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