This weekend the local HMGS-South group played a second game of Space Hulk, continuing from the previous mission.
After returning to the battle barge, sensors detected the telemetry from the two marines with faint life signs deeper inside the ship. A rescue mission was quickly planned to locate and recover the two marines if their condition was viable. If not, cleanse and protect the gene-seed.
Terminators lead the way with tactical marines as backup.
The nearest corridors fill with ‘steelers.
The advance slows.
The tactical marines redeploy to find less congested entrances. Chaos marines teleport in and attempt to gather the geneseed of the marines left from the previous mission.
The Chaos marines are wiped out by ‘steelers and long range terminator fire.
This weekend the local HMGS-South group played a game of Space Hulk. The mission for the Space Marines was to find an artifact at the far end of the table and return it to one of the entry points. First edition (1989) rules were used, with a few additions from the expansions.
The objective artifact is hidden in one of the bio-engineered rooms at the top.
The left squad covers Genestealer entry points on the left while the others move toward the objective.
No casualties so far, but the right squad is nose to nose with some Genestealers.
The Space Marines take significant losses before reaching the objective area.
The captain orders the survivors to escape if they can….
… while he holds off the hordes.
There were only four marine survivors, and the artifact was not recovered. A complete Genestealer victory.
This Saturday the local HMGS-South group played a Starship Troopers game. Special Forces troops, Mobile Infantry and Chicken-hawks escort a scientist and a psyker into underground tunnels to capture a Brain Bug. Opposition was initially light but the psyker warned of a trap. Undeterred, the force pressed on. Sudden mass attacks of bugs forced the dropships to leave the atmosphere. The infantry fought their way to the Brain Bug, but were surrounded by bugs. Part II will be played out as a future game.
The landing zone. The wall at the top represents the underground area.
The flat tops of the walls are the tunnel ceilings. The Chicken-hawk is actually in the low passageway blocking the troops behind.
Explosive weaponry can bring down portions of the tunnel overhead.
Troops proceeding cautiously.
The bugs emerge from a lower level via several holes at once.
The Brain Bug is threatened and the warrior bugs back off.
Three scientists required evacuation by Mobile Infantry when their lab was attacked by the Arachnids. The initial defense consisted of robots and mercenaries which were nearly wiped out by the time the infantry arrived in two dropships.
Robots and mercs prepare to defend the base.
The first bugs appear.
Four bug tunnel entrances surround the base.
Robots on the landing pad are wiped out by Warrior bugs and a Tanker bug.
Another horde of bugs swarms forward.
Chickenhawks and elite troopers arrive to evacuate the scientists. One of the dropships has crashed in the background, brought down by long range Plasma bug fire.
Nucs have been used to clear an area of bugs. The remaining dropship lands and picks up the scientists.
The scientists were rescued, at the cost of one dropship and most of the troopers, mercs and robots.
Another play-test of the Star Trek fleet battle rules. The rules have been revised based on the observations made during play:
The extra hits for Federation DNs and CAs (representing overloaded photon torpedoes) should not occur at medium game ranges, since the table size dictates that most of the game will be played at those ranges. The extra hits now only happen at ranges of 6 or less.
The random squadron activation can result in one side firing most or all ships first. This can be a decisive advantage. Other activation schemes are included and need to be tested.
The firing from crippled ships, particularly when several are close together, needs to be reduced. For simplicity, this revision eliminates such fire entirely.
The Klingon C7 Light Dreadnought now has an extra hit on a roll of ‘6’ up to 6 hexes range, and no longer has a weak rear shield.
No more than 3 ships are allowed to fire on a single target in an activation.
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