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Space Hulk

Anything to do with Space Hulk, either the old versions or the recently released new version

Re: Space Hulk

Postby LordMalekTheRedKnight » Wed Sep 09, 2009 12:25 pm

Cheers Matt. :)

@ everyone else:

I have a game arranged for tonight, and I really would appreciate some sort of concensus on the other issues:

1. Can a 'stealer make a free 90 degree turn and then a sideways move (all for 1 AP) to move into the square behind it's starting position? (if not, why not?)
2. If a Marine rolls more than 1D6 when on Guard and uses his re-roll, does he still use the highest result of his final dice batch when determining who won the combat, or does he have to use the re-rolled value? (I would say he still uses the highest score of his final dice)

Cheers :)

~ Tim
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Re: Space Hulk

Postby mattjgilbert » Wed Sep 09, 2009 12:46 pm

1. Yes
1. Yes - he still uses the highest.
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Re: Space Hulk

Postby LordMalekTheRedKnight » Wed Sep 09, 2009 1:17 pm

Brilliant - any other takers?

(BTW my game has been rescheduled for next week, since my opponents want to get the models painted first - crazy I know - so I am playing Magic tonight instead, and Space Hulk with Kate later in the week)

Cheers :)

~ Tim
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Re: Space Hulk

Postby timewizard » Wed Sep 09, 2009 4:07 pm

LordMalekTheRedKnight wrote: Cheers Matt. :)

@ everyone else:

I have a game arranged for tonight, and I really would appreciate some sort of concensus on the other issues:

1. Can a 'stealer make a free 90 degree turn and then a sideways move (all for 1 AP) to move into the square behind it's starting position? (if not, why not?)


Of course you can. For example, a stealer is facing north, it may turn right (facing east) and move 1 square south (still facing east) for 1 AP.
If you want it to face north, it must now turn left (facing north) and without moving it would still use 1 AP.
Total=2 APs
That's why it costs 2 AP to move directly back 1 square.
BTW, this is a bargain for marines. If a marine player wanted to move his marine facing north in the same way, it would cost;
turn to the right (facing east) for 1 AP. can't move south, it is facing east.
turn to the right again (now facing south) for 1 AP.
move south 1 square for 1 AP.
turn to the left (facing east) 1 AP.
turn to the left again (now facing north, 1 square south of original position) for 1 AP.
Total=5 APs
This repesents the stealers being more agile than a fully armored terminator. But the terminators get a chance to back up for only 2 APs.
This can be a big help keeping in mind the "rule of 6". 8)

LordMalekTheRedKnight wrote: 2. If a Marine rolls more than 1D6 when on Guard and uses his re-roll, does he still use the highest result of his final dice batch when determining who won the combat, or does he have to use the re-rolled value? (I would say he still uses the highest score of his final dice)


The rule is poorly worded (now, there's a surprise! :roll: ) because it seems that no one at GW understands or uses the differentiation between 1 die (singular) and 2 or more dice (plural).
A marine with lightning claws in close combat to his front rolls 2 dice. He adds +1 to the result of the highest die. He may re-roll 1 die after looking at the genestealer's dice roll. After re-rolling, he must use the result even if it is worse than the first. So;
Marine with lightning claws rolls 3 and 4. His result is 5 (4+1). Genestealer rolls 2, 4 and 6. His result is 6. The marine can re-roll either die. He chooses to re-roll the 4 because it looses anyway. He rolls a 2. Now his result is 4 (the 3 from the first roll +1). He must use this result (4) even though it is worse than before the re-roll (5). Hope that clears it up.
On a side note, remember that if a marine with lightning claws is attacked from the side or the rear, it would only roll 1 die and would not get the +1 modifier. These are only granted if he is attacked from the front. If the marine wins or ties the combat however, the marine will turn to face the genestealer, and will now get 2 dice and the +1 modifier.
If attacked from the side or rear and on guard, it could still re-roll the die if desired.

TW
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Re: Space Hulk

Postby LordMalekTheRedKnight » Wed Sep 09, 2009 4:11 pm

Cheers TW. :)

~ Tim
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Re: Space Hulk

Postby estarriol » Thu Sep 10, 2009 10:13 am

I was interested in seeing it, and was close my local GW yesterday, so thought I'll pop in and have a look at it. But I couldn't, they were shut. Apparently they close all day wednesday, every wednesday, at least it meant I wasn't tempted into it in the flesh
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Re: Space Hulk

Postby Angelwing » Thu Sep 10, 2009 2:53 pm

Received my replacement books this morning! Huzzah! :D
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Re: Space Hulk

Postby timewizard » Thu Sep 10, 2009 4:03 pm

So now that we're all on the same page... :lol:

Glad to see they came through for you Angelwing!
Did you get just the books or did they ship you a whole new game? :D
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Re: Space Hulk

Postby Angelwing » Thu Sep 10, 2009 11:05 pm

Just the books. It would have been a bit greedy to expect any freebies.
I have to say though, the books seem a bit cheap, like a pamphlet. It's a bit at odds with the rest of the material. Even the game box is really nice quality.
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Re: Space Hulk

Postby timewizard » Fri Sep 11, 2009 12:18 am

Agreed, the books are a bit flimsy. Maybe because the rest of the game is very good quality stuff. I never got a chance to pick up the first game so I have nothing to compare it to, anyone have the original SH? How do the tiles and the door holders compare?
The books do seem adaquate though. Not too many rules debates about this game! :wink:
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Re: Space Hulk

Postby kittenslayer » Fri Sep 11, 2009 2:19 am

Do they have rules for assault cannons and cyclone missile launcher etc like in 1st ed?
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Re: Space Hulk

Postby timewizard » Fri Sep 11, 2009 2:46 am

Assault cannons, yes. Nothing for cyclone missile launchers though. :(
But I doubt it will take long for a number of fan-built additions to crop up. 8)
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Re: Space Hulk

Postby LordMalekTheRedKnight » Fri Sep 11, 2009 11:37 am

@ TW: I have 2nd ed - the doors in that were much thinner (same thickness as the old 40K blast markers etc), and the holders were just plain round bases with a slot in the top - so these new ones win hands down. The old tiles were good, but also not as good as the new ones (with their debossed details and extra thickness). The new stuff really is stunning - and I was more than happy with 2nd ed already anyway. :)

~ Tim
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:) I am "LMTRK" on The Wizards Community and MTG Salvation
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Re: Space Hulk

Postby Daz » Fri Sep 11, 2009 11:48 am

Lol, there's a lot of rules debates on here I had never even thought about! :D It just made sense to me. Then again, the argument about the stealers turning I had never considered before. Not that this bothers me, I doubt the situation will crop up that much, but I could be wrong.... :lol:

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Re: Space Hulk

Postby kittenslayer » Sun Sep 13, 2009 11:51 pm

TBH, it's just first edition repackaged again. With some simplifications.
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