Banner
Tuesday, December 21, 2010
Death Angel Combat Teams
Wednesday, December 1, 2010
Death Angel Multiplayer and VTES
Saturday, November 27, 2010
Death Angel: Space Hulk Card Game Solitaire
Wednesday, November 24, 2010
Hulk IV and VTES
Robb and I managed to plan a game night recently. It started off with more Hulk and then evolved into VTES. Robb wanted to play the 6th Hulk mission again, with me as the marines. He thought he'd made some serious mistakes that cost the marines the game, and that it was a totally winable scenario. We'll see.
Mission VI: Alarm Call (again)
I placed Zael first, instead of Lorenzo. This was because I thought I'd need the Flamer to clear the halls of bugs early on. I also used some of my placements to block entire sections of the Hulk, as sleeping marines block movement. I neglected to mention this to Robb again, and I actually had assumed he didn't know that, so that was a total dick move on my part. It was a night of many dick moves on my part, really.
Robb put Lorenzo far far away. Then we placed the rest of the marines, and I used my last two to put guys in front of doorways to keep too many bugs from slipping in behind me. I ran Claudio o' the lighntning claws and Calistarius the Librarian to rescue Zael ASAP. The bugs filled the halls around us. Then the marines dashed across the final hallway to rescue random marine 1 and then Lorenzo, who was in the farthest room. One of the marine win conditions is that they rescue 3 guys before bailing. All that went down. I used Claudio as a stop-gap marine in the end hallway. I was hoping that he'd be able to maul a few bugs while the rest of the rescue went on. Alas. He took the third close assault on the chin and went down in a heap. Lame.
After waking the final marines, I had to make sure Calistarius and at least two other doods got off the boat. This looked difficult. The hallway near the exit was teeming with Genestealers, just as it was during our other play of Mission VI. I used Zael and my vanilla marine to slowly push down toward that hallway while waiting for Lorenzo and the Librarian to catch up. Eventually those guys caught up, but they brought a world of Genestealers right behind them, and I managed to really suck at rolling kills with Calistarius' psychic storm power, so I was burning psi points to little gain.
Robb and I had independently come to the conclusion that the force barrier power was where it was at by this point. I used barriers to cover my ass and Lorenzo managed to kill the last bugs crawling at him as he caught up to Zael and Calistarius. However, I'd lost the vanilla marine by this point.
So, at this point I looked at the board. Robb had like 6 bugs behind my guys but several squares away, and there were something like 10 in the two branches of the final hallway just "off-screen". Zael blasted a flamer burst down the hall to keep them busy, and then ducked down a hall to let Calistarius run closer for the final push. It was Calistarius, then Zael, then Lorenzo in the final rush. I made some poor rolls and Robb got a bug up in Calistarius' face, but i dropped a force barrier to block that hallway and had left a smoking ruin behind me with Zael to gather the troops.
If the librarian died in close assault the game would be over. Robb had one roll. We tied. I spent one of my final two psi points to kill the Genestealer, and then prepared for the final push. Calistarius rushed across the deadly hallway, and Zael cooked the intersection behind him to block the bugs. Then Zael and Lorenzo moved up, just out of Genestealer reach.
I counted my guys, and then I counted how much movement I needed to win. IF I drew six command points AND I used my last psi point to regain a command point, I would win. Otherwise, Lorenzo would probably be left with his back to a hallway full of close assaults.
I drew the six.
Marines win! But damn, just barely. Brutal mission.
Mission VII: The Artefact, or Get Some Shit and Leave
Robb and Devin took the marines on this one, and I filled the hulk with bugs. The mission was pretty straightforward: move across the hulk, get the mcguffin, and then return the mcguffin to the marine entry squares. It looked rough, but the marines did have Calistarius and Claudio to back up Lorenzo's squad. Robb and Devin decided that Lorenzo, Zael, and Calistarius should go get the artefact, while Claudio and the three basic marines tried to stem the tide in the entrance of the ship.
The plan went pretty well at first. The advance team made a lot of progress. Their progress was slightly hampered by the fact that I drew 18 Genestealers in the first two turns, and revealed them so as to spread them all over the hulk. Claudio once again proved a victim early, as my bugs killed him in his very first close assault. Unfortunately, Claudio's backup, Brother Goriel, was an absolute crack shot, and on Overwatch he managed to kill something like 8 Genestealers before I got him. That was huge.
I got one more marine in the front of the boat in the late game, but Robb and Devin had managed to get the artefact and move it far closer to victory than I would have liked. I managed to flank the librarian twice, but the bastard was lucky in close assault and he didn't waste too many psi points fending off the bugs. That was a damn shame, and it proved my undoing.
In the final throes of the game Lorenzo, who was carrying the mcguffin, passed it off to Calistarius, who made a mad dash for the entry and then placed a force barrier in the way of my Genestealers to keep them off of him. I conceded victory, as there was no way I'd get to him before he stepped into a victory square.
The marines win again, although to be clear, Lorenzo and Deino probably weren't going to survive the pile of bugs I had accumulated in the hulk by that point.
Marines rating: 3.5. Genestealers rating: 3.5. Lots of fun and villainy.
Alayna arrived soon after the second Hulk mission so we decided to play some VTES, having four players.
I'm really starting to hate four player vtes. It feels like the games are decided by turn 5.
Game 1:
Devin (Hermanas Menor)--->Me(Eyes on Africa)--->Alayna (Jaroslav bruise/bleed)--->Robb(Saulot is a Fakir)
Things went pretty well, since Devin went first and therefore his little sister machine wasn’t a whole turn ahead of me. I had Homa down and managed to get a ready minion by the time Devin had two sistahs to fire at me. Better yet I got a Blood Shield on Homa, so they did a little less damage to me.
While this was afoot, Alayna and Robb got out Jaroslav and Saulot the hard way. Then Robb started the slow train to getting Fakir al-Sidi up with Saulot and transfers, and Alayna got Tyler.
Devin and I locked into a two-player struggle, with him getting all four of his opening hermanas up and getting them some blood via hunting. I got up Kisha Bhimji in addition to Homa, and managed to call a Neonate Breach past Jaroslav to plink Alayna for 1 and Devin for 4. Devin was miffed. But then, his deck has little answer to pool attacks, and lots of minion threatening. He dropped Fame on Kisha and then tried to rush with Oppugnant Night, but I had a ridiculous amount of wakes in my hand and Homa stepped in front of the rushes. He finally decided to bleed instead, which I bounced at Alayna.
Alayna’s gameplan seemed to be bruise/bleed, which is always dubious. In this case she had combat cards she couldn’t play because no one would fight her, and no bleed boost. Robb did as many would when Jaroslav is bleeding them for one: he took the bleeds. Tyler’s arrival complicated things, but by then Robb had Fakir up and anarched out (because his deck doesn’t have enough moving parts without anarchy) to defend.
Saulot and Fakir actually discarded a lot of Sense Death, instead Saulot got a Phone and proceeded to bleed for 3 each turn. Devin took these faithfully, tapping out to try and hurt me and then taking pool damage on the chin. I never quite understood the “full left even if I get ousted” mentality, but his deck looked like a cannonball that never really fired. He’s trying to go Lilith’s Blessing on his empty sisters, but he never actually has Blessing in play early enough for it to make a difference, and there’s enough other masters in the deck he’s always doing something else. One turn he dropped Agent of Power on one of his girls, then they did a Sanguine Instruction chain to hook up with superior wo-Man-love all around.
It was hot.
The game broke in Robb’s favor, as Devin didn’t have much answer to Saulot’s bleeds at zero stealth, and I wasn’t drawing any of my damaging votes, instead relying on toolboxy bleed such as Kduva’s Mask, Ancestor Spirit, and Ancestor’s Insight. Still, I wasn’t making much of a dent in Alayna’s pool before Robb rounded the corner. He’d played Minion Tap on Fakir and then gotten up Lord Ephraim Wainwright to round out his crew. I played Sudden Reversal on his next Minion Tap, and Jaroslav played a Burning Wrath on Saulot to cook him (no anarch, no prevent?).
But Alayna was still only bleeding for two per turn with Tyler, and Lord Ephraim was reducing that with Detect Authority quite easily. Without much pressure Robb recouped his lost pool, bought another Saulot, and started grinding on my already-beat-up-by-sisters minions. Kisha was Famous for the second time, and she took a dirt nap from whence she would never return. My game was sealed, and Robb beat Alayna in the head’s up.
Robb 4 VP, GW
Game MVP: Saulot is pretty strong.
Game 2:
Robb(Nergal+Unnamed Baali)--->Me(Huge G2-3 FoS Eternals)--->Alayna(DoC)--->Devin(G2 Salubri Marionette bleed)
Devin seemed upset that I drew an early Eternals of Sirius. He was more upset when I played the second in as many turns, and downright scowling when I played my third. BY turn three Sutekh, the Dark God and Nefertiti graced my ready region. That was awesome. Now what to do with them? That’s the rub.
Meanwhile, Robb got out Nergal, Alayna got up Sashiya and Aimee Leroux, and Devin got up Matthias. Soon after Devin got Miriam Benyona as well, and Alayna used her Wider View to pick up Yseult.
I bled with Sutehk every turn, and that seemed pretty good. Nergal bled me for 4 with his first action, and that actually stung a bit. I’d accelerated my ready region, but my pool was still aching for a Villein, which I hadn’t drawn in all my Eternals-playing. I did have a Pentex Subversion, however.
Very early on, after that first bleed and before Alayna had dug out Yseult but after Devin had gotten Miriam, I decided to Pentex Subvert poor Nergal. Robb scowled and pissed about me backousting him, but hey, he’s playing Nergal, right? I was hoping Devin would bleed him for a few and keep him honest while I dug for more poolgain.
Robb did what most good players do: he begged for crosstable assistance. This was good play on his part. Alayna eventually decided (after Robb had suggested it several times) to use her 2-cap, who couldn’t call Lily Prelude anyway, to try and remove Pentex. This took me by surprise. I knew Robb had been sort of jokingly mentioning that she should help, but I’d never considered that she might take him seriously. I was pissed. I became an asshole. I asked her why she was actually listening to Robb? I ranted. I may have frothed a bit. I certainly recall calling her action retarded.
I felt bad later. It was an overreaction. She’s a newer player. Though Robb does assure me that she is beyond suggestion and actually plays better than he does, she is not and does not. She sometimes does things without weighing the consequences, and therein lies my frustration. For you see, Alayna couldn’t give me a cost/benefits analysis of having me backousted instead of me backousting Robb (that’s what my Pentex play boiled down to in the end). I’m convinced she was better off with me as a predator instead of Nergal, while Robb is convinced that allowing Devin (her prey) a victory point is a worse play.
We only got one side of the story, as I had a wake to block her attempt at destroying Pentex (which Robb felt should make me stop my bitching immediately, but that isn’t the case. . .) and my vitriol (and logic, to be fair: I explained that removing the Pentex the first turn it sits actually bleeds me for 2+whatever Nergal bleeds for next turn) either convinced or cowed her into not taking any more actions to remove it.
So, probably good on me, then, despite the douchebaggery? Still not sure. My venom wasn’t the result of calculated social engineering, so. . .
Anyway, the game devolved quickly. Robb later told me he had a Horde down, but was reluctant to pull it up, instead going for the unnamed, which is a whopping 20 pool of infernal vampires. His allegations that I backousted him were starting to ring a little more hollow.
I bled for two with Sutekh and Nefertiti, but it seemed wrong that I had a fistful of stealth and wasn’t moving cards fast enough. Alayna drew her Conductor and good stuff and mugged Devin but good. Devin stole the unnamed and gained two pool via Spirit Marionette. Then Miriam bled with her Pulse of the Canaille.
Robb looked at me and gave the “hope you’re happy, because you’ve backousted me” speech. I nodded and said that I was aware, but that I’d allow him to remove the Pentex now (he said he didn’t have stealth. . .?), as I’d drawn a Villein. He did, and I regained some pool, bleeding for a bit with Sutekh as well.
Alayna was keeping up with my meager bleeds quite handily. She called a Benefit Performance every turn, and sometimes with a Voter Captivation. So she could ignore me at her leisure. She ran out of forward moves on Devin, though, and he slipped in to oust Robb with a Spirit Marionette bleed from Nergal.
Robb gone, I managed to draw a Mokole’ Blood, which is an important card for my deck, as it allows a giant snake to get four Snake Drive from my deck and put it on himself. Sutekh promptly did so, then untapped and bled. Then he untapped and called a vote of KRC. Passing the vote was a bear, as I wasn’t cycling well enough to draw push, but I did manage to hit my prey for seven that turn with Nefertiti’s bleed.
Alayna was actually a little low on pool. She regained a few with a Cap, and went full bore into Devin. He tried to block some with Matthias but the Lure of Sirens was too much for his third eye, and all those actions went through. Lily Prelude is incredibly strong.
I had a chance to oust Alayna, and I almost danced for Joy when Devin bled me for four with Matthias using a Pulse and Spirit Marionette, as I was going to have Nefertiti Lost in Translation the bleed to my prey for an oust, but alas, I’d forgotten that Alayna put Narrow Minds into play early, and Nefertiti couldn’t afford the bounce.
Ousted. Damn. I had a chance at least.
In the head’s up Devin steadily lost ground to Alayna’s bloat and brutal vote damage, and they tied in the end.
Alayna: 2 VP, Devin: 2 VP, no GW.
Getting Sutekh, the Dark God into my ready region for any game is a secondary win condition for me, so I was a happy guy, but I still feel like an asshole.
;)
-Merlin out
Monday, November 8, 2010
Hulk II (or III, really): The Tyranids Strike Back
I managed to get back over to Robb’s for some games. There were fewer games than I wanted to play due to unforeseen circumstances, but sometimes this happens.
Robb’s daughter is apparently a Settlers of Cattan fan, and she asked us if we’d play a game with her. I’d never played before, so it was something of a trial by fire. This was especially so because the game board was randomized, and not set as the booklet suggests for newer players. Still, I managed to get a win after a long and grueling game. I found I was begging for sheep most of the game, and trying to avoid the phrase “and 8, we all get wood”. It’s pretty cool, overall, but I’ve never been a big fan of “monopoly” style trading in games. Never played the Succubus Club, if you know what I mean.
And I think you do.
After that, Robb had to go fix a flat tire. When he got back with Alayna we played mission six from the New Space Hulk Mission Book.
Mission VI: Alarm Call
I’d looked at the mission prior to going to Robb’s, and was surprised at a lot of the details. It is, in effect, a rescue mission. The librarian (psychic powerhouse) marine and the lightning claws marine start at the entry point awake and ready to rock. Sergeant Lorenzo and his squad of marines (Sarge, 3 basic marines and Brother Zael of the heavy Flamer) are dispersed throughout the rooms of the hulk, unconscious. The win condition for the marines is that they must awaken at least three other marines, and then the librarian and two other marines must escape at the exit point at the far end of the hulk.
That’s tough. I was thinking that the librarian must be a real badass if he can handle that kind of pressure. Even worse, the Genestealer player takes turns placing the unconscious marines, so when Robb placed Lorenzo nearest to the active marines, I placed Zael at the farthest end of the hulk, near the exit. So the heavy Flamer was effectively neutralized most of the game. To top it all off, I started with two blips and then two reinforcement blips, so 4-12 bugs move onto the board on the Genestealer player’s first turn. It’s an uphill fight for the marines.
The librarian is known as Lexicanium Calistarius. He plays differently than any other marine. He’s got a storm bolter, so he can do anything a vanilla marine can do. He also has a force axe for close assaults. He’s a combat veteran, so he’s plus one on his d6 for close assaults, but he can also spend X psi points to increase his close assault by X after the dice are rolled. So as long as he has psi points he kills any Genestealer who rushes him. He can also use psi points to do one psychic power per marine turn: for 1 psi point he can gain a command point, although there are stipulations to this. For 2 psi points he can drop a psychic force barrier on a square within 12 squares of himself, no line of sight needed. This barrier prohibits movement and firing through the square until the start of the next marine turn, when it goes away. For 3 psi points he can psychic storm a foe or a section within 6 squares of himself, no line of sight needed. If there is only a single target, it dies on a roll of 2 or more on a d6. If there are multiple targets in a section, he rolls a die for each and kills on a 4+. Marines are not affected by the storm. Calistarius only has 20 psi points to spend as he will during the course of the game. When he’s out, he’s out.
The lightning claws marine isn’t nearly as good as I thought he was. Brother Claudio only gets 2d6+1 to his highest die roll. I thought (and it used to be) that he got 2d6+2 to his highest die. It’s rough. Dude is nuts to go toe-to-toe with Genestealers.
Robb immediately made a break for Lorenzo, because it’s great to have a Sergeant to redraw command points once per turn. We screwed up the rules a bit, and Robb might have gotten an extra edge early on when we forgot that one of the nearby doors is jammed, and Robb opened it normally, and then later closed it to stem the tide of bugs. Ah well, turns out he needed the help.
I drew poorly from the Genestealer stack early on, only getting 1’s and 2’s for my opening blips the first 2 turns (six blips but only nine bugs). I decided to flood the opening corridors as best I could and hope I could kack a marine before they could wake up a bunch of reinforcements. I had to play crafty to avoid the librarian’s psychic storm, so I revealed many of my blips early so that I could spread the bugs out over multiple sections.
Robb managed to draw a ton of command points, and combined with the mistake we made with the jammed door, he managed to wake up Lorenzo by the end of the second turn, which was nuts quick. After that Robb had great command points due to redraws several times, and it really helped his game. I pushed a ton of bugs in the surrounding corridors, and several of them fell to Calistarius’ storm bolter, but Robb was in full doubles-rollin’ gun-jam mode, so I got a lot of bugs in little corridors nearby, ready to spring at the first sign of weakness.
I also tried to murder Claudio and his lightning claws, but it turns out he does okay, even without Robb putting him on guard for a reroll during close assault.
Robb didn’t use any psi points early on. I thought this was actually strong play. I would have been tempted to shoot my wad and try to mug Genestealers with the storm early, but it didn’t go down like that.
After getting Lorenzo good and rescued, the board was ugly for the marines. I had moved a bug to within a square of the Sarge, and there were several in adjacent hallways menacing the librarian from around corners. Also, Claudio was facing a rush of two or three bugs from the other side of the hulk. The marines were surrounded on three sides.
Robb marshaled his guys and finally started using the psychic friends network. Calistarius shot his way through a few bugs in the hallway and pushed his way into the next room with an unconscious marine. Then he put a barrier in the hallway outside, keeping my reinforcement bugs from coming in at his back (and because of the layout, Lorenzo’s and Claudio’s back as well). That was a good call. Lorenzo turned and ran down the hallway just out of range of a Genestealer rush. Claudio managed to claw his way through a few more Genestealers I had on his side of the hulk.
I had my work cut out for me, but now I was only drawing 3-Genestealer blips, so my reinforcements were coming in droves. I started moving blips in on the lower entrances, away from the entry points I had used in the early game. My plan was to flood the exit corridor and mid-to-late game areas with bugs, making any hope of escape difficult at best. I also still had a few bugs ready to charge in near the front entrances. I pushed two Genestealers down toward Lorenzo, but he was just out of reach. I put one right on his back so that he would have to do something about it, and then hid another just around a corner.
Robb decided to make a break for it. Lorenzo turned and shot that bug to bits, and then backed down the hall and went on overwatch to cover himself. Calistarius woke up the next marine and then kept on moving to the next entrance. Claudio went to kill a bug I had hiding in a side-corridor, and he did so. His side was facing the next wave, however, which meant I had an extra close assault against him. Calistarius put a force barrier up to keep a nearby blip from rushing out at him from a side entrance near the long end game corridor.
However, in so doing he did not nuke that blip. Maybe I bluffed him by not revealing it, but if he’d decided to psychic storm that particular blip instead of block it I would have lost (well, over an 80% chance for me to lose them) three Genestealers who later all become fodder, but who made Robb waste marine actions to kill them. The noblest of self-sacrificing four-armed mutant death machines, really.
I rushed a pile of bugs at Lorenzo, but he kacked them all, including slicing the one I got into close assault range with his power sword. Clutch roll for the Sarge. Claudio and is lightning claws had run out of luck, however. There were two bugs in range of him, and while the first was eviscerated, the second managed to maul him. This meant that I had open corridors in the back through which to funnel more bugs at Lorenzo.
Lorenzo turned and woke up yet another marine in the middle, fulfilling part of Robb’s victory conditions: wake up three marines. Now for the “get the librarian and two other guys out of here” subroutine. In light of this, Calistarius and his newly awakened marine escort did something I thought they wouldn’t: they went to rescue the final two unconscious marines. To do this they had to charge past a hallway quickly filling with Genestealers from both ends. Robb used another force barrier to keep the same group at bay (I’d revealed them and spread them out a bit by this point), but I’d put something like 6 Genestealers and another 3-blip in the very end of the hallway near the exit.
I used my turn to strategically move that ridiculous pile of bugs all over the exit-corridor, making sure to space them out so that Calistarius wouldn’t wreck my eventual advance. I moved some bugs into the area around Lorenzo’s back, forcing Robb to do something about them.
Lorenzo turned around and shot up one of the Genestealers, but he was going to get close assaulted again. Robb then ran Lorenzo’s newly awakened marine escort across the hall to wake up Zael of the Flamer. Meanwhile, Calistarius and the other marine woke up the last, then the librarian turned around, shut the door to the room, and went on overwatch. I had three bugs able to reach him that turn. Shit was getting ugly. Robb placed a force barrier counter to protect Lorenzo’s back, but as he did so I noticed that the marine timer stopwatch app on my iphone was at 3:52, which is much longer than the marines are allowed.
Robb made a case that he’d meant to do it earlier and such, but I told him that in the interests of sometime Genestealer victory we had decided to adhere strictly to the time limit. No barrier. Bad shit happened after that. There was a Genestealer in the final corridor close enough to get to the marine who’d woken up Zael, and it managed to kill him. Lorenzo managed to fend off several close assaults, but at the end of the turn he was standing with a Genestealer both in front of and behind him, and more were closing on both sides. Worse, Calistarius jammed on his first or second overwatch shot, so I got two bugs into close assault with him. Robb rolled terribly, which in game terms means I made him spend a _lot_ of his psi points (four per assault) to kill the Genestealers and stay alive. That was a huge blow to Robb’s game, because losing nearly half of his supply of psi points meant that Calistarius was rapidly becoming another guy with a Storm Bolter, which isn’t good with bugs filling the halls. He still had six or so left, but he was getting low.
Lorenzo somehow saved himself from the mess he’d found himself in by turning around and shooting the bugs I had coming in behind him. The two marines with Calistarius shot through all the doors and killed the Genestealer in the adjacent room with Zael. Zael moved up and torched the endgame hallway, killing a Genestealer. Robb had Calistarius put up another psychic barrier to protect Lorenzo from one angle, and cleared the jam and closed the door again, shooting a Genestealer down the hall in the process. Things were nasty by this point.
I counted the models I had on the board around this time. There were five marines left alive, but there were no less than 15 Genestealer models and 3 blips on the board, and they were all over the hulk. In his effort to protect Lorenzo, Robb had left some space for me to get at Calistarius again, and I made him use another 2 psi points just to tie in a close assault with one of my bugs. I then filled the corridors behind Zael and Lorenzo (and in front of Calistarius) with bugs. Zael was looking at a big pile of bugs waiting to rush him as soon as the first fire burst died down.
Robb actually made a break for it with Calistarius around this time. His two support marines had moved into the room where Zael had been asleep, closest the exit. Robb used all his command points to run the librarian to join them and get out of Genestealer reach. Zael torched a hallway again and Lorenzo fought for his life still in the room.
When the dust settled Robb and I looked at the board and there were something like 3 bugs able to get at Zael and Lorenzo from behind. Robb had been doing well in close assault to this point, but his luck ran out. Zael and Lorenzo went down, and with only three marines left and Calistarius out of psi points Robb conceded the game. There were a ridiculous amount of Genestealers in the exit hallway section by now. I think I outnumbered the marines 6 or 7 to one at the time of concession. Most of the 22 Genestealer models were in play.
Tough mission for the marines. Robb and I have been texting back and forth about strategy. He’s convinced that a few stupid mistakes cost him a whole lot of trouble. I tend to agree. The marines can win, but they have to be played rather precisely or they don’t stand a chance. Originally I felt that not using psi points early was a wise move, but then when things got hairy Calistarius had to use half of them in close assaults (it didn’t help that Robb was rolling 1’s and 2’s for close assaults on the librarian). Going for the last two marines was almost certainly folly. Of course, the Genestealer player starts with a crapload of Genestealers compared to other missions.
In previous missions, the Genestealer player might get two blips per turn, but he doesn’t also start with any. Further, the marines often had two squads when the Genestealer player did get a lot of blips, or had relatively simple win conditions. The more complex the mission objectives, the more likely the bugs will overrun the marines.
I played the bugs quite conservatively this mission. Instead of filling corridors I spent a lot of time moving them just of their own rush range, but nearly totally out of harm’s way, and in directions which the marines would find inconvenient to deal with (marines can only fire forward in a 90 degree arc, so directly right or left isn’t good for them). If I’ve got a Genestealer down a hallway lurking a bit, the marines had to turn to kill it, and then turn back. If Robb wasn’t getting results on his shots he was getting mugged.
Marines player rating: 3.0 Genestealer rating: 3.5 lots of bugs and lots of ways to go about this mission.
We played some Duffin Draft and double Duffin Draft with Alayna after the game, but it still felt meh with only 3 players, and Robb and I kept mugging each other and then Alayna would win. It was sorta lame.
Robb got two Heart of the Cheater in those 9 packs (only five 3rd Ed, too), but that card isn't so good in Duffin draft.
-Merlin out