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Space Hulk (third edition)» Forums » Rules

Subject: Question on Guard rss

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Paul O'Grady
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Being a veteran 1st edition player I keep forgetting to use the Guard order, but my son loves it and uses it well. But whats the point of fighting in melee in your own turn now?

Consider a H2H specialist in particular (Thunder Hammer or Lightning Claws): if a Stealer is 2 spaces away, I could move up to it and have two attack opportunities for my 4 AP

OR

I can move fwd 2 spaces and go on Guard. That way when the stealer attacks in his own turn, I get to re-roll 1 of my attack die if it goes badly.

If I choose option 1 above, I get no re-roll. This means that its better to sit back and give the initiative over rather than attack in my own turn. For storm bolter/assault cannon marines, I get an advantage to shooting in my own phase vice the stealer phase in overwatch (sustained fire bonus, no jams) but for Assault Termies the reverse is true.

Don't get me wrong, I think guard is an excellent development for the game, just trying to get my head around it.
Thoughts anyone?

cheers
Paul
 
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Branko K.
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Umm.. would you rather charge towards a thing with four clawed arms and a bunch of sharp teeth or take up a defensive position?
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James Luck
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If I was a Terminator Marine I'd probably want to hook in I think you are playing it correctly Paul, it does make the Assault Termies more defensive as Branko says, but then again that comes in handy at the right moment...bearing in mind that some missions you need to keep moving, so stopping and being on guard all the time may not always be the answer.
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Paul O'Grady
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I agree that giving up the initiative will bog you down in the Mission. It was more of a commetary on the mechanics is all.

I just dont see a Terminator standing back waiting to take the enemy charge - I think he would wade in to smite his foe with great vengeance and furious anger!

Thanks guys - looking forward to trying it out on you one day soon Lucky!
 
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Branko K.
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Well the 3rd ed rules seem to have been designer around the presumption that the Marines are nearly unbeatable when on defensive, yet do not have the privilege to *be* on defensive, what with missions to do and genestealers whose numbers will sooner or later become overwhelming.

That's why some missions (like Exterminate or Defend) where the Marines can just turtle up simply do not really work, yet those where Marines must move quickly and mostly forfeit their defensive advantage (like Suicide or Cleanse) are intense and exciting.
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