Decided to try out my idea of integrating the Lost Patrol tile mechanism into the Deathwatch Overkill system.
Scouts have one wound, Speed 2, and Armour 4+. To represent that these are "almost marines", if wounded, lay them in the hex. In the next Marine movement phase, roll a D6. On a 4+ they get up (this was their Move action). On a 1-3, or if the wounded model is at any point in the hex alone with one or more Genestealers, remove the model as a casualty. Sarge is a full Marine, and deserves a proper card to flip. however, in lieu of that, you can turn him on his side instead of flipping his card over. He then has the option, instead of Attacking, to recover.
Genestealer stats are unchanged. Use just the Purestrains and Patriarch as a Broodlord.
Genestealer claws as normal.
Boltgun . . . . . . . . . . . . . . . 4 . . . . . . . . . 4 . . . . . . 4
Bolt Pistol/CCW . . . . . . . . 3,3,3 . . . . . . 4 . . . . . . . . -
Bolt Pistol/Chainsword . . . . . 3,3,3 . . . . 4 . . . . . - . . . . . Rend
Shotgun. . . . . . . . . . . . . . . 4 . . . . . . . . 4. . . . . . . - . . . . . Blast OR Breach*
Heavy Bolter . . . . . . . . . . . . 3 . . . . . . . 3 . . . . . . . 3 . . . . . . Blast
Sniper Rifle. . . . . . . . . . . . . . 5 . . . . . . . . 3 . . . . . . 3 . . . . . Cleave
*Breach is something I came up with to deal with Cover. A weapon with Breach may fire into an adjacent hex, even through cover, but will only hit on a 5+. You may choose to fire in either mode. Might be better to just represent it like this:
Shotgun. . . . . . . . . . . . . . . 4 . . . . . . . . 4. . . . . . . - . . . . . Blast
Shotgun. . . . . . . . . . . . . . . 5 . . . . . . . . -. . . . . . . - . . . . . Breach
Tiles are treated as Sections AND Zones. Scouts must remain on the path at all times. This means that sometimes 3 may fit in a hex, and other times, just 1. As in Deathwatch: Overkill, models may be fit anywhere in the hex (space and path permitting) and may move "through" other models as long as there is room.
Genestealers may arrange themselves in any way in a hex. They may Assault Scouts in any adjacent hex. If the Genestealer models are placed in the green space of a hex, and Scouts are in a hex adjacent to that green space, they may Attack the genstealers normally. As long as the Genestealers are centered on the path or are in the green space on the other side of the hex, they can only be Attacked by weapons with Breach.
Infestation markers are placed outside a hex with an open path (only one, regardless of how many paths lead away from that hex), or in a deadend hex. When new hexes are placed on an edge with an Infestation marker, place the marker on the new hex. It must be somewhere in the green space, and does occupy space on the hex, so models may not be placed on it. Infestation markers may be attacked by the Marines in the same hex. They have 1 Wound and a 6+ save. The Genestealer player may not remove them except when removing the tile.
Tangleweed works exactly the same way as in Lost Patrol (and boy does it!). Genestealers are immune, and Scouts, when making a Move or Run action, must roll a 4+ to move to the adjacent hex. Moving into a Tangleweed hex stops further movement. When attempting to exit a Tangleweed hex, you may reposition the model within the hex if you wish.
There are some hexes with holes and fallen branches (or roots) blocking the path. You should have to jump over those, but this obviously makes movement more challenging for the Scouts since they have to stop there. I'll leave that as an option.
Tiles are placed and removed just as in Lost Patrol, ie: by the Genestealer player, and removed if out of sight of a hex 3 or more hexes away from a scout.
Marine Move and Attack phases are unchanged from Deathwatch: Overkill. Genestealer phases are slightly adjusted in the following wayrefer to the Turn Sequence chart on the back of the rulebook)
1. BROODMIND PHASE
-Remove tiles where appropriate.
-Lay new tiles.
-Place Infestation markers where appropriate.
-Draw Broodmind Cards.
3. GENESTEALER MOVEMENT PHASE
-Remove tiles where appropriate.
-Lay new tiles.
-Place Infestation markers where appropriate.
-Move Genestealer models. (further playtesting will determine whether this should be the first step of this phase.)
When removing tiles, Infestation markers remain if adjacent to an open path. Any Ambush cards related to those markers also remain. If the marker wouldn't be adjacent to an open path, it's returned to the pool, and any Ambush cards related to it go to the discard pile. Genestealers are returned to the pool as normal.
Use the Deathwatch: Overkill range ruler as normal. Line of sight is not open as in "standard" Deathwatch: Overkill. The jungle creates very limited lines of sight. Trace a line from the center of the Attacking model to the center of the Target model. As long as that line doesn't cross any green spaces on any of the hexes, you have a clear line of sight. Assaults into adjacent hexes through green spaces was already discussed above.
Remove the following cards:
-Any that say Genestealer Magus. (No magus here - they can't handle life in the jungle)
-5 Hybrids With Autoguns (too many models to fit - you couls keep it in if you want. It would just cap at 3)
-3 Hybrids With Autoguns or Autopistols with the Gambit "Tunnel Skulk" (in the jungle <the horrific, man-eating, soul-rendingly terrifying, we're never going home! jungle> zones and sections are the same so the Gambit doesn't really do anything)
Other than that, just replace any sort of "Hybrid" or "Cultist" or "Familiar" with Purestrains, and "Patriarch" with a Broodlord (you can use the Patriarch model from Deathwatch: Overkill, or the Broodlord model from Space Hulk (or 40K). The flavor text doesn't exactly match up, but it's not hard to rewrite it in your head to apply to a jungle. For example, the "Blasting Charge" gambit could be a "Nest of Buzzer Squigs" or "Lightning Sands" or "Trampling Herd of R.O.U.S.s".
- Last edited Sun Jun 26, 2016 4:57 pm (Total Number of Edits: 17)
- Posted Sun Jun 26, 2016 2:28 pm
So played a game to try this out.
Chose to go with a Broodmind Hand of 5, Lay 3 Ambushes, and can Lurk with any number of them.
Initial hex setup was interesting... 2 loops, 1 long path (4 straights) ending in a Y, and a curving path that seemed it would parallel the long straight one.
The Scouts (3 shotguns, 1 heavy bolter, and Sarge with a chainsword and bolt pistol) chose to stick together as much as possible, and headed down the curving path in an effort to get some tiles placed before the jungle woke up too much, and maybe slow down some genestealer placement by mobbing up on the tiles with Infestation markers. This worked well at first. The Heavy bolter was able to rip up the Genestealers that came out at the end of the long path, and the rest of the boys made quick work of the others that popped up.
The chosen path snaked just a little, but there were 3 continuous hexes of Tangleweed, which started slowing down progress as well as splitting up the team. The 6th tile down the path was a dead end. With no other branches, it meant going all the way back to the clearing. Worse, that dead end was adjacent to the Y at the end of the long straight path, so the Genstealers could shortcut that way if they wanted to.
Heavy Bolter guy was the first to die. , and progress back to the clearing (JUST 2 hexes away from the closest guys - so dangerously close to disappearing) was hampered by Sarge and one of the other guys stuck in Tangleweed farther back, and in separate hexes. To make things worse, Sarge was stuck in a hex with the "Blasting Charge" Gambit about to release a nest of arboreal needle vipers...
The Marine at the end of the path, nearest the dead end went down under a hail of claws and teeth, and couldn't get up. One of the ones closest to the clearing also went down, but was able to recover. Sarge deftly dodged the needle vipers, and was able to disentangle himself and catch up a bit to his squad. Three scouts total remained.
Genestealers were coming out of everywhere now, and had the scouts completely surrounded. A combination of crappy shooting and great saves meant the aliens hadn't been thinned much in the last round, and more were now coming...
With this Ambush, all 12 Genestealers were now on the table. Sarge was able to kill one, and a shotgun took down another, but one of the Scouts also went down. He was able to recover, but they just couldn't break out. Couldn't kill enough bugs to open a hole, and Sarge was still stuck in the Tangleweed "We can't leave without Sarge!". And then the Broodlord was on the table - thankfully not close.
The two remaining Scouts went down, and with no one around to protect them (each was alone in a hex with a Genestealer), that was it for them. Only Sarge remained. He was able to kill 3 of them, and though he was hit several times, his trusty Scout armour saved him.
With the death of the 2 Scouts, the jungle quieted down a little for Tea, as the long straight path disappeared, and with it, the Broodlord and several of his minions. Sarge had a chance... Interstingly, with the straight paths gone, the hex he was standing in was a Tangleweed Y path hex, with an end now open. Guess all that hacking cleared a path.
Sarge broke free, and moved into another Y hex. A swarm of Genestealers were on his tail, and the Broodlord jumped out right next to him. Too bad Scout armour can't process wastes like Power armour can... Sarge wisely chose to put some distance between him and the bugs, and ran instead of trying to fight it out.
The Broodlord stuck close to his heels, but the rest of the horde was stuck behind his massive bulk. Sarge had no choice buy to turn and fight, as no tiles are revealed during the Genestealer Attack phase (and perhaps they should be). And he did it! 2 Wounds! 2 failed saves! The Broodlord was dead! ...with a half dozen equally killy sets of claws scampering over his cooling corpse...
Last 3 Broodmind cards drawn into hand (shuffle discard pile for next turn). Another long path revealed, and more frakking tangleweed. But Sarge was moving now, and the jungle behind him was disappearing quickly. Things were getting quieter. "...keep running... need more distance... must be close..." he tried to run out of the Tangleweed instead of Attacking, but it was just too tangly. The Stealers were unable to hit him, but did manage to get closer. He chose to try to run out again, and made it, but ran into a fallen tree. This would have to be jumped over. Which it was. Keep moving...
The Genestealers were tearing up dirt, and were on him like grey on Protein Supplement: Beef Stew. He hit them, but they were too tough. There were too many claws though, and eventually he went down, and the last Genestealer attack deprived him of his life.
6 tiles remained to reveal, including the drop pod tile.
All in all, I think this works. It's still challenging and fun for both players, and both players have plenty to do. Everyone gets to roll dice. Lots of dice.