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Space Hulk newb questions - help appreciated


JeffTibbetts

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Hey all. Just got my first couple games of Space Hulk in over the last couple days and I realized I did a lot of stuff wrong. In the first game I let the SM player put his heavy flamer into overwatch, because I missed the one sentence where it says you can't do that. tongue.png Lots of stuff like that. If any of you guys and gals can help me clear these up, I'd appreciate it. Note the book does say they've changed some things, so please be mindful if you're only looking at 3rd that it might be worded differently now.

1 ) First of all, the rules indicate that shooting the heavy flamer can't be combined with any other action, even though it only takes 2 AP. Does that mean you just can't move first and then shoot, or you really can't do anything else in the same activation? I would think it means you can ONLY shoot during that activation, and can't, for instance, go into guard with your other 2. Is that right? Why wouldn't they just make it 4 AP to shoot in that case? The only thing I came up with is that you could fire twice, but wouldn't that count as combining it another action?

2 ) On a related note, can you use command points to move before or after shooting the heavy flamer, as they 'interrupt' the activation and AP process? Seems like you could.

3) Can you use CP to go into overwatch or guard in the 'stealers turn? Would that count as 2 points. Seems like it should, but then again I think it says you can only spend one CP per gene stealer AP spent, so that would mean you can't do it at all.

4) I think diagonal line of sight is weird (and the book says this is different in 4th Edition, by the way). It seems clear at first, but I feel like I might be missing something. For targeting, let's say you've got 3 SM at a T intersection, and all 3 are on OW. If a stealer is in the square right in front of the middle one, can they all shoot? The two on the side shouldn't be able to because the wall and the friendly model in the middle would block them, right? That just strikes me as odd, but I can kinda see it. See the crude model below if it helps.

___________

__S_ S _S__

| G |

| |

I think that's all I can remember so far, but I might have more.

1) This means that you cant move+shoot the heavy flamer as 1 action, as you can with a storm bolter. Move. Move. Flame. is fine, but move. move+flame. is not.

 

2) Point resolved due to the above

 

3) I am unsure on this one, it's been a while, but if I remember correctly, unused AP are lost at the end of your turn. The only actions a marine can make in the stealer turn are overwatch shots. I dont think you can go into overwatch in the stealer turn.

 

4) correct. If the middle marine was not there, the two on the left and right could see. As both diagonals are blocked for the L+R marines by the middle marine, they cannot shoot. Fortunately, the middle marine will probably die fast in this scenario, so this problem with go away.

It just means that there are no free move and shoot actions (such as can be done with the storm bolter). So you use APs to move and use different APs to shoot. You can perform both in the same turn as long as you have enough APs/CPs.

 

You can move and then shoot; shoot and then move; and even move, shoot, and move again.

 

You can use CPs during the Genestealer turn to set eligible Marines on Overwatch and Guard (see page 11 about 2 AP actions). I'm not sure if that was the intent, but the rules allow it. The key is that you can perform one action, even if it costs 2 APs/CPs (actions and APs are not synonymous).

 

You are correct in the diagram - the only Space Marine that can see/shoot is the one in the middle. The other two have their LOS blocked by the walls/corners and the Space Marine in the middle.

Glad I asked about the flamer. That makes total sense now that you said it like that. Thanks, fellas.

 

I remembered another one now that I reread the command points section on page 11. It says you can use them before over watch. That means you could use a CP to fire and then fire on overwatch as well, right? Or even use overwatch to fire first and then CP to fire again if you're desperate? Also, you could spend 2 AP to fire a heavy flamer for the same reason you can go into defense or overwatch in the 'stealer's turn?

 

Interesting. CP are much more important than I thought.

If you make a model that is on Overwatch or Guard perform any other action, they drop their Overwatch/Guard status. So no, you don't want to fire with the CPs with models that are on Overwatch/Guard.

 

The intent is that you can use those CPs for other models that you don't have on Overwatch or Guard (most likely those that you didn't have enough APs to set on Overwatch or Guard).

 

Yes, you could use the CPs to have the heavy flamer Terminator fire during the Genestealer turn.

 

Yes, CPs and Overwatch are key to the Terminators' gameplay.

  • 2 months later...

I am trying to keep all inquires in one thread. started playing the game only recently. I enjoyit for the game duration and game mechanism. ☺

 

q. in close combat if a sergeant rolls 6 on dice then adds +1 (for being sergeant) to roll to that does that mean their result is 7 or is 6 is the highest? does the result of 7 mean genestealer is dead since highest it can roll is 6.

 

 

q. storm shield function. is it ok to just remove an attack dice from genestealer before it rolls attack dice, assuming stealer faces front of terminator with storm shield. or would this be cheating?

  • 3 weeks later...

It's relatively simple. I play no form of WH40k bar Space Hulk and find set up and tidy away is the hardest bit!

I'd make sure everyone brings their patience and sense of humour to start. It's not a game that rewards impatience and lack of concentration on the marine side.

The scope for customisation once you have it down is only the limit of your imagination. Try and get hold of the old expansions for ideas and new characters and also read the Indomitus resource on this very website.

If you're involving family, I'd recommend starting with a very small, basic arrangement of tiles, to get the uninitiated up to speed with basics, the 4/6AP per fig, the concept of what dice rolls they'd need etc. No need to delve into daunting looking missions, and I'd also avoid the egg timer to start with too !

 

The basic rules are pretty straightforward, and the summary on the back of the rules is especially handy.

  • 2 weeks later...

Is there a dedicated Space Hulk project thread at all ? 

 

Decided to replace my BA with Deathwing, for a different vibe, mounted on square bases etc, and aside from JeffTibbet's colouring in session on the WIP boards, I haven't seen much else.

 

http://i61.tinypic.com/mhylcg.jpg

 

Obviously, the other half of the minis are exempt, but I'd be interested in seeing other ideas and efforts.

The Indomitus Project (link in my signature) is a combination of homegrown rules (expanding the official rules) as well as showcase for hobbyist efforts at the game (ranging from homemade tables/boards to minis).

 

The project is in semi-limbo as I wait for either GW to release the mission packs in a format other than Apple (there's no way I will get permission from my wife to buy an iPad just so that I can access these mission packs - we already have enough computer devices) or a rundown of the rules contained in each of those mission packs (not the specifics of the rules - just what each mission pack included so that I can include the appropriate references in the Indomitus rulebook). Also, real life has jumped in the way of me finishing the tiles that I was working on (though they are ever-present in my mind as I mentally prepare my solutions).

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