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Space Hulk (fourth edition)» Forums » News

Subject: New mission in new White Dwarf:) rss

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martin kaller
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Exclusive White Dwarf mission with "Ductways":

http://www.ozdestro.com/uploads/1/3/0/1/13014732/img-6138_or...
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Bryce K. Nielsen
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Excellent! Nice to see White Dwarf doing what it was known for: supplimenting the games.

-shnar
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Kevin Outlaw
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It's really good because not only is it a new scenario, but it's a new rule with instructions for incorporating it into any of the existing scenarios.

And you don't even need to buy anything to use it (much of the new content encourages the purchase of some new miniatures somewhere along the line).
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Shon Holyfield
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Has anyone played this new white dwarf mission and won as the marines?

Our space hulk group has played this one 23 times and were able to get one tie by running an assault cannon to the CAT room using all command points.

We just played the game using the old rules for ducts (like the iOS version of space hulk). Marines almost tie. The game felt much closer and possible to win.

We have very experienced players that rarely make mistakes on either side.

I could see walking over a novice bug player.

I'd love to hear back on this thread. The rules appear to be out of balance in favor of bugs.
 
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Walter Kolinski
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What issue number is this in?
 
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Kevin Outlaw
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lazzater wrote:
What issue number is this in?


It's September 2016. The first In the new big monthly format.
 
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Chris Cisne
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summer072077 wrote:
Has anyone played this new white dwarf mission and won as the marines?

Our space hulk group has played this one 23 times and were able to get one tie by running an assault cannon to the CAT room using all command points.

We just played the game using the old rules for ducts (like the iOS version of space hulk). Marines almost tie. The game felt much closer and possible to win.

We have very experienced players that rarely make mistakes on either side.

I could see walking over a novice bug player.

I'd love to hear back on this thread. The rules appear to be out of balance in favor of bugs.


As far as I know the new ductway rules are almost identical to the old air duct rules: the only differences I'm aware of are that in the old second edition rules you could flame (but not shoot) the first square (and only the first square) of a duct, and ducts were actual board tiles with squares - and so took as many AP to traverse as a normal corridor in that location would, instead of a flat 3 AP (plus an extra AP for entering the duct).

It should be really easy to houserule ductways so that they're considered to have as many spaces as would fit in the gap between the two access squares.

Was it the AP cost of crossing a duct that made the difference in your games, or are there other differences between the old and new rules?

[Edit: having said that, the air ducts in the map this mission is based were at most four squares long, so that's only a 1AP discount for a Genestealer crawling through those particular ducts...are there any more rules differences I might have missed?]

[More edits: turns out I suck at typing.]
 
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Shon Holyfield
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We played with iOS rules last night. Could fire at square adjacent to hallway and could flame entire duct. Marines almost tied. With better command point draws it might work.

That aside has anyone actually played it?

Most recent issue of white dwarf - this month's issue.

Thanks for the responses. ;)
 
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