
armour rules for Terminators), and might get variable equipment as
Termies do. Hormagaunts might only get 1 dice in hth, but when you
reveal the blip you get the number printed there +D3-1. Etc, etc,

However, things that logically make sense in the basic set should be
within the remit of the standard rules. How 'advanced' would it be,
say, to have a 'take cover' action (1AP, costs an extra AP to shoot/
assault a model in cover - bonus lost when the model moves or fires)
which would add options to both sides while reflecting the fact that
Hulks aren't empty spaces but are filled with all sorts of debris that
can afford protection? One very simple rule, and suddenly you've got
the option for Genestealers to dart out of cover, braving overwatch
fire and hunkering down again further down the corridor as they
advance. For their part, the Terminators now have to wonder whether
overwatch is their best option in all circumstances, as they'll need
to expose themselves to assault if they open fire.

It took me a few minutes to think of this. GW's had 20 years...

> > > I personally think it's a good game, at about the right price point.
> > giving
> > the box the same £40 price tag as the 40k and WFB starter sets would
> > have been "about the right price point"
>
> Imo, US$59 would be about market value for the States.

Same sort of price, I think.

> Nah, Crusade had those bell-bottom MkVIIs and Chaos Androids.
> UM had Mohawk Scouts and prototype Nid Warriors with Bone Swords.

Thought that was Tyranid Attack. Wink

Phil
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pbowles

External


Since: Jan 23, 2006
Posts: 513



(Msg. 9) Posted: Wed Aug 26, 2009 5:58 am
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 26 Aug, 09:16, "pbow...@aol.com" <pbow....TakeThisOut@aol.com> wrote:
> On 26 Aug, 06:39, Playa <johnpaulpont....TakeThisOut@gmail.com> wrote:
>
> > Hey,
>
> > On Aug 25, 4:48 pm, "pbow...@aol.com" <pbow....TakeThisOut@aol.com> wrote:
>
> > > On 25 Aug, 20:47, "M Roberts" <unkn....TakeThisOut@thisaddress.com> wrote:
>
> > > > "Phil Bowles" <pbow....TakeThisOut@aol.com> wrote in message
>
> > > >news:95ed4ff9-d16e-4925-b497-6b8d39b26cec@l5g2000yqo.googlegroups.com...

> > > > The basic rules should be nice & simple. Advanced rules can be
> > > > published later which can make the game more detailed for those that want
> > > > it.
>
> > > No reason not to do a Warhammer Quest-style thing, putting the
> > > advanced rules in the same set.
>
> > Advanced missions convinced me that WD and CJ were worth the price.
> > The way WD has been going, they could use the boost.
>
> Don't get me wrong, WD's a great place to put things like extra
> missions (the days of Chapter Approved were pretty good - last time I
> looked in a WD that seemed to be long dead), and rules outside the
> scope of the basic game (say, rules for Space Hulks infested with Orks
> rather than Genestealers, or with other varieties of Tyranid). For
> instance, Orks might only get two dice in hth but also sluggas (roll 1
> dice to hit, killing on 6) at short range (in turn paving the way for
> armour rules for Terminators), and might get variable equipment as
> Termies do. Hormagaunts might only get 1 dice in hth, but when you
> reveal the blip you get the number printed there +D3-1. Etc, etc,

And true to form, guess what? I've just come up with rulesets for Orks
and Tyranids in Space Hulk. Hmm, maybe I ought to pick it up (and some
Orks, and some Tyranids) to try it out...

ORKS

Orks are perhaps the most commonly-encountered aliens infesting Space
Hulks. Mostly, as with Genestealers, a band of Orks has taken refuge
on a drifting Hulk, living and breeding on the vessel as they wait for
it to drift into a populated system. Occasionally, however, a warband
will board a passing Hulk with more deliberate intent, aiming to take
control of its systems and direct it towards a chosen target; the
appearance of such Hulks in a system is a typical early warning sign
that a warboss has arisen to lead his boyz on a Waaagh! Terminator
boarding parties most often have to contest with Orks of the itinerant
variety; however in the build-up to a Waaagh! they may be dispatched
to sabotage key systems, such as forcefields, to gain access to
control systems to send the ship offcourse, or to assassinate
technicians or other vital personnel.

PLAYING ORKS IN SPACE HULK

In a game of Space Hulk, the alien player can choose to use Orks in
place of Genestealers (he can't use both!). The following rules apply:

Blips: The Ork player may bring two blips into play each turn, each at
one of the designated entry points. When revealed, place the
appropriate number of Orks following the normal rules. Orks are armed
with sluggas and choppas; up to one Ork per blip may be armed with a
special weapon. The player who reveals the blip chooses which one (he
may choose none, in which case all Orks are armed with sluggas and
choppas - quite a popular option for Marine players!)

Action points: Orks (and Ork blips) have five action points each turn.

Shooting: Unlike Genestealers, most Orks are armed with some kind of
ranged weapon, although these are usually shorter-ranged than the
weapons used by Terminators. Orks follow the same rules as Terminators
for firing their weapons; however Orks cannot go onto overwatch.

Armour: Armour is not normally a consideration in games of Space Hulk,
as Genestealers have none and opponents can readily find weaknesses in
Terminators' protective covering in close combat. However, armour is
often highly effective against ranged attacks.

Armour allows a model to force the opponent to reroll any successful
shooting attack against it - the second result stands. Armour has no
effect in close combat. All Terminators have armour, as do some aliens
where stated in their description.

Lightning Claws: Against models which normally roll fewer than 3 dice
in assault, lightning claws force a model to roll 1 fewer dice. This
means that a model with lightning claws will automatically win any
combat against a model that only rolls 1 dice in assault.

ORK BOYZ

These are the standard Ork grunts, armed with sluggas (crude pistols)
and choppas (even cruder assault weapons) - unless a player specifies
otherwise when he reveals a blip, all Orks revealed will be Ork Boyz.

Action points: 5

Choppa: Orks assault in the same way as Genestealers or Terminators.
An Ork Boy rolls two dice and picks the highest in close combat.

Slugga: An Ork slugga is a shooting weapon with a range of 4 squares.
It costs 1 action point for an Ork Boy to shoot, or to move one square
forward and shoot. A slugga rolls 1 dice to hit, and hits on a 6.

GROTZ

Grotz are small, weak Orkoids, often used as sacrificial units or as
slaves by their unheeding Ork brethren.

Revealing Grots: When a player reveals a blip, he may choose to
replace any number of Orks with Grotz. That player places two Grotz
for every Ork replaced in this way.

Weedy: Grots roll one dice in assault, and subtract 1 from the result.
Conversely, when shooting at Grots Space Marines add 1 to their
highest dice roll.

Grot Blunderbuss: This is a crude shooting weapon with a range of 6
squares. It costs 1 action point for a Grot to shoot, or to move one
square forward and shoot. A Grot blunderbuss rolls 1 dice to hit, and
hits on a 6. If the Grot rolls a 1, the weapon jams and follows the
usual rules for jammed weapons.

SPECIAL WEAPON ORKS

Revealing special weapon Orks: See the rules under Ork blips. In
addition, no more than one of any type of special weapon Ork may be on
the board at any time. If a special weapon Ork is killed, its weapon
again becomes available.

SHOOTA BOYZ

Shoota Boyz are equipped for longer-range combat than other Orks,
although sadly their enthusiasm for guns that make loud noises is not
matched by any increased accuracy. Indeed, Shoota Boyz are prone to
get so carried away firing more-or-less randomly into the air that
their weapons commonly overheat.

Action points: 5

Assault: Shoota Boyz roll 2 dice in close combat and select the
highest, just like Ork Boyz.

Shoota: Ork Shootas have a range of 12 squares. It costs 1 action
point to fire a shoota, or to move one square forward and shoot. A
shoota rolls two dice to hit, and hits on a 6. However, if a double is
rolled the weapon jams and follows the standard rules for jammed
weapons.

ROKKIT LAUNCHA

These are primitive but, when they hit, effective missile launchers,
which a creature of an Ork's bulk and musculature can fire on the move
with some difficulty. An Ork with a rokkit launcha has the same
profile as a Shoota Boy (i.e. 5 action points and 2 dice in assault,
choosing the highest). However, his weapon has the following rules:

Rokkit launcha: This weapon can be fired at any target within the
firer's line of sight - it has no limit to its range within the narrow
confines of the Hulk. It costs 1 action point to fire a rokkit
launcha; however, a model cannot move and fire using the same action
point, as these are bulkier weapons than shootas or sluggas. A rokkit
launcha rolls 1 dice and hits on a 6. Any successful hit ignores
armour (i.e. cannot be rerolled).

'EAVY CHOPPA

A model with an 'Eavy Choppa is effectively an upgraded Ork Boy, and
is likewise armed with a slugga.

Assault: A model with an 'eavy choppa rolls 2 dice in close combat and
selects the highest, then adds +1 to the selected roll.

ORK NOB

Nobz are the leaders of Ork mobs, and powerful opponents to encounter
on a Space Hulk with their kustomised weaponry and heavier armour
compared with Ork Boyz. An Ork Nob is armed with both a slugga and a
power klaw.

Slugga: This follows the above rules for Ork Boyz.

Power klaw: A Nob rolls two dice in close combat and selects the
highest. He may then choose to reroll either or both dice, again
selecting the highest.

Armour: The Nob wears armour; any successful rolls to hit him must be
rerolled.

ORK MEK

Meks (known as Mekboyz in the days before the Orks passed equal
opportunities legislation) are the technicians whose instinctive
engineering genius provides the Ork race with the ability to board and
pilot Space Hulks. Their functions are critical and varied, from
generating force bubbles that maintain a breathable atmosphere for the
Orks within, to operating navigational and defensive systems. The
elimination of a key Mek is a common objective of Terminator insertion
teams, which may be tasked with killing the operator of forcefields
that prevent teleportation of larger assault forces, or disabling life
support, weapons or guidance systems.

Using the Mek: The Mek is never revealed as a blip; instead he is used
as a mission objective in scenarios that require the assassination of
an important character. Therefore his inclusion is down to the players
designing the mission; in any existing missions that specify killing
the Broodlord as an objective, the Mek is used in place of the
Broodlord and deployed using the same rules.

Action points: 5

Assault: The Mek rolls two dice in assault, and selects the highest.

Kustom Shoota: This is a ranged weapon with a range of 12 squares, and
requires 2 action points to fire. The kustom shoota rolls 3 dice to
hit, hitting on a 6, and has the sustained fire special rule. If a
double is rolled, however, the weapon jams following the normal rules
for jammed weapons. If a treble is rolled, disaster strikes! Remove
the Mek from the game.

Kustom Force Field: The Mek is treated as wearing armour (see above).

TYRANIDS

Tyranids are most often encountered in spaceborne actions when Space
Marine forces launch preemptive strikes on the interior of their
bioships. With a little imagination, the Space Hulk tiles can be
thought of as representing just such a hive ship. Alternatively, as
Space Hulks are repositories of organic material, often housing vast
quantities of life forms such as Orks, as well as having metal and
plasteel components that can be dissolved into their constituent
elements and used as nutrients by certain bioconstructs, Tyranids may
occasionally be encountered aboard Space Hulks (often to the surprise
of Terminator boarding parties!)

The alien player may choose to play as Tyranids instead of as
Genestealers or Orks. Although Genestealers are a derived form of
Tyranid bio-construct, those encountered on Space Hulks have been
placed in dormancy many years before the main body of the Hive Fleet
enters the sector, and any Genestealers encountered when Tyranids
board a Hulk will be reabsorbed and their constituents recycled in
other organisms.

Blips: Tyranids deploy blips as normal for Genestealers or Orks, with
the exception that the Tyranid player may bring up to three blips a
turn into play rather than two. With exceptions only as noted below,
blips are revealed as any combination of Hormagaunts and Termagants
(as chosen by the revealing player).

Action Points: All Tyranids (and Tyranid blips) have 6 action points.

The above rules for armour and lightning claws apply to games against
Tyranids. As with Orks, Tyranids cannot go onto overwatch, but
otherwise shoot following the same rules as for Marines.

HORMAGAUNTS

The locusts of the Hive Fleets, Hormagaunts are some of the first, and
among the most numerous, bio-constructs encountered during planetary
invasions. Unusually for Tyranids, which mostly reproduce only through
recycling in the hiveships, Hormagaunts lay eggs; periodic Hormagaunt
infestations remain a problem on worlds that have been defeated
Tyranid invasions decades or centuries earlier. Conditions for
brooding Hormagaunt young appear to be equally suitable on many Space
Hulks, with the result that these are the most common and often the
only Tyranids to be found on a Hulk.

Action points: 6

Assault: Hormagaunts roll 1 dice in assault.

Shooting: Hormagaunts can't shoot.

TERMAGANTS

Armed with short-ranged but surprisingly powerful fleshborers, weapons
that fire a burrowing, beetle-like bioconstruct into their targets
which actively tunnels into vital organs, Termagants are deployed in
vast numbers as an adaptation by the Hive Mind to encountering
military resistance. Their presence on Space Hulks is typical when the
Hive Mind has encountered an Ork infestation or similar threat; in
Hulks partially converted into Tyranid broodchambers, they may be
spawned in direct response to a Terminator incursion.

Action points: 6

Assault: Termagants roll 1 dice in assault and subtract 1 from the
result.

Fleshborer: The fleshborer is a shooting attack with a range of 8
squares. It costs 1 action point to fire, and rolls 1 dice which will
hit on a 6.

TYRANID WARRIOR

Tyranid Warriors are larger bio-constructs, usually found in large
numbers only within bioships, where vast numbers exist in hibernation
until awakened by the warmth of a nearby star. Their presence on Space
Hulks is uncommon, although small numbers may be deployed by the Hive
Mind to exert control over the smaller bioconstructs. This is usually
a sign that hiveships are in the area and intent of reassimilating the
bioconstructs' genetic material. Encountering Tyranid Warriors can
therefore provide boarding parties with valuable intelligence on the
stage of a Tyranid incursion into the sector, while their destruction
can potentially stall the absorption of the Hulk and its contents into
the Hive Fleet, so denying the Tyranids valuable resources.

Deploying Tyranid Warriors: Tyranid Warriors may be deployed by
revealing a blip with '3' printed on it - instead of placing three
smaller bio-constructs, you may replace the blip with a single Tyranid
Warrior. However, only one Tyranid Warrior may be in play at any one
time - although another can be revealed if it is destroyed.

Alternatively, a Tyranid Warrior may be used in place of the Broodlord
in missions that require one, or its death may be an objective in
scenarios you create. In these cases, it is deployed using the rules
in the appropriate mission. Bear in mind that the rule limiting
Tyranid Warriors to one still applies in this case (i.e. you can't
reveal any from blips if one is already in play) - and, no, if a
Tyranid Warrior used as the mission objective is killed, you can't
replace it with one from a blip!

Action points: 6

Scything Talons: Tyranid Warriors roll three dice in assault and
select the highest.

Deathspitter: The deathspitter is a shooting weapon with a range of 12
squares. The deathspitter is fired using the rules for a heavy flamer,
and takes 2 action points to fire. Any model in the area affected by
the template is hit on a roll of 5+. The template is removed in the
cleanup phase as usual, but will block line of sight before the end of
the Tyranid player's turn. The deathspitter has unlimited ammunition.

Extended carapace: Tyranid Warriors are large, well-armoured bio-
constructs that are quite resistant to small arms fire. Tyranid
Warriors are treated as wearing armour; i.e. any successful hit
against them must be rerolled.

SPORE MINE

As with Hormagaunt infestations, spore mines often signify the
presence of a larger Tyranid presence in an area in the past; as well
as being effective mobile weapons, the acids they secrete upon
detonation can accelerate the process of digesting both inorganic and
organic components of the Hulk into a form Tyranids can use.

Action points: 6

Assault: Spore Mines are unable to assault. If assaulted themselves,
they will immediately detonate, with the effect centred on the Spore
Mine's square.

Pyro-acid: A spore mine may be detonated at any time by spending 2
action points. This has the same effect as a heavy flamer, with the
marker centred on the Spore Mine's square. The Spore Mine is
automatically destroyed as soon as it detonates.

Any thoughts? Suggestions for alterations/additions? Ways to
incorporate other races?

Phil
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pbowles

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Since: Jan 23, 2006
Posts: 513



(Msg. 10) Posted: Wed Aug 26, 2009 6:39 am
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 26 Aug, 06:39, Playa <johnpaulpont....RemoveThis@gmail.com> wrote:
> Hey,
>
> On Aug 25, 4:48 pm, "pbow...@aol.com" <pbow....RemoveThis@aol.com> wrote:
>
> > On 25 Aug, 20:47, "M Roberts" <unkn....RemoveThis@thisaddress.com> wrote:
>
> > > "Phil Bowles" <pbow....RemoveThis@aol.com> wrote in message
>
> > >news:95ed4ff9-d16e-4925-b497-6b8d39b26cec@l5g2000yqo.googlegroups.com...
>
> > > I see no mention of a timer? The marine turn used to be timed, which
> > > ratchetted up the tension & probably evened things out a bit. It's sad if
> > > they've left that out.
>
> > Hmm, not sure. There's a scoreboard thing
>
> No, there was a 90sec sand timer in 1st ed for the Marine turns.
> Its lack was the single most often heard complaint about 2nd ed.
> Basically, with no timer, you're really not playing Hulk.

Yes, me yet again. Just checked the GW site's SH articles, and from
what it says there, yes the timer is back.

Phil
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pbowles

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Since: Jan 23, 2006
Posts: 513



(Msg. 11) Posted: Wed Aug 26, 2009 6:53 am
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 26 Aug, 13:58, "pbow...@aol.com" <pbow... RemoveThis @aol.com> wrote:
> On 26 Aug, 09:16, "pbow...@aol.com" <pbow... RemoveThis @aol.com> wrote:
>
> > On 26 Aug, 06:39, Playa <johnpaulpont... RemoveThis @gmail.com> wrote:
>
> SPORE MINE
>
> As with Hormagaunt infestations, spore mines often signify the
> presence of a larger Tyranid presence in an area in the past; as well
> as being effective mobile weapons, the acids they secrete upon
> detonation can accelerate the process of digesting both inorganic and
> organic components of the Hulk into a form Tyranids can use.

Oops, forgot:

Revealing spore mines: Whenever the Tyranid player reveals a blip, he
may choose to replace that blip with a single spore mine (regardless
of the number printed on the counter). Blips revealed by the Space
Marine player will never be spore mines.

Also edit the Tyranid Warrior deployment to note that only the Tyranid
player can choose to replace a blip with a Warrior.

> Action points: 6
>
> Assault: Spore Mines are unable to assault. If assaulted themselves,
> they will immediately detonate, with the effect centred on the Spore
> Mine's square.
>
> Pyro-acid: A spore mine may be detonated at any time by spending 2
> action points. This has the same effect as a heavy flamer, with the
> marker centred on the Spore Mine's square. The Spore Mine is
> automatically destroyed as soon as it detonates.
>
> Any thoughts? Suggestions for alterations/additions? Ways to
> incorporate other races?
>
> Phil
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Playa

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Since: Aug 17, 2009
Posts: 20



(Msg. 12) Posted: Wed Aug 26, 2009 11:48 am
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hey,

On Aug 26, 2:48 am, Phil Bowles <pbow....DeleteThis@aol.com> wrote:
> I'm told you spend an action point
> to move and get to shoot 'for free'

It's been a while, but that's not the way I remember it.
We'd move a set distance, then spend CP on 'extra' options.
E.g. extra movement or opening/ closing compartment bulkheads, etc.


Playa
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Playa

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Since: Aug 17, 2009
Posts: 20



(Msg. 13) Posted: Wed Aug 26, 2009 12:18 pm
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hey,

On Aug 26, 4:16 am, "pbow...@aol.com" <pbow... RemoveThis @aol.com> wrote:
> Very basic strategy, you must admit

Well, in Suicide, for instance, there was only one way to win.
If you spent too much time on pew-pew, you were kinda hosed.
You also had to learn to put a very low value on Humanity's Finest.

> simple to learn, simple to master

One tutorial game, and you're a master?
Some of the GS expansion missions were brutal.

> Links don't seem to work for me

Seem to be working with Firefox.

> I have vague memories of reading WD
> missions using the unseen map rules years ago

Citadel Journal #1. Inked on papyrus!

> watching the paths the blips trace should give you a
> pretty good idea of what the map layout is

Here's a sample:

+++

Unseen Enemy
- Ian Pickstock.


Mission One: Supply Lines

The front line of your attack has been cut off from the rest of your
force. Their supplies and ammunition are running low, unless a new
supply route can be found vital spearhead units will suffer suit power
failures and run out of ammunition. Mothership scans have revealed the
possible existence of supply routes in another part of the hulk.
Unfortunately this is a more labyrinthine section of the hulk which
the mothership scanners cannot map accurately and is ideal to the
Genestealer's style of close quarter fighting. Supplies are very bulky
and can only be transported down the wide corridors so these must be
identified that a supply route may be opened.

Objectives

Space Marine Primary Objective:
The Space Marione player must reconnoitre his sector and identify all
corridors that are three squares wide, this is done by dropping
special coin size Tracker beacons that the mothership computer can
pick up on a scanner. Each three wide board section must be identified
by a tracker beacon.

Secondary Objective:
The Space Marines know that the 'stealers are aware that they are
looking for supply routes, so the Space Marines are going to set a
trap but to do this they need a large space which they can bait with
supplies to lure the 'stealers away from the main force and ambush
them.

Genestealer Objectives:
The Genestealer player must prevent this by destroying all the Space
Marines.
Forces

Space Marine Forces The Space Marine Player has two full squads of
Space Marines in Terminator Armour, armed with the following:

Squad Primus

* 1 Sergeant with storm bolter and power sword.
* 1 Space Marine with storm bolter and power glove.
* 1 Space Marine with assault cannon (1 reload) and power glove.
* 1 Space Marine with storm bolter, power glove and photon
launchers.
* 1 Epistolary (level 3) with storm bolter and force axe.

Squad Secundus

* 1 Sergeant with storm bolter, power gloave and photon launchers.
* 1 Space Marine with storm bolter and power glove.
* 1 Space Marine with heavy flamer (2 reloads) and power glove.
* 1 Space Marine with storm bolter and chainfist.
* 1 Space MArine with thunder hammer and storm shield.

Genestealer ForcesThe Genestealer player starts with four blips and
receives two blips reinforcement per turn. These are taken from the
expanded blip set or ambush counters. The lettered blips represent the
following Genestealer Hybrids:

1. Unarmed Level 4 psyker
2. Level 4 psyker with Laspistol and Chainsword
3. Level 4 psyker with Laspistol
4. Level 4 psyker with Plasma pistol
5. Non-psyker with Boltgun
6. Non-psyker with Plasma gun
7. Non-psyker with Lascannon
8. Non-psyker withy Missile Launcher
9. Non-psyker with Autocannon
10. Non-psyker with Conversion Beamer

Deployment

Space Marines
The Space Marines start with one squad per entry area as shown on the
GM's map.

Genestealers
The Genestealers may place his starting force anywhere on the three
wide corridor sections. The reinforcements start at any of the marked
entry areas, but only one blip per entry area.

Tracker Beacons
Any Space Marine may expand 1 AP or CP to drop a beacon, this can be
done anywhere in the rooms the Space Marine player thinks are
necessary for the mission.

++++

> it's a trick that can
> only be used once per map

Not so. That's the beauty of jigsaw board bits.

> it sounds as though it makes the game
> more fun for the Marine player, but not for whoever's playing the
> 'Stealers

Our resident Stealer fanatic was dead sneaky.
He wasn't waiting to play anything but Stealers.
Did your game use False Alarm Blips? I hated those.

> Don't get me wrong, WD's a great place to put things like extra
> missions (the days of Chapter Approved were pretty good - last time I
> looked in a WD that seemed to be long dead), and rules outside the
> scope of the basic game (say, rules for Space Hulks infested with Orks
> rather than Genestealers

Contract (Something) introduced rules for Chaos Termis.
Some hot Marine-on-Marine action for a change.
There were rules for IG, Eldar and Harlies, too.

> things that logically make sense in the basic set should be
> within the remit of the standard rules

Uh huh. And, you've beeen playing Warhammer how long?

> > UM had Mohawk Scouts and prototype Nid Warriors with Bone Swords.
>
> Thought that was Tyranid Attack.

That was the game box; there was an expansion model set.
I *thought* it was Ultramarines (UM Scouts in the cover art).
The Scouts are tiny, too. I've a few still in my Rebel PDF force.


Pla - digging thru the archives - ya
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rklemic

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Since: Oct 31, 2005
Posts: 151



(Msg. 14) Posted: Wed Aug 26, 2009 1:59 pm
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Tue, 25 Aug 2009 22:39:29 -0700 (PDT), Playa
<johnpaulpontiff DeleteThis @gmail.com> wrote:

[snip]
>> > I see no mention of a timer? The marine turn used to be timed, which
>> > ratchetted up the tension & probably evened things out a bit. It's sad if
>> > they've left that out.
>>
>> Hmm, not sure. There's a scoreboard thing
>
>No, there was a 90sec sand timer in 1st ed for the Marine turns.
>Its lack was the single most often heard complaint about 2nd ed.
>Basically, with no timer, you're really not playing Hulk.
>

[snip]
There is a timer in the new box. It was tested to be about a 3 minute
timer.
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pbowles

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Since: Jan 23, 2006
Posts: 513



(Msg. 15) Posted: Wed Aug 26, 2009 2:15 pm
Post subject: Re: Today's battle report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 26 Aug, 19:48, Playa <johnpaulpont....DeleteThis@gmail.com> wrote:
> Hey,
>
> On Aug 26, 2:48 am, Phil Bowles <pbow....DeleteThis@aol.com> wrote:
>
> > I'm told you spend an action point
> > to move and get to shoot 'for free'
>
> It's been a while, but that's not the way I remember it.
> We'd move a set distance, then spend CP on 'extra' options.
> E.g. extra movement or opening/ closing compartment bulkheads, etc.

This version has both action points and command points - the latter
are extra action points and you get a random number each turn. Each
Termie has 4 APs ('Stealers 6 and no command points), with 1 AP to
either move/shoot, shoot, open a door or turn 90 degrees, 2 AP to fire
a heavy flamer, move backwards a square, or go onto overwatch.
Naturally this boils down to a game of move/shoot, move/shoot,
overwatch.

Phil
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