This Space Hulk report continues from last time which can be found here.
Last thing on Saturday evening we decided to play one more scenario. Unfortunately this turned out to be a mistake as mission eight appears to be nearly impossible for the Genestealers to win and quite a dull scenario.
Mission VIII: Escape Route
Escape Route Set Up
The game was a washout in favour of the Marines, over in a couple of turns. After looking at the mission afterwards it appears that the only way for the ‘stealers to have a chance is to pile as many as possible in the single corridor at the end. While this may give the ‘stealer player a chance it makes for a dull game. I wont be playing this mission again in a hurry.
The mission ended in a Marine victory for MT.
First thing on Sunday morning we skipped missions nine and ten. We knew that we were unlikely to get more than two games played and we wanted to play the scenarios with the Broodlord, now that we had got the hang of the Librarian rules.
Mission XI: Unknown Lifeforms
Unknown Lifeforms Set Up
This mission looks nigh on impossible for the Marines on paper. With only five bodies to cover the many junctions it looks like an almost guaranteed ‘stealer win. Granted, one of the Marines is Librarian Calistarius but even he has limitations (attacking him in the side or rear is a pretty reliable way to take him out of the picture). The Broodlord is available for the first time in this scenario too.
In order to balance things out the marines have one Power Field Generator each. These can be thrown into spaces which then become impassable. Genestealers can overload the generators by spending 6 APs in one go while adjacent, twice. The combination of the use of the PFGs, Broodlord and Librarian, combined with some very lucky and very unlucky timing for various events made this game probably my favourite of the weekend.
Marines advance trusting their flanks to the PFGs (top right)
The eponymous unknown lifeform shows up and is rapidly cut down by Librarian Storm Bolter fire.
Pressure builds as Calistarius tries to catch a moment to back into the objective room and take the sample.
Calistarius makes some small progress backing down the corridor as Brother Leon and Sgt Lorenzo try to buy him more time...
The Librarians luck runs out (it takes him 6APs to kill one 'stealer) and he is overrun at the doorstep of victory.
The games ends with another Genestealer win for MT.
Mission XII: Pitfall
Pitfall Set Up
Pitfall is an unusual scenario that is played using two maps, each representing adjacent floors in the hulk. Basically, the ‘stealers come into play on the bottom floor and tend to pop out to attack the Marines from underneath.
The survivors of the assault on the Sin of Damnation head for the exit (a disposal chute).
Calistarius sprints for the chute and leaps into it, leaving his battle brothers to their own devices. They all died.
Victory conditions for this scenario are funny. If no Marines get to the chute then the ‘stealers win. If any Marines make it then that number is used to modify a D6 roll-off between the players to see who wins. MT rolled a “1″ giving a total of “2″ due to the escaped Librarian. I rolled a “1″ and so it was determined that the Marines won. I didnt even manage/need to get the Broodlord in play. Harrumph.
The game ended with a Marine victory for MT.
Mission twelve played faster than we had expected and so we decided to have one more game, finally getting around to using MTs Harlequins that hadnt managed to get to the table yet.
The Harlequins rules are first ed rules. As there is so much in common with first and third ed we decided to play using third ed rules as we had enjoyed them quite a lot for the weekend. In essence all that this really changed for the Harlequins was to reduce the maximum sustained fire increment to +1 (to get the weapons in line with sustained fire applying in Overwatch).
Harlequin Mission I: Into the Darkness
The Harlequins advance into the clutches of the Genestealers.Before the Harlequins can even establish a beachhead they take casualties.
Still under pressure, the Harlequins still get a tiny bit of breathing space.
The Troupe Leader (yellow) uses his Harlequins Kiss on his opponent, while his squad die all around him.
The Death Jester is the only Eldar still alive...
...yet he outdoes his entire squad in a massive display of violence... delivered with Harlequin panache.
The Jester is on borrowed time: there are just too many for him, despite his hi-jinks.
The Jesters soul melds with the Laughing God. Death has a name... and its name is "Genestealer".
The game ended in a Genestealer win for me.
The Harlequins made a few big boo-boos early on in this game. We also decided that the five starting blips which begin one in each room could be looked at and placed by the ‘stealer player. In retrospect maybe random placement would have been better as it was a bit harsh with 6 ‘stealers in striking range early on. Then again, if the lead Harlequin had been in either Defensive Stance or Guard the story could have been quite different. I am looking forward to giving the Harlequins another run out next time.
After that long session of 3rd ed Space Hulk I am happy to say that I quite enjoy the 3rd ed rules, possibly even more than 1st ed. The slightly more efficient Terminator fire makes the game feel a little more like the fluff which is cool, although it provides even less of an incentive to play the Genestealers. On the other hand, I quite enjoyed playing the Genestealers over the weekend. There are plenty of decisions to make while using them too.
Filed under: Boardgame, Games in Progress, Miniatures | Tagged: 2009, 40K, Bug, Genestealer, Harlequin, Iron Men, MT, Sci-fi, Space Hulk, Space Marines, Tyranid | Leave a Comment »