Space Hulk
Feb. 20th, 2008 10:11 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
http://www.strategyinformer.com/news/375/space-hulk-10-released
It seems that somebody has made a conversion of the Space Hulk board game from way back. Not like the previous computer games which was an adaptation or something but this is meant to be a conversion so following the proper rules and so on. I've downloaded it and loaded it long enough to see that it looks to be a good conversion of the game. The AI is described as good but I've not done more than the tutorial mission on walking around and the one on flaming a room.
I figured there were enough people who would squee fanboyishly about space hulk that this was worth posting.
It seems that somebody has made a conversion of the Space Hulk board game from way back. Not like the previous computer games which was an adaptation or something but this is meant to be a conversion so following the proper rules and so on. I've downloaded it and loaded it long enough to see that it looks to be a good conversion of the game. The AI is described as good but I've not done more than the tutorial mission on walking around and the one on flaming a room.
I figured there were enough people who would squee fanboyishly about space hulk that this was worth posting.
(no subject)
Date: 2008-02-20 10:39 am (UTC)This version might be good, but really it's a completely new turn-based strategy game which has very little to do with Space Hulk.
(no subject)
Date: 2008-02-20 10:47 am (UTC)(no subject)
Date: 2008-02-20 10:48 am (UTC)Oh well. :)
(no subject)
Date: 2008-02-20 10:52 am (UTC)(no subject)
Date: 2008-02-20 10:55 am (UTC)The flamer changes of always killing is nice though. It was always annoying when you had a great plan to block the genestealers by flaming a room, killing the two in it and then the rest can't get past... Until one of the ones in the room survives and runs out the other side to butcher your squad.
(no subject)
Date: 2008-02-20 11:04 am (UTC)It is if you're the marines, but it makes the game much less interesting. In the original game the point of the 1 in 6 kill failure was that it meant if you flamed a room packed with Stealers it was quite likely one would survive. This discouraged insane flamer sprints where you'd use 4AP/6CP to run your Flamer seven spaces, turn, then flame a heavily occupied room. Doing this was sometimes correct, but it would usually cost you the Flamer. By contrast if you have a 100% kill rate it's always correct, which is dull.
Also 100% kills let you do the "rolling thunder" trick where you flame a room, then as soon as the flame clears you walk into it and flame the next room and so on. With other marines supporting the advance from behind this is basically unstoppable.
Of course, both effects are reduced in importance by their reduction of the flame burst size, but that is in itself a bad thing since it means the Flamer is more like a random big gun than a strategic tool.
(no subject)
Date: 2008-02-20 03:48 pm (UTC)Agreed. As far as I was concerned the flamer was far less about killing things and far more sensibly employed for tactical area denial - never flame a room full of stealers, flame the corridor in front of it to rap them.
As I recall, the final mission of the original campaign (hold off the stealers for x turns (possibly 16?) while a neurotoxin is dispersed through the hulk) was all but impossible to lose as Marines with appropriate deployment of flamers to hold the two choke-points.
(no subject)
Date: 2008-02-20 04:00 pm (UTC)The catch is, of course, that a smart Marine player won't play along. Timing things correctly the marines can often set up turns where they can hold fire relatively safely on one flamer. The Stealers then have to decide whether to commit serious resources to the breach or to hold off. It's a delicate balance.
Let's put it this way: I've won that mission as Stealers far more often than I've lost "CAT Hunt" or "Decoy". I used to claim "CAT Hunt" was unwinnable for the Marines, but then
(no subject)
Date: 2008-02-20 04:37 pm (UTC)But even then if set up correctly the final room is so easily defensible. As I recall it's a 3x3 with one way in, a 5 tile corridor and then a T-junction. You keep three men across the back of the room on overwatch, giving one of them 9 shots and two of them 3 shots at any advancing stealer. You also keep your two sergeants just inside the door, facing across the doorway at each other - they'll also get 3 overwatch shots at any advancing stealer. Plus all marines in the room will get additional overwatch shots in response to a melee. Command points are saved for clearing jams and going back onto overwatch.
That makes the room a real strong point. Combined with the two flamers to hold things up and three other marines to whittle down numbers / sacrifice themselves to buy time, it can make it very hard to build up the necessary stealer forces to assault the control room.
far more often than I've lost "CAT Hunt" or "Decoy"
I don't recall Decoy. I do recall CAT Hunt, and as I recall the main thing was to keep the squads together and move through systematically rather than separate and try to go for all the CATs at once, although I may be misremembering.
(no subject)
Date: 2008-02-20 05:09 pm (UTC)It's still a viable option, but that many Marines in the room leaves very little to slow the attack on the flamers, so they'll have to start flaming on turn two. That means they run out of flame fuel after turn five (only four shots each), the stealers eat them on turn six or seven and then the marines in the room have to survive a full ten turns. The guy on the far wall jams for free most of the time (a decoy Stealer from the right runs into LoS and dances around until he jams or it dies, then another, etc.). Then the Stealers won't rush the room in one, they'll fill the tunnel. Only the first Stealer gets shot at whilst doing this, the others shuffle up for free. On a 4+ CP turn you'll usually clear your jams and as good as reset your position. On a 2- CP turn you'll lose ground on average. Then at the start of the next move you'll be looking at stand and fire actions to clear the corridor before you can reset overwatch. You'll get two cheap kills that way, then the Stealers begin their turn with (on average) two steps of progress.
Sure, you still win a fair proportion of the time, but nothing like 100%. Jam on the first shot during one of the key turns and you'll likely start your next turn with Stealers in the room!
Decoy is Mission 5 in the original set. It's the one with a vaguely S-shaped board in which you have two squads and have to save a minimum of five marines. It's insanely hard because part of the route is a single long corridor. You need a CP sprint to get you round the corner at the end and even then you need to get a bit lucky on your overwatch to hold it for the turn needed to bring backup.
I'm wrong about "CAT Hunt" (having just looked it up). The mission has a CAT in, but it's called "Rescue". It's the one where you start off holding the little sod with one of your squads and the other one starts at the exit. Basically as the Stealers you just need to kill the guy holding the CAT and have it wander off for a turn then you can shut a door behind it (ha ha!) and the Marines will likely never see it again. (The time Dawn completed the mission it involved a systematic programme of pre-emptive door shooting!)
(no subject)
Date: 2008-02-20 11:38 am (UTC)(no subject)
Date: 2008-02-20 11:42 am (UTC)(no subject)
Date: 2008-02-20 11:44 am (UTC)One of the amusing design decisions that I've seen is that there are two more downloadable space marine chapters. available at launch but you have to replace one of the original four with each of them. You'd think if they had that sort of thing in mind they'd have made the chapter select interface a bit less limited... :)
(no subject)
Date: 2008-02-20 11:10 am (UTC)After that, Hack Quest was born (or possibly before...), with a box of Advanced Hero Quest which had... no instructions.
(no subject)
Date: 2008-02-20 11:59 am (UTC)(no subject)
Date: 2008-02-20 12:16 pm (UTC)(no subject)
Date: 2008-02-20 01:20 pm (UTC)(no subject)
Date: 2008-02-20 02:32 pm (UTC)I don't think I actually played Space Hulk too much since my brother, who would have been my chief opponent, was younger than me and I think the rules were pitched at a complexity level I could only just handle myself at that age.
What I remembered particularly loving though was the fluff and background. I have no idea how well it would stand up to rereading but in my head it's become the ideal version of that universe.
In summary: Yay! for Space Hulk
(no subject)
Date: 2008-02-20 06:26 pm (UTC)Here's hoping that the original rules appear though.