Beer & Pretzel Space Marines
Posted: 16 June 2009 09:13 AM   [ Ignore ]
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It was this set of rules—mentioned on another thread a few months ago—that led to the creation of this forum, so…here they are!

http://www.glewwe-castle.com/brawl-factory/spacemarines.html


As the name suggests these are not in any way, shape, or form “serious” rules.  They are simply another in what I imagine is a very large pile of homemade systems that gamers all around the world have invented / tinkered with so they can squish bugs or blast bots…

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Posted: 06 November 2009 10:21 AM   [ Ignore ]   [ # 1 ]
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FWIW
Thought I’d pass along a modification suggested for the Mercs in the second spaceship scenario: Give them only two Points for movement/actions.  This would be to reflect their lack of body armor (making them more vulnerable to the Bugs’ attacks) as well as their inability to move as well in the stress of a combat situation (when compared to the Marines, who get three Points).

I like the idea at first glance -but wonder whether it will make the scenario too difficult with them moving only two spaces?  It would certainly serve as motivation to pick a leader to gain the two command points, I guess.  Perhaps allowing them to double their points for movement (like with the Fuzzies) but disallow any firing if they do so?  Dunno…may try it out this weekend to see…the tinkering never ends!

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Posted: 14 November 2009 08:17 AM   [ Ignore ]   [ # 2 ]
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First game down - quick & dirty, cheap & cheerful! Unpainted WH40k Space Marines versus an assortment of dinosaurs, Gormitti and Moomin Troll…
OK, it was the classic Colonial Marines vs Aliens, from movie.

Easy to play, easy to win. The marines job was easy. Get the civilian from one end of the corridor, to the other, where the shuttle was waiting. Too easy maybe, the marines have ranged weapons, the aliens are hand-to-hand. But, the marines were a fire team and the aliens were a humongous horde, it became more challenging. As I removed the aliens from the front line, I just replaced them to the back. At every junction of the corridor, a roll was made to see if there were bugs there as well (2 out of 6 chance).

Two marines and the civvie got to the door. They able to dust off, and nuke the place from orbit. Just to be sure. wink

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VF-19/VF-191

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Posted: 14 November 2009 09:48 AM   [ Ignore ]   [ # 3 ]
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”...Too easy maybe, the marines have ranged weapons, the aliens are hand-to-hand. But…it became more challenging.”

Sounds like it turned out the way it usually does!  Since it was designed initially for/as a vehicle to game that sort of scenario (small band of shooters v. horde of face-rippers) it works best in those situations.  Making the space/rooms/whatever small really helps, too!  When people try the Spaceship scenario(s) they think at first it’s a cakewalk…but the Bugs just keep spawning and spawning each turn…until the players look and notice that they’ve got to claw their way through a mass-o-nasties…and more are coming up from behind!  All it takes is a turn (or two) where a shot is missed or a few extra bugs spawn in the wrong place and “We can handle this” becomes a desperate scramble…

When kids (<13) try it at cons I usually stear them to the Urban scenario (they don’t catch the poor, crude, locker-room attempt at humor…) so that they have space in which to utilize the ranged-fire advantage and can—unless played really badly—march down the board squishing lots of bugs on their way to victory…which is what they want.  Adding more rubble to the layout (and using the increased Bug-reinforcement rule) can make it a challenge for guys who “think they’re tough”.


—nice to hear that you had fun, thanks for giving it a try!

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