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Author Topic: Let's Play Space Hulk! -Mission 0 Start-  (Read 19731 times)

Mephansteras

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Re: Let's Play Space Hulk! Wanna shoot some xenos?
« Reply #75 on: January 28, 2012, 05:15:53 pm »

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Sirus

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Re: Let's Play Space Hulk! Wanna shoot some xenos?
« Reply #76 on: January 29, 2012, 04:18:45 am »

Alright! To satiate certain poster's bloodlust, I have devised a simple, unofficial map. A "training mission", if you will. I call it...

Mission 0: Beachhead

++Welcome to the Sin of Damnation, brothers. This is Captain Raphael. You know our mission: to exterminate the genestealers lurking aboard this hulk, and avenge our previous loss.++

++650 years ago, aboard a hulk much like this one, all but 50 Blood Angels perished. That defeat has been a stain on our Chapter's history for far too many years. It is time to cleanse our shame.++

++We need to establish a central location for our brothers to rest and recuperate, to re-arm and repair. Our techmarines are already hard at work, but they need time to set up defenses and transfer their equipment. I need your team to hold this chokepoint until they are prepared:++



++The red triangle bearing our symbol is our fallback point. The purple triangles represent likely genestealer access points. You must not allow any of the foul beasts to get past you, or our efforts be may be over before they even begin.++

++Good luck, brothers. May the Emperor guide your efforts.++


Spoiler: Mission Setup (click to show/hide)
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Kilroy the Grand

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #77 on: January 29, 2012, 04:32:13 am »

I demand point! I shall take the empty room, and my flamer shall them against the bolters of my comrades! I will scorch the corridors, my battle brothers killing anything  that makes it through!
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warhammer651

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #78 on: January 29, 2012, 10:14:58 am »

I assume that the black lines are doors?

I think our best bet is to leave a generic marine holding the breakthrough square on continuous over watch. the distance between him and the main intersection should prevent any genestealers from closing in on him before he can fire a shot.

The rest of the squad should hold the main intersection and the room to the north. we only open the doors in the intersection, and nothing else. this should slow the stealers down by at least 1-2 turns.

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Xanatos Jr.

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #79 on: January 29, 2012, 10:21:08 am »

So am I allowed to give advice?
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warhammer651

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #80 on: January 29, 2012, 10:49:28 am »

I think anyone is allowed to chime in with advice
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Xanatos Jr.

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #81 on: January 29, 2012, 11:34:41 am »

Alright, we should enter the crossroads, leaving one bolter on overwatch in the south room to cover us if we fail horribly and need to fall back. We should then open the east and west doors to give us shooting room. Flamer should watch west, bolter east. The Sergeant should open the north door and stay there.
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Sirus

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #82 on: January 29, 2012, 01:14:27 pm »

I'm sorry, I should have mentioned this before, but the black lines are NOT doors. They are room dividers. See, weapons like flamers hit an entire room, and the black lines mark where each room begins and ends. There are no doors on this map.
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warhammer651

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #83 on: January 29, 2012, 02:46:02 pm »

oh.... That both simplifies things and makes them more difficult. I thought the flamer just hit a 3x3 grid instead of rooms.

Basic plan remains the same though
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BishopX

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #84 on: January 29, 2012, 03:27:55 pm »

I have a slightly different plan...which might work better. Leave the sword sargent and a grunt in the south room on over watch covering the corridor. the sargent has the best close combat skills (especially on guard), and so he should be the one the genestealers have to engage. Te other marine should be in the northern room covering to north room. The flamer should hang out in the north room near the door and deploy the flamer last in case of emergency (i.e the other marines didn't have enough AP to kill the genestealers in the rooms and go on overwatch.

The reason this approach is best is that it gives us optimal redundancy. A marine on overwatch has a 1/6 chance to jam his bolter every turn. If one marine is watching a corridor on  there is no guarantee that he will be able to kill the genestealers before they close, and if that marine is on overwatch for as long as 8 either turns, the odds of his weapon jamming are quite high. Having two marines with over lapping fields of fire drastically reduces the chances of a fatal jam.
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Luke_Prowler

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #85 on: January 29, 2012, 03:58:44 pm »

I will take part in this mission, for our chapter's honor and to bring His wraith upon these xeno scum

I thank that we should have both grunts take a corridor, the flammer in the north room and the captain in the south to keep the genestealers from getting in. The two bolter brothers take overwatch and fire as the xeno come closer, and once the tyranids get into assault range or if there's a large number of them, they retreat back and let the other two take stage, the captain blocking the genestealer's retreat and the flamer torching any in the middle cross road.
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Mephansteras

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #86 on: January 29, 2012, 04:33:06 pm »

I will take part in this mission, for our chapter's honor and to bring His wraith upon these xeno scum

I thank that we should have both grunts take a corridor, the flammer in the north room and the captain in the south to keep the genestealers from getting in. The two bolter brothers take overwatch and fire as the xeno come closer, and once the tyranids get into assault range or if there's a large number of them, they retreat back and let the other two take stage, the captain blocking the genestealer's retreat and the flamer torching any in the middle cross road.

What you need to keep in mind is that when the genestealers run in they'll probably be able to run all the way up to the marine. If his bolter jams, then the genestealer is in close combat and has a good chance of winning. That leaves you with a dead marine. Also, backing up is much slower than moving forward, and turning around in Terminator armor is also slow. So, you pretty much have to assume that the two grunts manning the side routes are going to die if you use that route.

It may work out ok as a strategy, since the grunts should hold out long enough for the flamer and Sergeant to win. But it's pretty much guaranteed to result in the deaths of one or both of those grunts.
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Sirus

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #87 on: January 29, 2012, 04:39:56 pm »

I will take part in this mission, for our chapter's honor and to bring His wraith upon these xeno scum

I thank that we should have both grunts take a corridor, the flammer in the north room and the captain in the south to keep the genestealers from getting in. The two bolter brothers take overwatch and fire as the xeno come closer, and once the tyranids get into assault range or if there's a large number of them, they retreat back and let the other two take stage, the captain blocking the genestealer's retreat and the flamer torching any in the middle cross road.

What you need to keep in mind is that when the genestealers run in they'll probably be able to run all the way up to the marine. If his bolter jams, then the genestealer is in close combat and has a good chance of winning. That leaves you with a dead marine. Also, backing up is much slower than moving forward, and turning around in Terminator armor is also slow. So, you pretty much have to assume that the two grunts manning the side routes are going to die if you use that route.

It may work out ok as a strategy, since the grunts should hold out long enough for the flamer and Sergeant to win. But it's pretty much guaranteed to result in the deaths of one or both of those grunts.
Don't forget that you can clear a jam using 1 CP, bringing you back to Overwatch status. Unless you specifically state otherwise, I will clear jams for you.
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BishopX

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #88 on: January 29, 2012, 04:51:58 pm »

I will take part in this mission, for our chapter's honor and to bring His wraith upon these xeno scum

I thank that we should have both grunts take a corridor, the flammer in the north room and the captain in the south to keep the genestealers from getting in. The two bolter brothers take overwatch and fire as the xeno come closer, and once the tyranids get into assault range or if there's a large number of them, they retreat back and let the other two take stage, the captain blocking the genestealer's retreat and the flamer torching any in the middle cross road.

Having one grunt take each corridor is a bad idea, there is no position in the corridor which allows both corridors to be covered without having at least one marine in a position to be eaten without one turn worth of warning. Keep in mind that genestealers get six ap, and can turn without penalty during movement. So a marine in the center space can be hit by one close combat attack the turn a stealer breaks cover. If there are two marines standing back to back, one of them (the off center one) will be subject to 2 attacks. Keep in mind that if the genestealers entering from the farthest entrances move first, the grunts bolter can jam before the closer stealer moves.

having one marine cover a corridor is an acceptable risk for a round or two while the rest of the team moves. It's not a good idea to count on one marine to hold a short corridor for many turns. If the marines hold the horizontal corridor, we will lose at least one, and most probably at least two marines.

Ninja edit... huh I didn't know who could spend cp during the genestealer phase. Can you give us the mechanics for causing a weapon to jam? I want to run the odds about how long it will take for a bolter to jam twice (i.e. how probable is it that on a turn when we only have 1cp, there will be more than 1 jam).
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Sirus

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Re: Let's Play Space Hulk! -Mission 0 Prep-
« Reply #89 on: January 29, 2012, 05:16:49 pm »

Again, bolters can only jam when firing on Overwatch, and only if a double is rolled. A jam may be cleared by spending 1 CP. CP can be spent at any time, either during your turn or to do things during the genestealer's turn (such as clearing jams). Anyone may use CP, but you only have a limited pool each turn to share.
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