Space Hulk: Tactics

Space Hulk: Tactics

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Poo Pusher Sep 15, 2024 @ 2:31am
PLEASE PIN THIS: LET'S GET THE GAME PERFECT!
I've been a fan of Space Hulk since the first edition came out in 1989. I think it's the best board game that GW have ever produced, hands down.

Since then, some revisions have been made and, from time to time, GW have graced us (or disgraced us?) with new versions. These are always sold out, often before launch, and the game has never been in general circulation since the 1st edition.

With that in mind, many people have been looking for a way to get hold of the game so that they can experience it for themselves.

CUE: Video games.

There have been a lot, but none have approached what Space Hulk: Tactics has managed to give us.

HOWEVER, Tactics is marred by a few issues (and additions) that are not beneficial to trying to recreate the original game.

The mission editor does not contain some key functionality that would enable us to play the original missions (and they're missing from the game as it is).

The card system and movement (disengage?) system of the genestealers is not ideal. The genestealer spawns and squad setups are not ideal.

There are other things, too, that prevent it from being used as a 1:1 simulation of the original board game.

SO. I've emailed Cyanide about this, but 1 email probably will not produce much of a reply.

But emails from all of us? A petition from all of us? I think that just MIGHT make a difference. We're not asking for sweeping changes. The game is excellent, we would just like it tweaked a little so that we can play those classic missions from the past properly.

With that in mind, can people please reply to this post with SUGGESTED FIXES to get the game working as it should be so as to emulate the original space hulk board game. We need to be able to create missions in the editor and have them play as they should. At the moment, they don't.

Please don't respond with negativity, or with things unrelated to improving/polishing the game. The main game is the main game, let that be as it is, it's how Cyanide designed it. I'm solely talking about getting the original play system emulated correctly through the mission editor with a few more options/modes.

My initial thoughts on testing it are that we certainly need changes to the following:

1) In the mission editor, the Genestealer blip count needs to be edited so that we can set how many blips the genestealer player receives per turn, and at the start of the game. These can be different, as seen in the 1st mission in the 1st edition, "Suicide Mission"

2) DISENGAGE the "Disengage" mechanic*, so that we can move genestealers a little, then move another bunch, then go back and finish our move with the initial ones. We should not be locked out of moving figures when they still have action points left.

PLEASE post your suggestions here and we can go through them and get something rational together to present to Cyanide.

I think this could be PEAK videogame Space Hulk if just a few things were altered, and I'd have very little need to get the board out if this were the case. As it is, it feels like a very similar game in the same universe but it's NOT identical. Let's try to make it so!

Thanks for your participation.

*Yes, I know this applies to the main game, too, but maybe it's intentional there. I can't see why it would be, but we need the option to turn this off in the mission designer, if at all possible.
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Poo Pusher Sep 15, 2024 @ 3:03am 
3) MAX BLIP COUNT: There should be an option to control how many genestealers are potentially spawned per blip. Original board game goes up to 3, but expansions take it up to 6. I say to give mission designers the option. It's important.
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