Space Hulk: Tactics

Space Hulk: Tactics

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=Jb's= Sep 26, 2018 @ 7:52am
What do you think about card System ?
Didn't like it for me cause :

- First it's totally non ergonomic, you can't see what card your enemy can play and what card he is playing. Then, miss click is easy and you can't undo.

- Unbalance the game totally. ( ex : you can't plan anything ). The gameplay of SH is to calculate every actions and always keep your distance from stealers. Now the stealers can play a broken card and rush you and you can't anticipate cause you doesn't know his hand Oo

- Some cards are totally broken and stupid.......really i don't understand these choices from the devs

- The game it's much more longer and less smooth that boring.

- This system break the tense and ambience of this mythic game.....

You can play without card when you create a map in the editor it's a good thing. But all the rules are not avaible it's too bad :(. I especially think about V4 rules who for me the best balance of this game.

That will be fantastic to have an option for playing with V4 rules from boardgame :)

Last edited by =Jb's=; Sep 30, 2018 @ 10:22am
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Showing 1-15 of 31 comments
peXmo Sep 26, 2018 @ 7:57am 
I think the cardsystem brings a much needed depth to the old space hulk formula. You also get some control over all that randomness, slightly less luck in the end
dv Sep 26, 2018 @ 8:34am 
Originally posted by =Jb's=:
- Some cards are totally broken and stupid.......really i don't understand these choices from the devs
Would you name some examples, please?
=Jb's= Sep 26, 2018 @ 8:56am 
Yes sure :

SM
+4 ap for a termi
Target termi : he's immun for jams until next turn Oo !
+3 for next hit
Target termi : next hit will be succes !

Stealers
1 dice max in defend during a close combat for a termi ( bye bye sergeant + shield )
+ 2 ap for all stealers during next turn Oo wtf
+ 2 dices in melee for next assault of one stealers !
Darkreaver1980 Sep 26, 2018 @ 8:59am 
Originally posted by =Jb's=:
Yes sure :

SM
+4 ap for a termi
Target termi : he's immun for jams until next turn Oo !
+3 for next hit
Target termi : next hit will be succes !

Stealers
1 dice max in defend during a close combat for a termi ( bye bye sergeant + shield )
+ 2 ap for all stealers during next turn Oo wtf
+ 2 dices in melee for next assault of one stealers !

How is that broken? it sounds pretty viable and both sides have good cards
=Jb's= Sep 26, 2018 @ 9:03am 
Cause you can't calculate and anticipate everything and lower the risk of youre actions like the boardgame.

All you're plans can be blow by using theses cards....

peXmo Sep 26, 2018 @ 9:09am 
+ 2 dices in melee for next assault of one stealers
They usually win anyway in melee dont they?

+ 2 ap for all stealers during next turn Oo wtf
This one is indeed really strong. No idea how it balances out with points cost vs cards that could be played against it though. avent played enough yet.

Target termi : next hit will be succes ! /+3 for next hit
just like someone rolls a 6, just makes sure you do. see nothing wrong with tis one

Target termi : he's immun for jams until next turn Oo !
I often play round after round without any jam, again just makes sure ONE termi does not jam, no biggy

+4 ap for a termi
A stong card for sure if you alsocan get a convert +3 card. But well souldnt break a mission. one can still roll like crap. Or someone rolls good ALL the game.....

space hulk is not chess it is crazy random. The cards just makes it less random.
peXmo Sep 26, 2018 @ 9:11am 
Originally posted by =Jb's=:
Cause you can't calculate and anticipate everything and lower the risk of youre actions like the boardgame.

All you're plans can be blow by using theses cards....

All your plans are blown by not rolling a single 6 in a whole round etc.... I see more planning with tese cards than less. that 2ap stealer card might be a hard one tough
almighty_hood Sep 26, 2018 @ 9:16am 
imo, the stealer cards are op for converting most of the time...
i have been playing the genestealers and swarms of them out match the terms hands down..
i rarly needed to play a card and this i feel is unfair to the termi's overall.

i know its beta and balance needs to be figured out but looking at the maps in skirmish you can see out of 100 battles per map less then 15 term teams win thats fairly broken to me even though i dont play terminators lol.. all in all, genestealers are over the top op its just unfair for my 2 cents.
=Jb's= Sep 26, 2018 @ 9:19am 
Yes i understand what you saying peXmo but now it's really hard to read the game cause :

You can't see what cards you're oponent playing so you take a risk without to know if it's a high risk, medium risk, low risk.

I find that now you play blind.
Last edited by =Jb's=; Sep 26, 2018 @ 9:20am
Hello, about the card "+ 2 ap for all stealers during next turn", since it apply only for the next turn, the TM can plan his turn with this information in mind (all GS on board will show 8AP instead of the classic 6AP).
=Jb's= Sep 26, 2018 @ 9:47am 
Originally posted by chris:
Cards are essential. Previous Space Hulk games were actually pretty dull and there needs to be something to spice up the gameplay.

I don't find the V3 or V4 pretty dull but i can understand than SH does not please everyone.
If you think cards are essentials ok but these cards should be face up no ?
Last edited by =Jb's=; Sep 26, 2018 @ 9:48am
I think the addition of cards is good. They offer quite a bit of depth.
peXmo Sep 26, 2018 @ 1:14pm 
I have to give it to JB though:
That +2 ap to all stealers is an insane game winner.

Related to the topic:
Is there anyway to see how much CP the other player has or something?
almighty_hood Sep 26, 2018 @ 2:42pm 
Originally posted by chris:
Originally posted by peXmo:
I have to give it to JB though:
That +2 ap to all stealers is an insane game winner.

Related to the topic:
Is there anyway to see how much CP the other player has or something?

It need's 3 MP to play though. That's a lot of MP.


not when you can sacrifice a 2 or 3 blip and get that much mp back.. and i built up 7mp in a skirm against my buddy
Kikasstou Sep 27, 2018 @ 7:55am 
Space Hulk is a difficult game for Space Marines. With the cards it makes the game nearly impossible for them. In the original Board Game, you have team bonus Command Point by rolling a dice a the beginning of the turn. So you can have between 1 an 6 bonus CP for a turn. This mechanism is replaced by cards trade. But the CP reward for cards tréade is never above 3 and often between 1 and 2. This means that you could never have 6 CP for a big turn. At best you have 3 and commonly you have 1 or 2 that is to say the worst result when rolling the dice in original rules.

The consequences are that Space Marines are far too limited. They can't get the "sprint" they need at crucials times. I suggest to double the card trade value for CP bonus. Look at the winrate in skirmish. it's 97% win for genestealers IA. That's totally insane.

In add there are lots of default with playing card. You can draw cards you can't use like the one with melee bonus for thunder Hammer / Storm Shield. But your sergeant has a power sword. In add Melee bonus for Space Marines is useless. They can't win against Genestealers in the game. At best you will kill the first one and then be killed by the next when bonus is consumed.

Cards is a good idea. But it looks like nobody really think about it. They just unleashed a samll bunch of cards without testing them. We need more cards, with efficient bonus, and dedicated to the team made by the player.
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Date Posted: Sep 26, 2018 @ 7:52am
Posts: 31