Beiträge von f-p-p-m im Thema „Space Hulk 3rd“

    Zitat

    Original von Attila


    Mach mal Fotos ... ich bin noch mit mir am Kämpfen ob ich das auch machen oder nicht.


    Atti


    So, heute bin ich endlich fertig geworden, morgen oder Montag gibt es dann die Bilder.
    Ich habe mich an kein GW Farbschema gehalten, sondern die Figuren nur annähernd wie im Original bemalt.
    Da mein Augenlicht immer schwächer wird und ich erst im Januar einen Termin beim Augenarzt habe, darfst Du
    aber keine Meisterwerke erwarten :floet:


    Bemalen lohnt sich auf jeden Fall, selbst wenn man nur die Dipping Methode verwendet !
    http://www.boardgamegeek.com/thread/441415

    Zitat

    Original von Attila
    Ich hab' die erste Mission gestern 5 oder 6 mal gegen die Wand gefahren. Das ist garnicht so einfach.
    Atti


    Ging mir genauso, aber ich versuche es weiter, denn es ist wirklich nicht schlecht gemacht.
    Und an diesem WE dürfte ich endlich mit dem bemalen meiner letzten Space Hulk Figuren fertig sein :cheer:

    Comprehensive List of Differences Between 1st and 3rd Edition Rules
    http://geekdo.com/thread/443664


    oder:


    To help my fellow 1st edition fans make the transition to 3rd edition, I took the time to create this little comparison of the core rules differences between the two editions. Second edition is not covered. I also did not cover Death Wing and Genestealer expansion rules that are not included (in some capacity) in 3rd edition. Hopefully it will be of some use. Feel free to correct mistakes/omissions in the comments and I will update this initial post.


    The Timer


    1st Edition: The order of play begins with the Set Timer Phase. The Stealer player announces the beginning of the Marine player's turn, at which point the Marine player has three minutes (which includes the Command Phase, and the Marine player drawing CPs).


    3rd Edition: The sand timer is the only timepiece. The timer is started during the Command Phase by the Stealer player once the Marine player places his CP marker on the Mission Status Display.


    Sergeants


    1st Edition: The Marine player loses 30 seconds to his turn time per each Sergeant killed.


    Sergeants do not allow CP chits to be redrawn.


    3rd Edition: Killed Sergeants have no effect on the sand timer.


    The Marine player may redraw his CP chit during the Command Phase if he has at least one Sergeant in play.


    Marine Command Points


    1st Edition: The rules specifically state that CPs may be used during an active Marine's turn to move another Marine, without inactivating the active Marine.


    The 1st edition rules specifically state that CP actions taken during the Stealer turn must be performed by a Marine that saw the triggering event.


    3rd Edition: This clarification that CPs may be used during an active Marine's turn to move another Marine is absent from the 3rd edition rules. Consensus among players is that the clarification still applies.


    The clarification that CP actions may only be taken during the Stealer turn by a Marine that saw the triggering event is missing from 3rd edition.


    Marine Actions - Turn & Fire


    1st Edition: A Marine may not turn and fire a Storm Bolter or Assault Cannon. Rules for this were added later, but are not in the 1st ed rulebook.


    3rd Edition: A Marine may turn 90 degrees and fire a Storm Bolter or Assault Cannon for 1 AP. The shot must be taken after the 90 degree turn is complete.


    Stealer Actions


    1st Edition: A Stealer may turn 90 degrees as a 0 AP cost Action, and 180 degrees as a 1 AP action. A 90 degree turn counts as an action, just one that does not deplete any of Stealer's 6 APs. Turning is always considered a separate action.


    A sideways move costs 2 APs.


    3rd Edition: A Stealer may turn (in place) 90 or 180 degrees for 1 AP. However, a Stealer may also turn 90 degrees as part of a move action. The Stealer may move forward or sideways with a turn for 1 AP, and may move backward with a turn for 2 AP. The turn may take place before or after the move (but not both - only one 90 degree turn may be made). The entire move and turn sequence is considered a single action.


    A sideways move with no turn costs 1 AP.


    Line of Sight (and Fire Arc)


    1st Edition: A Marine's Line of Sight extends a full 180 degrees (orthogonally outward from the "west" to the "east" of the figure).


    3rd Edition: A Marine's Line of Sight extends in a 90 degree arc to its front (diagonally outward from the "northwest" to the "northeast"). In effect, the LOS is now exactly the same as the (1st edition) Fire Arc. As a result, Fire Arc is absent from the 3rd edition rules.


    Clarification: The "Corners" description on page 12 of the 3rd edition rulebook has been incorrectly interpreted by some to imply that a marine can "peek around a corner" and see all the way down the corresponding corridor. This is incorrect. The marine can still only see the diagonal squares forward.


    Diagonal Line of Sight into Rooms/Wide Corridors


    1st Edition: A Marine's Line of Sight extends from the center of its square to the center of the target square (the "piece of string" method). If the line crosses an obstacle (wall or model) LOS is blocked. If the line only touches the tip of a corner, LOS is not blocked.


    LOS along a diagonal is blocked if walls/models are on both sides of the diagonal. So...


    XB
    AX


    If walls/models occupy the X spaces, LOS from A to B is blocked.


    3rd Edition: A Marine's Line of Sight into the side squares of a room (relative to its position) is always blocked unless the Marine is standing at the entrance to the room.


    To clarify, in the example on page 13 of 3rd edition rulebook, the Marine with the red "X" next to it would have LOS to the two Stealers if 1st edition rules were used, but not 3rd edition. This is further exemplified on page 17 of the 1st edition rulebook.


    The clarification of LOS along a diagonal is missing from the 3rd edition rulebook.


    Sustained Fire


    1st Edition: A Marine gains a sustained fire bonus on a single target provided it does not perform any other actions (including moving) during or between shots. The second shot at the target kills on 5+, the 3rd shot kills on 4+, and the 4th and subsequent shots kill on 3+.


    The example on page 20 of the 1st edition rulebook confirms that the sustained fire bonus does not "start" if the first shot was taken during a Move and Fire action. In other words, the first shot must be taken by a Marine standing still in order for the second shot to gain the sustained fire bonus.


    Marines never gain a sustained fire bonus while shooting on Overwatch.


    3rd Edition: A Marine gains a sustained fire bonus on a single target provided it does not perform any other actions (including moving) after the first shot. The second and subsequent shots at the target kill on 5+.


    The example on page 19 of the 3rd edition rulebook confirms that the sustained fire bonus can "start" if the first shot was taken during a Move and Fire action. In other words, the first shot may be taken by a Move and Fire action (and, it can be assumed/implied, a Turn and Fire action?), and the sustained fire bonus can be taken on the next shot, provided the Marine does not move.


    Marines gain a sustained fire bonus when shooting at the same target while on Overwatch.


    Overwatch


    1st Edition: A jammed weapon ends Overwatch. A Marine wishing to go back on Overwatch must wait for a triggering Stealer move to clear its weapon (1 CP) then wait for another triggering Stealer move to go back on Overwatch (2 CPs). On the next triggering Stealer move, the Marine Overwatch-fires.


    A jammed weapon stays jammed until it is cleared at the cost of 1 AP.


    3rd Edition: A jammed weapon does not end Overwatch. A Marine must wait for a triggering Stealer move to clear its weapon (1 CP). On the next triggering Stealer move, the Marine Overwatch-fires (but does got gain s sustained fire bonus, due to the action spent clearing the weapon).


    A jammed weapon is automatically cleared at the end of the turn during the Mission Status phase.


    Leaving Overwatch


    1st Edition: A Marine may voluntarily go out of Overwatch for 0 APs.


    3rd Edition: The above rule is absent from 3rd Edition.


    Guard Action


    1st Edition: This rule does not exist in 1st edition.


    3rd Edition: This rule has been added to 3rd edition.


    Involuntary Conversion


    1st Edition: The rules do not state that a blip may open a door to "involuntarily" reveal itself.


    3rd Edition: The rules imply a blip may open a door to "involuntarily" reveal itself.


    Ladders


    1st Edition: The cost for a Stealer to move up or down a ladder is 2 AP.


    A Marine may jump down a ladder/pitfall space.


    Line of Sight can be traced to and from squares adjacent to a ladder, allowing weapon fire between floors.


    A Marine may not initiate a close assault on a ladder square, and may not harm a Stealer who initiates a close assault.


    3rd Edition: The cost for Stealer to move up or down a ladder is 1 AP. There is 1/6 chance a Marine will fall from a ladder.


    Jumping into a ladder/pitfall space rules have been removed.


    Line of Sight rules associated with ladders have been removed. The attacker may fire at or close assault the model on the other end of the ladder as if both models were adjacent and facing.


    A Marine may initiate a close assault on a ladder square, and may kill a Stealer as a result of a close assault combat.


    Assault Cannon


    1st Edition: With a sustained fire bonus, the second shot at a target kills on 4+, the 3rd shot kills on 3+, and the 4th and subsequent shots kill on 2+.


    An assault cannon may fire on Full Auto.


    An assault cannon that malfunctions destroys Stealers and doors on 4+, and Marines and bulkheads on 5+.


    3rd Edition: With a sustained fire bonus, the second and subsequent shots kill on 4+.


    The Full Auto rules have been removed.


    An assault cannon that malfunctions destroys all models and doors on 4+. Bulkheads are not mentioned.


    Chain Fist


    1st Edition: Marine may automatically destroy a bulkhead for 2 APs, and a door for 1 AP.


    3rd Edition: Marine may automatically destroy a bulkhead or a door for 1 AP.


    Heavy Flamer


    1st Edition: A Marine may self-destruct its Heavy Flamer for 1 AP (and 1 ammo), destroying every model and door in the board section.


    A model that survives its initial hit by the flamer may freely move throughout the affected board section with no further damage from the fire.


    3rd Edition: Self-destruct rules have been removed.


    A model that survives its initial hit by the flamer is re-attacked by the flames each time it moves to a new square within the affected board section.


    Lightning Claws


    1st Edition: The Marine rolls 2 dice in close assault and gains a +2 modifier to the high roll.


    3rd Edition: The Marine rolls 2 dice in close assault and gains a +1 modifier to the high roll.


    Storm Shield


    1st Edition: The Marine may parry a frontal attack, exactly like the Power Sword, plus parry close assaults coming from the left side of the model.


    3rd Edition: Parry has been replaced with Block. Stealers close assaulting from the front roll one less die.


    Thunder Hammer


    1st Edition: The Marine gains a +2 modifier in close assault.


    A Marine may self-destruct its Thunder Hammer for 1 AP, destroying every model and door in the tile.


    3rd Edition: The Marine gains a +1 modifier in close assault.


    Self-destruct rules have been removed.


    Librarians


    1st Edition: Librarian rules vary depending on which expansion rules are used (Death Wing or Genestealer).


    3rd Edition: The Librarian rules are greatly simplified.

    Ich finde ja schon den Dialekt absolut Klasse, der Typ ist echt der Hammer.
    Und ein neues Lieblingslied habe ich jetzt auch !


    :)
    Don´t you come near me, baby. I´m on Overwatch !
    I don´t give a Damn, baby. Let me see what you got !
    I´m on Overwatch, baby.I can have a shot at you!
    I don´t give a Damn, baby.I betcha roll a double two !
    Aw baby,I just rolled a six ! That means you can kiss my dick.
    Aw man he just rolled a Goddamn six ! That means I done kissed his dick!
    :)

    Zitat

    Original von Attila
    Wenn es dir nur um die Marines geht, hol dir einfach ein Starquest - wir auf eBay stündlich weggeschleudert (da gibt es aber auch abartig viele von). Da hast du zwar nur 3 oder 4 Genestealer bei, dafür aber 15 Marines in 3 Farben und sonstige böse Kreaturen incl. Radar-Blibs für diese.
    Atti


    Starquest hatte ich auch, Teile davon fliegen noch bei mir rum, die Figuren waren Grottenschlecht und außerdem nicht in meiner geliebten Terminator Uniform wie bei SH.
    Ich habe jetzt sogar noch 2 Hybriden, 1 (Zinn) Scriptor und fünf Tyranniden ausgegraben, mal sehen wie ich die in SH einbaue.
    Evtl. werde ich mir sogar bei GW noch einige Figuren kaufen, aber das wird sich erst lohnen wenn SH wieder öfter auf den Tisch kommt.

    Ich finde es dann schon eher interessant die Figuren aus 2 Boxen zu benutzen und dann eine 4er Partie zu erstellen.
    Wir planen schon jetzt etwas größeres, mit den Genestealern aus den ersten beiden Editionen plus den Figuren aus der 3ten, das Ganze dann in einer Hulk mit 3 - 4 Stockwerken auf einem 1 x 2 Meter Tisch.
    Ich brauche nur noch mehr Marines, da ich meine damals in einem Anfall zusammen mit meinem WH40k Zeug zusammen
    verkauft habe.
    Auf Preissteigerungen zu spekulieren und später zu verkaufen, dazu habe ich weder Lust noch Geld.

    Am schlimmsten fand ich die kleinen Kelche die als Verzierung an einigen Waffen dranhängen, die Stiele der Kelche sind verdammt dünn.
    Ich habe die Rahmen der Genestaler und Marines erst mit der Schere in Portionen geschnitten und dann die Teile mit einem Nagelknipser und einem Teppichmesser herausgelöst, funktionierte ganz gut.
    Jetzt ist dann das Anmalen dran, was sicher eine Zeitlang dauern wird.

    Ich war mir nichtmal der Tatsache bewußt, daß es die 3rd Ed. auch in deutsch gibt, da bin ich ja mal gespannt welche Version ich nun bekomme, denn danach habe ich nicht gefragt, weil ich sowieso davon ausgegangen bin das es nur auf englisch rauskommt.

    Auf BGG gibt es da eine gute Lösung:
    http://www.boardgamegeek.com/image/555730


    Ich habe mir das Spiel heute auch geordert, da ich zwar die 1st und 2nd Edition habe, aber die Terminatorfiguren mittlerweile mit meinem ganzen Warhammer 40k Zeug zusammen verkauft habe und nur noch mit den Stealern und ein paar Figuren die ich für mein Aliens Spiel hatte, gespielt habe. Mit den Räumen und Gängen aller drei Editionen kann ich mir dann eine Riesenhulk bauen und wahrhaft Epische Szenarien entwerfen.
    Ich freue mich schon auf das anmalen der bislang besten SH Figuren.