Space Crusade Mission 1: Seek & Destroy - COMPLETED
Re: Space Crusade Mission 1: Seek & Destroy
In the film, Gorman ends up being quite heroic at the end before dying horribly. Could be an omen?
Btw, I've updated the Mission Stats section in the opening post with all your Order/Equipment cards for this mission.
Btw, I've updated the Mission Stats section in the opening post with all your Order/Equipment cards for this mission.
Re: Space Crusade Mission 1: Seek & Destroy
So while we're waiting for the others to roll for initiative, are there any gameplay tips you would suggest for someone who's a complete novice to the game, Maturin?
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Re: Space Crusade Mission 1: Seek & Destroy
Sure, the main advice would probably always be "Avoid H2H combat like the plague", unless it's your commander fighting.
Seriously, a lowly Gretchin can take out a Space Marine. All it needs is to roll a 1 on its single D6, and for you to roll a 5 & 3 (which is classed as 0 because we ignore 3,4,5,6) on your 2 D6 for you to die. Some chapters have equipment cards to assist with H2H, but it's still incredibly risky.
So you need to keep looking at where the radar blips/enemies are and how many squares there are between you and them. You want to try and manoeuvre your marines so that you get the best opportunity to open fire on a bunch of aliens before they can get to you.
* Assault Cannon is a great weapon against Gretchins & Orks which are dotted around at all angles. It's not as powerful as the other 2 heavy weapons, but you can split your fire 360 degrees, so it's very versatile.
* Don't let Equipment/Order cards go to waste. If an opportunity arises to make optimum use of them, don't be afraid use them early in the mission when you have enough marines to get the most out of them.
* But keep the Melta Bomb card in hand, especially if you know there's a Dreadnought lurking on the board somewhere. Probably the best 'one-use' Equipment card in the game.
Seriously, a lowly Gretchin can take out a Space Marine. All it needs is to roll a 1 on its single D6, and for you to roll a 5 & 3 (which is classed as 0 because we ignore 3,4,5,6) on your 2 D6 for you to die. Some chapters have equipment cards to assist with H2H, but it's still incredibly risky.
So you need to keep looking at where the radar blips/enemies are and how many squares there are between you and them. You want to try and manoeuvre your marines so that you get the best opportunity to open fire on a bunch of aliens before they can get to you.
* Assault Cannon is a great weapon against Gretchins & Orks which are dotted around at all angles. It's not as powerful as the other 2 heavy weapons, but you can split your fire 360 degrees, so it's very versatile.
* Don't let Equipment/Order cards go to waste. If an opportunity arises to make optimum use of them, don't be afraid use them early in the mission when you have enough marines to get the most out of them.
* But keep the Melta Bomb card in hand, especially if you know there's a Dreadnought lurking on the board somewhere. Probably the best 'one-use' Equipment card in the game.
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Re: Space Crusade Mission 1: Seek & Destroy
I rolled 11
Re: Space Crusade Mission 1: Seek & Destroy
14 for me.
Re: Space Crusade Mission 1: Seek & Destroy
By the way, could you let me know which of your weapons is going to have the Targeter?
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Re: Space Crusade Mission 1: Seek & Destroy
Ah yeah, the plasma gun.
Re: Space Crusade Mission 1: Seek & Destroy
I'll probably only be around intermittently until around 8pm due to half-term and kids' bedtime, so if we want to be all on at the same time might best around then (assuming it works for everyone)...
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Re: Space Crusade Mission 1: Seek & Destroy
8pm's fine for me...
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Re: Space Crusade Mission 1: Seek & Destroy
I'll try for 8
Re: Space Crusade Mission 1: Seek & Destroy
Good for me, gives me time to settle down from work.
Are the red doors able to be opened by the marine players?
Are the red doors able to be opened by the marine players?
Re: Space Crusade Mission 1: Seek & Destroy
Yeah, I was going to mention the doors a bit more once we started but now's a good time.
* All Marines, Aliens and radar blips can open doors. (The red line means the door is closed)
* It costs nothing to open a door.
* Doors can't be closed once they're opened.
* To open a door you need to be standing in one of the 2 squares next to it.
* But you're allowed to move diagonally through a doorway if it's already open.
Re: Space Crusade Mission 1: Seek & Destroy
Good stuff. Do I have to issue all my move orders at once or can I do them one at a time to see what each Marine uncovers?
And more importantly. I take it that Marines can't shoot through each other?
And more importantly. I take it that Marines can't shoot through each other?
Re: Space Crusade Mission 1: Seek & Destroy
You move/attack with each unit one at a time before moving on to the next one.
And yes, although you can move through your Marines, you do need line of sight for firing (from the centre of your square to the centre of the target square). But... you can fire the plasma gun through your marines if you want to, since that just fires in straight lines continuously. If you don't mind killing the marine.
Also, the very first time a Marine enters a quadrant, once you've finished its move I then place all the radar blips in that quadrant.
Order cards must be played at the very start of a turn. Equipment cards can be used at any time during a turn.
And yes, although you can move through your Marines, you do need line of sight for firing (from the centre of your square to the centre of the target square). But... you can fire the plasma gun through your marines if you want to, since that just fires in straight lines continuously. If you don't mind killing the marine.
Also, the very first time a Marine enters a quadrant, once you've finished its move I then place all the radar blips in that quadrant.
Order cards must be played at the very start of a turn. Equipment cards can be used at any time during a turn.
