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Re: Space Hulk Solo Rules

Posted by SamuelF on May 23, 2010; 9:45am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Space-Hulk-Solo-Rules-tp5088544p5090355.html

Welcome to the board,
Nice little site there
 
Re the solo rules: Are you happy with the play-tests? Is it challenging enough?

I always find that completely random solo rules always end up making some stupid decision that no-one in their right mind would make  The old SH solo rules were full of holes that your rules do a really good job of smoothing over. The issue of 'moving against space marines on over watch' was a big one for me in the old rules. I seem to remember that originally you weren't allowed to move into the fire-arc if you were too far away, effectively pinning the stealers down. The build up of stealers and the subsequent timing of a mass attack is often key to their tactics. A solution could be to make 'Bloodlust' (when the stealer charges into over-watch fire), more likely to happen once there are a certain number of stealers lurking already?

I usually play solo by rolling a dice to roughly determine the entrance the stealer comes in at, and then using my common sense to see what it does from there. I find it is easier to avoid the temptation of cheating if you have a frame of mind that is simply curious to see which side will win

Anyways, thanks for sharing! They are good rules, and I will be definitely be borrowing some of the ideas in my games (I like the broodlord placement rule). Have you posted it on 'the geek' yet? I'm sure you would get plenty of opinions there


Over and out.


ps- Looks as though you are a veteran gamer! I'd love to know about any other projects. (ever considered solo rules for playing the genestealer side instead?)