Also, if I wanted to play a game of Space Hulk rpg style, would this be it, and does it accomodate for someone who would like to play a Space Hulk campaign?
Space Hulk?
Ab-so-****ing-lute-ly. Have a look at the free downloadable mission Oblivion's Edge in the support section. And its precursor Final Sanction which contains some very nasty stats for Genestealers.
Alex
Just my 0.02 Requisition Points but I’d say “Yes and no”.
As I understand it, Space Hulk is more of a tactical game, in which kill zones, observation angles and optimum weapon ranges play a large role.
Deathwatch is more a RPG in which the playing characters focus on storied combat.
So yes, the rules easily allow you to build a deathwatch marine or terminator with appropriate weapon loadout. If you prefer regular Space Marines, reduce XP or stats a little bit. And the game (supplements) provides stats for genestealers and other nasties which may lurk in a derelict space hulk
What the game does not do is focus on strict tactical play in which weapon range and line of sight etc. are paramount (like table top games would). You could use miniatures and enforce it but then you could just as well play the miniature game.
In short, the deathwatch allows all the action of a space hulk game but with a different slant. Less rules-driven action and more story-driven action.
While I've never played using miniatures, I'm pretty sure it would work pretty well and still produce a distinctly different playing experience than any TT game.
Well you have overwatch at angles in Deathwatch. You have suppression fire. You have Delayed Actions. You can pretty much play Space Hulk, except at a much higher level of detail.
Alex
I love the idea of some DW SH. I can see either high level DW Termies storming into a Hulk, or tricked out, geared up DW PA Marines like Special Forces blowing hatches and pushing through the corridors.
I made a FireWasp for a future game:
ranoncles said:
What the game does not do is focus on strict tactical play in which weapon range and line of sight etc. are paramount (like table top games would). You could use miniatures and enforce it but then you could just as well play the miniature game.
In short, the deathwatch allows all the action of a space hulk game but with a different slant. Less rules-driven action and more story-driven action.
Have to disagree to some extent. The rules for this game are pretty explicit when it comes to range and the like. FFG 40k is not a rules-light game line. It's very mechanics-focused.
Kshatriya said:
ranoncles said:
What the game does not do is focus on strict tactical play in which weapon range and line of sight etc. are paramount (like table top games would). You could use miniatures and enforce it but then you could just as well play the miniature game.
In short, the deathwatch allows all the action of a space hulk game but with a different slant. Less rules-driven action and more story-driven action.
Have to disagree to some extent. The rules for this game are pretty explicit when it comes to range and the like. FFG 40k is not a rules-light game line. It's very mechanics-focused.
I have to agree with the above statement, using a detailed map tool, like maptools (lol), gives you the same gutty feeling as a detailed Space Hulk game. Instead of having a fully coordinated team of 4-5 terminators with a1 or 2 action a turn each, you have 5-6 un coordinated, conflicting ideas of how to solve the situation with a varied amount of possible actions.
No longer is the flamer last shot reserved to destory the room, a melta charge or a powerfist will do, etc...
Space Hulk is a nice borad game, DW is a RPG with tons of available rules and tactics to support your own campaing idea.
i.e. The amount of story details vs tactics of combat is usually at players and DM preferences. I don't see DW as a heavy RP game, because most of my players see it as a testosteron max power kill fest with a Space Opera twist. Not a space opera with a few power combat... that is Rogue Trader, where the combat can be resumed too bomb that Sheet out....
Map tools is my preferred way to play DH or DW. Tabletop I'd insist on a map. Distance and angles and positioning and available cover are pretty important for this game. It reminds me a lot of Shadowrun in that respect.