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Space Hulk (third edition)» Forums » General

Subject: Custom Mission: Double Jeopardy! rss

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Ok guys, so I got bit by the custom mission bug. First off, here's the map. laugh


The space marines gets 2 squads: Lorenzo/Lightning Claws/standard Terminator and Gideon/Assault Cannon/standard Terminator. Either squad can spawn at either spawn room. The gene stealers get 2 blips a turn.

The genestealers win when all of the SM die. The SM win by getting the tarantula security turrets back online. To do this, the SM needs to spend 2 AP to power on a generator. Generators are marked on the map with an X. Once both generators are turned back on, the SM win. The genestealers are too dumb to mess with the generators.

So thoughts comments, suggestions? Too hard, too easy? I tried to give both players some nice choices without making things too complicated... and make it nice and fluffy too.
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Regan O\'Malley
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This looks like a cool mission, I like the symmetry. Without playing it I'd say it seems to be quite a challenging mission - might give it a go when I get my set!
 
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Spencer Garbanzo
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In the old days, any time a terminator had to do anything that wasn't moving forward, turning, or firing a storm bolter they pretty much had to pay 4APs to do it. I mean, think about it. They're highly specialized killing machines. Flipping switches? That's what techmarines are for. These guys are so focused on kicking butt, they need a specialist along just to take names.

I don't have my mission book with me, so it's possible that 2APs is the new, published standard and I just glossed over it when I flipped over the missions. In fact, the second time I read through the rules I was appalled by all the changes I'd glossed over in my first reading. If so, forgive my codgerly "back-in-my-day" rant. Regardless of the standard, in my upcoming mission design in which Lorenzo asks Gideon to cross the hulk to make him a sandwich, Gideon is going to have to pay 4APs to do it (he also won't be able to use his shield on the return trip because he's carrying the sandwich on it).

You may want to playtest it a bunch of times, though. If it's too hard for the marine player with two blips per turn and too easy with one, fiddling with the number of APs to activate the turrets may be just the thing to balance it out.

I love the custom mission threads, everyone. Keep them coming.
 
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I'll keep that in mind. Expect to see this mission formatted in the GW custom mission template soon, with fluff story and everything.
 
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David Jackman
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Another suggested switch if it is too hard - the flamer would help the marines advance greatly in this mission, especially those rooms halfway up.
 
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Saan wrote:
Another suggested switch if it is too hard - the flamer would help the marines advance greatly in this mission, especially those rooms halfway up.


Yeah, Flamer may be better than Lightning Claws in this. The only reason I put LC was because i wanted both squads to be of equal power and have melee and long range options... but flamer is a good suggestion too!
 
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Dre2Dee2, will you make a pdf file for your mission ?
 
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Yup.
 
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Ok... I played a round of this map... it is AWESOME! laugh

The first section isn't too bad for the marines, but it's the + room in the middle where things got sticky. Sadly the marines wasted their 2 sergeants fairly early on in the + room, so the SM were stuck with bad CP points for a big part of the game. The genestealers spawn points towards the end are in a GREAT position, but they are very easily disrupted. A marine can not only watch the spawn point so a gene stealer can't spawn in their LOS, but if he gets close enough he forces lurking too. That is key for the marines.

One mistake the SM made was having all his units bottleneck near the + room... he lost quite a few guys, but the game was still close! The lightning claw SM was able to restore 1 generator, walking backwards so that he was always facing the hallway for genestealers. laugh

The genestealer was able to overwhelm the assault cannon marine by running out his ammo, and the last regular marine was overrun, but things were close! This is a great map if I do say so myself.

UPDATE: I've loaded a PDF of the mission to the BGG site. Keep your eyes peeled for it.
 
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See an update of the map in the BGG files for Space Hulk 3rd.
 
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