Space Hulk AAR – The Sequel

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.

Space Hulk AAR

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.

There were only four marine survivors, and the artifact was not recovered. A complete Genestealer victory.

Starship Troopers AAR

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.


Starship Troopers AAR

On March 22nd the local HMGS-South group played a Starship Troopers game.

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.

The scientists were rescued, at the cost of one dropship and most of the troopers, mercs and robots.

Star Trek – Fleet Battle Game Play-test III

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.

Revised rules (ST Fleet Battle Rules 12-23-2015).