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This is part of a series of bloody matches to the death. Show support for your favorite game so it will do better in the fight. You can support it by writing why you think its the better game and more importantly by betting (i.e. voting for) it. Please make it clear for when I check the bets later. You have until Friday when I tally the bets and declare the winner. I will reserve my bet for any tie-breakers.
Although you should be familiar with both games, there is no rule that says you have to have played both of them. The only rule in Trashdome is this;
Two games enter! One game leaves!
Trashdome - DOOM: The Board Game VS Space Hulk
DOOM: The Board Game = 7
Space Hulk = 19
Death and Taxis
Been interesting to follow this as I just got a brand new Space Hulk (en route) and still have doom with the expansions, which I love from the rules reading but have not had it out on the table yet. From a complete ATspazzmonaut view (mine'.. I don't even know how Fortress America works for example) SH seems a bit limited in terms of geometry, lots of long corridors, and aliens and marines in a line, no room to get past, so where are the tactics? Front man kneel down, aliens keep out of range of gunfire, marines roll 6's and avoid triples? I'm totally not getting it, meaning, I can't yet wrap my head around why you guys are loving it, I haven't got the rules to read yet, so this is based on some videos which just seem to show bored looking guys moving minis up and down 1 space wide corridors and rolling 3d6. At least doom seems more open, more things going on, more variety in monsters, weapons etc.
I'm not saying Doom >>>>>> Space Hulk, I'd just like a bit of trashy salve for my spazzmoidery.
For the marines to be assured of mowing down Stealers, they need overlapping overwatch and that's real hard to do as you have to keep moving.
Hell, just play the first scenario and then flip sides and see what you think from there. As soon as you think you know how to do it, then the other player knows it too.
The tight corridors and small rooms are actually integral to the gameplay and make the game much more tight. Less LOS arguments and you have to really think how to queue your terminators, among other things.
The most fun thing? Overwatch!
And Sevej, there's a lot more to Space Hulk than Command Points. The game is about tactical decisions left and right. It's about not ever having enough resources to do what you want, about making sure every angle is covered, and about sheer luck. From Genestealer's perspective it's about blip management and placement, deception, and forcing the Marines to do something theyndon't want to do.
SuperflyTNT wrote: And Sevej, there's a lot more to Space Hulk than Command Points. The game is about tactical decisions left and right. It's about not ever having enough resources to do what you want, about making sure every angle is covered, and about sheer luck. From Genestealer's perspective it's about blip management and placement, deception, and forcing the Marines to do something theyndon't want to do.
I know Pete. It's just when I was playing it, I feel that the most important decision is regarding Command Points. Everything else seems just to "click". Covering my angles, keeping the team on the move... feels so natural. I only stopped to ponder how to use my CPs.
But honestly, playing as Genestealer, despite the aspects you wrote above (and I honestly feel those are interesting), is nowhere as exciting as playing the terminators.
And that's before you even choose a single move or turn the sandtimer.
Then, do you move the flamer guy into position and "Lay Flame You Dick" to cover yourself, or do you send in some bad ass bolterboys to lay down a hail of (bolts?) that will shred all before.
As a Genestealer, you send swarms of your brood toward that one holdout Termie, waiting for (3 FUCK) (2 FUCK) (3 FUCK) NOOOOOOOOOOOO!!!!!! as he whiffs repeatedly on overwatch and has his brain clawed from its pan by a determined and very dangerous enemy.
The tactics are where it's at with Space Hulk.
The tactics are where it's at with Space Hulk.
... and the dice. Dice can make or break a game.
Man this is an old thread, can't believe I voted Doom. Honestly both are great games and serve very different purposes.
SuperflyTNT wrote: Then, do you move the flamer guy into position and "Lay Flame You Dick" to cover yourself, or do you send in some bad ass bolterboys to lay down a hail of (bolts?) that will shred all before.
I usually make these "decisions" quickly (especially since there's the dice). But throw in the CP into them, and it gets more complex, vying for opportunities and trying to push the available CPs for best gain. The resource management part is harder for me than the tactical decisions part I guess.