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Keep this card on your hand first. Play this card at the beginning of your turn when an Android has been killed. Place an Android back on the board, exactly where it was killed. It may immediately move and attack.
instead of placing 1 Genestealer, place 1 Genestealer next to each Commander.
(as opposed to using only 5, only in the R slots and moving them next turn)Take 1 reinforcement blips per Marine player, dreadnoughts excluded. Place these anyhwere you like, out of sight, in addition to the usual number. They can immediately be used.
Switch the position of two revealed Figures.
If more than one Marine player is here, additionally place 1 of your reinforcement blips per marine player in one of the two positions, even in plain sight. They can immediately be used.
If there are less than 3 Marine players, choose one. They will receive an additional order card.
All Commanders may not move nor attack this round, as they must report in.
If there are two or more Marine Players, one Marine (no Commander) steps on a mine. Make a rocket launcher attack on his square.
Mix the unused Reinforcement tokens and then pick one per Marine Player at random to add to your Reinforcement Pool.
Anderas wrote:I just googled the box. There seem to be 5 Necrons with single-barrel-weapon and 5 Necrons with double-barrel weapon.
Fluff-wise, Space Crusade Androids are a totally different thing from Necrons, partially because Necrons haven't been invented when Space Crusade came out.
I would go for the base game Android stat with 3 white dice at least for the single-barrel-weapon guys. Those are the only ones who use 3 whites in the game, so why take away their specialty (not sure it is soooo great as specialty )
The double-barrel-guys, I agree with you, it's a fine proposal to give them the white dwarf stats...
Don't give the Space Marines 8 movement. I guess that would break the last little bit of balancing that there is. The Evil guy needs some places to hide the more valuable figures when a board is revealed, with 8 Movement you would take that away.
Scarabs, thoughts
They can't shoot.
Close Combat, 4 attacks with 4+ means 2 attacks in reality. 6+ autowound means, you roll 2R, every 3 wound's it's target but that's not Space crusade rules. Maybe we can make an exception?
Move, I'd say "gretchins", 8 squares
Life points - 4 life points like in the codex?
Armour - no armour to speak off, so let's say 0.
Fly - let's say they can move through occupied squares as if they were empty
Plus one new Alien Event card if you use that many necrons:
Android Repair
Keep this card on your hand first. Play this card at the beginning of your turn when an Android has been killed. Place an Android back on the board, exactly where it was killed. It may immediately move and attack.
If you want to reprint the cards anyway, I have some balancing proposals for you.
* The cards are currently antibalanced. If a single GSG enters the ship, the game lasts longer, so you draw more, which is enough to kill them. You draw less if 3 GSG enter the ship because the game is less long, which makes the game easier.
This should be the other way round.
Alien Event Cards
So let's have some proposals for self-balancing cards:
Genestealer
instead of placing 1 Genestealer, place 1 Genestealer next to each Commander.
(as opposed to using only 5, only in the R slots and moving them next turn)[/quote]Reinforcements
Take 1 reinforcement blips per Marine player, dreadnoughts excluded. Place these anywhere you like, out of sight, in addition to the usual number. They can immediately be used.
... you get the gist... everything where it is remotely useful, it becomes "per Marine Player". Sounds hard, but as there are a lot less cards being played per game with more Marine Players, so it is actually not that bad. At the same time, the few "good" cards should be active only if there are less than 3 Marines, some of them should be active only with a single Marine player.
For the Auto-defence cards and Lure of Chaos, don't know if one should roll per Marine Player?
Anderas wrote:The times I played Space Crusade, the marines never ran out of time.
With three players, it was rarely more than 6-8 turns. With one player, it could take maybe 15 or 20 turns. But never did we even come close to use all 40 cards.
I tried giving the Blood Angel a team of Chainsaw types. I even used your profile, 1w1r chainsaw in close combat and 2w Bolt Pistol. That ended. Bloody. Well. Not well for the Marine Player.
I then said that they may support each other: If you have several marines adjacent to the same enemy, you gain 1 white extra per friend. Great rule, that worked well! Then I said the same thing about Choppa Orcs, and soon the game became a rugby field. Was a fun rule, but it needs refinment if it is given to both sides.
Anderas wrote:I tried giving the Blood Angel a team of Chainsaw types. I even used your profile, 1w1r chainsaw in close combat and 2w Bolt Pistol. That ended. Bloody. Well. Not well for the Marine Player.
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