I know there has been a news post regarding the tablet version of this but I didn't notice any mention of the PC version, or any decent footage for that matter (please feel free to correct me and remove this post if I'm wrong). So here is a link to good quality footage and a short article from Rock Paper Shotgun (an excellent PC gaming site that is also very boardgame friendly, and in fact features regular articles by Downtime's Robert Florence).
Thomas, the game looks amazing! I wonder if there will be an option to play with 1st edition rules. Obviously, the suicide mission would only have one Genestealer blip per turn. Both the first and second editions of Space Hulk had players drawing two blips and then adding one per turn, including the first turn. It's a very important change. A suicide mission doesn't mean that the mission has to be a failure, just that the heroes don't come back.
And I prefer the first edition rules, so having an option to play that way would be perfect.
Thanks Ian - we want to make the absolutely best looking and playing Space Hulk. Only get this one chance to do it right :-)
Our license is to make the 3rd ed board game first. And then we can start adding things past that point. We have yet to decide what we are doing past that point besides the obvious expansions in chapters.
So no promises yet on 1st ed rules, but you are not the first to say this.
Leading the way with brother Zael (the flamer) is a very efficient tactic on this mission. I use this tactic most of the time, and have a good ratio of success.
Btw, concerning the futur electronic version of Space Hulk, I've heard that it should be released on PC and IOS... Is there any chance to see it on Android Tablets too ? Of course, I'll buy the PC version as soon as I can, but as someone that spend a lot of time in Airport and planes for my work, I'd really like to be able to kill some genestealers during all of thèses boring hours
It really depend if they are some Genestealers Inside or not. Usually, my tactic is to order Zael to flame the crossroad right in front of the last room to block the Genestealers and clear the road, then rush on the next turn to cross it, turn back and flame the crossroad again behind him. Sergent Lorenzo is always right behind him, and if some Genestealers are camping inide the room, he then blast the door away from afar (You can easily switch marines at the crossroads points.
The real delicat point in this mission is th L-Shape turn with the door. You need to be here and open it asap (usually on turn 2). Also, don't forget that after each move and rotation, you've got a free fire. It can really help you to progress faster at the begining of the mission.
I saw this while wandering through GDC Play this year just before they were closing the doors there and was blown away with this and was quite excited. Not sure who it was I was talking to (if it was you Thomas or not I don't remember) but whomever it was was very informative and got me super amped up for this. I cannot wait, you got my purchase day one.
I did a search for it since I heard they had changed the command point system, this is what I found
Quote: We have made a video game out of the board game, and not made a 1:1 translation. There are certain rules and mechanics that we changed to make it play as a video game.
These include: - flamer uses a template and does not target a section only (since those do not exist in a video game) - as long as a unit has action points left, you can return to it and do actions on it - we automated move+fire against visible enemies for Storm bolters. Terminators will shoot while moving if they have an enemy in line of sight. Targetting doors is a manual process using the "Set move and fire target" button. Manual process is also required for limited ammo weapons like the assault cannon. - you can move multiple units at the same time - space marine timer is optional - reworked and automated the command point usage in the enemy turn. Jammed weapons will automatically unjam if there are command points left. Interrupting enemy turn is not possible - Librarians charge their force axe automatically if they would otherwise lose a close combat fight - guard mode and parry rolls are automated
We ended up automating various things besides the flamer.
E.g. you automatically use move and fire against enemies. If you want to shoot at doors or other targets than closes LOS enemy, then you can manually set the target.
We also automated bonus rolls for sergeants, parry, guard
The big one is obviously having made the decision on the command points in enemy turn part.
To no get into totally ridiculous async network rollback scenarios, we ended up using command points left for auto unjam. Thats it. And it works surprisingly well to keep the tactical option open while still having a fun and fluid game experience.
We are aware that some die hard fans will scream and shout. Their careful laid out tactics all destroyed, the game being ruined and so on. But try the game before you judge us!! We have had lots of die hard fans of Space Hulk testing the game - and not a single one of them missed it. Not one!! And it was actually the suggestion from one of them to remove CP in enemy turn completely that lead us to this simple and elegant solution.