Nice to see the action of the HH expand across multiple game systems. Possible mistakes: I played Space Hulk in the 90s and bought the brand-new version with the high-quality board in the early 2000s. So everything I noticed as a flaw might turn out to be correct after all because the game received an update a couple of years ago although the box art remained the same. 1. Diagonal movement: This is allowed under specific circumstances and costs only 1AP when moving forward. It´s crucial to make use of it otherwise the terminators end up being out of position when the game enters it´s most vital stage. 2. Sustained Storm/Combi- Bolter fire : Gaining this boon is only possible when the model decides to use the action "Remain Stationary & Fire Storm Bolter". Turning/Moving & Shooting does not contribute to the sustained fire rule. 3. Sgt. He adds only +1 to close combat rolls to his front and does not perform better when firing his ranged weapon. Recommended missions: The first mission is the hardest of them all. Why this is the case I don´t know and it is imo a design flaw. If you intend to play Space Hulk as a campaign it will end in 90% of cases with the first scenario. Scenarios including the librarian are the easiest as one of his powers allow to barricade a tunnel via a force field making it much harder for the aliens to outmaneuver the marines. The second mission is way easier than the first as you only need to kill a set amount of aliens to win and the marines get to use the assault cannon (use the autocannon for HH). A few suggestions for the first mission: Note that the first mission is the most difficult and even with these tips it will still be an ordeal. Place the flamer marine at the front. Make sure to not lose your Sgt. as he will allow you as long as he lives to redraw command points, if you drew too few. Allocate all command points in the first three turns (you better have at least four/turn) to your flamer marine. He will be sprinting like the Road Runner towards the left corridor leading to the objective room. Meanwhile a bolter marine has to keep the long corridor adjacent to the left one clear with flawless marksmanship. The flamer marine will indiscriminately burn everything in his path until he is able to target the cross section leading to the objective room. Put a flame burst for area denial onto the cross section and place the flamer directly adjacent to it. It is then paramount for him to have lots of command points (5 or 6) ready in the following turn when he decides to simply dash towards the objective door. He will need to open the door (1AP), shoot the flamer (2AP), turn 90° once (1AP) and use the rest of his AP for movement. Mission accomplished! Edit: Also check out the Flash Gitz animation of the 1st Space Hulk mission. It is hilarious and captures the feel of the game.
Great idea. Fun video. Thank you!
Thanks. We will be bringing more missions in the future.
1st ed space hulk had rules for termie on termie action if you folks had been thinking about it. I do enjoy the daemons as stealer rule proxy, though
Very interesting concept !
Thanks! We call this one “Heresy Adjacent” 😂
Cool idea! If you want more dedicated rules, I think Ossified Mods has an entire heresy marine-vs-marine space hulk rules addon on their website!
Oooh that is a good suggestion, we will try to find those!
Great stuff guys!
Glad you enjoyed it!
Great game 👍 and a really good use of a game "type" not normal scene or used 👏
Glad you enjoyed it!
Nice to see the action of the HH expand across multiple game systems.
Possible mistakes:
I played Space Hulk in the 90s and bought the brand-new version with the high-quality board in the early 2000s. So everything I noticed as a flaw might turn out to be correct after all because the game received an update a couple of years ago although the box art remained the same.
1. Diagonal movement:
This is allowed under specific circumstances and costs only 1AP when moving forward. It´s crucial to make use of it otherwise the terminators end up being out of position when the game enters it´s most vital stage.
2. Sustained Storm/Combi- Bolter fire :
Gaining this boon is only possible when the model decides to use the action "Remain Stationary & Fire Storm Bolter". Turning/Moving & Shooting does not contribute to the sustained fire rule.
3. Sgt.
He adds only +1 to close combat rolls to his front and does not perform better when firing his ranged weapon.
Recommended missions:
The first mission is the hardest of them all. Why this is the case I don´t know and it is imo a design flaw. If you intend to play Space Hulk as a campaign it will end in 90% of cases with the first scenario. Scenarios including the librarian are the easiest as one of his powers allow to barricade a tunnel via a force field making it much harder for the aliens to outmaneuver the marines. The second mission is way easier than the first as you only need to kill a set amount of aliens to win and the marines get to use the assault cannon (use the autocannon for HH).
A few suggestions for the first mission:
Note that the first mission is the most difficult and even with these tips it will still be an ordeal. Place the flamer marine at the front. Make sure to not lose your Sgt. as he will allow you as long as he lives to redraw command points, if you drew too few. Allocate all command points in the first three turns (you better have at least four/turn) to your flamer marine. He will be sprinting like the Road Runner towards the left corridor leading to the objective room. Meanwhile a bolter marine has to keep the long corridor adjacent to the left one clear with flawless marksmanship.
The flamer marine will indiscriminately burn everything in his path until he is able to target the cross section leading to the objective room. Put a flame burst for area denial onto the cross section and place the flamer directly adjacent to it. It is then paramount for him to have lots of command points (5 or 6) ready in the following turn when he decides to simply dash towards the objective door. He will need to open the door (1AP), shoot the flamer (2AP), turn 90° once (1AP) and use the rest of his AP for movement. Mission accomplished!
Edit:
Also check out the Flash Gitz animation of the 1st Space Hulk mission. It is hilarious and captures the feel of the game.
I also noticed out of sequence jamming. It only happens on overwatch
Some excellent feedback here on the game and tactics, much appreciated! Great to have your support and comments!