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SPACE HULK: Placement of Doors

 Post subject: SPACE HULK: Placement of Doors
PostPosted: Tue Sep 15, 2009 10:03 pm 
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Can anyone tell me if the door in space hulk are placed BETWEEN squares or IN a Square? This is pretty crucial as if it's in a square then there is the potential for a gensteale to hide behind a corner opening and closing a door thus forcing an overwatching marine to shoot several times and thus risk jamming!

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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Tue Sep 15, 2009 10:20 pm 
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I think they go in squares if you look at the placement in the book.

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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Tue Sep 15, 2009 10:37 pm 
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if you look on the mission maps you can see they take up a square.

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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Wed Sep 16, 2009 4:31 am 
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Place them in the square, exactly as pictured in mission maps.  A closed door takes up that square and a model cannot be placed there.  Unfortunately, you cannot close doors on models!  Unless you make a special scenario rule  :laugh:

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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Wed Sep 16, 2009 9:23 am 
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That used to be a fairly big part of the game for the stealers - screwing around to minimise the effectiveness of overwatch. For example:

......O......
OABOOOO
......O......
......O......
OOCOOOO
......O......
......O......
......O......
......T......


Where O is an empty tile, A,B and C are genestealers and T is the terminator on overwatch. A normal approach would be to move A & B to the middle right corridor, hopefully jamming the terminator and allowing C to approach/attack safely (and thus probably killing the marine).

I'm assuming that the new rules are the same as the old ones.





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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Wed Sep 16, 2009 12:54 pm 
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Quote: 

I'm assuming that the new rules are the same as the old ones.


Now you can repair a jammed bolter for 1 CP during the genestealers turn, you don't lose the overwatch status.




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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Fri Sep 18, 2009 12:54 pm 
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Oh those cheeky marines is simply not always firing whenever you do anything not enough (I need a recording or my voice saying 'and fire' I can play after I declare each action - fire corridors ahoy!).

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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Fri Sep 18, 2009 1:01 pm 
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Quote: (scream @ Sep. 16 2009, 12:54 )

Quote: 

I'm assuming that the new rules are the same as the old ones.


Now you can repair a jammed bolter for 1 CP during the genestealers turn, you don't lose the overwatch status.

and there's a kind of Close Combat Overwatch status that allows you to re-roll your CC dice.

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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Fri Sep 18, 2009 3:17 pm 
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Quote: (Evil and Chaos @ Sep. 18 2009, 08:01 )

Quote: (scream @ Sep. 16 2009, 12:54 )

Quote: 

I'm assuming that the new rules are the same as the old ones.


Now you can repair a jammed bolter for 1 CP during the genestealers turn, you don't lose the overwatch status.

and there's a kind of Close Combat Overwatch status that allows you to re-roll your CC dice.

What?  ???  Now I really can't wait to get my copy of it. It sounds like the Marines have been beefed up a little.

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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Tue Oct 06, 2009 8:43 pm 
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Hey there, just got my 3rd edition copy yesterday and was a bit irritated when checking the rulebook. it says that terminators can't move sideways (like in 1st edition), but can move diagonally forward (1 action point) and backward (2 action points). I think it that was impossible by 1st edition rules. Terminators could only move straight forward or backward, couldn't they?

OOO
XTX
OOO

T = Terminator, O = allowed movement, X = disallowed movement





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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Tue Oct 06, 2009 9:05 pm 
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Quote: (currsed @ Oct. 06 2009, 15:43 )

Hey there, just got my 3rd edition copy yesterday and was a bit irritated when checking the rulebook. it says that terminators can't move sideways (like in 1st edition), but can move diagonally forward (1 action point) and backward (2 action points). I think it that was impossible by 1st edition rules. Terminators could only move straight forward or backward, couldn't they?

OOO
XTX
OOO

T = Terminator, O = allowed movement, X = disallowed movement

Correct. In 1st edition, to move to a diagonal square, you had to move forward one square, rotate 90 degrees and then move forward to desired square. I don't have any problems with Termies being able to move diagonally, but it does make it a little harder for the Stealer player.

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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Tue Oct 06, 2009 9:06 pm 
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Quote: (currsed @ Oct. 06 2009, 21:43 )

I think it that was impossible by 1st edition rules. Terminators could only move straight forward or backward, couldn't they?

Terminators v3 move same as Terminators v1.
Only exception : they can turn 90° AND fire.




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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Tue Oct 06, 2009 9:08 pm 
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Quote: (Dwarf Supreme @ Oct. 06 2009, 22:05 )

Correct. In 1st edition, to move to a diagonal square, you had to move forward one square, rotate 90 degrees and then move forward to desired square.

Please, re-read your v1 ;)




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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Tue Oct 06, 2009 9:13 pm 
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Quote: (Flogus @ Oct. 06 2009, 16:08 )

Quote: (Dwarf Supreme @ Oct. 06 2009, 22:05 )

Correct. In 1st edition, to move to a diagonal square, you had to move forward one square, rotate 90 degrees and then move forward to desired square.

Please, re-read your v1 ;)

In that case, I'm probably thinking of going around a corner.

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 Post subject: SPACE HULK: Placement of Doors
PostPosted: Tue Oct 06, 2009 9:19 pm 
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v1 says :

Page 6, "Moves : the Marines moves to an empty adjacent square. The AP cost varies depending upon whether he is moving forward or backwards."
And page 12, there are exemples where Marines make a diagonale move.

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