Thread: Advanced Space Crusade
03-19-2012, 08:46 PM #1
- Join Date
- Mar 2010
Advanced Space Crusade
If Advanced Space Crusade can't have its own discussion board, at least it can feel at home among the Space Hulk threads, since it is a pretty close cousin to Hulk.
In fact, it's that super sweet cool kick *** cousin that you wish would come over to hang out more often because you always have fun when they visit.
If you can get your hands on a copy, all so much the better. If not, you can very easily print yourself a copy of the game rules here: http://www.mediafire.com/?dwztks9wadg9n2a.
If you have to, you can mod up some pieces or find what you need if you are sharp about ebay & craigslist or willing to spend on rare complete sets.
But really the main question must be asked....why? Is ASC really that awesome?
Short answer - hell yeah it is!
But what is it? For those who are unacquainted with this early GW gem, ASC is an assault into a Tyranid Hive ship, where everything from a few squads of scouts, to an entire Space Marine company, can foray into the biological ship crawling with bio-constructs both deadly and benign. Find and destroy the living organ systems such as the hive mind synapse and energy cortex which power the great hive ships and empower its occupants.
Not only can you choose a range of Tyranids and bioconstructs to defend the ship (including mind-slaves from other races), but you can assault the ship with a force that includes units like Terminators & heroes.
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.
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): http://mediagetgroup.com/search.html...&wm=137&sub=30
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:http://www.scribd.com/1Anonymouspatr...e-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. But therein the answer lies perhaps. Hard to sell vehicles with a game-board format right? Oh well.
Talk at ya guys later! -
03-22-2012, 04:34 PM #2
- Join Date
- Sep 2011
Where can I get a copy of the board? Sounds interesting.
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