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Tell me About Space Hulk
What did I do? Is it still as great as its reputation?
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I never played this one, but for the PC version (SH SP), which was amazing. I have reservations on playing as the stealers (seems boring). Also, it only does one thing, which, admittedly, done in such an excellent manner. But not enough variation for me.
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- hotseatgames
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- Colorcrayons
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It works both as a casual product, as well as one which you and a buddy can immerse yourselves into for numerous plays through campaigns.
The rules are very straightforward, and is very tactical. Maps make or break the game, and even slight tweaks have enormous repercussions to the.end result since the mechanics are so tight. The marine player will find them self seeing everything in the game in steps of four, while the stealer player in steps of six. And while it is a neat thematic game, this tightness in the rules will allow for little error in judgment in how each piece is played, making for tense games where the die rolls make or break you.
Let me know if you end up liking the game. I have a ton of game maps official and otherwise that GW made a stink of awhile back that may be of use to you if the game is a winner in your house.
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- Matt Thrower
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hotseatgames wrote: Space Hulk is pretty great. You really get the feeling of the slow, lumbering space marines, and the crazy fast genestealers. It's also very claustrophobic, and as long as you can get into the theme and not worry too much about winning and losing (balance is questionable), you'll have a blast.
A good summary: it is indeed pretty great. I still pull it out from time to time and, unlike the majority of games from it's era, it can still go toe-to-toe with modern tactical combat games. Balance problems depend on the scenario you're playing: some are more balanced than others. The 'stealers are less interesting to play than the marines but the usual approach is to play each scenario twice, switching sides.
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- Matt Thrower
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Bojack wrote: playing the shit/boring/unbalanced crap side of a scenario alternating does not sound like fun to me. I Always found it amusing listening to Memoir 44 fanboys tell me that some of the published scenarios with higher than 80% win rates for one side were OK because you should play either side once and tot up the scores.
I have no idea what the win rates are, but I don't think they approach 80% in the more unbalanced ones. Space Hulk is more like a dynamic puzzle: each scenario has several tactical approaches that will work and a whole bunch that don't. Until the players have worked out some viable tactics for the weaker side, they'll get steamrolled, but I personally still find it very absorbing trying to figure out how to solve the problem. Once it's understood, the winrates are much more balanced.
Bojack wrote: And if one side is "boring" to play (a comment that is rife amongst Space hulk players) then its just as bad. Hey, you sit there and be bored for a couple of hours, dont worry, I'll be bored for the two hours after that when we change ends. Fuck that.
I said "less interesting" not "boring". I find playing the Genestealers plenty of fun, it just requires less strategy.
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- SuperflyPete
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Though it's out of print now, Space Hulk: Death Angel is a better value. For about 1/6th of the price, you get a game that offers a similar experience, only with better replay value and the flexibility to handle from 1 to 6 players, where Space Hulk needs exactly two players only. Death Angel is also fast to set up, fast to take down, and easy to store or transport due to the small box. Where Space Hulk has miniatures and chunky cardboard map tiles that take up a lot of space in a big box, Death Angel does almost everything with cards.
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- Colorcrayons
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There are also some maps that are damn good, but hard for a certain side to win (usually marines) because the objective is a tight race within a certain amount of turns. Those are advanced maps.
This is what space hulk always starts on suicide mission, no matter the edition. It teaches the marine and stealer players to play well and to show them that certain areas of a map can be crucial. For space hulk vets, you'll know of the door I speak of in that mission.
People may say playing stealers are boring, but that's a very noobish thing to say. Stealers offer a lot of challenges to thwart the marines from their objective, f you know what the hell you are doing. While they do not offer the same degree of tactical choices that the marines have, its not a bad thing to lack that level of parity. This is colonial marines versus aliens after all. Aliens don't have commanders and plasma rifles. They act like the Spanish inquisition that nobody expects. Speed, lethality engaged, and an almost fanatical devotion to the pope.
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- Colorcrayons
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One does not simply play space hulk without ambush counters.
drive.google.com/file/d/0B_NWCpjLO473X0R...VU/view?usp=drivesdk
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Colorcrayons wrote: Let me know if you end up liking the game. I have a ton of game maps official and otherwise that GW made a stink of awhile back that may be of use to you if the game is a winner in your house.
Thanks man, that would be great! I'd love to check those maps out.
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- engineer Al
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Shellhead wrote: Though it's out of print now, Space Hulk: Death Angel is a better value.
Picked this up recently pretty cheap at Amazon: here
I've been having a blast with it so far, but of course there are no minis to paint. . .
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- hotseatgames
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