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Xarboth
10th March 2010, 15:09
Following the success of SonsOfStalingrad's "Colonial Marines" game so far, and due to the fact that there were several people who were unsure about whether to sign up to that because they’d never played Space Hulk or weren’t confident that they knew the rules, it’s my intention with this game to run a kind of tutorial game of Space Hulk, to help people learn the rules and get to grips with how the game works.

Due to copyright stuff, I obviously can’t just post the rules straight up here, but once people sign up I’ll PM them to explain the rules simply and clearly, and to give them a chance to discuss any rules they don’t completely understand. So I’m more than happy to offer as much help in learning/understanding the rules as anyone might need.

Now, given that this is somewhat of a tutorial/beginners game (at least for now – demand for the game might change this, but we’ll see how we get on), I’m going to just run the first mission from the Space Hulk mission book which is both fairly short and simple, and only requires 5 players. That means that any beginners who are interested in playing won’t have too much to keep track of. With this in mind, it’d be pretty helpful for one player with a decent amount of experience in playing Space Hulk to sign up to act as the sergeant, and then the remaining 4 spaces will be open to beginners. If there aren’t 4 beginners interested then I’ll just open up the game to all takers, but we’ll see for now.

So, reply in this thread if you want to sign up. It might be useful to state whether you’re a complete beginner; a relative beginner; or confident & competent with the rules of the game, too.

1. Sergeant; Power Sword & Storm Bolter - SonsOfStalingrad
2. Heavy Flamer & Power Fist -Architech
3. Storm Bolter & Power Fist - Drakon
4. Storm Bolter & Power Fist - GKJester
5. Storm Bolter & Power Fist - Sinister

DrakonTheNightLord
10th March 2010, 15:14
As Arch-Clueless player, I R in.

Xarboth
10th March 2010, 15:22
Ok - I also forgot to mention that the sergeant should be a more experienced player given the couple of extra rules that player would have to get to grips with, but the heavy flamer is available to claim on a first-come-first-served basis, so Drakon feel free to claim either heavy flamer or just a regular storm bolter marine.

DrakonTheNightLord
10th March 2010, 15:25
Regular thanks.

Architech
10th March 2010, 15:46
I would kinda like to learn to play...I'm a bit worried about time frame....but I think I can do this when checking other games and such.

I'll take flamer to be different

Xarboth
10th March 2010, 15:49
Done. And don't worry about the time frame, It'll all be pretty flexible.

Xarboth
11th March 2010, 13:09
Bumping this thread up. Any other beginners interested in signing up to learn the game before I consider opening it up to more experienced players?

DrakonTheNightLord
11th March 2010, 13:18
Should try PM-ing some dudes~?

Gkjester
11th March 2010, 14:02
Thanks for the PM Xarboth, I'm in.
Storm Bolter & Power Fist guy for me.

SonsOfStalingrad
11th March 2010, 15:30
Interesting to see some of my marines doing this :P

Sinister
11th March 2010, 16:38
i'll sign up ;d Not sure i'm ready to be the sergeant though. I'd say i'm a beginner to spacehulk.

Xarboth
11th March 2010, 17:15
That's fine, you can take the final marine with Storm Bolter and Power Fist. Now all we need is an experienced player for the sergeant.

Anyone feel like it?

SonsOfStalingrad
11th March 2010, 17:19
I could run them through. Being that I wrote a game based on Space Hulk, playing it will be easier.

Xarboth
11th March 2010, 17:22
Yeah, I was hoping you'd volunteer, given that you're not getting to actually play in the game you're running. [EDIT: I know your dark blue colour clashes with the forum colours but it'll only really be used for the map, and it stands out fine on there]

Ok, we're all set! I have to go out now for the evening, but hopefully by tomorrow afternoon we'll have all the info on the rules PM'd out, and the scenario set up and explained!

Feel free to ask any queries you may have about the rules!

SonsOfStalingrad
11th March 2010, 17:23
Don't bother PMing me the rules :P I got myself a nice paper copy of 'em precisely here. We just doing Mission 1, or did Bara conclude original missions only?

Xarboth
11th March 2010, 17:25
yeah, it'll just be mission 1

Architech
11th March 2010, 18:54
Arrius Grachus reporting for duty, sir!

Xarboth
12th March 2010, 13:32
Ok, here's your scenario:

http://lh6.ggpht.com/_wO3Gvb1tqgs/S5pODWc6bGI/AAAAAAAABgw/kOfwA-XGd6A/s800/SHMission1.jpg

The room marked 'A' on the map contains a series of controls to lifeboats/evac pods which it is essential that the genestealers are prevented from operating. Therefore your mission objective is simple: to fire the heavy flamer at any square in that room!

You guys win if you manage that, and I win if I manage to kill the Heavy flamer (Architech) or if he runs out of ammo.

Your starting points are a result of a tactical decision made by SoS, your sergeant. Unlike SoS's game, team members cannot pass each other in the corridor, so those at the back will have to wait for those in front to move first. The Genestealer entry points are the purple arrows to the east and south of the map, and the blue markers are doors.

It is now turn one and you have 5 Command Points for this turn.

SonsOfStalingrad
12th March 2010, 13:36
5 command points. That's pretty good, so i'll choose to KEEP that token. (For those who don't know, if it sucks, we can re-roll it once per turn so long as i'm alive.)
1 AP - Open Door.
3 AP - Move Forwards 3 places.

DrakonTheNightLord
12th March 2010, 13:41
Move forward 3 squares, strafe to the left.

Xarboth
12th March 2010, 13:51
SoS, your move is done.

Drakon, I'm afraid that Space Marines can't strafe in this game (unlike the Colonial Marines in SoS' game). However, you do have 2 possible options:

1) You can move diagonally forward, so you'd be standing next to SoS;

Or 2) You could move 3 forward and take the free 90 degree turn left, then move another forward and take another 90 degree turn right to be facing east again.

Option 1) means you actually finish one square further forward than you could manage if you could strafe; whist option 2) leaves you in exactly the same place as the strafe move, facing the exact same way, so I guess I'm being a bit pedantic, but since the point of the intro/tutorial game is to help you learn the game mechanics and get the most out of your APs, I thought I'd best give you those options. Let me know which you'd prefer and it'll be done!

SonsOfStalingrad
12th March 2010, 13:54
People took their mobility in my game for granted. :P
Feel -honoured- by how un-bulky a Human is compared to a Terminator.

Mali32
12th March 2010, 13:57
Damn it i missed out on this. If you wouldnt mind i'd like that rules PM. I'll be following the game too probs.

DrakonTheNightLord
12th March 2010, 13:58
No strafe? Waaaaaaaaaaaaaah!


I'll take option one, diagonal move ftw.

Architech
12th March 2010, 13:59
Presuming that GKJ moves fully, I will move 4 spaces, thus only blocking Sinister.

(Of course it would end up being me that can't die or run out of ammo :D....don't worry I make a good objective)

I'll message mali the rules, so no worries there

Xarboth
12th March 2010, 14:00
He's already got them :P

I'll keep your move in mind ready for when GKJester moves, but I expect it'll be fine.

SonsOfStalingrad
12th March 2010, 14:08
Right, i've taken a moment to analyse our tactical situation.
I want Sinister to eventually end up at the door facing down. Open it, shoot the other one and remain on Overwatch. This will prevent the enemy from being able to attack us from behind, as you'll get at least 6 shots at anything moving down that corridor.
Therefore, we will try to use Command Points sparingly so that they may un-jam blocked Storm Bolters.
Obviously, Architech has to make it to that room. I want you to take the upper path to it, I will be going that way too, moving two squares and then Overwatching each turn. (Perhaps using some Command Points if the enemy is far off) I will try to move to the end of the + shaped cross-section to block the enemy advance, which is risky as there's only 4 spaces between that point and the enemy spawn point.
I want Drakon to try and move to the same position on the lower + cross-section, to block that spawn point.
This leaves GK Jester to move to the bottom part of that lower + section to block THOSE spawn points.
Move slowly, keep to Overwatch past the second turn (don't use it first turn, it's prettymuch pointless. We'll score those 5 for free movements.)
Use your common sense, if you're going to leave yourself exposed to an attack, do not advance.
The plan will change if the enemy takes us down.

Sinister
12th March 2010, 14:53
Ok, i'll move up 3 squares putting me behind arch, I'm assuming if there's no purple arrows behind us (genestealer entry points) I don't have to worry about getting sneak attacked correct?

Xarboth
12th March 2010, 15:19
You can actually move 4 spaces forward if you want. I don't know if moving 3 spaces was your choice, or whether it was a misunderstanding of the current moves so far. SoS could only move 3 forward because he had to use 1AP to open the door, but Drakon moved 4 spaces up alongside him so you guys at the back can all move 4 spaces if you so wish.

And no, you don't have to worry about sneak attacks. The genestealers can only come on from their entry points. You'll also be able to automatically see the blips on the map without any kind of motion tracker, etc. You just won't know how many genestealers that particular blip represents until you get LoS to it.

Xarboth
12th March 2010, 20:52
We're just waiting for GKJester to submit his move now, and then I'll get the genestealers moved and the map updated. I know that weekends aren't great for him being able to get much time on the forums - one of the reasons why he dropped out of SoS' game - but that's fine.

SoS, why don't you have a chat with your team about how to use the command points up while we're waiting - No genestealers can get within range of you in this first turn anyway, so you might as well use them up once everyone's made their standard moves?

Architech
12th March 2010, 21:47
well we can save a few right? so we should probably use them to best position the team...saving at least 2 to add to later turns

SonsOfStalingrad
13th March 2010, 00:36
Command points do not carry over from turn to turn.
I will use 1 to open the door and 2 to move forwards.
The other 2 are split equal for the guys I want guarding the lower + connecting section.
Advance on the previous advice, guys.

Sinister
13th March 2010, 02:32
ahhh missed the 1ap door bit, move me up another square then :D

Xarboth
15th March 2010, 17:46
Ok, well the weekend's over so hopefully GKJester will be able to submit his move and we can get this party started. I decided I'd rather wait for him since this is an intro game - kinda defeats the point if we autopilot him! Hope no-one minds.

DrakonTheNightLord
15th March 2010, 17:56
Nope, no one does. This is, as you pointed out, an intro game.

Architech
15th March 2010, 18:55
(If any blips appear, we'll presume I kill them with fire...no questions)

Gkjester
15th March 2010, 19:46
Ok, well the weekend's over so hopefully GKJester will be able to submit his move and we can get this party started. I decided I'd rather wait for him since this is an intro game - kinda defeats the point if we autopilot him! Hope no-one minds.
Forgot to check this last night, posting on my break right now.

Move 4 forward and take the free 90 degree turn right, then move another forward and take another 90 degree turn left to be facing east again.

Xarboth
15th March 2010, 20:17
GKJester, just a reminder that you can move diagonally forwards, so rather than having to move 1 forward, turn right, then forwards again and turn left, you can just move 1 diagonally forwards-right, and remain facing forwards. So this is what I've done - it uses your 4AP rather than requiring a Command Point to be spent.

Ok, here's the map after the first set of moves, minus any command points used. SoS, I know you've chosen to move forwards 2 and open the door in front of you, using 3CP, and recommended that Drakon and GKJester split the remaining 2CP between them, so I'll move you as per your request, but I'll let the others direct themselves.

Also, SoS, don't forget you can shoot doors and get a free shot with every move, so if you wanted you could take a free shot with your first move, and if you roll a 6 you'll destroy the door, saving a CP - but then you'll never be able to shut the door again if you should wish at a later point. So that's a tactical decision for you to make, but I just thought I'd remind people of the ability to shoot doors.

http://lh4.ggpht.com/_wO3Gvb1tqgs/S56iBuLz13I/AAAAAAAABhQ/5R0nnuL8DLg/s800/SHMission1-02.jpg

DrakonTheNightLord
15th March 2010, 20:27
I'll... go into overwatch and cover SoS?

Architech
15th March 2010, 20:29
Forward 2, diagonal up 1, turn to face down (I'm trying to be out of the way, allowing half team ahead of me, and a few behind...if SoS disagrees, move me to her wishes)

Xarboth
15th March 2010, 20:36
Hang on a sec there, guys - these are just the Command Points at the moment. I'm going to edit in my genestealer moves once they're done, and then we'll get to turn 2.

Also, in Space Hulk, unlike Colonial Marines, you'll always be able to see where the Genestealers and/or blips are, so since there aren't any within 6 spaces of any of your LoS just yet, you don't need to go on overwatch this turn.

In this first turn, there's no way you'll see any genestealers, so there's no chance of you being able to use your CPs during the genestealer turn (since you can only use them when you see a genestealer actually move), so I'm giving you the chance to use them just now rather than lose them. In future turns, you'll have to get SoS' permission as sergeant to use them since he may want to save some to use during the genestealer turn.

Hope that makes sense? Let me know if not and I'll try to clarify!

Architech
15th March 2010, 20:39
oh...well then...save that order then

Xarboth
16th March 2010, 19:59
Ok, well I'm just going to follow what SoS said several posts ago. SoS has moved forwards 2, opening the door on the way, and Drakon and GKJester have moved forwards 1 each, as per his tactical instructions. Sorry for any confusion with all of that. From now on, since there's a good chance you'll want to save some of your CPs until the Genestealer turn, I'll just let you ask SoS' permission to use CPs in your normal moves, and if he grants them, I'll use them up, and if he doesn't I won't!

I've moved my blips on now. As you can see, you don't need LoS to know where the blips are on the map, but as soon as you get LoS to them, you'll convert the blips into models, and only then will you know how many genestealers are represented by each blip.

http://lh6.ggpht.com/_wO3Gvb1tqgs/S5_vX4TPcpI/AAAAAAAABhw/rTC0Vd-CviM/s800/SHMission1-03.jpg

It's now turn 2, and you have 4 Command Points this turn. SoS, let me know if you want to keep that or re-roll.

Architech
16th March 2010, 20:03
Well my original plan was to be where Drak is now...so can I go one behind him and face down

Xarboth
16th March 2010, 20:07
Well, Drakon's not moved yet, so you could wait for him to move and then see what happens? (Given his spam rate, you shouldn't have to wait too long :P)

DrakonTheNightLord
16th March 2010, 20:11
Spam rate eh...

So can I move diagonally forward, or is SoS blocking my way?

Xarboth
16th March 2010, 20:14
He is unfortunately blocking your way just now, but you can suggest a move for now, and if you can do it once SoS has moved, I'll edit it in after he's moved.

If it helps, what I suspect he might do is only move 2 spaces forward and go on overwatch, so everyone be prepared for progress down the corridor to slow down a bit from here on. You don't want to rush forward and leave yourselves exposed in Space Hulk.

DrakonTheNightLord
16th March 2010, 20:20
Okay... once he's moved I'll go diagonally forward and one square forward... so that should take me right behind him?

Xarboth
16th March 2010, 20:22
If he does what I think he might, yeah. It depends on how he sees the danger of the current blip situation though, I guess.

Sinister
16th March 2010, 20:52
so will one marine be enough to hold that south facing corridor or should i continue on ahead with the others. I can position myself anywhere around where gkjester currently is.

Gkjester
16th March 2010, 21:07
Feel free to suggest instructions to me. This is litterally my first try of this game.

Xarboth
16th March 2010, 21:16
Well, I'll give you something to think about, rather than giving you suggestions of instructions: That blip to the south there is one turn away from the door you're stood next to GKJester. So you and Sinister will have to make sure that one of you is covering that corridor by the end of the turn - maybe requiring CPs, but maybe not. GKJester could have it covered easily, but then Architech might have to wait for Sinister to go on ahead because I think SoS wanted GKJester ahead of Architech. Just some things to think about - chat to SoS about it (since he's not playing the role of your enemy! :P) and I'll be back online in the morning to edit moves and update the map if they're all submitted. And if you still need advice then, I'll help you out.

SonsOfStalingrad
17th March 2010, 21:34
Aaaapologies. Excuse being posted in Colonial Marines.
Move me ahead 4.
4CP is pretty good, I won't gamble with that. Let's keep that roll.
Now my shiny metal ass is out the way, the game can resume!

Xarboth
17th March 2010, 21:50
Ok, done. That means that Drakon, you have 4 spaces of corridor clear in front of you if you want to move all 4 spaces. There would be no point in you going on overwatch since you can't see or shoot past SoS anyway.

GKJester, I think SoS would perhaps prefer you to follow Drakon so that you're in front of Architech down that corridor. I realise I made a mistake moving the blip in the south room, and he's one square too far on, so the blip can't get to the top door in that corridor until next turn, giving Sinister enough time to cover it if GKJester does move on.

But it'a up to you guys as to how far you want to move. I think what I'd do is everyone get as far forwards as they can for now except Sinister who should think carefully about how best to cover that corridor without leaving himself exposed. Sinister, in the next 2 turns you really want to have that door open and be on overwatch looking down that corridor. GKJester might be able to help by taking a few turns to open the door for you before moving on? Just a few thoughts.

SoS, any thoughts?

SonsOfStalingrad
17th March 2010, 21:55
I don't mind if Sinister and GK want to switch assignments - Even though the gribbly won't reach that location for another turn, you want as much distance as possible between you and the enemy - Gk, if you want to go at it, feel free to intercept.
I'd like to use 2 of our CP to go onto Overwatch myself, as i'm in 'nid central. Reserving use of the other 2 until movements are finalised.

EDIT: Don't forget you can SHOOT the door where the gribbly is. :P

Gkjester
18th March 2010, 05:14
My thought was to open the door, go into overwatch, and cover it.
Or
Open the door, then move out of the way and back up Drakon so Sinister can cover it.

Either is fine with me SoS.

Architech
18th March 2010, 07:47
As long as it is open and I'm not blocking another movement...I think I should move into the doorway where SOS is...4forward for me

Xarboth
18th March 2010, 14:08
Ok, SoS' move is fine, as is Architech's, but I'll edit that in once Drakon and GKJester decide where they're going to finish up.

GKJester, you're probably best placed to cover that corridor for now, so I'll put in your first choice of move unless you tell me otherwise.

Sinister, what are your thoughts?

SonsOfStalingrad
18th March 2010, 14:25
GK is authorised to enter overwatch to keep that door secure. That uses up the CP for this turn.

Architech
18th March 2010, 14:28
"Sergeant, shall I be looking to purge any rooms, or do you want all promethium saved?"

Xarboth
18th March 2010, 14:31
GKJester can turn right, open the door, then go on overwatch all within his 4APs so you still have the 2CPs left.

Gkjester
18th March 2010, 15:02
GKJester can turn right, open the door, then go on overwatch all within his 4APs so you still have the 2CPs left.
Soudns good.
*does what Xarboth said*

Xarboth
18th March 2010, 15:17
Ok. Just waiting for Drakon and Sinister now then. I'm away from 7pm this evening until Saturday, so I may not get a chance to update the map until then, depending on how quick you two are this afternoon.

SonsOfStalingrad
18th March 2010, 16:04
"Sergeant, shall I be looking to purge any rooms, or do you want all promethium saved?"
Save the ammo unless it's life-or-death.

Sinister
19th March 2010, 00:10
i could move into the north left or right corner for when Jester moves onwards I can cover that opening on overwatch.

any objections?

SonsOfStalingrad
19th March 2010, 13:33
naw, go for it.

Xarboth
20th March 2010, 07:48
Ok, I got bored waiting for Drakon to make a final decision on his move and assumed he'd want to move the full 4 spaces. Here's the updated map. Note the ever-growing number of blips :twisted:

http://lh6.ggpht.com/_wO3Gvb1tqgs/S6SKoWuMjNI/AAAAAAAABjI/VhkCd4nNFtU/s800/SHMission1-05.jpg

It is now Turn 3. You have 6 CPs. I'm gonna assume SoS is going to keep those and not re-roll!

DrakonTheNightLord
20th March 2010, 08:23
Whoopsie... but yes, I was gonna move there.

Sorry, sometimes my burst of spam shots miss certain targets... :\



DRAKONEDIT: I'll be continuing to the lower T-Junction, then I'll get into overwatch.

Xarboth
20th March 2010, 08:33
No worries, and that's also a wise move IMO.

Sinister
20th March 2010, 18:23
should i be staying in that room to support jester or should we continue to press on?

Architech
20th March 2010, 19:18
When I get the chance, moving into the hallway behind drak/sos...prolly going to end up in the junction...if I can I would go up. so I'm more protected and others can slide in with overwatch

Xarboth
20th March 2010, 20:34
GKJester should easily be able to cover that corridor on his own.

Bear in mind that on overwatch, every square I move towards you gives you a free shot at me. You roll 2D6 each time and kill the genestealer on a 6+ (on any one dice) the first time. With sustained fire, that becomes a 5+. So as soon as GKJester sees a genestealer he gets a free shot killing on 6+, and every single square the genestealer moves towards him he gets another chance on a 5+. Plus, I'm at least 6APs away from him at the moment, so even if the genestealer was to survive being shot at that much, GKJester will still get another turn to kill me off.

SonsOfStalingrad
21st March 2010, 12:56
Sin, I want you to cover GK's former position in the plan. Advance down the corridors.
Gk will remain behind to guard that area. If that blip doesn't move on it's next turn, reverse your ass behind the rest of us to keep that door covered.
I'll be going forward-left (1)
turn left (1)
overwatch (2)
That should keep that area secure with any luck.

Sinister
21st March 2010, 19:01
ok i can move 6 squares into the spot where our sergeant sonsofstalingrad is. that will give me a great setup next turn to overwatch as you guys head towards the northern corridor.

sound good?

Architech
21st March 2010, 19:03
it's only 5 as you can go diag, right?

Xarboth
21st March 2010, 19:32
Sinister, don't forget you only have 4APs - the 6CPs is divided across the whole team and are to be used at SoS' permission. However, due to the others' movement, you can only actually move 4 spaces, so Drakon's in that lower T-junction, Architech's one space behind him, and you're one space behind Architech.

I've got them all sorted apart from GKJester's, so as soon as he submits his move (probably tomorrow I expect) I'll get the genestealers moved and update the map for you. There's probably a good chance of some genestealer activity and death on one team or another this turn.

Sinister
21st March 2010, 22:50
right i got it. Sounds good.

Gkjester
22nd March 2010, 16:26
Should I:
- Move a couple spaces forward and go into overwatch
or
- stay where I am and go into overwatch
- something else that is a better idea (suggest something)

Sorry guys, I'm still getting my bearings on this.

Xarboth
22nd March 2010, 16:59
You want as many spaces as you can between you and any genestealer, so moving forward wouldn't be an option. You can stay there and go on overwatch, or you can move one square backwards (2AP) and go on overwatch (2AP) in each of the next 2 turns to give yourself the maximum number of squares between you and any oncoming genestealers. That'd probably be the most beneficial because it gives you most chance to kill a genestealer before it reaches you. It'd have to be fairly lucky to reach you where you are even now, but an extra square per turn would make all the difference!

Architech
22nd March 2010, 17:37
back up OW, Back up OW @GK

Xarboth
23rd March 2010, 09:02
Ok, here's all the action! Firstly, here's the map after your moves (GKJester, I've put you in having taken a step back (2AP) and then gone on overwatch (2AP)), and after I've chosen to reveal the relevant blips that you will draw LoS to at some point in the turn.

http://lh3.ggpht.com/_wO3Gvb1tqgs/S6iQerCo2nI/AAAAAAAABkQ/jKJFZW8ZK2Q/s800/SHMission1-05-2.jpg

The blip in the south-west corridor was revealed to be 1 genestealer. It moved 1 space to its left and opened the door. GKJester spotted it from Overwatch and took a shot at it (4, 5), failing to kill it. It moved forward again and GKJester fired again, with sustained fire this time (3, 4) failing to kill it. It moved forward again (1, 3) and again (1, 6), finally being killed by GKJester.

The blip in south-east vertical corridor was revealed to be 1 genestealer again. It took a step diagonally forward into the corridor where Drakon was on overwatch. He shot at it (1, 3), failing to kill it. It moved forward again, and Drakon fired again with sustained fire (1, 2) but failed to kill it. It moved forward again (3, 4) and again (6, 2) and finally Drakon killed the scumbag!

The blip nearest SoS was revealed to be 2 genestealers, whom I placed on the square with the blip and the square just behind it. The first genestealer opened the door, moved diagonally forward, turning to face SoS. SoS fired once (1, 5), just failing to kill it.

The genestealer then assaulted SoS. (Genestealer: 1, 5, 6; SoS: 5 (+1 Sergeant bonus). The power sword allows SoS to Parry, forcing the genestealer to re-roll its highest dice (5). Assault is drawn. However, because he was assaulted whilst on overwatch, he’s no longer on overwatch. SoS then decides to use 2CPs to put himself on Guard before the genestealer assaults again.

The genestealer assaults again, rolling (2, 4, 5). SoS rolls a 4, and gets +1 for being a sergeant. He uses the lightning sword’s Parry rule, forcing the genestealer’s 5 to be re-rolled (3). SoS wins and the genestealer is slain.

The second genestealer moved forward one square, then diagonally forward, turning to face SoS. It then assaults SoS, rolling (4, 4, 5) to SoS’ (5+1) and the genestealer is slain.

The 2 blips in the north corridor are moving forward 6 and 4 spaces respectively, and the final blip in the centre of the map is staying exactly where it is!

The first map here shows the movements of the genestealers and blips, and the second map is exactly the same map but with the genestealers’ bodies miraculously cleared away and the blood mopped up, as well as movement arrows removed and overwatch statuses removed.

http://lh6.ggpht.com/_wO3Gvb1tqgs/S6iNvBH5EpI/AAAAAAAABkA/UeJpjGCc8fY/s800/SHMission1-06.jpg
http://lh3.ggpht.com/_wO3Gvb1tqgs/S6iNwhLgHtI/AAAAAAAABkE/452-J4TIj5k/s800/SHMission1-07.jpg

Congratulations! You have survived your first encounter with the Genestealers. I hope you've now realised the value of Overwatch, and also the importance of being on Guard in the event that you're just one square away from a corner that a genestealer is hiding behind. SoS was on overwatch, and the genestealers only had to survive one shot before being in assault range with him. He could have easily died in that first assault, but was lucky enough to scrape through it. After that, his Power Sword's Parry ability was a huge help, and his being on guard would give him a valuable re-roll. You will now also realise the importance of leaving some CPs until the genestealers' turn, too - if they'd have been used up, SoS wouldn't have been able to quickly put himself back on guard after the first assault. We're yet to jam a Storm Bolter on overwatch, but when that happens you'll be glad of your unused CPs once more!

It is now Turn 4. You have another 6CPs (lucky!)

DrakonTheNightLord
23rd March 2010, 09:18
Nice Xarboth, glad you ran this game.

I forgot how much CP/AP I have... but I'm going to move forward. 3 steps and enter overwatch. If I don't have enough points then I'll settle for 2 steps forward.

Xarboth
23rd March 2010, 09:30
Thanks Drakon, it's good to know people are enjoying it. You have 4APs, and the team then has 6CPs. What I suggest happens is that everyone uses their 4APs, and then checks with SoS to ask if they can use up extra CPs. So go 2 spaces for now and then overwatch, and if SoS decides to give you a CP, I'll let him use it retroactively so that the extra move doesn't take you off overwatch (which it would if you were actually playing the board game).


Ah, I forgot to bring on the next 2 blips! Hang on while I do that. Update coming very, very soon.

DrakonTheNightLord
23rd March 2010, 09:32
2 spaces it is!

Xarboth
23rd March 2010, 09:39
Ok, here's the updated map for Turn 4, with the 2 new blips that I forgot to bring on, and with Drakon's move edited in:

http://lh6.ggpht.com/_wO3Gvb1tqgs/S6iaHcK4adI/AAAAAAAABlA/5jufCAEq7Yw/s800/SHMission1-07-2.jpg

SonsOfStalingrad
23rd March 2010, 09:45
Shooting is the entire front arc, isn't it? If I recall correctly, I can move forwards one space and combine it with a shooting action on that blip there, can't I?

It'd also be an involuntary reveal of your blip, which allows me to choose their placement.

So... yeah. Let's go with forward 1, combined shot on blip, wait 'til the result comes in to announce further movement.

Xarboth
23rd March 2010, 10:07
Yeah, you can target any model on any square that you can draw LoS to (within range, obviously), as far as I can make out from the rulebook.

You move one step forward, and the blip is revealed to be 3 genestealers.

Let me explain this process for those who don't know: The 3 genestealers must be placed firstly on the central square (where the blip was), then on any empty adjacent squares. If there aren't enough empty adjacent squares available, then any unplaced 'stealers are forfeit. Now, if the genestealer player voluntarily reveals a blip, then he gets to choose where to place the 'stealers. However, since SoS, the marine player forced the blip to be revealed, he gets to choose which empty adjacent square(s) to place the second and third genestealers on. (In this instance, however, once the first genestealer is placed, there are 2 remaining genestealers and only 2 empty adjacent squares, so there's not really much choice anyway!)

So SoS, there are3 genestealers - one where the blip was, and one each to either side of it (i.e. one directly in front of you, one diagonally in front of you, and one you stil can't se yet. Which one would you like your free shot at?

SonsOfStalingrad
23rd March 2010, 10:16
Free shot at the one right in front of me, seeing as it's the closest!

Xarboth
23rd March 2010, 10:17
You roll (2, 3) and fail to kill it.

SonsOfStalingrad
23rd March 2010, 10:19
blast it 'til it's dead or I run out of action points.
If I have any spare, blast the next one too.

Xarboth
23rd March 2010, 10:21
You roll (6,2) and kill the first one with your very next shot.

Your 3rd AP rolls (1,3) at the second genestealer and your 4th rolls (1,5) and kills the second one due to sustained fire.

DrakonTheNightLord
23rd March 2010, 10:21
:eek:
Wouldn't that leave you open during Xar's turn?

Xarboth
23rd March 2010, 10:22
He's still got some CPs to put himself on guard I'm guessing.

It's worth noting that this junction right here is always a nightmare for the marine player, so spending a few extra CPs to clear it in one turn is actually a wise thing to do - especially when you keep rolling 6's for your number of CPs!

SonsOfStalingrad
23rd March 2010, 10:23
We have 6 command points. I plan to go onto guard with two of them. This bottleneck is where this shit gets real, Drak. A nearly constant stream of them are going to be coming at that corner due to their speed. I need to try and move up on each turn, all the while taking them down.
And they kick ass in close combat, so it's not the best position to be in..

DrakonTheNightLord
23rd March 2010, 10:33
Looks like I need to go a-shooty soon then Sam. (It is Sam, right? Can't remember :? )

SonsOfStalingrad
23rd March 2010, 10:38
Sami~
Your corridor is also dangerous - due to the + shaped connecting pieces, even if we try to take the flamer that way, the tyranids can easily re-direct. They're more mobile and move much faster, so we can't give them the run-around. Once on a specific path, the flamer must travel it to it's end. You'll also find that there's no space for being cautious on this hulk. Overwatching like you are is one thing, but if you sat there and waited for them, they'd eventually outnumber you - and that'd screw things up royally. You have to be a little aggressive if you can see an opportunity to kill them without being suicidal.
The corridors near you however make said opportunities very difficult.

Xarboth
23rd March 2010, 10:39
SoS, what's your next move? Are you going on guard there or doing something else first?

SonsOfStalingrad
23rd March 2010, 10:42
I'll go on Guard, please Xarboth (little point on overwatch with my position.)

Xarboth
23rd March 2010, 10:48
Ok, here's the map so far, after SoS and Drakon's moves:

http://lh5.ggpht.com/_wO3Gvb1tqgs/S6iqHCTcpKI/AAAAAAAABlg/shUcnNoDWME/s800/SHMission1-08-1.jpg

Gkjester
23rd March 2010, 13:19
I'm wondering if I should catch up to the group, or if I should move south and investigate. Thoughts?

SonsOfStalingrad
23rd March 2010, 13:21
No point going south. We'd see if any markers showed up at the edge of the map. Space Hulk has easier rules than Colonial Marines. Move up, if something starts coming from behind you can turn around and guard us that way.

DrakonTheNightLord
23rd March 2010, 13:25
I think Arch should hang back abit and let sinister move up...

Gkjester
23rd March 2010, 13:27
Loud and clear.

Turn 90* to the left, move 4 spaces forward towards the group.

Xarboth
23rd March 2010, 14:27
The 90 degree turn isn't free in Space Hulk, so you can either turn and move 3 spaces, or you can ask SoS for a CP.

Gkjester
23rd March 2010, 16:27
You guys need the command points more than me.

Turn 90* move 3 spaces. Sorry about the memory lapse.

Xarboth
24th March 2010, 10:41
...waiting on Architech and Sinister...although I think they may be wanting some advice from SoS?

DrakonTheNightLord
24th March 2010, 11:05
Arch is away until sunday... so I suggest you move him behind SoS so Sinister can move behind me... makes hand over-ing overwatch easier when we need to make a dash to point A, non?

Xarboth
24th March 2010, 11:22
I remember reading that Arch was away, but forgot. Thanks Drakon. In that case, Sinister do you want to submit your move and I'll let you and Architech pass in the corridors just this once.

Are people happy to wait for Architech's return on Sunday or would people prefer SoS to autopilot him for this turn? I'm happy either way.

SonsOfStalingrad
24th March 2010, 13:18
If we're moving Arch, i'll move him forward only one square. I want to see how the Genestealers move before I commit to moving him one way or the other.

Sinister
27th March 2010, 09:00
should i keep on drakons back? I normally just check the view new posts I must have missed the threat t.t

ok whichever way architect is going, i'll go the other way ;d

Architech
28th March 2010, 13:22
No reason to investigate really (I don't know if hidden upgrades exist or not) Plus we could use you moving up and helping to guard flanks...esp if someone falls


I'll move up behind SOS and go on guard

daniel123
28th March 2010, 15:49
Could i have the rules PM'd so i can follow the game and see what its like?

Architech
28th March 2010, 16:46
I umm was on the wrong page of this when I posted...ignore me I was trying to get out of sin's way

do what SoS wants, but I am back now

Xarboth
29th March 2010, 09:48
Ok, sorry I've not updated this yet, had a very busy week!

SoS, Architech and Sinister, can I just confirm with you what are those final two moves?

Is Architech moving up behind SoS with Sinister moving up behind Drakon, or is Architech moving up just one, and therefore Sinister can only move up one too?

Architech
29th March 2010, 11:02
I think it would be best for me to get out of the way a bit....following SoS frees up the most space without wasting my move to move back later...but then I'll be at the back if we get swept....so...

SoS or another can finalize...but one space allows more planning...even though it also allows more enemies

DrakonTheNightLord
29th March 2010, 11:06
We got GKjester watching your back, I believe~

Gkjester
29th March 2010, 13:20
yup, I'm bringing up the rear.

SonsOfStalingrad
30th March 2010, 00:44
Arch, there is a very real chance of my character falling soon due to the onslaught. You are the objective for them, so you've got to try and stay safe. Use your own judgement as to if that means allowing others to move up, or keeping yourself distanced from the foe.

Architech
30th March 2010, 08:50
What if I move up to allow Sin to slip behind you? That way you both can push forward with me behind. That way, I can have a 2 man buffer, while the other 2 block the other paths

Xarboth
30th March 2010, 17:51
Apologies again for not having this updated yet - I've been checking it regularly, but have been working 12-14 hour days a fair bit recently so just haven't been able to get long enough at the computer at once to sort it out.

Sounds like you're still discussing Architech and Sinister's moves anyway, so that's ok. Hopefully I'll get a chance tomorrow morning to update it if you've finalised decisions by then - then we can get the next turn under way.

Sinister
31st March 2010, 05:13
What if I move up to allow Sin to slip behind you? That way you both can push forward with me behind. That way, I can have a 2 man buffer, while the other 2 block the other paths
sounds good to me.

Xarboth
31st March 2010, 09:39
Ok, sounds like we have a consensus. Do you both want to submit your actual moves and then I'll finally get this thing updated!

(You see what SoS and myself mean when we both expressed that this junction is often the turning point in the whole mission?)

Architech
31st March 2010, 18:33
Well yeah definitely understood it, but didn't know what would be best. I think we both officially submit the action.

Sinister
31st March 2010, 21:14
ok so i think i'm moving up 3 spaces behind our fearless leader., and arch is taking 2 squares forward I believe.

Architech
31st March 2010, 21:22
yeah up behind the other, so you can move past...If I'm allowed to move back I will to be behind you...as I'll be following there

Xarboth
1st April 2010, 08:12
Ok, I've put Architech moving forwards 2 spaces, and then turning 90 degrees left, then he can actually follow up directly with a diagonal move, rather than needing to back up.

And Sinister, I've moved you forward one, diagonally forward one, and turned left for 3APs. Here's the map before I move the genestealers:

http://lh6.ggpht.com/_wO3Gvb1tqgs/S7RU-Jn9mkI/AAAAAAAABmY/fUy-BoY3Yc8/s800/SHMission1-09.jpg

I'll have the genestealer move up some time today hopefully.

Xarboth
1st April 2010, 09:24
A new blip moves on from the south-west corridor.

2 more genestealers move on from the far south-eastern entry point. The first one gets within LoS of Drakon on overwatch with its 2nd AP, and he fires (1,4) and fails to kill it. It moves up and Drakon fires again with sustained fire (5,6) and blows its xeno body to pieces, splattering the corridor with gore. The second genestealer follows up, again getting into Drakon’s LoS with its 2nd AP. Drakon fires (2,3), and fails to kill it. Again, the genestealer moves up, and Drakon fires (4,3); and then once more (2,6) Drakon puts an end to the genestealer’s advancement up the corridor.

All other blips are revealed. The one in the south corridor is revealed as 3 genestealers; the blip in the corridor between the 2 horizontal passageways is revealed as 2 genestealers; the blip to the western end of the north corridor is revealed as 3 genestealers, and the blip to the eastern end is revealed as 1 genestealer.

Here is the map so far:
http://lh3.ggpht.com/_wO3Gvb1tqgs/S7RbpYn1FDI/AAAAAAAABm4/7c5yE1pJZiY/s800/SHMission1-10.jpg

The Genestealer nearest Sergeant SoS (i.e. now the first of those 4) moves 2 spaces up to face SoS, and assaults, rolling (3,6,6) to SoS’ (2). The double 6 makes SoS’ parry ability obsolete since it can only force the genestealer to re-roll one dice. But since he’s on Guard, SoS re-rolls his dice (5), adds his +1 bonus for being a Sergeant, and draws the combat! The genestealer attacks again rolling (1,1,1) to SoS’ (3) and dies. (And I’m actually rolling real dice here, not Vassal or anything like that. Stupid Genestealer dice rolls!)

The second Genestealer of the 4 moves 3 spaces up to face SoS, and assaults him, rolling (4,5,2) to SoS’ (3). SoS’ parry ability forces the 5 to be re-rolled (1), and the combat is drawn. The genestealer assaults again, rolling (3,5,5) to SoS’ (4) and again the combat is drawn. The genestealer’s final AP is used to assault one last time, rolling (3,4,4) to SoS’ (1) which is re-rolled (4) and with his +1 Sergeant bonus, SoS wins the combat and slays the second Genestealer.

The third genestealer moves up 4 spaces and assaults SoS, rolling (1,2,5) to SoS’ (5) and again the +1 Sergeant bonus makes all the difference as SoS slays his third genestealer!

The 4th of those genestealers moves up 5 spaces and with its final AP assaults SoS, rolling (1,3,4) to SoS’(6). SoS (somehow) completes the defense against those genestealers and remains alive.

The 2 genestealers in the middle corridor and the one remaining on the northern corridor all move up towards SoS’ location but hold back since they don’t have enough APs to attack this turn.

The 3 genestealers in the south corridor decide to charge on Drakon’s position. The first is in LoS within 2APs. Drakon shoots (3,5) and fails to kill. It moves up again, and with sustained fire Drakon shoots (4,5) and kills it. The second genestealer moves up and is in LoS within 3APs. Drakon shoots (4,6) and kills it instantly! The final genestealer sees his friends al being slaughtered, and decides not to charge yet but to wait at the end of the corridor for a better opportunity.


Well, Drakon shot 4 genestealers to pieces in that turn, and somehow SoS manages to kill 4 in combat! But there are still more waiting, and a blip chasing up your rear now, too.

Here’s the map now:

http://lh4.ggpht.com/_wO3Gvb1tqgs/S7RlvX6yr4I/AAAAAAAABnY/50vz08ByFQw/s800/SHMission1-11.jpg

It is now Turn 5 and you have 2CPs (unless SoS wants to re-roll for that?)

DrakonTheNightLord
1st April 2010, 10:48
Yeah! I. Kick. Tyranid. Ass!

<_<

>_>

Forward 1 and overwatch... lets hope SoS rerolls for that CP count.

SonsOfStalingrad
1st April 2010, 13:25
Give us a re-roll on that CP, mister Xarboth.

I have no clue how the shit I survived that combat.
Forward one, Turn right, shoot, shoot. Let's see what's left after that.

That blip from behind cannot reach our ranks THIS turn, but as we don't know how many 'stealers it is, I want GK to move forwards either 1 or 2, then go overwatch incase Drakon dies this turn. If all goes well, you'll just have to turn around NEXT turn to guard our asses.
Arch, move up behind Drakon and assume 'Guard' status just incase.

We'll wait for the new CP roll and my shooting results to figure out if we want any further moves forced in.

Xarboth
1st April 2010, 13:54
Re-roll gives you 4CPs. Your first shot rolls (3,6) killing the first 'stealer. Your second shot rolls (5,5), and the second one just survives.

SonsOfStalingrad
1st April 2010, 14:59
guys, in order to try and END this deadlock, i'd like to use those CP's unless someone objects to my plans and really wants them?

Gkjester
1st April 2010, 15:02
I'm good with my plan, give them hell!

I'll move toward 2 spaces and go into overwatch.

DrakonTheNightLord
1st April 2010, 15:05
Sure. We ain't doing anything anyway.

Xarboth
1st April 2010, 15:06
Ok, I've got all those moves done. SoS, do you realise that you've got GKJester overwatching in case Drakon dies AND Architech moving up on guard in case Drakon dies? If they both do this, GKJester's LoS is blocked unless Architech dies, in which case you've lost the mission anyway...Just thought I'd point that out.

SonsOfStalingrad
1st April 2010, 15:29
Eh, there's nothing else for him to do. He has to hang back to turn for the other one next turn. He can't follow my unit up or go too far from Arch's unit.. If there's no objections, i'd like to use the CP's for shoot, shoot, go to Guard. (If i'm lucky enough to kill those guys, i'll shoot, shoot, move 1)
If I can survive long enough to clear that conga line, we'll be able to advance a little ways. At least two whole spaces next turn.

Xarboth
1st April 2010, 16:09
Your first shot, with sustained fire, rolls (5,5) and kills the first genestealer, whilst your second shot rolls (2,2), failing to kill the second one, and you go on guard.

Waiting for Sinister and Archtech to submit their moves now, and that'll be an impressively quick turn!

Sinister
1st April 2010, 17:23
i'll move up 1 and overwatch incase our fearless leader gets taken out. I can't move up anymore anyways, any objections?

Xarboth
1st April 2010, 17:33
My only question would be whether you should go on overwatch or guard. If you go on overwatch, then you'll get one shot at a genestealer and need a 6 on one of the dice to kill it, and then you have no re-rolls, no parry, no bonuses at all in combat. The genestealers would simply roll 3 dice to your 1 and whoever rolls highest wins.

If you were on guard, you'd forego that one shot on a 6+ to kill but you'd at least get to re-roll your D6 in combat.

Have a think and weigh it up, then get back to me.

Sinister
1st April 2010, 18:39
ahhhh right, so since if sos does die they'll be so close guarding would be more advantageous... understood,

switch me to guarding then.

Architech
1st April 2010, 22:45
Holy fuck...I audibly moaned when I saw the map...and was super tense through SoS' battle...nice work all

**I move up behind drak and guard


OOC: How does flamer work in hallway? just in case

Xarboth
2nd April 2010, 07:40
You'd target one map section, and everything on that map section gets killed on 2+, and it then blocks LoS and movement for the remainder of the turn. Right, that's everyone's moves submitted, and all 4 CPs used, so give me a bit and I'll get this updated.

Xarboth
2nd April 2010, 07:54
2 new blips come on to the map, and the existing one charges up behind GKJester, but is out of range for now.

The genestealer that was waiting in the corridor for Drakon makes its move. As soon as it gets into Drakon’s LoS he fires from overwatch (4,3) and misses. It moves up again, and with sustained fire Drakon shoots (5,6), managing to kill the genestealer before it could get into assault.

(That was probably my best chance to win the mission just there. But Drakon got good rolls right when it counted!)

The genestealer facing SoS moves up 2 spaces, and assaults SoS, rolling (5,5,2) to SoS’ (4). The +1 Sergeant bonus draws the combat. The creature attacks again (1,1,5), and again SoS (4+1) defends successfully. A third attack (2,2,3) is drawn by SoS (2+1).

Before I continue, SoS would you like to re-roll that final dice and go for the kill, or stick with the (2) and keep the draw? The genestealer would have 1AP left after this.

SonsOfStalingrad
2nd April 2010, 10:43
hmm.
I'm going to KEEP the roll. There's still a chance i'd lose by re-rolling, and even if I die now to the LAST AP, it means the Genestealer behind can't advance.
Edit: Plus, if I somehow draw the final one it goes to our turn where I can shoot the fucker instead.

Xarboth
2nd April 2010, 13:27
Ok, before I get on with this, let me make clear that these are genuine dice rolls, and not a White Dwarf battle report :P

The genestealer uses its final AP to assault (1,1,3). SoS rolls (1) and re-rolls (1 again!). SoS' only option left is to Parry, re-rolling the genestealer's 3 (1!) So the final rolls are (1,1,1) vs (1+1) and SoS' sergeant bonus wins him the duel!

This means that SoS has LoS to the blip that's just come on from the far eastern end of the map, and it's revealed to be 1 genestealer.

Here's the map showing the positions and movements of blips/dead genestealers:
http://lh5.ggpht.com/_wO3Gvb1tqgs/S7Xvp6y8fHI/AAAAAAAABoQ/a0aN0rG5Ob0/s800/SHMission1-12.jpg



And here's the final map without dead carcasses, etc:
http://lh4.ggpht.com/_wO3Gvb1tqgs/S7XvrQ4BlVI/AAAAAAAABoU/ooLAvM6vtek/s800/SHMission1-13.jpg

It is now Turn 6 and you have 2 CPs

Gkjester
2nd April 2010, 13:51
Hmmm.... what to do...
I think I might pull a 180 and go into overwatch. Sound like a plan?

SonsOfStalingrad
2nd April 2010, 13:55
Pull a 180, it'll reveal the blip, and then you can figure out what to do from there.

2CP? I'd like to re-roll on that before ANYONE moves.

Architech
2nd April 2010, 14:36
I think you have to do the 180 and if it's enough targets/you have enough AP to OW and fire do it...but def do OW, right?

Also holy fuck how did SoS live :P go team awesome \o/

Gkjester
2nd April 2010, 15:12
I will do a 180 to see what is behind me.

Xarboth
2nd April 2010, 15:37
The re-roll gives you 4CPs, and GKJester has turned and revealed the blip to be 3 genestealers, which are placed on the blip, in front of the blip, and directly behind the blip (these are the only adjacent empty squares).

The free shot that GKJester gets from having turned 90 degrees (the second time - so facing the genestealer) rolls (1,6) and kills the first genestealer. So there are now 2 more genestealers left: one where the blip was, and one directly behind it (i.e. the space on the left/west of it)

Gkjester
2nd April 2010, 17:20
Suggestions?

Architech
2nd April 2010, 18:02
If you can fire and OW do it...if not just overwatch. Odds are against you in combat even with the reroll, so see if you can get lucky with sustained fire

Gkjester
2nd April 2010, 20:13
If I understand the rules correctly, turning 180 cost me 2 movement points, but I get 1 free shot out of it. Overwatch cost 2 points, which uses up my 4 and lets me move, shoot once, and go into overwatch.
Is that all correct?

Xarboth
2nd April 2010, 20:15
Yeah, your 180 degree turn cost you 2AP but gave you a free shot (which killed one of the genestealers), and you have 2AP left, which would put you on overwatch if you want to do that.

Gkjester
2nd April 2010, 20:28
Overwatch for me then.

Xarboth
3rd April 2010, 13:13
Ok, I'm afraid I'm away for the week now - I'm leading a youth camp so won't be back until Friday 9th. Sorry for the hold-up!

Architech
3rd April 2010, 18:17
no worries, enjoy man

SonsOfStalingrad
4th April 2010, 09:50
While he's away, let's talk tactics. :P
GK, Overwatch is unfortunately risky with the enemy being only 2 spaces away from you.
Fortunately, they WON'T be able to reach the flamer even if you die. Give 'em hell.
Sinister, if GK goes down, I want you to double back and shoot those guys. Whatever CP we gain next turn will go towards that, if the case dictates it.
For my movement, I want to try and clean out the one Genestealer that's left, I think (combined move-shoot actions)... I'm not sure if I should OW or Guard after that.
Drakon will need to move up, but now the Flamer's behind him and not a bolter-termy, we're left with the fact that at some point, the Flamer will be vulnerable to attack - Drakon CANNOT guard both corridors at once.
I'd like some suggestions on this that do not waste time, as each turn we take gives them 2-6 'stealers.

DrakonTheNightLord
4th April 2010, 11:00
We need to block the stealers. SoS will need to be 4 spaces at away from the top spawn point. Sinister must come down and take the same position for the one under that.

I'll take the bottom one. Then Arch can move quickly to A. Then we can all fall back in order.

SonsOfStalingrad
4th April 2010, 11:45
We don't need to fall back. Merely hold position. As soon as the Flamer is fired into the room, we win.
The other problem is that as models block the LOS/movement of others, Sinister cannot get past the person he's meant to protect.
If GK survives, what we may have to consider is him moving up behind me. That way, you could take the passage ahead of you, I could take the one below, and sinister would be able to take my original position over the top. This'll rely heavily on CP, and will take a few turns (2-3 at least) to pull off correctly. In the meantime, we'll be under constant attack. It'd take 2 turns for sinister to turn around and get to you anyway, so it's about the same. It's either that or... you stand on the center square. Arch moves past you, diagonal forward-left. Then you move back. I'd then be in position to go to the end of the top corridor, and you'd be ready to go on 'guard' or 'overwatch' depending on which blips were closest. This'd stop the enemy having much chance of getting to arch, and on the next turn we could CP his ass into range to fire into the room.

DrakonTheNightLord
4th April 2010, 12:01
Sound plan... just cover Arch's ass.

Pleasure.

Architech
4th April 2010, 14:55
Drak Forward then up and turn 180 to face down

SOS forward beyond the cross intersection, sinister right behind. I rush into room, in as few moves as possible. I think we might lose someone, but it might be the fastest/best way to get in. If nothing else the double up of SOS/Sin will block the way...drak will need some luck...perhaps it'd be best for GK to rush forward to block another path and give drak time...I think we may be best off just not engaging the stealers behind, yet....he can turn and OW in a bit to guard that hall.

I'm not certain if this will be the best way, but It makes tactical sense for me

Sinister
4th April 2010, 15:59
so far the plan is for me to turn around and move up to to prepare for the rear genestealers incase he falls right?

SonsOfStalingrad
5th April 2010, 10:44
Sound plan... just cover Arch's ass.

Pleasure.
Well, for missions where [X unit] must survive in any game, I always look at it from the flip-side. With the exception of that particular unit, EVERYONE is expendable :P

Xarboth
10th April 2010, 09:37
Ok everyone, I'm back. I have GKJester's move sorted and he's on overwatch after revealing the blip behind him and killing one of the 3 'stealers.

Feel free to submit further actions, and let's get this game back on again!

Architech
10th April 2010, 13:04
Maybe a quick recap with a repost of the map before everyone moves this turn...as I don't really remember.

Xarboth
10th April 2010, 20:20
Sure.

Here's the map. Currently I've got GKJester's move submitted and he's on overwatch. No-one else has moved yet.

http://lh6.ggpht.com/_wO3Gvb1tqgs/S8DdDKKNDJI/AAAAAAAABo0/9i3-J4QZ1zI/s800/SHMission1-14.jpg

Architech
10th April 2010, 20:27
Moving up behind Sinister and praying (if I can do that move in diagonal, then I'll save AP...maybe going to guard would help?...also not sure which way to face, down or up. SoS can feel free to decide that with my AP...if i can I'll go on guard I guess)

DrakonTheNightLord
11th April 2010, 04:17
I'm thinking moving forward will not be a good idea... so overwatch for me.

Architech
11th April 2010, 12:22
you could move backwards turn and OW (4 AP for that right?...unless SoS wants to use CP to allow you to OW from farther back)....it might keep you alive longer

SonsOfStalingrad
12th April 2010, 10:13
move me forward and combine shooting 'til that thing is dead.

Sinister
12th April 2010, 20:32
if i'm standing one square behind my current position, turn around and go on overwatch. Will I get to shoot any genestealers that attempt to assault GKjester if he moves back 2 and guards?

Xarboth
13th April 2010, 08:41
Yes, I believe you would. Remember that he's already submitted his moves this turn, though, so it would have to be at least next turn.

SoS, are you remembering that you don't get sustained fire if you move? Are you just moving 4 forward and hoping for 6's with the 4 free shots? Is that right?

SonsOfStalingrad
13th April 2010, 09:37
well, let's go two forward (combined shooting) and see if that does anything. If not, we'll go for sustained fire.

Xarboth
13th April 2010, 09:44
Ok, you move forward 2 spaces, firing as you go: (1,5); (4,6). On your second shot, you kill the genestealer.

Sinister
13th April 2010, 10:50
ok I guess I'll just turn around and hit overwatch incase anything comes across that way. I can't get past anyone so might aswell.

Gkjester
13th April 2010, 14:19
I am so about to die. 3 stealers left to kill, and I'm out of action points.

Xarboth
13th April 2010, 14:56
GKJester, If you want (and SoS allows), I'll let you use some CPs and we'll pretend you used them before going to overwatch - i.e. if you use one CP to shoot and then stand there on overwatch, then you'll gain the sustained fire bonus when you're on overwatch.

And Sinister, SoS has just moved forwards 2 spaces and has 2APs still to use, so there is now space in front of you.

SonsOfStalingrad
13th April 2010, 19:15
did I splat that stealer on my move-shoots?

Sinister
13th April 2010, 19:58
ahhh ok, move me up one then and same overwatch. that way i'll get a potshot before he gets into combat ;d

Xarboth
13th April 2010, 20:39
Yeah, you killed it on the second shot.

SonsOfStalingrad
14th April 2010, 10:25
Move me up as far as my remaining AP will hold out.
Do we have any CP left?

Xarboth
14th April 2010, 14:23
Ok, here's the map so far.

GKJester moved and now on overwatch (using 4APs), but if you want to change it to use some CPs before going into overwatch, I'll allow that (because I'm nice).

Drakon's gone into overwatch (using just 2APs), choosing not to move forward - probably a wise decision.

SoS has moved forwards 4 spaces, killing the genestealer in the process, (using 4APs).

You have 4CPs still to use.

http://lh6.ggpht.com/_wO3Gvb1tqgs/S8XOttkiQKI/AAAAAAAABqc/R1gOjuVe9Ek/s800/SHMission1-15.jpg

DrakonTheNightLord
14th April 2010, 15:01
Why not let er rip, GK?

Gkjester
14th April 2010, 15:23
I don't know if it would be adventageous to do so. Would it be better to spend the AP on shooting, or go into Overwatch?

DrakonTheNightLord
14th April 2010, 15:28
Use the 4 CP to shoot... then if that fails use AP to shoot.. but leave enough for overwatch?

Xarboth
14th April 2010, 16:02
Well, so far I've got you down as turning 180 degrees (i.e. 2xTurning 90 degrees, so 2 action points, and the free shot that you got with the second turn killed one genestealer) and then going into overwatch for the final 2APs. But if you choose to do so, and if SoS allows you to use some CPs, then I'll let you use CPs in between turning and going into overwatch. Even just shooting once and failing to kill anything will give you a sustained fire bonus against the first genestealer. Discuss it with SoS.

Gkjester
14th April 2010, 16:03
I had to use 2 AP just to turn around and face them. I got a free shot, which killed one of them. I was left with 2 AP, which I figured would be best spent switching to Overwatch. I remember submitting that move along time ago though. Are we still on that turn, or the next?

Xarboth
14th April 2010, 16:05
Yeah, we're still on that turn. I was away for a week between then and now. I'm just offering the chance to use CPs between turning and going into overwatch if you want to.

DrakonTheNightLord
14th April 2010, 16:08
Kay.. we don't have anymore AP...


Yeah, CPs away!

Gkjester
14th April 2010, 18:18
If SoS thinks I am worthy of some CP's, I would gladly use them. If not, I will do my best to delay/kill the genestealers approaching from behind.

Architech
14th April 2010, 18:33
I'm guessing I didn't get moved...I need to go up behind Sin, i guess

Sinister
15th April 2010, 03:27
ok what about this plan. GKjester runs his sweet ass behind me and guards or overwatches, I continue on with sonsofstalingrad and the heavy flamer turns around and blasts them?

he's going to get more blips next turn so killing as many this turn would be an advantage. Overall it would allow our squad to gain alot of ground we wouldn't have gotten but just standing and shooting.

SonsOfStalingrad
15th April 2010, 10:13
I'll let GK use the extra points - Drakon's secure and the enemy CANNOT reach me in one turn.
However, next turn I need your asses MOVED, people.

Xarboth
15th April 2010, 10:14
All 4 (unless both 'stealers are dead)?

SonsOfStalingrad
15th April 2010, 10:49
if you need them GK, use them. Drak's on Overwatch, I'm safe.
Even if Drak gets torn apart by that stealer, it won't have the AP to get to Mr.Green... So it's all safe. If there's any left (ie, you get lucky), we'll save them for weapon jams or whatever on the Overwatch phase.

Xarboth
15th April 2010, 11:05
Well, GKJester rolls (2,6) and kills the first genestealer with his first shot, then rolls (2,2) and (1,5) and kills the final genestealer with his 3rd shot.

So you've used up 3CPs, and have one left.

Architech's turning round 180 degrees (2APs), moving forward (1AP) and then moving diagonally forward (1AP) to sit behind Sinister, but facing west - is that right Architech?

If that's right, then it's just Sinister to move.

Architech
15th April 2010, 13:03
I guess that works, since I can't do much else....If we have 1 CP left at the end of this turn, spin me around to face north to save us points next turn

Gkjester
15th April 2010, 13:51
Wewt, could've been better, but I'll take it!

SonsOfStalingrad
15th April 2010, 20:32
I think we'd best save the final CP incase of a weapon jam. Drakon is the only one of us in danger, and I don't want to leave him without anything helpful at all.

Sinister
15th April 2010, 20:43
ok my move will be to move up behind sons as far as possible.

if me and sons can get there quick and spread out to cover the entry points we should have a nice easy victory ;d

SonsOfStalingrad
15th April 2010, 21:02
Awesome, Sin should have enough points to get directly behind me.
If that's the case, on our next turn i'll move forward as much as possible, and sinister, i'll need you to block up that gap between the two + connecting sections. This'll allow Drak to move to the other side of the lower + and we're halfway there.

Xarboth
16th April 2010, 10:36
Ok, the remaining genestealer charges towards Drakon. As soon as he sees it, he fires on overwatch (4,6) killing the beast in his very first shot! (Rubbish. I was hoping to at least kill one of you before the end of the mission...)

Two more blips come onto the map. One is declared immediately as 3 blips, and the genestealers all charge towards SoS who isn't on overwatch; whilst the other blip moves down the corridor towards Drakon.

Here's the map with the action on it:
http://lh4.ggpht.com/_wO3Gvb1tqgs/S8g8MoChBmI/AAAAAAAABq8/v78xI_nsK3o/s800/SHMission1-16.jpg

And here's the updated map with genestealer gore and movement trails removed:

http://lh5.ggpht.com/_wO3Gvb1tqgs/S8g8O56trvI/AAAAAAAABrA/UaupbJIL9I4/s800/SHMission1-17.jpg

It is now turn 7 and you have 3CPs.

Architech
16th April 2010, 12:45
Turn and move as far forward as possible (by my count I can get behind sin)

But we might be in a spot of trouble with those guys...Would it be best for SoS to just keep moving forward firing as you go, then use the remaining points to go on guard?

DrakonTheNightLord
16th April 2010, 13:28
Overwatch.. :|

SonsOfStalingrad
17th April 2010, 11:12
Overwatch.. :|
:| If we don't move we are going to KEEP getting assaulted by blips representing 2-6 stealers. We DO NOT have enough shots to deal with those bastards and they'll outnumber us eventually.

I'll fire twice and see what happens.

DrakonTheNightLord
17th April 2010, 11:42
What I think we need is for you guys to gun down the xenos, then SoS move in and overwatch. Sinister should look down the corridor and overwatch.. then arch goes in and finishes this.

Cause you know, if I move up and fire... I'll get my arse bitten from behind.

Xarboth
19th April 2010, 12:16
SoS shoots twice (1,3) (4,6), killing the first of the 3 'stealers with his second shot.

Architech turns right 90 degrees (1AP), mores forward one (1AP), moves forward-right one (1AP) and turns 90 degrees again (1AP).

Drakon goes on Overwatch.

Here's the map so far:
http://lh6.ggpht.com/_wO3Gvb1tqgs/S8xKNMQ9-mI/AAAAAAAABr4/b-XGz5l9o3w/s800/SHMission1-18.jpg

Gkjester
19th April 2010, 14:13
SoS, how would you like me to move this turn?

Architech
20th April 2010, 07:07
my 2 cents is that you need to get behind drak, in case he falls

SonsOfStalingrad
20th April 2010, 07:17
yeah, turn your ass around and move up. That let's Drak move forward and out your way next turn.
I'm going to move forward, combine a shot at the next stealer, then go to GUARD. (uses 1 of the CP)
I'll need Sinister ready to shoot down any enemy that takes me down.

Sinister
20th April 2010, 09:07
yeah, turn your ass around and move up. That let's Drak move forward and out your way next turn.
I'm going to move forward, combine a shot at the next stealer, then go to GUARD. (uses 1 of the CP)
I'll need Sinister ready to shoot down any enemy that takes me down.


If you were to move around the corner I could open fire this turn AND go on overwatch/guard

This lets you guard and me get free shots at things coming close to you. You will be in a worse spot but we get alot more shots off than if you were infront of me no?

Gkjester
20th April 2010, 13:38
Turn 180 degrees. Move two spaces towards Drakon. That's my turn.

Architech
20th April 2010, 16:49
Sketchy internet until Saturday...SoS may auto me (if need be)

For now, keep moving up behind Sin and go on guard, if I have the AP. I'm going to want to fire the gun when that time comes fyi....

SonsOfStalingrad
21st April 2010, 14:30
yeah, turn your ass around and move up. That let's Drak move forward and out your way next turn.
I'm going to move forward, combine a shot at the next stealer, then go to GUARD. (uses 1 of the CP)
I'll need Sinister ready to shoot down any enemy that takes me down.


If you were to move around the corner I could open fire this turn AND go on overwatch/guard

This lets you guard and me get free shots at things coming close to you. You will be in a worse spot but we get alot more shots off than if you were infront of me no?
I like that suggestion.
Forget my previous movement plan.
Move forward 1, combine shooting.
Move forward-right 1. (final AP)
1 CP to turn to my right, having me look at the corridor where the horrible things attacking Drakon come from and 2 CP to go to Overwatch.

This has sadly used up our CP, guys.
Sinister, take two shots at them then go to Overwatch - hopefully that'll cleanse some space for you to advance next turn.

Xarboth
21st April 2010, 14:48
Pfft...I'm not happy. My dice seem to roll 6's way to often!

SoS moves forward 1 space and fires (6,6) obliterating the second genestealer (having already killed one this turn). He moves diagonally forward and then turns right with his 4th AP. Using 1CP he turns right, revealing the blip to be just one genestealer. Using his free shot (because of the 90 degree turn), he rolls (4,6) and kills the genestealer. SoS then uses the final CPs to go on overwatch.

In Sinister's first 2APs, he shoots twice (1,3) (5,5) and kills the final genestealer. He uses his final 2APs to go on overwatch.

So here's the map so far. There are no genestealers (alive) on the map at all.

http://lh5.ggpht.com/_wO3Gvb1tqgs/S88PqrsvAUI/AAAAAAAABsY/ltExPFbVAzA/s800/SHMission1-19.jpg

Give me a bit and I'll get the genestealer turn done and update again. If I've made any mistakes in any moves, let me know.

SonsOfStalingrad
21st April 2010, 14:54
PWN'T.

Xarboth
21st April 2010, 15:06
PWN'T.Yeah, annoyingly :P


Ok, my blips this turn are 3 and 2 genestealers, and since you've got those 3 corridors covered by LoS and overwatch, I'm just going to place all 5 'stealers in the same place (the north-east entry) and charge, hoping to cause a jam in Sinister's storm bolter. Here goes:

Genestealer 1:
Moves into LoS with first 2APs. Sinister shoots (2,3) and fails to kill. Genestealer moves up 2 spaces (2,3), (3,6) and is killed by Sinister without a jam occuring.

Genestealer 2:
Moves into LoS with 2APs and gets shot (3,5). Moves forwards (1,6) and gets killed.

Genestealer 3:
Moves into LoS (2,4) and forward (2,6) and gets killed.

Genestealer 4:
Moves into LoS (1,4) and forward one space (4,4). Finally Sinister's storm bolter jams, and with no CPs left to clear the jam, the genestealers are free to charge as far as they want without being shot at. Unfortunately there's only 2 still alive. Genestealer 4 moves up its remaining 3 spaces, and Genestealer 5 follows up.

Here's the map with movement arrows and dead genestealers:
http://lh5.ggpht.com/_wO3Gvb1tqgs/S88RqGRlIFI/AAAAAAAABs0/XCJ3xPPbBqs/s800/SHMission1-20.jpg

And now here's the map for the start of turn 8:
http://lh6.ggpht.com/_wO3Gvb1tqgs/S88Rr6IrhiI/AAAAAAAABs4/c64FCAfxSJA/s800/SHMission1-21.jpg

It is now turn 8 and you have 5CPs

SonsOfStalingrad
21st April 2010, 15:11
I'll turn around and shoot that motherfucking door 'til its nothing but some hinges.

Sinister, move three spaces forward.
Arch, move 4 spaces forward. Use one CP to move forward-left. Use one CP to turn yourself left to face the room. Fire your weapon into the room with the remaining CP. We are victorious.
Drakon, go to overwatch and stroke your Storm Bolter. I know you want to.

Xarboth
21st April 2010, 15:26
Unfortunately, due to the bulk of terminator armour, Arch wouldn't be able to get between Sinister and the corner of the wall. (P11 of the SH rulebook, SoS).

So you'd have to move one space forward before turning round, using up 3APs already, and Sinister would have to move diagonally in to where you currently are. In that case, it depends on how lucky you are shooting the door as to whether or not you could win.

DrakonTheNightLord
21st April 2010, 15:40
I'll move 3 forward.. turn 90 degrees so I'm looking down the teh southern corridor and.. [s:x316wpdp]stroke my storm bolter[/s:x316wpdp] go into guard.

SonsOfStalingrad
21st April 2010, 16:57
I'll move 3 forward.. turn 90 degrees so I'm looking down the teh southern corridor and.. [s:34c6md3f]stroke my storm bolter[/s:34c6md3f] go into guard.
No using CP for you. We may need them for something else.


Unfortunately, due to the bulk of terminator armour, Arch wouldn't be able to get between Sinister and the corner of the wall. (P11 of the SH rulebook, SoS).

So you'd have to move one space forward before turning round, using up 3APs already, and Sinister would have to move diagonally in to where you currently are. In that case, it depends on how lucky you are shooting the door as to whether or not you could win.
Sinister'll have to move first. If he can take out at least one of those things, we can force him across the hallway to block the passage as a tasty, meaty shield.
If he's successful in his task, i'll see about turning around to shoot that door.

DrakonTheNightLord
21st April 2010, 17:04
:cry:
So what should I do now?

SonsOfStalingrad
21st April 2010, 17:09
sit tight 'til sinister shoots those things.. When he does, either he'll run into the stealers or i'll turn my ass around and block them myself, though i'm still sort of praying that i'll be able to shoot the door and open it. If Sinister is successful in killing one stealer on his first shot and i destroy the door on one shot, we'd need ALL of the remaining CP to move the flamer into position and fire it.
If things go wrong, which is more than likely, we'll have to re-think things.

Sinister
21st April 2010, 22:27
I have to clear the jam for 1 ap. should I still move 3? that leaves none for shooting.

ahh i get a free shot when moving forward.

So I could clear the jam and move up 3 for 3 shots?

Any objections?


Jam: If a SM on overwatch rolls any double when firing, his Storm Bolter jams. The SM cannot fire his Storm Bolter again unless he clears it (costing 1AP). The jam is automatically cleared at the start of the SM player’s next turn.

If I'm reading this correctly if I clear the jam this turn I don't get to shoot it this turn. o.O eek. Does that mean I shouldn't advance and overwatch? Need some advice.

Gkjester
21st April 2010, 22:38
Isn't the jam gone because it's the start of a new turn?

Sinister
22nd April 2010, 00:05
not sure i never spent an ap last turn so i would have assumed its still jammed.

Gkjester
22nd April 2010, 02:14
I'm not sure how you guys want me to move...

Xarboth
22nd April 2010, 06:57
Yeah, sorry - I should have said that the jam clears automatically at the end of the turn, so you're free to shoot at will now.

Architech
22nd April 2010, 08:56
Is sin's gun jammed still? If so we must fix...then he should move forward 1 firing, and if possible enter OW...if jam can only be fixed with CP, then he'll have 1AP left which can be used to shoot before OW...then we can hopefully pop the door, move sin forward, then allow me to slide in

Xarboth
22nd April 2010, 12:39
Again, the jams clear at the end of each turn, so Sinister is now free to fire at will.

Sinister
22nd April 2010, 14:59
ok 3 spaces forward and shoot 3 times for 3 ap.

Xarboth
22nd April 2010, 15:35
Sinister moves 3 spaces forward, firing 3 times (1,4) (2,4) (4,5). Unfortunately, since he was moving each time, he didn't get sustained fire, so needed a 6 to kill the genestealer, which survived.

DrakonTheNightLord
22nd April 2010, 17:10
Think I should move behind SoS and guard?

Sinister
22nd April 2010, 20:40
damn. ok so I have one more AP what should I do?

DrakonTheNightLord
23rd April 2010, 11:46
Guard.

Sinister
23rd April 2010, 22:05
ok last points for guarding.

Xarboth
24th April 2010, 07:27
You don't want to guard. Guard would use up 2AP which means you'd need to use a CP and I don't think your sergeant would let you. Plus, you'd still be in the way of those behind you, you'd pretty certainly die in combat (SoS is lucky to still be alive, and he has a +1 modifier and can force the genestealer to re-roll their highest dice, which you don't have).

What I think SoS had in mind was to go all-out on completing the mission this turn, and you're still in Architech's way for that to happen. I suspect what SoS would advise you to do would be to move forward again - if the mission wasn't going to end in victory this turn, that'd be suicidal, but there's a good chance we're not going to get another genestealer turn.

Sinister
24th April 2010, 07:58
so should i move out of the way or just keep on shooting?

DrakonTheNightLord
24th April 2010, 08:39
Get out of the way I suppose.

Sinister
24th April 2010, 11:28
well i can move up 1 in which case i'm blocking the objective, or i can shoot. can't move down since sons is there so, i guess lets just OPEN FIRE!!!!

Xarboth
25th April 2010, 16:36
You can move forward into the space where that last genestealer was stood (before you killed it), and then you'd be out of the way of everyone if they want to get up that corridor to the objective? What are SoS' recommendations?

Sinister
25th April 2010, 22:14
ok sure, bring it on xarboth I'm a terminator ima cut those genesneakers down!!! =p

Xarboth
26th April 2010, 09:25
Ok, Sinister moves forwards into that space, firing as he moves (2,6). Amazingly (and slightly annoyingly for me as the genestealer player!) he kills the genestealer with that one shot.

Sorry, SoS, I missed your move out - turn around 90 degrees (1AP). Turn another 90 degrees and get a free shot at the door (4,2)- door still stands (1AP). Fire another 2 times at the door (1,3) (2,5). The final shot destroys the door. Architech has 4AP and 5CP to get a shot off into the room...

http://lh3.ggpht.com/_wO3Gvb1tqgs/S9VbndnURbI/AAAAAAAABwQ/kD1LJ_fWKBs/s800/SHMission1-22.jpg

DrakonTheNightLord
26th April 2010, 09:40
ONWARD TO VICTORY FOR GREAT JUSTICE!

Sinister
26th April 2010, 09:42
ooo i shot him in the face!!! I figured i'd have to sacrifice myself for the mission but now we all get to go homo and drink hot coco ^.^

DrakonTheNightLord
26th April 2010, 10:06
^_____^

Mali32
26th April 2010, 10:50
*ethereal voice mutters across Terminators Vox systems*
Pretty certain drak already is homo Sini. :P
*Vox returns to static*

DrakonTheNightLord
26th April 2010, 10:57
....Dick.

Architech
26th April 2010, 12:55
I move along the path to the finish (this will require all 9AP with the turn). 4 forward, 1 diagonal up forward, turn 90 degrees CCW, move the remaining 3 spaces forward. So I submit my first move of the next round as well...

FIIIIIIIIIIIRRRREEEEEEEEE!! (http://www.youtube.com/watch?v=-opY4qcidFk)

Xarboth
26th April 2010, 13:11
It takes 2AP to fire the heavy flamer. Plus, if you move forwards 8 spaces then fire you'd have to walk through Sinister, which you can't do, and you'd be firing in the wrong direction. Please take a look at the map and submit your move again (preferably giving me a rundown of how APs and CPs are being used).