Showing posts with label space hulk. Show all posts
Showing posts with label space hulk. Show all posts

Monday, January 6, 2014

Battle Report: Space Hulk Mission I: Suicide Mission

The limited-release of Space Hulk happened way back in 2009, and it took me a while to paint all of the miniatures for it, and even longer to play some games, and now, four years after its release, I have a battle report for it.

For this battle report Badelaire and I decided to start from the beginning and do the first mission, Suicide Mission. Badelaire would command the Blood Angels while I would command the Genestealers.

FORCES & DEPLOYMENT
Space Marines: The Space Marine player has one squad. It consists of a Sergeant armed with a storm bolter and power sword, one Space Marine armed with a heavy flamer and power fist, and three Space Marines armed with storm bolters and power fists. The Space Marine player depolys the squad on the starting squares shown on the map.

Genestealers: The Genestealer player begins the mission with two blips, and receives two reinforcement blips per turn. Blips may enter play at any entry area.

SPECIAL RULES
None.

VICTORY
Space Marines: The Space Marine player wins by firing the flamer at any square in the Launch Control Room. When this happens the game ends and the Space Marines win immediately.

Genestealers: The Genestealer player wins the moment he kills the Space Marine armed with the heavy flamer, or if the flamer runs out of ammunition before firing into the Launch Control Room.

Blood Angels:  Badelaire
Genestealers:  Darkwing
Deployment is shown above, with the Space Marines represented by the red circles, and the Genestealer entry points marked with the purple arrows.  The Space Marines must get to the Launch Control Room (marked with the green square) and immolate it with the heavy flamer before being overrun by the genestealers.

Friday, December 9, 2011

Lexicanium Calistarius

This guy was a pain in the butt.  I tried to paint him similar to the way he was painted in the rulebook.  Most of it wasn't too hard, but trying to get the force axe to look right was a trial.  With time I think I have gotten better at using layering as a technique, but blending/feathering continues to elude me.  I tried painting that axe over and over again, and it got to the point that I had to sand the layers of paint off the blade and start over...twice.  Clearly I need much more practice with it.  Perhaps I needed to try it first on a larger surface.  I'm still not entirely happy with it, but I'll have to chalk it up to experience...

Wednesday, November 30, 2011

Brother Claudio

Brother Claudio rounds out my terminators except for Lexicanium Calistarius, who is next.

Wednesday, November 23, 2011

Sergeant Gideon

And Sergeant Gideon finishes up the second squad.  Now it's off to paint up Librarian Calistarius.

Wednesday, November 16, 2011

Brother Valencio

Brother Valencio, the youngest of the marines in Space Hulk.  Like many youths, he seems to like to decorate himself a lot.

Wednesday, November 9, 2011

Brother Omnio

And here we have Brother Omnio, another one of the easier Space Hulk Terminators to paint.

Wednesday, November 2, 2011

Brother Scipio


Compared to some of the other marines in the Space Hulk group, Brother Scipio is one of the simplest to paint. But don't let that fool you into thinking he's not a badass. In the last Space Hulk game I played with him, he scored 18 kills.

Wednesday, October 26, 2011

Brother Leon


With Brother Leon I attempted to follow the technique that I saw on this post on From the Warp.  I can't say that I was entirely successful. 

Friday, October 21, 2011

Brother Goriel


Brother Goriel finishes Squad Lorenzo, so now I can start work on Squad Gideon. First up: Brother Leon.

Monday, October 17, 2011

Sergeant Lorenzo

Next guy finished is Sergeant Lorenzo.  I tried really hard to blend the inside of his skirt, trying to go for a brown out to a cream-white color, but I didn't quite succeed.  The whole "blending" technique continues to elude me, I guess. 

Monday, October 10, 2011

Brother Zael

I did some surgery on my digital camera, and am pleased to see that the surgery was successful.  As such, I can began to catch up in my documentation of recently completed miniatures.  Next up is Brother Zael from Space Hulk.

Monday, August 29, 2011

Brother Deino...Gah!


It took me more than a year to get back to painting my Space Hulk minis, but after painting Brother Noctis and a Genestealer, now I'm onto Brother Deino. The picture isn't so great, but things came out pretty well, I think, until...

Monday, October 11, 2010

Thoughts on the State of Gaming, Part 3

I think GW has a workable business model with The Lord of the Rings line, provided they marketed it right.  The Lord of the Rings Strategy Battle Game is a perfectly workable skirmish game--easy enough for a new player to get into with a relative minimum of effort.  Once they become a veteran and want to play games with huge armies, then they can "graduate" into playing War of the Ring, and purchase the additional loads of miniatures.  If The Lord of the Rings Strategy Battle Game was marketed as the "entry-level" game, it might attract new players.  As it is now, it seems to be presented as a sub-game to War of the Ring.


It seems to me that there are three levels of games that could be tapped in a logical progression for each genre.  
  1. A fast paced "board" game.  This could consist of interlocking board pieces like Space Hulk or Warhammer Quest, and a few miniatures that act as game pieces.  The game should have simple enough rules to appeal to players who are not gamers (the genre itself should keep the veterans interested).  The game should be something that you could play with your children or disinterested SO.  An example is the Settlers of Catan, which is arguably has some fantasy elements and yet is popular outside of traditional gaming circles.
  2. An intermediate level "skirmish" wargame.  This should contain more miniatures than the previous level, while not being huge battles, either.
  3. A wargame.  This is the level of the current games of Warhammer, Warhammer 40k, and War of the Ring.


The key to a marketing strategy like this is to ensure that the games should be as compatible as with each other as possible, at least in terms of the miniatures.  That ensures that a new player will "add on" to his army as he progresses up the chain, rather than feel like he has to "start over" each time.  

For each of the three main lines that GW has, I can envision the following tiers:

Warhammer:
    Tier One: Warhammer Quest.  A handful of characters doing a dungeon crawl to accomplish a quest.  
    Tier Two:  Mordheim, or something similar.  Basically warbands fighting each other for whatever reason.
    Tier Three:  Warhammer itself.

Warhammer 40k:
    Tier One:  A Warhammer Quest analogue, perhaps a Rogue Trader or Inquisitorial Retinue on a mission on board a space hulk to accomplish a quest, like retrieve an artifact and then escape.
    Tier Two:  A skirmish game, perhaps more like Necromunda, the original Rogue Trader version of the game, or something along the lines of the Kill Team rules from 6th edition 40k.  A disadvantage of Necromunda itself was that you couldn’t use the miniatures in Warhammer 40k, and, as far as I know, the vice versa.  Suffice it to say, it should a be a squad level game where each player has maybe a dozen miniatures.
    Tier Three:  Warhammer 40k.

The Lord of the Rings
    Tier One:  A game called something like “Escape from Moria”, where the Fellowship (or a small band of other heros), has to escape the mines of Moria before they are captured or killed by its evil denizens.  This is a different concept from the boxed set The Mines of Moria, which is the starter set to The Lord of the Rings Strategy Battle Game.  Rather, this game would have the interlocking game pieces like Warhammer Quest or Space Hulk, which creates Moria as the players explore it, searching for an exit.  
    Tier Two:  The Lord of the Rings Strategy Battle Game, albeit marketed at the skirmish level like it was originally envisioned.
    Tier Three:  War of the Ring.  

Having a tiered structure like this I think would attract more gamers.  As it is, many new players jump in and get hooked for life, while others start to get involved, build an army, get frustrated at the escalating costs or codex creep or whatever, and then and sell everything on ebay and leave permanently.  Those that are lost are going to tell others about their experiences, and potentially drive others away.  However, with more gaming options available, someone who gets frustrated might instead take a break from the Tier Three game and slide back down to Tier Two or One, and still have fun.  Even if their never go back up to Tier Three, they’re still playing games within the company, and even if they spend way less money than they used to, less is better than none at all.

Friday, October 8, 2010

Thoughts on the State of Gaming, Part 2

Another point of the Specialist Game Rant the I mentioned in Part 1 is that the purpose of the "side games" was to draw in new blood with the side games, in the hopes of hooking them into playing the more expensive flagship games.  What GW supposedly found was that the veteran players were being pulled away by the specialist games rather than new players being hooked into the hobby by them.


On the other hand, I know several people who are gamers but not miniatures gamers, who stay away from GW stuff simply because they don't want to invest the time and money required to buy and paint an army (this is also a primary reason I don't play MMORPGs).  In such a situation, a smaller game like Battlefleet Gothic would be much more palatable to them, as spending less than $100 can get you a decent fleet that won't even take very long to paint--even though many of the miniatures are still expensive metal. 


But it's a maxim of the business industry that it costs ten times more to attract a new customer than to keep a current one.  Every veteran of Warhammer or Warhammer 40k is going to get burned out eventually, and want to play something else, if only for a while.  If the specialist games exist, the veteran will likely go to those.  Even if the veteran never comes back--they're still playing within the company.  If the specialist games aren't available, then the veteran might just leave the company and play another company's game, like Warmachine.  And then they might like that game better...and never come back.


I find myself in that position right now--after not playing Warhammer 40k for a while, I'm looking at Warhammer a little bit, but it'll be a long time before I can build up a workable army, so my motivation is low.  In such a situation, I'd be interested in checking out some of the other games, for example Warhammer Quest, Man O'War, Mordheim, Necromunda, who knows?  But none of them are readily available


The main one that is right now, Battlefleet Gothic, is great, and in fact that's the last game I played.  Many of the people who have read my battle reports have said that they've enjoyed that I've incorporated Battlefleet Gothic games into my 40k mini-campaigns.  With GW support of other games, I could potentially do the same thing with them... (for example, a Mordheim or Man O’ War game incorporated with Warhammer.  How can that not be cool?).  GW would do well to have more cross over campaigns and battle reports.  The intermingling of fans of both games can only serve to increase the popularity of both.

Thursday, October 7, 2010

Thoughts on the State of Gaming, Part 1



It's been almost three months since I bought anything GW-related. The reasons are many--but boil down to distractions and discipline, pretty much in that order. As can happen with many hobbies, it's become a situation where I want to get back into it, and even feel a little guilty about not being more into it, but I'm not motivated enough to dive in it yet. Possibly this is related to the fact that I haven't even played a game since early June.



My White Dwarf subscription is nearing expiration, and for a while I was seriously considering not renewing (eventually I think I'll crack).  The battle reports in White Dwarf were the original reason I got into doing up my own battle reports, and were by far the most interesting articles to me. Nowadays, even though their battle reports are little more than showcases for their army of the month, I still find them interesting reads, if only to read about the new armies and what has changed.  Sure, I can probably get more news and battle reports than I know what to do with on the internet, but there's still something about having the magazine in hand that is appealing (much in the same way that holding an actual miniature can in ways be more appealing than just looking at a video game character).


Despite the fact that I haven’t played the games all that much recently, nor have a I painted very diligently recently, I’ve spent plenty of time thinking about it, both the games and the hobby.  What I like about it, what I don’t like, and what I think is missing.  The benefit of being out of the loop is...perspective.


I found an interesting link while surfing recently: It's some generic rants about the state of GW games and the company's marketing practices, and even though they are 5-6 years old, much of it still rings true.


One of the rants in particular talks about the demise of the Specialist Games, which I think is a real tragedy. The short of the story is this: Back in the old days GW had its two flagship games, Warhammer Fantasy Battle and Warhammer 40,000, but also released rules and miniatures for many other games. These other games, while popular with dedicated fanbases, didn't attract quite the same audience as the two main ones. As such, GW has essentially discontinued the specialist games in favor of their "primary" games.


This seems antithetical to the original purpose of Games Workshop. I don't purport to know what GW's original "mission statement" was, if it even had one, but a company that has a name like "Games Workshop" seems to have an implied purpose. Namely, creating games. Creating two games and then sticking with them (albeit with new editions) doesn't fit that title very well. Back in the 90s when there were a dozen games running around, many with their own dedicated miniatures lines, with new games being developed all the time...that when was Games Workshop actually lived up to its name. Even though I'm not interested in playing all of the games available then, I still wish some of them were still around.


One of the major problems I think is maintaining the multiple miniatures lines. With the move to mostly plastic miniatures, I would think that separate miniatures lines would be easier to maintain. I think the market still exists for Epic 40k and Battlefleet Gothic, and probably a smaller market exists on the fantasy side (Warmaster and Man O'War (the latter despite being discontinued)).  The online communities that remain for these games are a testament to this.


The example set by Gorkamorka was a bad move in my opinion.  while the miniatures themselves were cool and usable in 40k, why the switch to different bases? The only reason I can think of to do it is to provide some distance from 40k and emphasize the game’s differences.  But why would you want to do that?  Perhaps the fear was that people would think the game was essentially the same as 40k, and so there was no reason to get it.  But it’s well known that many players buy the various boxed games because they just want the miniatures.  By having a different basing style, it’s an immediate turn off.


The current method of revitalizing The Lord of the Rings line by making The War of the Ring game is a better approach. Yes, The War of the Ring uses additional bases, but you don't have to re-base the existing models you have--you just plop them into the new, large bases. 



Space Hulk is an anomaly--which makes me think it was an experiment to test the waters.  From the beginning GW said it was a one-shot deal-- (although this has generated no end of skepticism by the cynical, who assumed that it was just a marketing ploy, and that it would remain in production indefinitely).  As a one-shot, the fact that most of the miniatures can’t be used in 40k without modification to their bases isn’t as much of a problem.  But still...I’m hoping that Space Hulk was just a “one shot” in that it they won’t support it beyond the initial release, and not that it was the only “old school” game that they ever intend to re-release.

Monday, September 13, 2010

Space Hulk Genestealer

Finished my first attempt at a Space Hulk Genestealer.  I don't think the above photo really does it justice.  I put gloss varnish on the claws, armor plates, and tongue, but it doesn't show up in the picture.  The highlights are a little more vivid as well on what is mainly a very dark model, but those are hard to see as well. 

Anyway, the color scheme is a reversal of my 40k genestealers.  I wanted something even darker and more sinister looking.

In any even, I'm so behind in painting miniatures that anything at all that I complete is a step in the right direction, hence this post.

Tuesday, August 10, 2010

Brother Noctis

Painted my first Space Hulk miniature this past weekend, Brother Noctis.
The highlights didn't photograph as well, but they weren't really "extreme" highlights to begin with.  I gave this guy a good coat of Testors Dullcote as well to give the paintjob some staying power.

I'll slowly work on the other miniatures from Space Hulk, but only once in a while to give me some variety from all my other projects...

Monday, July 19, 2010

Miniatures Queue Update

Since I've added the Abandon All Hope blog, I've made some changes to the Miniatures Queue, to reflect the addition of fantasy miniatures that I've added to my task list.

I've split up the Miniatures Queue into subdivisions: 40k, Warhammer, LotR, Battlefleet Gothic, and Space Hulk.  I've left out Epic (for now), because that would truly make things scary.

The queue will probably spike several times in the near future as I get more organized and identify more miniatures I want to paint (and possibly make some ill-advised impulse purchases).

I've removed projects such as terrain projects and other scratchbuilt ideas from the queue.  I do have lots of ideas, but they frequently change.  As the queue is supposed to be a measure of mountain of miniatures I'm trying to reduce, scratchbuilt/terrain projects don't really apply here.

So here's the new queue, as of today:

Warhammer 40k:185
Lord of the Rings:147
Warhammer:80
Space Hulk:38
Battlefleet Gothic:3
Total:453

Monday, September 28, 2009

First Games of Space Hulk

After owning Space Hulk for nearly a month now, I finally got to play it. I met up with Badelaire yesterday and played two games, both Mission I: Suicide Mission, first as the Genestealers, then we swapped sides and I played the marines.

In Game One Badelaire's marched down the corridor, killing stealers along the way, until on one turn Badelaire neglected to put a marine on overwatch, allowing one of my stealers to get close, killing that marine, and then the Heavy Flamer behind him, winning me the game. Both of us taking lessons learned from Game One, we replayed the mission with me as the marines. This time I advanced quickly down the corridors and had to change my plan midstream, as the genestealers were piling up awfully fast. Having lost one of my scouts, I resorted to firing the Heavy Flamer to clear a path, which proved decisive. Using it again I blocked off more genestealers, allowing me to make a made dash for the control room. Aided by a lucky draw from the Command Point pool, I was able to get to the room and flame it, winning me the game.

I do have to say that timer on the Space Marine side adds immeasurably to the tension and excitement. It keeps the players focused on the task at hand, and forces the Space Marine player to be decisive. On the other side of the coin, the fact that the Genestealer player has untimed turns can be used to the Space Marine Player's advantage. When the Genestealer Player is thinking about what to do, the Space Marine player can use that time to plan his next turn. In my own experience, I tried to plan very quickly and move most of my marines fast, and then take some time to consider the best use of my command points.

As for the game experience itself, I noticed that some of the genestealers were a pain to fit on the board next to other genestealers, mainly the ones standing on girders, i.e., the ones with the larger bases.

Finally, I want to add that while the map for Mission I seems very simple--all the marines have to do is walk down the hall and turn left--the simplicity gets lost very quickly as the genestealer start filling the hallways. It ends up being far more tense and exciting than the simple map would lead you to believe.
-Darkwing

And now for Badelaire's take on the games:
Playing two games, one as Terminators and one as Genestealers, I can definitely see the fun in even a short and simple mission. Being able to use the different special rules, such as Overwatch or Guard, as well as the "blip" rules and the different sorts of weapons, gives you a variety of options. Just like Chess or Checkers or a lot of other very well designed boardgames, I can see Space Hulk to be a game that takes an hour to learn, but far longer to master.
A few random thoughts come to mind.
  • Even though some missions rely on a lot of movement on the part of the Terminators, sometimes it might be best to avoid advancing for a turn and instead focus on setting up Overwatch and hosing the Genestealers. Getting too close and allowing an assault is a bad idea.
  • Heavy flamers are your friend. Not only are they potent weapons, but their flame template works great to block the advancement down a passageway. Used carefully, a Heavy Flamer can definitely turn the tide of battle.
  • If you're playing Genestealers, use facing to your advantage. Coming at the Terminators from multiple directions that force them to position themselves so they are looking in different directions means they have to waste precious AP to turn and face you, and also allow you to move in on them "unseen" as well as allow for flank attacks (meaning a tie goes to the attacker).
  • It might not seem all that effective at first blush, but the Terminator's shooting can be really effective. You'll have to decide on a case by case basis whether the Move & Shoot maneuver or standing still and using Sustained Fire will be more effective, but with a little luck and a few Command Points, a Terminator can clear a corridor of several Genestealers in a single turn of shooting.
All in all, I really enjoyed the game, despite being the loser in both. I'd definitely be up for more games, especially trying out options like Lightning Claws, Assault Cannons, and the other Terminator goodies.