PDA

View Full Version : Advanced Space Crusade



Commander Dante
03-19-2012, 08:46 PM
Advanced Space Crusade was a game designed by Jervis Johnson to be played as an open-ended series within the greater 40K universe, as a recreation of the First or Second Tyrannic War in which Tyranid Hive Fleets beset upon humanity.

The first documented attack was upon the outpost of Tyran in 745.M41 [4]. Hive Fleet Behemoth overran the isolated Adeptus Mechanicus Explorator Base with overwhelming force, and stripped the world of all life. A data-codex recording the invasion was stored deep below the base's command bunker and was recovered almost a year later by Inquisitor Kryptman, a far-sighted Inquisitor who had been dispatched to investigate the reports of unexplained dead worlds. Analyzing the codex, Kryptman realised the grave threat that was entering the galaxy and became determined to warn the Imperium. Being the first time the Imperium had encountered this new alien race, they were named after the planet Tyran.

http://zappa.brainiac.com/spaceship/GamesWork/adv-space-crusade.html

19587


As Tyranid player you choose a range of Tyranids and bio-constructs to defend the hive-ship (including mind-slaves from other races), and as the Space Marines you can assault the ship with a force that includes everything from scouts, power armored space marines, terminator marines, and more.

White Dwarf released rules for Orks and Imperial Guardsmen, and Eldar rules are also available.

On top of it all, the board sections are completely compatible with Space Hulk corridor and room sections, so you can really create some interesting scenarios for stand-alone battles if you don't want to run the ASC mission campaign. However, the campaign is the beauty, watching with anticipation as the marines explore the ship running into many types of encounters - from ancient artifacts, deadly traps & ambushes, mysterious strangers, and objectives to battle over.

Additionally, the rules give suggestions for incorporating any new models which you want to try out which were not included in the core manual.

What really sets ASC apart from Hulk is that in ASC both sides units can 'react' to each other in a game mechanic that does not involve command points. This allows for lots of interesting back-and-forth play and doesn't see one side dominating because of a high CP draw, or losing because of a low one. There are many other differences, but also many similarities that make learning the new system easy.

Some rules such as putting models in 'cover' gives them a better armor rating, and hero models may have 'Fate Points' which gives them an ability to tilt the battle a little. Another great feature is that lightly-armed and armored units may pass thru each other, unless they are 'Unmaneuverable' like a Terminator, heavy weapon, or massive Tyranid warrior.

White Dwarf 132 is here (Imperial Guard ASC): https://www.scribd.com/document/351204849/White-Dwarf-132-Advanced-Space-Crusade-Imperial-Guard
and 134 (Orks ASC): http://www.scribd.com/doc/36518461/White-Dwarf-134

Once you have some experience with the game, you may wish to try Eldar available here: https://www.scribd.com/document/343590719/Advanced-Space-Crusade-Eldar-Forces

Bottom line, get yourself a copy if possible. They do still exist, and it will breathe a lot of life into both Hulk and ASC games if they are able to compliment each other.

I'll continue this thread another time with some ASC errors and misprints, and some great fixes for minor problems left in game mechanics when GW abandoned the game-board for the table-top.
It's really too bad they let the genre go like that, because small squad battles in close quarters is not only a lot of fun, but potentially more affordable since you only need infantry, and maybe dreadnought or two for the option rules. But therein the answer lies perhaps. Hard to sell vehicles with a game-board format right? Oh well.

Talk at ya guys later! -

Speed Freek
03-22-2012, 04:34 PM
Where can I get a copy of the board? Sounds interesting.

Commander Dante
03-29-2017, 09:41 PM
I wanted to draw attention to this game again, because I have been having so much fun playing it with various people who all have expressed appreciation for this mostly forgotten title. Even though it's out of print, I was able to contact GW to get a rules clarification from none other than the game designer himself, the famous Jervis Johnson. The question was regarding the 'Ambush' scenario, and whether the Marines may begin in 'Cover', and 'Overwatch' stance despite being "surprised". Considering a scout unit may be overwhelmed with 3:1 odds under 'Ambush', the ruling makes sense even though at first read it's counter-intuitive.

19552

For those wondering what ASC even looks like in play, here's a quick example shot of the board layout in 'Ambush' scenario.

19553

19554

There are still random copies available such as one currently on Ebay that's listed as complete (looks in great shape!) and an absolute STEAL at $76. I would pick it up but I currently have 3 copies which is more than enough for my needs.


http://www.ebay.com/itm/ADVANCED-SPACE-CRUSADE-JUEGO-DE-MESA-GAMES-WORKSHOP-COMPLETO-/162449288780?hash=item25d2bb6e4c:g:eK0AAOSwsW9Y3Aj j DATED 3/29/17

I'm looking forward to other people being able to share their ASC game experiences!

- - - Updated - - -

Commander Dante
05-28-2017, 02:15 PM
I wanted to show another side of Advanced Space Crusade, something that you can add in to the gaming mix from time to time.

ASC has the story mode as previously described in brief, where you use a set of small tile 'cards' to work out exploration of the ship and encounters such as battles or other things.

However, if you want to just lay out a massive battle assault upon the Hive Ship and the organ systems that keep it alive, you can do that as well. It's especially nice if you have 2 or 3 sets of the game for a larger Hive Ship.

You don't need a whole army of anything to have a great ASC setup either, just a few squads of Marines with various gear, and a handful of Tyranids. Plus, just like Space Hulk, setting up the modular sections makes the game infinitely playable as you can completely change the map setup by swapping around a few of the panels, and even adding your Space Hulk tiles to create a sort of half/half setup since they all fit together perfectly.

Mostly, it's a great game for those who love old 'nids and enjoy a setup that doesn't need a 12x12 table and 1000's of D6's to play in the 40K universe.

Here's one sort of layout that you could do, using 2 games sets (12 map boards).


The Space Marine Blood Angels Chapter assaults a Hive Ship that threatens their solar system.
19695

Space Marines in Power Armor gain a beach-head into the right flank of the ship using Plasma and Bolter weapons, which is defended by expendable Chaos Marine Mind Slaves. An Imperial Inquisitor directs the attack.
19696

A Terminator squad supports a breach on the left flank, confronting a rampaging Carnifex Screamer-Killer. Purify with hate and flame!
19697

Space Marine Scouts advance up the left flank towards one of the chambers where a Hive Ship organ, but it's protected by a fierce ancient Tyranid Warrior and a handful of Hunter-Slayer Termagaunts. The veteran sergeant lobs a frag grenade into the room!
19698

A Space Marine scout has been hunted by the deadly Lictor!
19699

Another Space Marine scout, probing deeper into the Hive Ship, has been distracted with the Spore Mines that are drifting towards him and fails to see he has been ambushed by a viscous Grabber-Slasher squig while a Genestealer lurks in the shadows awaiting new prey.
19700

A Terminator armed with Thunder Hammer and Storm Shield advances slowly, as a Zoat and a Genestealer bear down on the intruder. A Space Marine Captain in Terminator Armor offers fire support.
19701



I'm hoping to see some activity on this post besides my own, letting me know that SOMEONE hopefully has gotten themselves a copy and had a great time with it! Show me what you've got community!

Johnnyboy
06-05-2017, 03:01 PM
I wanted to show another side of Advanced Space Crusade, something that you can add in to the gaming mix from time to time.

ASC has the story mode as previously described in brief, where you use a set of small tile 'cards' to work out exploration of the ship and encounters such as battles or other things.

However, if you want to just lay out a massive battle assault upon the Hive Ship and the organ systems that keep it alive, you can do that as well. It's especially nice if you have 2 or 3 sets of the game for a larger Hive Ship.

You don't need a whole army of anything to have a great ASC setup either, just a few squads of Marines with various gear, and a handful of Tyranids. Plus, just like Space Hulk, setting up the modular sections makes the game infinitely playable as you can completely change the map setup by swapping around a few of the panels, and even adding your Space Hulk tiles to create a sort of half/half setup since they all fit together perfectly.

Mostly, it's a great game for those who love old 'nids and enjoy a setup that doesn't need a 12x12 table and 1000's of D6's to play in the 40K universe.

Here's one sort of layout that you could do, using 2 games sets (12 map boards).


The Space Marine Blood Angels Chapter assaults a Hive Ship that threatens their solar system.
19695

Space Marines in Power Armor gain a beach-head into the right flank of the ship using Plasma and Bolter weapons, which is defended by expendable Chaos Marine Mind Slaves. An Imperial Inquisitor directs the attack.
19696

A Terminator squad supports a breach on the left flank, confronting a rampaging Carnifex Screamer-Killer. Purify with hate and flame!
19697

Space Marine Scouts advance up the left flank towards one of the chambers where a Hive Ship organ, but it's protected by a fierce ancient Tyranid Warrior and a handful of Hunter-Slayer Termagaunts. The veteran sergeant lobs a frag grenade into the room!
19698

A Space Marine scout has been hunted by the deadly Lictor!
19699

Another Space Marine scout, probing deeper into the Hive Ship, has been distracted with the Spore Mines that are drifting towards him and fails to see he has been ambushed by a viscous Grabber-Slasher squig while a Genestealer lurks in the shadows awaiting new prey.
19700

A Terminator armed with Thunder Hammer and Storm Shield advances slowly, as a Zoat and a Genestealer bear down on the intruder. A Space Marine Captain in Terminator Armor offers fire support.
19701



I'm hoping to see some activity on this post besides my own, letting me know that SOMEONE hopefully has gotten themselves a copy and had a great time with it! Show me what you've got community!

Hi there. I have rebought a copy of this now, have had one large game and am loving it but trying to fill in the gaps in the rulebook.
I wonder if you can help me a little please?

Could you clarify the Grabber Slasher attack rule please? - It says you only get 1d12 on the first jumping CC attack...is this right? Normally it gets 2d12 plus a modifier of 5 I think. Surely it will just die when it jumps in and not get to use it's good CC ability... please could you step by step run through this for me?

Also, what is the duration of a blind grenade? It appears to be only the active player's turn???

Also, any tips for using the tyranids would be appreciated - got my a** handed to me in the last game!!!

Many Thanks

Johnnyboy
06-06-2017, 01:14 AM
Hi - i thought I posted here but apparently not.

I concur that Advanced Space Crusade is awesome! I re-bought a copy recently and love all aspects of the game play :)

I was hoping for a little help with a couple of rules if you don't mind.

I see the range of grenades is clarified in white dwarf 134 (8), but am I right in thinking that blind grenades do not remain in play at all - effects are only for the friendly player turn in which they were thrown?

I'm struggling to understand how the grabber-slasher attacks please could you step-by-step explain this?

Also, if you have any tips for using the tyranids well they would be welcome - I'm still working out how to best used them.

Thanks!

Johnnyboy
06-07-2017, 05:24 AM
I wanted to show another side of Advanced Space Crusade, something that you can add in to the gaming mix from time to time.

ASC has the story mode as previously described in brief, where you use a set of small tile 'cards' to work out exploration of the ship and encounters such as battles or other things.

However, if you want to just lay out a massive battle assault upon the Hive Ship and the organ systems that keep it alive, you can do that as well. It's especially nice if you have 2 or 3 sets of the game for a larger Hive Ship.

You don't need a whole army of anything to have a great ASC setup either, just a few squads of Marines with various gear, and a handful of Tyranids. Plus, just like Space Hulk, setting up the modular sections makes the game infinitely playable as you can completely change the map setup by swapping around a few of the panels, and even adding your Space Hulk tiles to create a sort of half/half setup since they all fit together perfectly.

Mostly, it's a great game for those who love old 'nids and enjoy a setup that doesn't need a 12x12 table and 1000's of D6's to play in the 40K universe.

Here's one sort of layout that you could do, using 2 games sets (12 map boards).


The Space Marine Blood Angels Chapter assaults a Hive Ship that threatens their solar system.
19695

Space Marines in Power Armor gain a beach-head into the right flank of the ship using Plasma and Bolter weapons, which is defended by expendable Chaos Marine Mind Slaves. An Imperial Inquisitor directs the attack.
19696

A Terminator squad supports a breach on the left flank, confronting a rampaging Carnifex Screamer-Killer. Purify with hate and flame!
19697

Space Marine Scouts advance up the left flank towards one of the chambers where a Hive Ship organ, but it's protected by a fierce ancient Tyranid Warrior and a handful of Hunter-Slayer Termagaunts. The veteran sergeant lobs a frag grenade into the room!
19698

A Space Marine scout has been hunted by the deadly Lictor!
19699

Another Space Marine scout, probing deeper into the Hive Ship, has been distracted with the Spore Mines that are drifting towards him and fails to see he has been ambushed by a viscous Grabber-Slasher squig while a Genestealer lurks in the shadows awaiting new prey.
19700

A Terminator armed with Thunder Hammer and Storm Shield advances slowly, as a Zoat and a Genestealer bear down on the intruder. A Space Marine Captain in Terminator Armor offers fire support.
19701



I'm hoping to see some activity on this post besides my own, letting me know that SOMEONE hopefully has gotten themselves a copy and had a great time with it! Show me what you've got community!

Hopefully you are still reading this thread!

Also,

i thought these links might be useful here for people who want to print off the boards n game parts etc. instead of buying off ebay

http://the-lost-and-the-damned.664610.n2.nabble.com/My-Space-Crusade-Expansion-Packs-td7578570i20.html#a7582033

http://the-lost-and-the-damned.664610.n2.nabble.com/My-Printable-Advanced-Space-Crusade-Pieces-td7578590.html

I have printed off a couple of sets of exploration cards so I can play a campaigns vs different people at the same time

Rules (a couple of omissions - grenades range 8, and 3-4 dice roll result for strangers table top of second column p45... I'll post what this should say when i get a chance)
http://the-lost-and-the-damned.664610.n2.nabble.com/Tyranid-Attack-Rules-PDFs-and-a-link-to-Advanced-Space-Crusade-Rules-PDF-td7036296.html

Rules summary
http://www.orderofgamers.com/downloads/AdvSpaceCrusade_v1.pdf

Johnnyboy
06-07-2017, 05:35 AM
Hopefully you are still reading this thread Commander Dante!

Anyway i thought some of the following links would be useful here

Boards n bits

http://the-lost-and-the-damned.664610.n2.nabble.com/My-Space-Crusade-Expansion-Packs-td7578570i20.html#a7582033

http://the-lost-and-the-damned.664610.n2.nabble.com/My-Printable-Advanced-Space-Crusade-Pieces-td7578590.html


Rules summary
http://www.orderofgamers.com/downloads/AdvSpaceCrusade_v1.pdf

Rules (omissions: grande range =8, result of a 3-4 roll strangers (p45) - will post what this should be when I've looked it up)
http://the-lost-and-the-damned.664610.n2.nabble.com/Tyranid-Attack-Rules-PDFs-and-a-link-to-Advanced-Space-Crusade-Rules-PDF-td7036296.html

Commander Dante
06-07-2017, 11:55 AM
Yes, you are right that grenade range is 8, which was clarified in a subsequent white dwarf containing rules for Orks in ASC. Unlike Space Hulk, all area effect are 'instantaneous' and do not persist into the next player's turn. So indeed, blind grenades are only good for the turn in which they were thrown. Remember to choose your target square, choose to 'bounce' 1 square, then roll for scatter using the template.

Grabber-Slasher was a bit of a head-scratcher at first for me as well.
After several readings of the rules plus some playtesting, we play it as such. According to the game rules, the G-S has a base move of 4 (or a 'Charge' of 6), but it can't make normal close combat attacks. It has a 'special' attack Leap Into Combat, requiring what is described indirectly as a 'Ready Weapon Action', in which it takes 1 square of movement, then can launch up to 6 squares 'as a projectile', landing in the target model's square, and conducting close combat until just one of the models survives.
For some reason, G-S is given 2D+4 close combat score, but then the 'special action' rule says that the projectile attack only uses 1D. This made zero sense to us (even considering that the G-S would only get the higher roll if it was defending itself), because seriously, why spend the 40 points on 2 Grabber-Slashers that can't do anything except sit around hoping to be engaged in close combat to use their higher roll, when they are so squishy (exposed armor 6). Also nothing was said about this attack as a Reaction.
Thus our house rules: we allow the G-S to roll 2D+4 on its leap attack, (because even a scout gets 2D+2), and also allow it to Leap Attack as a Reaction (reaction 7, if it makes the roll, it leaps provided the model is reacting to is within LOS, fire arc, and squares).

{{For example, a scout opens a door which has a blip on the other side representing 2 Grabber-Slashers. One G-S model is placed on center square of blip, and the Marine player places the other since it was Involuntary Conversion (Tyranid player chooses facing). Now, whichever (or both) G-S ends up being closest to the scout, and having LOS, may make a reaction roll. The G-S rolls a 5, under its Reaction score of 7 so now it can take an action. Since the scout is 4 squares away, it can choose to Leap as its reaction, ending up in the Scout's square and doing close combat until 1 model survives.}}

This makes the model more formidable and playable, and worth choosing as part of your Tyranid force. Without this modification, a G-S was absolutely worthless since even as a Reaction it could not make regular close combat attacks.

As far as playing the 'nids in ASC, depends how you are playing the game. If you are going with traditional story mode (exploration cards), then you will want to make sure you have enough units in 1st and 2nd Wave boxes to protect your Hive Ship organ objectives, but don't neglect (or over-invest) Ambush either, as it can be a valuable tool for slowing down the Space Marines (and causing negative victory points if the squad in Recon gets wiped out).

Remember, the Marine squad in Recon that gets Ambushed MAY start the models in both Overwatch AND Cover (remember Cover means the model straddles 2 squares, considered to be occupying both - remember to factor this in when the models are initially placed as they need to be at least 1 square away from each other, so models in cover need an extra square of space around them). This is because if the Tyranid Player has potentially 3 squads of Chaos Marine or Ork Mind Slaves in Ambush, the scouts would be outnumbered 3:1! Marines place models first, Tyranids place second but get the first turn in Ambush only.

If you are playing a straight up even-point battle using just the Hive Ship map and/or Space Hulk board sets (still using ASC rules for battle), then it's up to you how you want that to play out. You can set objectives like the organ systems which the Marines will have to destroy, or you can play last-man-standing or other game variants as you like.

One of the best things about ASC, is that in the back of the book where it describes other variants, it tells you to house-rule and expand the game any way you see fit to accommodate any new models you have, and other options as well. Be sure to read the section on Heroes (such as automatically taking two actions), and the other stuff, like Charging Zoat rule.

If you like, I can provide the stats we use for expanded Tyranid army models such as Biovore, Lictor, Gargoyle, Hive Tyrant, Carnifex (Screamer-Killer) etc....that were not part of the core rule-set, but play well on the ASC board or campaigns with a little thoughtful adaptation.

Hope this helps for now. I'm looking forward to seeing your games in action, and sharing more of mine along the way!

Johnnyboy
06-07-2017, 04:21 PM
Thanks that's really appreciated.

I'll run these rules by my opponent they sound good. Like you said it's just not a good option otherwise. Also Yes please I'd like to see your expanded tyranid stats.

So far we play the campaign style game - I'm a sucker for the narrative and love the interludes between battles.

I'm starting a new game in a few weeks and I'll take some pics n make a few notes to report back. My armies a sadly sparsely painted and so the pics won't be as pretty as yours. But I am working on that (in between various other projects).

I have found a few links to elecronic sources of all the game parts (save models) so you can print them off - tried to post them here but for some reason it didn't let me... will try again later.
Many thanks again

Johnnyboy
06-08-2017, 10:17 AM
printable game bits!

http://the-lost-and-the-damned.664610.n2.nabble.com/My-Space-Crusade-Expansion-Packs-td7578570i20.html#a7582033
http://the-lost-and-the-damned.664610.n2.nabble.com/My-Printable-Advanced-Space-Crusade-Pieces-td7578590.html
http://the-lost-and-the-damned.664610.n2.nabble.com/Tyranid-Attack-Rules-PDFs-and-a-link-to-Advanced-Space-Crusade-Rules-PDF-td7036296.html
http://www.orderofgamers.com/downloads/AdvSpaceCrusade_v1.pdf

Commander Dante
06-10-2017, 12:15 PM
Cool thanks for posting that info!

Part of what I have done also is bought a cheap $20 3M laminator and a few packs of generic brand lam sheets to make handy flip books for both my ASC and SH games.

For ASC, I started with nice color prints into medium weight stock 8 1/2" x 11" of the Universal Head game aid for ASC https://www.scribd.com/document/350744862/Advanced-Space-Crusade-Updated-Reference-and-Rules

Then I scanned and printed in b&w some select pages from the game manual, such as weapons descriptions and relevant parts for each player (one book for Marines, one for 'nids). Then I added in my own color unit pages for the units I had that, and adapted rules from the early 'nid codexes pretty much straight. Lastly I added in some of the old b&w catalog ads for the models I use.

Every page laminated and put together with a simple 2 ring loose binder.

Here are the unit and catalog pages:

1974519746

197471974819749

1975019751

1975219753

Commander Dante
06-10-2017, 12:26 PM
Continued:

197541975519756

1975719758197591976019761

19770




Another rule tweak: Close Combat from the side. If you check the game manual, the only penalty of getting attacked from the side is being limited to 2 die max. The issue here is there are only 2 creatures out of the whole force list between both sides that even use 3D, that this would affect: Tyranid with bonesword, and Genestealer. It didn't make sense that no other model would even notice getting attacked from the side. So, we have adapted a +1 to the die roll from side attacks (manual says rear attacks are +2). This provides some reward for flanking, even if it isn't a rear strike.

Commander Dante
06-10-2017, 12:29 PM
Here are the prints I use for Marines:

19762197631976419765197661976719768

Commander Dante
06-11-2017, 07:40 PM
Just an update to show you what I meant by my laminated flip books. They're handy, and I can conserve the original manual. The home laminator made it a snap, plus notice the loose ring binding -ez with a 3 hole puncher. I did the same thing for my Space Hulk set, one for Marine player with all relevant pics and force lists, and one for 'Stealers the same.

The lam'd pages are also great for dry erase, as you can see on the one page where the scout squads marked A, B.


1977419775

Johnnyboy
06-12-2017, 07:18 AM
Awesome. That's great - i may well expand my tyranids with this after a few goes with the standard list. Definitely going to be using my work's laminator! A dry erase flip book will be very convenient. I keep my original rules protected in a folder and use a printed version and quick ref pages as the book I had in the 90 got absolutely trashed.
Can't wait to play now but got to wait for at least one week, perhaps two :(

Was looking at your other links and the imperial guard one didn't seem to work?

- - - Updated - - -

Commander Dante
06-13-2017, 03:53 PM
I've refreshed the IG rule in the original post, also here:

https://www.scribd.com/document/351204849/White-Dwarf-132-Advanced-Space-Crusade-Imperial-Guard

Johnnyboy
06-24-2017, 11:04 AM
Hi so I said I'd let you know how my latest game went... was great fun but no a success for my tyranids! I didn't manage to take any pics this time but another game planned for next weekend and I'll try and get some of that.

This time a series of unlucky roles and card placings led to my opponent only loosing 3 marines in the end! We played the second smallest campaign. First cards up were the hive mind synapse and a duct - not a good start. He took the synapse using a scout squad and terminators. I lost a chaos marine squad, tyranid with bone swords a zoat and 2 grabber slashers to a couple of terminators and a scout Sargent from him. My missile launcher marine rolled a 1 for his first shot and promptly died after that. Then stranger - he got a squat, trap - avoided by his scout, then the dermal sphincter - no passages blocked passages etc. So not much chance for my reserves to wake up although I did get a couple of blips. Dermal sphincter was pretty undefended against a devastator squad and terminators although I took down another terminator and 2 from the dev squad. So he replenished the terminators using via the dermal sphincter. I've not got many blips at this point and so load up the ambush boxes and hope but the next card is an undefended primary objective (can't remember which) so it's game over as he reaches 50 points.

All a bit unlucky with the cards for me - I could have done with some more reinforcements and an ambush or two. Shouldn't have left the primary objective undefended really either. Great fun though.
I wonder have you made any other house rules for the marines or standard tyranids? I was wondering whether to limit the number of meltabombs... Perhaps I'm just being rubbish but the nid seem a bit more of a challenge than the marines.

Also, I found this pretty cool revamp of the game someone did last year
https://boardgamegeek.com/thread/1502435/updating-look-advanced-space-crusade

Johnnyboy
06-27-2017, 06:05 AM
Just finished paiting my first scout squad

19799

Commander Dante
06-29-2017, 12:40 PM
Congrats on your ASC progress.

As to the game report - Sounds like the cards were indeed on the fast track to let the marines discover their objectives. Yes, investing in Ambush as 'nids is a reasonable strategy in the beginning of any game, since there are multiple Ambush cards which could potentially be drawn by the Marine player. But, it's as you've learned it's also important to keep your eye on the ball with protecting the objectives as a priority, and investing in Ambush when you can spare the troops.

Since in Ambush 'Nids can place 3 blips, if those blips are squads of chaos, orks, or such then whatever Marine unit is in Recon is going to be vastly outnumbered (potentially 3:1). Remember to guard tile 1, as that's where the Marines have to go through to escape. Since a scout squad is limited to the 5 models, there will be at least one guaranteed entry point that they will be unable to guard, out of the 6 possible (of tiles 1,3,4,5 which connect to tile 2 in the Ambush setup). Since Marines place first in section 2, the 'Nids can choose any of the others and exploit this weakness (do a quick practice set up and see what i mean if it helps).

Rolls - yep. Can't do anything about bad rolls, it's all part of the story and out of a large number of games you will see some very interesting scenarios take place no doubt. I've seen big men fall quickly, and small men do extraordinary things, on occasion. Sometimes the Hive Ship wakes up like it's on fire, sometimes the 'nids sleep in like they partied hard Saturday night. Ya never can tell.
When I make my Reaction rolls, I put it that the Marines are either keeping their cool or freaking out; my Nids are either hungry or not so much. It gives every model and roll some character.

Yeah, dermal sphincter is one the 'nid player would rather see earlier than later, when the Marines have some forces to recover. If it's captured early, it's just 10 VP. Othewise, it's like fighting a whole new force which can spell the end of that Tyranid ship.

Melta bombs - I don't think I've seen them used but rarely, because they are so difficult to use! A Marine has to be adjacent to his target when planting the bomb (which has to be an Un-maneuverable model), take a Ready Weapon Action (which allows 1 square of movement in attempt to get adjacent, and 'nids who have LOS can react to this step by shooting, initiating close combat, or even potentially diving prone if they are not Un-maneuverable. In fact, since the marine can only place the melta-bomb in his front 3 squares a 'nid could potentially React and simply Move Forward 1 Square, out of the range (since the Marine player will have had to declare his movement facing during the step, theres no risk of the marine now turning because they already committed to the facing, and doesn't have another movement point to turn). Thus, the marine would be forced to abort the attack and end the model's action, or place the bomb in an empty square, and it has no Area effect. In fact, the best thing they're used for is destroying the actual Living Organ objectives, if the marines can get close enough, which usually means they've won the Encounter anyways.
Now, if it's Melta Missile, that's just something the 'nids have to deal with also by quickly targeting and killing the Marine armed with the missile launcher. Fair game either way.

Remember, Marines lose 1 VP for each marine killed if the entire squad was wiped out. A smart marine player will cycle out a squad thats down to 1 or 2 survivors and not include them in any major battles if they could get lost, unless absolutely necessary. This is why if they do draw Ambush, its important to wipe out the squad completely with no survivors, or make priority targets of these survivors in future battles if they are present.

Other house rules - Well I've posted what I've gotten to so far. With this new batch of 'nids I picked up (see latest happenings thread) I have more options, and when i get the time and energy to adapt and playtest (and paint) any of the newer stuff I'll be sure to post it also. I'm sure at some point, I can integrate most of it.

Thanks for the link to that revamp. Some interesting looking tiles, but actually getting them produced is going to be some work. I'd rather just try to grab a tileset off ebay if I can find it by itself, or in a mostly stripped game. Once you have a copy of the other things, the board tiles become the item that you want multiple sets of.


Very cool scout squad!

Johnnyboy
07-02-2017, 03:27 PM
Thanks. It's nice to have some finished models on the board; I've started on a terminator squad, commander, librarian and chaplain but it'll be a while before they get any more serious attention as I have a unit of 50 goblins on the agenda next (for my 9th age army).

Started another game yesterday (the smaller All Out Assault ) - a awesome beginning with a lot of carnage! Only managed one full turn a second marine exploration phase. Turned up the synapse secondary objective (again) a duct and 2 passages first; lost all my nids to his 3 squads of marines headed up by a commander, but managed to take down 7 (including 2 heavy bolters) and get a fate point from the commander. Not all bad - Tyranids were awesome! Next cards are energy cortex (primary objective ), duct and blocked passage - gulp! Might have to let this one go and regroup...

One thing that did cause debate, which hopefully you have an opinion on, was moving through portals. There are some portals where it appears you don't have to move onto the portal square to pass through but we couldn't agree. So for example, if you hold board section 2 with the purple room top left, can you move / see diagonally through the two portals at the bottom? The bottom left one seems that this should be fine but the bottom right perhaps not.
I originally argue that both are fine because portals are not fixed and move in/out continuously, you can move from a portal square to any adjacent one, and squares contains portals are considered empty. Now I wonder if you must always move on to the portal to pass / LOS is only more straight down the portal (not diagonal ) in these situations or if in fact they are different.

P.s. There is a link to a company that will print board sections toward the end of the revamp thread!

Commander Dante
07-03-2017, 08:38 PM
19804

Ok, so I think I understood the question, and I hope this helps clarify how we do it here.

In the above diagram, the Yellow markers indicate where LOS and movement are possible, as the Portal, considered to be an clear square, is no obstruction (other than the normal rules for shooting through Portals).

The Red markers indicate where LOS and movement are not possible, because this is not a portal square (the red X), it is part of the wall structure and therefore is not considered a clear square. This wall structure can not 'retract' as the Portals are described to do in their own square, thus it is not possible to move or shoot from there, to where the red O is.

I can see where the confusion can come from though, on this and maybe a couple other spots.

Johnnyboy
07-05-2017, 05:57 AM
Hi great thanks for this. Looking through the board sections if I'm going to block actions for one I might do it for all to save confusion - the one you would allow appears to be the most clear for yes all others would be controversial.

Review of the rules: movement says
'You can move a model into any adjacent empty square,including moving diagonally, sideways or backwards'
and
'A few squares have a small amount of wall breaking into them – these can be entered.'
Which would imply that both situations are ok as far as moving goes.

However on reflection it is probably not what is meant - for portal square movement it says:
'Squares containing portals are treated as empty squares for movement - you can enter one from any adjacent square and can move from one to any adjacent empty square.'
- why would you think to say this given the 1st 2 quotes if you didn't need to be on the portal square to pass through?

For firing through portals it says:
'A line of sight through a portal square isn't blocked even if it crosses the end of the walls in that square'
Suggesting that pieces of wall outside of the square do block LOS. All 'portal' is contained within a single square as defined in the diagram, therefore any outside of this, however small, that crosses the square's corner will block diagonal centre to centre LOS.


I will probably say - models must move onto the portal square to pass through
and LOS is blocked by walls / features not in the portal square (will block LOS through any corners of portal squares).
This seems to be what the rules mean to say... plus should save discussions.

Johnnyboy
07-06-2017, 05:28 AM
Sorry - a couple more rules clarifications that I hope you won't mind advising on...
1) Can you react to a grenade before it explodes? It seems like this is the intent but I can't see it saying that anywhere. Plus just to check I've got it right if you see the model throw the grenade you react normally if you only see the grenade you can only dive out of the way?
2) can the grabber slasher do its jump in close combat attack as a reaction if it is not in overwatch?

Thanks in advance :)

Commander Dante
07-06-2017, 09:21 AM
So I took out the Portals in this picture (or rather filled them with normal squares), and I think there may be a case for blocked LOS from both of the Portal squares in discussion. As previously believed, the top right portal is truly blocked, and without the portal on the bottom, it more clearly is also blocked by wall (without trying to imagine how much a Portal contracts).
19805

In the case of grenades, I refer to the Reactions page 35. The 3d paragraph top right below the title states that because a thrown grenade is slower than weapon fire, enemy models with LOS to any part of the grenade's flight path get chance to react before the grenade explodes - the attacker rolls to hit- (consider this a sort of "pre-reaction", during which only models which are not Unmaneuverable may attempt the reaction of Diving Prone which is the only choice during this phase.) I don't recommend diving prone unless it's the end of the enemy turn and they aren't going to follow up with simply walking up and shooting you on the ground.

After the grenade roll to hit, you will immediately fall back to the 'When a Model Can React' chart, i.e. conditions 1-5 (so yes, any model which had LOS to the grenade thrower, or that was attacked itself, or was within 6 squares of a friendly that was attacked, etc...), so potentially there could be a whole lot of reaction to that grenade.

Grabber-Slashers, according to the manual, has only one mode of offense attack, the special 'Leap Attack', in which during its turn it moves up to one square and launches up to 6 squares rolling 1D for its attack die. Defensively they were allowed 1D+4 if attacked in close combat, but otherwise had no ability to threaten the enemy during the enemy's turn (because the special action required a Ready Weapon Action and Reactions allow only Snap Fire, and neither could the G-S initiate a basic close combat).
Considering again that a basic Scout rolled 2D+2, I wanted to beef-up the G-S or there would be no reason to invest in this model for a game (when the same 40pts gets you two purestrain genestealers).
So, in my house, the G-S has the ability to do its special 'Leap Attack' as a reaction. Being on Overwatch simply means that you automatically pass the reaction roll, and thus may take any of the Reaction choices (which for my G-S includes, stepping forward, turning to face, special attack, diving prone, but still keeping to the original no initiating normal close combat rule).
Since the rulebook also encourages rule experimentation and adaptation, you might even have a G-S that has evolved the ability to actually initiate normal close combat, or to leap 8 squares (which is what my Alpha G-S is going to be able to do, plus more when I get it painted and playable). 1980619807

Johnnyboy
07-11-2017, 11:49 AM
Thanks for that. I was sure I'd read the grenade stuff somewhere but kept skimming over it. GS rules sounds sensible I will use them too.