|Genestealers, Kettle Chips and Jelly Babies: Just the thing for a sunny Glasgow Saturday. |
Blimey, that last blog post was awfully popular. It seems quite a few Glasweigans were interested to read about The Dragon & George's demise.
Unfortunately, this post is a loss less inspirational and is a lot more "Me playing a board game".
|Here we go again!|
My old university chum Aaron found himself with an afternoon to spare, so he came round to mine angling for a game of the new Space Hulk. He owned the second edition and has played it but not in a long time. We decided to sneak two games in - first playing Suicide Mission again, then moving on to the second mission.
Aaron took the role of Space Marines, trying to break my streak, as we began our first game.
|The first blips reveal.|
Aaron started a lot stronger than either Sister Superior or I did with Suicide Mission. He followed some of the advice of commentators from last time - he overwatched heavilly, spent some Command Points on the Genestealer turn to confuse me and generally advanced slowly but surely.
|Things go better on the other side.|
Things went a lot better on the front side where his Sergeant lead the way, blasting through swatches of Genestealers and clearing a path while the Flamer snuck round the side.
|The thick of combat at the crossing.|
Things felt overall a little more in his favour, partly because he had good luck (such as winning in a melee with Space Marines more than once!) and partly because he advanced more carefully than I did.
|Excellent dice luck|
|The end of the road.|
Alas, it still wasn't to be and with the target in sight his Flamer marine was surprised from behind by a Genestealer who snuck through the Sergeants overwatch. His Flamer marine tried to lock down oncoming enemy with Flamer bursts, but he just didn't have the ammo to cover all angles. Another Genestealer win!
|Mission 2 on the floor|
We then switched missions and roles, moving down to my floor because the board layout was so goddamn big. This mission sees Space Marines starting spread out, one in each of the 3 x 3 rooms. Victory is obtained by killing every Genestealer or by preventing the Genestealers from entering the table by covering all the entrance points. There's also different kit - the Sergeant has a Thunder Hammer and Storm Shield for excellent melee but no ranged while the heavy weapon is the rapid-firing Assault Cannon.
The Assault Cannon and a Bolter were sent to the bottom of the map while two Bolters and the Sarge took the top. It took a few turns for anyone to close in on each other wtih a lot of movement required to cover the larger board space. Alas, the first Bolter marine up the top was quickly devoured the moment anyone got close to anyone - his gun jammed and he was easy prey.
|The hero of the hour - the Bolter marine who headed down the bottom of the board|
|Thunder Hammer Sarge slams his opponents down. Excuse the Jelly Baby!|
|Mid-game progress With the bottom locked off, only the top has any blips|
My Bolter marine down the bottom got close enough to prevent Genestelaers arriving via the bottom sections - if he was within 6 squares of an entrance they were unavailable. Therefore the last of the blips had to enter by the top. Sheer numbers saw the demise of the Sarge and Bolter marine up there, but only after they'd claimed quite a few corpses leaving just 4 Genestealers left on the table.
|Sarge finally falls: Attacked from the side he loses many of his bonuses|
|Victory is sweet|
I'm still unconvinced that Suicide Mission is well made. I suspect the earlier edition rule of "one blip per turn" is enough - either that or drop some of the 3 blips so one doesn't end up as drowning in Genestealers. To be honest, overall I do wonder if there's too many 3 blip tokens and if more 2s would be better for the game.
Despite losing both times, Aaron seemed to have fun and hopefully we'll play again. After a few years out of Warhammer he's been bitten by the painting bug, so you never know - I might also have a new 40K opponent coming up...