Saturday, January 26, 2013

Space Hulk: Death Angel Round 4

I was stricken with a case of analysis paralysis while choosing my actions. I want to kill off that huge swarm but unless I have all of my Space Marines attack this round, I won't be able to. I do not want to have a round where no one attacks anymore.

Phase 1: Choose Actions

  • Blue - Lead By Example (Attack) -13
  • Yellow - Reorganize  (Move+Activate) - 9
  • Black - Traumatic Blow (Attack) - 16B

Phase 2: Resolve Actions

1. Yellow - Reorganize  (Move+Activate) - 9
  • Claudio (1) will move one space down.
  • Goriel (3) will move one space down and activates the Promethium Tank.
 I was hoping to save this in case a massive swarm of Genestealers appeared, but by activating the tank, I rid myself of one Genestealer and one spawning point. In a sense, all squads were able to attack this round. Now to see if Goriel survives.

Goriel jumps out of the way of the blast!

2. Blue - Lead By Example (Attack) -13

Lorenzo attacks swarm L3 and rolls a skull, killing 1 Genestealer.
"When 1 of your Space Marines slays a Genestealer, you may place 1 Support Token on any Space Marine (limit once per round)."  Deino gets 1 Support Token.


Deino fires at swarm R3 and misses.

I spend Deino's Support Token to get another shot.


Deino steadies his hand and rids the universe of 1 Genestealer.

 3.  Black - Traumatic Blow (Attack) - 16B
Metraen takes aim at swarm L3 and rolls a miss with a 5.
However, I'm going to spend a Support Token and reroll.
Right into the Genestealer's ugly mug.


Phase 3: Genestealers Attack
  • Swarm L3 (Strength 2) attacks Lorenzo 
Lorenzo pushes back the swarm.
 I was regretting the fact that I gave the Support Token on Deino and not Lorenzo, but now no Support Token will save Lorenzo if he fails his next roll.
  • Swarm R3 (Strength 2) attacks Lorenzo
Sergeant Lorenzo is dragged into the darkness of the Space Hulk.

 Shifting

The smaller portion of the formation is shifted but since both sides are equal, the bottom portion is the one that gets shifted up.

I wanted some space between the two Yellow Space Marines, so this will cause me some difficulties in the next round.

Phase 4: Event Phase


I choose Claudio (Y2) to receive all of the Support Tokens. He's dreamy.

  1. The Ventilation Duct gets a Major Spawn and the swarm R3 gets 2 stronger.
  2. The Door has a Minor Spawn and swarm L3 receives 1 Genestealer.
  3. Swarm R3 has a head symbol so it moves up 1 space and is now R2.

Well that went terribly wrong. I've lost Lorenzo and now Brother Claudio, whom I consider to be my best weapon, is flanked by a swarm with a strength of 4. I may end up sacrificing a Space Marine to save Claudio.

Wednesday, January 23, 2013

Space Hulk: Death Angel Round 3

Just for clarification, the "Upon Entering" location ability is resolved after the setup for the new location is done. While Brother Metraen might have 4 Genestealers in his face, there are now two less cards in the left Blip Pile. I do have a plan that should keep Metraen alive, so fingers crossed.

Phase 1: Choose Actions

  • Blue- Intimidation (Move+Activate) -11
  • Yellow - Defensive Stance (Support) - 2
  • Black - Armour of Contempt (Support) - 4B

Phase 2: Resolve Actions

1. Yellow - Defensive Stance (Support) - 2
  • Yellow team is going to sit pretty and give a support token to Metraen
2.  Black - Armour of Contempt (Support) - 4B
  • Metraen gains a support token, bringing his total to 3.
  • "When defending, your Space Marines gain +1 to their roll for each Support Token on their card." This is important for the Genestealer attack phase.
3.  Blue- Intimidation (Move+Activate) -11
  • Lorenzo is going to activate the door and place a support token on it.
Phase 3: Genestealers Attack
  • Swarm L2 (Strength 4) attacks Metraen ; Metraen rolls a 5 + 3 for those support tokens. Success!
  • Swarm R2 (Strength 1) attacks Metraen; Metraen rolls a 2 + 3 for those support tokens. Metraen lives to fight another round.


Phase 4: Event Phase

Metraen is the only one engaged with Genestealers so I discard 1 Support Token and 1 Genestealer.

The Promethium Tank gets a Minor Spawn of 1 Genestealer and the Ventilation Duct receives a Major Spawn of 2 Genestealers.

Next, Genestealer movement for cards with the Tail symbol.
  1. Swarm L2 moves down to row 3.
Round 3 complete!
 All in all I think this round went splendidly well. Metraen survived and now the right Blip Pile only has 3 Genestealer cards in it. We might make it into third location yet. The biggest problem right now is that giant Genestealer swarm in L3. If Claudio was closer, I could shrink it's size, but there's no chance for me to attack it next turn. We'll see what happens next round.

Monday, January 21, 2013

Space Hulk: Death Angel Round 2

Let's see if things can get any worse.


Phase 1: Choose Actions

  • Blue- Lead by Example (Attack) - 13
  • Yellow - Reorganize (Move+Activate) - 9
  • Black - Traumatic Blow (Attack) - 16B

Phase 2: Resolve Actions

1. Yellow - Reorganize (Move+Activate) - 9
    • Claudio (Y1) stays put and activates the door, bring the total number of support tokens on the door to 3.
    • Goriel (Y5) moves up once space.
    2.  Blue- Lead by Example (Attack) - 13
    • "When 1 of your Space Marines slays a Genestealer, you may place 1 Support Token on any Space Marine (limit once per round)."
    •  Deino (6) attacks the swarm engaged with Goriel (4). He rolls a skull and 1 Genestealer. 1 Support Token is given to Metraen.
    • Lorenzo (5) attacks the swarm engaged with Raziel (3). He misses.
    3. Black - Traumatic Blow - 16B
    • "When Chaplain Raziel attacks a swarm in his position, the defending swarm may not attack this turn."
    •  Raziel (3) attacks the swarm he is facing but misses. However, this swarm will be unable to attack in the next phase.
    • Metraen (2) attacks the swarm flanking Raziel (3). He is able to kill one Genestealer.
    Phase 3: Genestealers Attack
    • Goriel (4) rolls a 4 and successfully defends against the swarm.
    • Raziel (3) does not need to defend against the swarm he's facing. Against the swarm flanking him, he rolls a 0. Dammit.
     
    Interrupt: Shifting

    So, yeah, Chaplain Raziel is dead and I need to fill this Raziel-shaped hole in my heart formation. The formation gets shifted by whichever section has the fewest number of marines. The first two marines shift down, with Metrean taking Raziel's old spot. This shift was uncomplicated. If Metrean had Terrain cards or Genestealers with him, those cards would have combined with Raziel's card.

    Swarms would have become larger and it is possible for a row to have multple Terrain cards on the same side.


    Phase 4: Event Phase
    The worst is over, right?

    WRONG

    The Instinct keyword means the current play has to make a decision before reading the card aloud to the others. It's just me so I can discuss it all I want. But since I only have one team that didn't attack this round, the decision is made for me. Yellow Squad can't attack. No one will be attacking next round. I think I made a mistake by having two of the squads attack.

    The Door and Ventilation Duct both receive a Major Spawn, so 2 Genestealers are placed on those Terrain cards.This does empty the left Blip Pile, but we don't Travel until the end of the phase.

    Next, Genestealer movement.
    1. Swarm L2 moves down to row 3.
    2. Swarm L1 moves down to row 2.
    3. Swarm R3 moves up to row 2.


     Brother Metraen is pretty screwed. But first we travel!

    First, I use the 3 Support tokens to remove some of the Genestealers. I take care of 1 in L3 and 2 in R2.


    Then I reveal the new Location.

    Well shit
    Given the choice between facing 4 Genestealers or being flanked by 3, I think Metraen is going to face 4 of them. Yellow squad has a support ability that I hope will keep the marine alive.

    To complete the travel, I place the Terrain cards and discard and then refill the Blip Piles.


    With that, round 2 is over. RIP, Chaplain Raziel.

    Friday, January 18, 2013

    Space Hulk: Death Angel: Round 1: Phases 3 & 4

    And here comes the deadlier half of a gameplay round.


    Phase 3: Genestealers Attack

    In this phase, the Genestealer swarms attack any Space Marine that they are currently engaged with. The player then rolls the die to see if the attack is successful. If the player rolls less than or equal to the number of Genestealers in a single swarm, then the Space Marine is killed. If the die comes up with a result that is less than favorable, the player can use a support token from the defending Space Marine to reroll, but only if he is facing the attacking swarm. It's hard being a Space Marine.

    • Sergeant L. (Blue 4) is facing off against a swarm containing 1 Genestealer. Since the die faces go from 0 to 5, he has a 1/3 chance of dying horribly. He does not die horribly.


    Phase 4: The Event Phase

    I draw a card from the Event deck! Things could get better! But probably not.

    Quick glance at this card and I can tell that there are good and bad effects.

    • First, I resolve the Event's special ability. Two support tokens are placed on the Door Terrain card. This is the good thing. Here's why:
    Normally, when the Space Marines are moving to a new Location, the Genestealers don't throw in the towel because the marines are leaving. No, they follow to the new Location. The Door card is able to remove 1 Genestealer for every 1 Support token on the card. The Door is the Bouncer in the Death Angel universe.
    • Now on to the bad: the Genestealer Spawning. Both are Major Spawns, so Dark Corner and the Corridor card get two Genestealers.

    • Next is Genestealer Movement. The two arrows indicate that any Genestealer swarms that contain the claw icon will be shifting positions. The swarm in the Ventilation shaft and the Corridor possess this symbol, so they will both shift up. Sergeant L. will face a new swarm of 2 Genestealers while Chaplain Raziel will face off against a single Genestealer. Oh, yeah, the Chaplain is also flanked by a swarm of 2. Sigh....

    Things went from ok to worse.

    And that concludes round 1.

    Thursday, January 17, 2013

    Space Hulk: Death Angel: Round 1: Phases 1 & 2

    For the first time around, I'll break the four phases of a game round into two separate posts but after that it will be one full game round per post, unless I need to explain something new. When I name a marine, I will put his color and position in parentheses after his name. 1 is at the top, 6 is at the bottom. Genestealers with be denoted by their position, left or right, in the formation and which row they are in.


    Phase 1: Choose Actions

    • Blue Team - Counter Attack (Support) - 3
    • Yellow Team - Heroic Charge (Attack) - 18
    • Black Team - Litany of Hate (Move + Activate) - 7B

    Phase 2: Resolve Actions

    Actions are taken in ascending order, so the lowest number goes first. I won't go into the action's special ability unless it's something I can use at that time.

    1.  Blue Team - Counter Attack (Support) - 3
    •  Brother Deino (Blue 5) is engaged with a single Genestealer but I'd rather not have two squads attack in the same round. I'm trusting in Brother Goriel (Y6) to take out that Genestealer. And because the only squad member that is not ranged is Brother Claudio (Y2), I give him a support token.
    2.  Black Team - Litany of Hate (Move + Activate) - 7B
    •  Brother Metrean (Black 1) changes positions with Brother Claudio (Y2). I wanted to have Brother Metrean activate the Door but I think killing the Genestealers should be top priority.
    • Chaplain Raziel (Black 3) changes his facing and is now facing right.
    • "After resolving this card's action, change the facing of up to 2 Marines (belong to any combat team or teams) in the formation."

      Sergeant Lorenzo (Blue 4) now faces left. I'm hoping they can all cover each other in case one squad can't attack or Genestealers are behind a squad.
    3. Yellow Team - Heroic Charge (Attack) - 18
    • "Instead of attacking with Brother Claudio, you may slay up to 3 Genestealers within 1 range of him (ignoring facing). Then roll a die. If you roll a 0, Brother Claudio is slain."

      I'd be stupid not to use this ability. I slay the two Genestealers (L1) engaged with Brother Claudio (Y1). And then I roll the die. What are my chances of rolling a 0 on a 6-sided die?
               You did good, Brother Claudio. Not a 0 so he lives!
    • It's your turn, Brother Goriel. Sweep the leg. I need to roll a skull icon to kill the Genestealer (R4).
     DAMMIT GORIEL! If Sergeant Lorenzo dies it is on your head.



    And that ends phases 1 & 2 of the first game round. Here's what the game board currently looks like and I'll get to phases 3 & 4 in the next post.


    Wednesday, January 16, 2013

    Space Hulk: Death Angel: Phases of Gameplay


    I plan on addressing each phase in their own posts, but this is a summary of how a single game round goes.

    Phase 1: Choose Actions

    Each squad chooses one of three actions to perform this round.

    1. Attack - Self explanatory. Dice get rolled and bugs gets dead. Hopefully.
    2. Support - The player can place a Support token on any of the space marines. Support tokens allow the player to reroll the die for attack or defense if they are facing the Genestealers. Literally facing the Genestealers.
    3. Move + Activate - The space marine can move to an adjacent space, change his facing, and activate a Terrain card if he chooses to.
     While each squad has the same three actions, they also have slightly different effects. One squad's attack action might also let them place a Support token on a space marine while another's might let them instantly kill all the Genestealers.

    These are the actions cards for my selected squad.


    IMPORTANT: You are not allowed to play the same action on consecutive rounds. If each squad chose to attack this round, then the next round no one can attack.

    ALSO IMPORTANT: See the numbers in the top left corner of the action cards? These numbers are important. They determine the order in which the actions play out.

    Phase 2: Resolve Actions

    Actions are resolved! The action card with the lowest number starts first and then work your way up. All that stuff I listed up top happens and I'll cover that when I actually choose my actions.

    Phase 3: Genestealers Attack!

    This is the phase where most space marines die horribly. Any Genestealers that are engaged with a space marine attack, and the player will roll to see if they defend from the attack.

    Phase 4: Events
    A card is drawn from the Event deck, Genestealers will spawn, and mostly bad stuff will happen to us. A lovely time for all.

    My next post should actually have stuff happening! Or I may go over all the cards. We'll see!

    Tuesday, January 15, 2013

    Space Hulk: Death Angel Overview and Setup




    In Space Hulk: Death Angel, the player commands a team of space marines as they explore a derelict space ship while at every turn they are threatened to be overrun by alien monstrosities known as Genestealers.

    Yeah, I'm playing Aliens.

    The object of the game is to get to the final Location card and fulfill its win condition or to get to the final Locations card and eliminate all of the Genestealers in the blip piles. If at least one Space Marine survives to do all of that, every player wins. If all of the Space Marines are killed before they can meet the objective, every player loses.


      Bits and Bobs

    Location Cards: These represent the areas of the ship that the Space Marines will be exploring.

    The four icons on the sides indicate what Terrain cards are used and where they are placed. The numbers in the radar picture are how many Genestealer cards go into each blip pile. Each Location card, excluding the Void Lock cards, has location ability that is used, if necessary.

    Void Lock Cards: The Void Lock is the first location card the space marines will arrive at and it also shows the set up information for the game.
    The red triangle is a Major Spawn and the white triangle is a Minor Spawn. These indicate the number of Genestealer cards that are drawn during the event phase.

    Terrain Cards: These are the parts of the ship where the Genestealers will spawn from. Some terrain cards have effects that can be used by the marines.

    The icons in the right corner are matched to the icons on the location card to determine terrain placement. The bars in the left corner are used during the Event phase, when an Event card is drawn and Genestealers spawn. Some Terrain cards have special abilities that trigger when a Space Marines uses the Move + Activate action.

    Event Cards: Event cards represent what happens to the space marines while exploring the ship.
    The Event card has a special ability that must be resolved.  The bars at the bottom show where and what type of spawn happens. The last symbol causes a Genestealer swarm to shift positions.

    Genestealers: They're going to spawn and kill. That's what they do.


     The symbol is used for when Event cards cause Genestealers to shift positions.

    Brood Lords: Like normal Genestealers, but tougher. I've never met one but that's probably because I don't play this game very well. Brood Lords are never shuffled into the Blip Piles.

    Brood Lords have two symbols for shifting and whenever the player rolls the die, 1 is subtracted from the results.

    Space Marines: These are the grunts that will be dying gloriously for the Emperor.

    This is both sides of Brother Goriel's card. The arrow on his portrait shows which direction he's facing. The range shows how far away a space marine can attack. Range 0 means the space marine can only attack Genestealers in his row. Range 1 means a row directly adjacent to the space marine plus one row above and below. Range 2 adds an additional row to that.

    Action Cards: These represent the actions that the space marines can do during a round.

    Support tokens: Sometimes the space marines need a little help. These let them reroll the dice.

    The Die: It hates us. It's faces number from 0 - 5 and three of the faces also have a skull symbol. The skull is rolled it means an attack by a space marine was successful.


    Game Setup


    To start, find the Setup Location card that has the number of players that are participating. It's just me playing, so I grab that Void Lock that says "Setup for 1 player (6 Marines)."


    Next, I do the Location Deck Setup: 2 > 3 > 4. I find all the Location cards and seperate them out by number, like so.

    Then I randomly draw one card from next deck and place it under the Void Lock card.



    Time to select some marines for this suicide glorious mission.

    These are your marines. They will most likely die agonizing deaths. But it's for the Emperor, so it's ok.

    I've never looked at them closely so I just rolled some dice and these were the marine squads selected.

    Brother Deino and Brother Lorenzo

    Brother Goriel and Brother Claudio
     
    Chaplain Raziel and Brother Metraen

    I then take the six marine character cards and shuffle them up and then deal them below the Void Lock. This represents their marching order. The first three marines drawn are placed facing left and the last three are placed facing right. You can tell which way the marine is facing by the direction the arrow on the character portrait is facing.


    Placing Terrain Cards

    The marines are now all lined up, ready to do some exploring.  Terrain cards represent the nooks and crannies that the Genestealers will emerge from. On the Setup Location card are four icons, two on the left and two on the right. Go through the Terrain deck and pull the cards that match the icons on the Setup card and place them in their proper positions. Here's how.


    For the first icon on the left, there's the number 1 and a down arrow. That means this Terrain card is placed to the left of the first marine. Second icon, the card is placed next to the third marine from the top.

    For the icons on the right, you start counting from the bottom. So the first icon is placed to the right of the third marine from the bottom, and the second is placed to the second marine from the bottom.


    Blip Piles

    Almost done, I promise. We need to create the Blip Piles! There are two Blip Piles; one on the left and one on the right. These are where the Genestealers are coming from. The number in the bottom corners of the Setup card tells us how many cards should be in each pile. Easy peasy.

    Once this portion of the setup is complete, the board should look like this.


    Lastly, shuffle up the event deck (yes, it's a thing I haven't mentioned yet) and draw the top card. Event cards are drawn at the end of every round, but for this turn we ignore any effects in the card text and just spawn Genestealers.


    This is the event card I drew. Again, just ignore the card text. It doesn't effect us on our first turn. We're more concerned about the three icons on the bottom.

    The first icon shows a major spawn on the matching Terrain card. Major spawns are represented as the spikey triangle. I check the Setup card and see that I need to spawn two Genestealers for a major spawn, so I grab two cards from the left Blip Pile and place them next to the Door Terrain card.

    The middle icon show a minor spawn on Ventilation Duct. Again, checking the Setup card show I spawn one Genestealer for minor spawns. One card from the right Blip Pile goes to the Ventilation Duct.

    After I spawn the Genestealers, I check the third icon and see if any of the Genestealers have this icon on them. If they did, the Genestealers would change positions. They don't, so I won't worry about this right now.

    And this is what the board will look like at the start of the game.



    Hey, maybe my next post will be about how the game is actually played.