Awesome game! - 2 questions

By Berf, in Death Angel

Space hulk death angel is an awesome game. It is incredibly well balanced and the difficulty level is simply perfect. The 2 new micro-expansions make the game even gretaer (yes, the new teams are powerful, but the new location cards are epic and raise the difficulty level accordingly).

I have played countless solo games and I came across two situations that still remain somewhat unclear:

#1

the 'quick instincts' event card (1 space marine immediately makes 1 attack). Do you:

A- choose any space marine and simply make a basic attack (1 genestealer is slain when a skull is rolled)

B- do as the 'attack' action card would tell you to (flamer kills as many genestealers as the dice roll, green team member slays 3 genestealers on a roll of 4, etc.)

#2

Rulebook p.25 says 'travelling automatically occurs whenever there are 0 cards in any blip pile at the end of any phase'.

So, when a blip pile is emptied during the space marine action phase (example: when using the grey team's move+activate card that makes you discard from a blip pile) : travel occurs, new terrain cards are placed and the genestealer attack phase follows immediately, right??

Thanks!

i cant answer 1 with any sureity but i make a regular non ability attack. With 2 ur right u would move then the genestealers would attach

Thanks for the reply.

I was also making a basic attack. Thinking about it, it makes sense that the special offensive abilities may only be used when playing the attack cards.

I'm also extra-cautious when emptying the blip piles during the space marine action phase. Some of the new locations have adrenal genestealers spawning when entering, so things can get out of hands quickly.

To answer to your first question - I think it´s debatable. It may be possible to use special attack, if it is counted as a single ATTACK. Every attack card describes it pretty well. E. g. if the card says: "INSTEAD OF ATTACKING with brother Claudio, slay 3 GS..." then it´s a special ability, not an attack. Or "Brother Leon may attack up to 3 times" - that clearly says, Leon´s able of making 3 attacks during his turn, but the event card lets you make just one.

BUT look at the Purple team - Brother Zael and his flamethrower: "When Brother Zael attacks, ignore all skulls rolled. Instead, slay a number of GS in the swarm equal to the number rolled." - and that is the case I would consider debatable - Brother Zael´s flamethrower makes an attack. But the attack itself works on different mechanics than other marines attacks. Now, look at the Black Team - PSIONIC ATTACK: "Each time Lexicanium Callistarius rolls a skull while attacking, he may immediately make 1 additional attack" - same case. Librarian attacks, it´s his NORMAL attack, which works differently than other attacks, so naturally It should be possible for him to make a chain attack (if he hits) based on that event card. And now look on the GREEN TEAM. Yes, Green Team, because according to this logic, they have an advantage here, over the other teams: "Each time 1 of your attacking SM rolls a 4, slay up to 3 GS from the defending swarm." Their natural ability is precise aim, which makes them kill more targets, and it should be considered as a part of their normal attack. Blue Team is the same case - their natural ability is to inspire troops around them.

But as I said, it is debatable. Some may consider it unfair, that you are giving advantage to some teams over the others (but they still keep whining that Green Team sucks), some may consider it making the game too easy. As I looked in the forums here, MOST of the problems or questions in the gameplay are being solved by logomachy (nitpicking on the words), so this is the "official" approach :) Personally, I can only say, it´s up to you. If you consider the game too hard, you can use this rules, which give you a little advantage. If you consider its difficulty balanced enough, you won´t need it. I usually imagine Brother Zael or the librarian swinging at the enemy with a chainsword or something, instead of using their correct weapons, I count that as a normal attack, no special stuff, problem solved.

i sorta agree with tyricht now that makes sense some weapons would be hard to just make a regular attack but i still think that was the developers idea as usually in this game the rule is whatever makes it harder on the marines

loken14 said:

i sorta agree with tyricht now that makes sense some weapons would be hard to just make a regular attack but i still think that was the developers idea as usually in this game the rule is whatever makes it harder on the marines

You know what? I thought about it a little bit more and realised, I was wrong all the way. The only logical truth is: You can use flamethrower or similar attack abilities ONLY when using that particular card. WHY? Because in the game, you use even defensive abilities that way. E. g. Green Team would be able to block with shield every time they are attacked, and not only when they use their support card. The Blue Team would kill GS in counterattack, even if their support card wouldn´t be played. If you would be able to use your (although natural) abilities every single time, the action card mechanics would lost its meaning. YOU HAVE THE ABILITY ONLY WHEN YOU USE THE PARTICULAR CARD, WHICH ALLOWS YOU TO USE IT. No other way. When the event card says "make an attack", let´s imagine, you attack in close combat, no special things around.

Having the opportunity to use the special attacks only when playing the attack card makes sense (same thing with the defensive abilities).

When in doubt (and considering the nature of the game), choose whatever gives the marines the hardest time, I guess.

I can imagine Zael taking time to aim and fry a swarm (playing the attack card) or simply being taken off-guard and trying to hit a single genestealer with his fist (the quick instinct event card)!