Showing posts with label grey knights. Show all posts
Showing posts with label grey knights. Show all posts

Monday, 12 September 2011

Space Hulk Mission - Suicide Run


Hello my good friends. As you may have noticed, the Grey Knight and Khorne Daemon rules have gone live. I present to you the mission that the first round of playtesting was performed in. It's a favourite of ours here at Space Hulk Missions. You may recognise the map layout. This is, essentially, Suicide Mission +. For those of you wanting to try out the new Grey Knights and Daemons rules, this is the first mission for doing so. It is not part of the Blood in the Stars campaign (those missions are a lot more original and, sadly for you, a lot harder.) Give it a try. There are several ways to play this mission, the first of which is detailed below. For an even harder game, try playing Blood Angels vs. Daemons, using the Librarian, Sergeant with power sword and storm bolter, Terminator with heavy flamer and power fist and 2 Terminators with storm bolters and power fists, making the rooms destroyable either through the use of the cleansing heavy flamer or the Librarian making use of the Psychic Conduit rule (normal terminators can not be used as conduits.) For a much easier game, use this squad against genestealers without the Warp Rift rules in play.


Grey Knights vs. Daemons
FORCES & DEPLOYMENT
Grey Knights: The Grey Knight player has one squad. It consists of a Justicar armed with a storm bolter and nemesis daemon hammer, one Grey Knight armed with a storm bolter and nemesis force falchions, one Grey Knight armed with a storm bolter and nemesis force halberd, one grey knight armed with a storm bolter and nemesis force sword and one grey knight armed with a psilencer and a nemesis force sword. The Grey Knight player deploys the squad on the starting squares shown on the map.

Khorne Daemons: The Khorne Daemon player begins the mission with two blips, and receives two reinforcement blips per turn. Blips may enter play at any entry area.

SPECIAL RULES
Psychic Conduits: In this mission, the Grey Knight mission is to disperse the building warp energy in the two rooms marked X. Any Grey Knight model must end his movement inside one of the two rooms and use any and all of his remaining AP and 2 psi-points to do so. Once a Grey Knight model has done this, he may not use CP to make any more actions for this turn. He is too exhausted by the ordeal to follow any orders.

VICTORY 
Grey Knights: The Grey Knight player wins by dispersing the building warp energy in the two rooms marked X. When this goal is achieved, the game ends and the Grey Knights win immediately.

Khorne Daemons: The Khorne Daemon player wins if any one of the following events occur; a) The last remaining Grey Knight is killed. b) The psi-point tracker is covered in such a way that 2 psi-points can not be gathered to disperse the warp energy in the rooms. c) The Warp Rift tracker reaches 10.

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Friday, 9 September 2011

KHORNE!!!

Click on Grey Knight vs. Bloodletter Playtest rules above and you will find new rules for using Khorne Daemons against your Grey Knights. They are in playtesting but are working pretty well. Normal terminators struggle against them, but you will be seeing some missions posted for this combo soon.

The Warp Rift idea was a brainwave I had while playing Arkham Horror the other day and adds a sense of urgency to the Grey Knights activities on board the hulk. Rules pack for the campaign coming later today.

A note on Daemonic Ward Saves : Some people have commented that daemons in 40k get a ward save. I have many and varied reasons for not giving daemons ward saves in space hulk. Here they are.

1) I have tested it in Space Hulk, and it was cack. It made the game unbalanced.
2) Do Terminators get their ward save? No. Why should daemons be any different.
3) Personally, I think that since these rules are tested to work with Grey Knights, in a background fluff sense, the bolts fired from their storm bolters would probably be sanctified and pass right through the daemony outer shell.
4) In a regular game of 40k, a grey knight shooting hits on a 3 and wounds a bloodletter on a 4 with 2 shots. The daemon then has a 5+ save. This equates roughly to a grey knight having the following chance of killing a bloodletter for each shot.  2/9. A little less than 1/4 shots. Considering he gets two chances at this a turn, those are pretty good ratios.
Now take Space Hulk. A Terminator on his first shot will kill on a 6. He rolls 2 dice (just like in 40k.) He'll maybe get 3 chances at gunning a Bloodletter down on overwatch, but for the 2nd and 3rd shots he will kill on a 5. His chance at not killing any given bloodletter with one of those 3 shots is 10/27, meaning that he has a 17/27 chance of blowing a Bloodletters brain out. Of course, I'm not taking jamming in to consideration here, but you see my point. The math may be wrong, it's been 12 years since I left high-school, but this is logical probability. In conclusion?

No ward saves.

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Saturday, 19 March 2011

Ark of Dust Update and other Space Hulk related news

Hey guys,

Coming at the start of April are missions V and VI of the Ark of Dust campaign. These missions will be as hard as they have ever been and will rock you like a hurricane. In particular, Mission VI is a doozy which includes a tiny squad, a terrifying map, plenty of Genestealer psychological game-playing and a Broodlord. I will be posting both on the same day and they are intended for back to back play.

Also, coming a week after that will be the first of my Space Hulk quick missions. Intended to be played in the vein of Suicide Mission and able to be used right outta the box, they're short, tough, well balanced but unforgiving missions which you can play inside a half hour.

I have the parts now to put together a Deathwing Terminator squad and so expect to see some pictures of these, my Blood Angels, Space Wolves, Ultramarines and Grey Knights soon, as well as my Fallen Terminator Lord. The first playtestable missions from the Deathwing Campaign will be coming soon after.

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Tuesday, 8 March 2011

Grey Knights

The preorders for the new Grey Knights go up tomorrow (or so a little bird tells me.) As such I will be posting playtestable rules for Grey Knights in Space Hulk as imagined by wonderful me as soon as I see what wonderful gadgets we'll be getting in the new kits.

Keep your eyes open :D

Update : All kinds of good ideas coming in to my head. Was struggling with how hardcore Grey Knights would be considering they're almost all armed for both CC and shooting. The variety of weapons was easy to come up with rules for (the psilencer and halberds are a personal favourite) but our lovely 'stealers wouldn't stand a chance.

So I replaced them with Khornate daemons. Bloodletters would all have parry wouldn't they? Flesh-Hounds would be exceptional on the "charge" and a Juggernaught as a boss with parry, mighty blow and Broodlord-esque resiliency? Now we have a much more fitting challenge!
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