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Tell me About Space Hulk
- SuperflyPete
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There's very few things as nail-bitingly tense as the Geney player plodding towards a doomed Termy while he rolls "Four! (step) TWO!! Fuuuuck!! Three!!! noooooooool!" and is torn into tiny, paste covered rippybits by a Genestealer.
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- SuperflyPete
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My point is that there's no "boring" side to Space Hulk, and you'd have to seek it out in order to find it.
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- SuperflyPete
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I chose Door #2
Shalom
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As a quick aside, are any of the expansions worth getting? They are all going for crazy money now, but that is probably more due to scarcity than quality.Shellhead wrote: Though it's out of print now, Space Hulk: Death Angel is a better value. For about 1/6th of the price, you get a game that offers a similar experience, only with better replay value and the flexibility to handle from 1 to 6 players, where Space Hulk needs exactly two players only. Death Angel is also fast to set up, fast to take down, and easy to store or transport due to the small box. Where Space Hulk has miniatures and chunky cardboard map tiles that take up a lot of space in a big box, Death Angel does almost everything with cards.
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Ancient_of_MuMu wrote:
As a quick aside, are any of the expansions worth getting? They are all going for crazy money now, but that is probably more due to scarcity than quality.Shellhead wrote: Though it's out of print now, Space Hulk: Death Angel is a better value. For about 1/6th of the price, you get a game that offers a similar experience, only with better replay value and the flexibility to handle from 1 to 6 players, where Space Hulk needs exactly two players only. Death Angel is also fast to set up, fast to take down, and easy to store or transport due to the small box. Where Space Hulk has miniatures and chunky cardboard map tiles that take up a lot of space in a big box, Death Angel does almost everything with cards.
Any of the Death Angel expansions adds to the replayability of the game, but some are better than others. I rank them in the following order, going from best to worst:
1. Mission Pack 1: Adds new locations, a couple of new opponents, and new final rooms. Aside from a few rules for the new opponents, this is just more of what makes the base game great, and adds significantly to the variety.
2. Tyranid Enemy Pack: All the genestealers in the base game are identical except for their movement icons. This expansion replaces the Genestealers with Tyranids, including three different types with a special ability, which makes for some more tactical decisions.
3. Deathwing Space Marine Pack: If you play the base game enough, it will get easier though never easy. This expansion gives you an alternative group of space marines that are more difficult to play. Two or three of them have great abilities, and the rest are not so good. Overall, most of this team requires support tokens to power their special abilities, so that's a problem.
4. Space Marine Pack 1: Two additional pairs of space marines for the base game, though there is nothing to keep you from using them with the Deathwing expansion if you want. The team with the rocket launcher is fun, but the team with the chaplain is not so good. The best part about this expansion is that it lets you play with up to eight players, though you will need to look at BGG for suggestions about how to scale the encounters beyond six players.
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- san il defanso
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Definitely look into it, it's a legit classic.
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Is Space Hulk OOP again? I don't see it on the GW website.
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- Colorcrayons
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If you have difficulty locating a copy at discount or free shipping, I'll pick one up for you at cost plus shipping.
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Here's what I want to do with it. I'm sure there are a million variants already out there, but I want to keep the game very simple.
* Add a few more tyranid types for the genestealer player to deploy on occasion.
* Add a Tau Pathfinder group. My son loves the look of these guys. I'm thinking use the Terminators as the base, but give the Tau a little better movement, more numbers, but easier to kill
* Add a Necromunda gang. I don't plan on buying that game, but i want a gang to play with others. Also, I'd like to use that gang as a misfit group sort of like the bunch in Alien 4. i'm thinking they are similar to the Tau, but have less numbers and can deploy and use the vents/air ducts from the Sept16 WD (one of the best variants to SH IMO...makes every map new)
* Add rules for a solo character scenario. Think Snake Plissken/Chainsaw Warrior type anti-hero. this may require the most work, but I'm imagining multiple attacks per turn, use and placement of ducts, and perhaps mines/traps to lay will all be necessary.
I'm not a fan of the 40K setting, but love Space Hulk. With the above added it's about all I need for sci-fi minis gaming,
EDIT: Oh. I'll put all the base game minis on round bases. not a fan of the way they come and like the uniformity of all the minis on similar base types.
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- metalface13
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- Colorcrayons
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Nulluser wrote: It's perhaps the best, most fully immersive board game of all time. This whole "I don't want to play the X side because it's boring" thing screams "my friends suck at life!"
There's very few things as nail-bitingly tense as the Geney player plodding towards a doomed Termy while he rolls "Four! (step) TWO!! Fuuuuck!! Three!!! noooooooool!" and is torn into tiny, paste covered rippybits by a Genestealer.
Space Hulk is fun, but there is a definite difference in engagement between the two sides. The Terminator player must make tough decisions under real time pressure. The Genestealer tactics are so obvious that they practically play themselves, plus the Genestealer player has plenty of time to make those easy decisions.
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