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Space Hulk (third edition)» Forums » General

Subject: If you like Space Hulk, you must try Lost Patrol rss

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Pete Grey
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A great game! My first print and play project. With minis to boot:


I plan to use these guys in a Space Hulk variant soon, too.
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Ken
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May I pass along my congratulations for your great interdimensional breakthrough. I am sure, in the miserable annals of the Earth, you will be duly enshrined. -- Lord John Whorfin
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I was hooked after playing Pete's home made copy. It's simple, it's basic - but it's fun.

I'd love to find an original copy some day, but I'm inspired enough by playing Pete's to try making my own. zombie
 
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Slev Sleddeddan
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What part of "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?
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It was released, along with a WFB equivilent, as a kids game to fob-off the below-high-school-age-kids that plagued GW in the mid-to-late 90's.

The staff where NOT to promote it to anyone else and it was thus considered a "gag game" to serious players.
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Steven Packard
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Really? That's interesting.

Was it released just in England, or in all GW stores across the globe?
 
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Bryce K. Nielsen
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Yeah, I've never seen this game, and I probably would have boughten it had I did. Never liked the WH/WH40k stuff, but loved GW's boardgames, like Space Hulk, Blood Bowl, Block Mania, Talisman, etc.

-shnar
 
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Fong Weihong
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The game has a flaw in that you need a Sergeant to have a chance of winning at the end(or heavy weapon guy to provide a +1 bonus but he's unlikely to survive).

The Lurker player can plop 6 lurker tokens right on the dropship and the marine player has to beat a score of 6 to win, meaning he must have a +1 bonus(from the Sergeant or heavy weapon) and roll a 6 on either of 2 dice.

You will need a bit of variant rules unless you like how the marine has no chance of winning if his +1 guys are down.
 
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Slev Sleddeddan
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What part of "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?
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WhiteKnight85 wrote:
Really? That's interesting.

Was it released just in England, or in all GW stores across the globe?


I honestly don't know.

They arrived in our "new release" portion of our weekly order (the stuff we just get sent unbade), and we had to phone the dispatch office to find out what the hell they where and what to do with them.
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Erik Hultgren
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dustbiter wrote:
The game has a flaw in that you need a Sergeant to have a chance of winning at the end(or heavy weapon guy to provide a +1 bonus but he's unlikely to survive).

The Lurker player can plop 6 lurker tokens right on the dropship and the marine player has to beat a score of 6 to win, meaning he must have a +1 bonus(from the Sergeant or heavy weapon) and roll a 6 on either of 2 dice.

You will need a bit of variant rules unless you like how the marine has no chance of winning if his +1 guys are down.

Its pretty much over if the +1 guys are dead and you should be able to keep atleast one of them alive until last anyway as you controll who dies in a stack.

But the game is pretty stacked in the lurkers favor, so making some houserules to make it more even would be fine. On the other hand so is the fun part of the game the insane difficulty level
 
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Bryce K. Nielsen
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MikeDowd wrote:
The difficulty level for marines seems almost exactly on par with Space Hulk's Suicide Mission, ie. nigh impossible, and yet I feel compelled to try again to see if I can just get around that corner. As far as losing your sgt, it's kind of like losing the flamer in Suicide Mission, game over.


Except that Suicide Mission isn't that difficult

-shnar
 
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