Monday, July 22, 2024

Space Marine: a 40K Boardgame - Playtest

OK, but how does it play, "out of the box"?

Frankly, "just fine" would be the answer!

OK, so the box product says "buy me...or you're stupid...or have no interest in Space Marines or Tyranids or 40K" which is possible - and may even be quite healthy. But do you really have no interest in the future of the hobby? No interest in an intro game for your pals to try out and see if they want to jump in? Seriously?

My opinion: everyone should be interested in an intro game! 

OK, OK, I agree, that Games Workshop and 40K is not an ideal intro to the hobby. But "Space Marine: The Board Game" is AN intro to the hobby, and a good one if a friend is around to help assemble the models and play the game.

Over the last few years, GW has made some interesting forays into board games with miniatures, sort of a crossover game format. Their board games feature great deals on 40K figures in hard plastic that are push-fit assembly and pretty easy to paint, along with good quality game board, pieces, markers, counters, rulebooks, etc. 

The best is "Fire Team" [HERE], altho I had fun with "Space Marine Adventures: Labyrinth of the Necrons" [HERE]. I have bought [but not yet played] two of the 40K Arena Games, which are supposed to be the best of the bunch - I'll get to them, I promise!  The Gold Standard is of course the 2nd ed of "Space Hulk" which I should review even though it is [oddly] out of print.

Anyway, this is a playtest of the latest, "Space Marine: the Boardgame" which is a great deal in terms of product, but has gotten some mixed reviews about the game play. This is largely due to the somewhat scattered rules making it hard for people to figure out how to play the game. I solved the problem by making my own 1-page rules summary, which consolidated and organized the rules that were spread all over the "Handbook" and clarified a couple of points in them [that mattered]. 

Happy to send it to you, just send me an email to my gmail which is brasidas19004 and I'll give you my summary - it will definitely help you out!

The first scenario is called "Objective Secured" and involves Titus, the Space Marine Lt. good guy, against a bunch of nasty bugs, 10+ Termagants with Ripper Swarms [a max of 20 Termagants and 2 swarms, what's in the box]. Both sides want to wipe the other out and securing the 5 objectives will help them out with reinforcements ['Nids] or enhanced combat ability [Titus]. 

I haven't assembled the box figs, so am using a Space Marine from "Labyrinth of the Necrons" and classic 90s Necrons who substitute well as 'Nids. Below, the line of Gauss Flayers and Scarab Swarms should intimidate most Imperial leaders!

Below, is my favorite setup, after several plays of the Scenario. On the left is Titus, on right is 10 Termagants and a Ripper Swarm. 

[Note: it's unclear how many 'Nids start, but as there's only 20 Termagant models the possibility of 10+ reinforcements make it reasonable to assume you start with 10 and a Ripper Swarm like in the next Mission

Both sides are behind walls [the black lines] and there are five objectives in the board center [the hex-shaped pieces, which are from Fire Team - I use them because they are thick cardboard and don't move when I breath]. At each Objective, a side can gain an advantage and then the Objective is removed. 
The point is to wipe out the opposition and the Objectives can help you do that.

Turn 1 [white die, center]. In the Initiative roll-off, Titus must take the first Player Turn. The order is Move-Shoot-Close Combat. Titus secures an objective and rolls a '3' which results in him having a Xenoform Pulse Scanner, giving him better Close Combat for a turn. This doesn't help as he's too far away from the 'Nids. 

On the 'Nid Player Turn, they move all their forces from behind their wall and secure two objectives [next turn, they can get reinforcements from them - 'Nids get benefits from Objectives at the start of their Move, so they have to hold it for one Turn. Titus gets the benefit at the end of his Move, making him much more maneuverable in this scenario...subtle!]. All are out of the 12" Shooting range. 

I kept Titus over 18" away from the 'Nids, out of their Move and Shoot range.

Titus Turn 2. Titus moves up to secure another objective. He rolls a '2' and gets a Phase Disrupter Device that allows him to move thru walls for a turn - no tactical use presently [would be great if it could be saved until needed...hmmm...]. Titus shoots a foe, leaving 9 plus a Swarm. Titus is more dangerous in Close Combat.

Necron Turn 2. They gain a Swarm and 3 Termagants from the two objective markers they occupy...
...They form a firing line with the Swarms ready to pounce...
...and inflict two wounds on Titus, after rolling poorly [should have gotten 4 Hits]. But the overall percentage of wounds after Titus fails both Saves is in their favor.
'Nids then Charge Titus, rolling lots of 2d6's for distance, getting more than enough high rolls to surround him...
The 'Nids choose a Swarm to attack first as it has 5 Attacks v. 2 for a Termagant [you alternate Close Combat Attacks by Figure, with the phasing Player going first], needing 5+ to Hit.  They get only one Hit which Titus Saves. He then gets 3 Hits and they Save none. As he designated all hits on the Termagants surrounding him on one side, he is now free to escape the encirclement on his Player Turn 3, which is coming up next. 

This is an important, but subtle aspect of how the Close Combat rules interact with the Player Turn sequence - there is a big difference between fighting a Close Combat followed by your own Player turn vs. followed by the opponant's Turn.

Killing three 'Nids means he can rolls three dice for a 3+ to lose 3 Wounds thanks to the "Fueled by Fury" rule - as he had 2 [the red die] and passed 2 rolls, he is now Wound-free. "It's just a flesh wound - enough to make me FURIOUS is all!"
Remaining 'Nid Close Combat by a Swarm and one Termagant gets 3 Hits, inflicting 2 Wounds back onto Titus [he can take 5 Wounds, the Termagants 1 and the Swarms 4 Wounds - this often affects which 'Nid to attack when].

Titus Turn 3. He dashes to safety, secures an Objective getting Armour-Piercing Rounds, and kills a 'Nid [who gets no save due to the AP round].  Too bad he missed with his other Shot! He Misses his Fury roll, so still has two Wounds.
Titus then Charges the bottom group of 'Nids, hitting all three and killing two, passing both Fury rolls, so both his Wounds go away again. 
Titus is a fast-moving objective-securing beast. He can Move away from Close Combat, secure and loot an objective, shoot 'Nids, then Charge in a way that makes him hard to encircle on the 'Nid Player Turn, all while 'healing' Wounds thanks to his 'Fury' against the Xenos. Careful play and some good dice can keep him fighting and winning! But it's tense - make a mistake, roll bad, and the counter-attack in the 'Nid turn could be ugly. Also, the 'Nid player can stand off and shoot, reducing the chance of Titus removing Wounds.

'Nid Turn 3, they position for Shots and encirclement...
...Titus saves against both Shooting Hits...
...'Nids Charge and encircle Titus...
First 'Nid attack from a Swarm, Titus takes two Hits, fails both Saves, takes two Wounds...
...Titus gets only 2 Hits, but both 'Nids fail their Save and die. Titus rolls hot and loses both Wounds again...note that he can Move thru the gap he's made...
...Remaining 'Nids blow roll, get one Hit, but Titus fails to Save.

Titus Turn 4. He moves out of encirclement, shoots two 'Nids successfully.
...and passes his 'Fury' roll, so removes his one Wound...
...and he Charges into the pack. He gets only 3 Hits, and 2 are Saved, so one 'Nid goes down. This leaves two Swarms - still quite a threat....
...unfortunately, the 'Nids roll poorly, and Titus saves the few Hits he took. Huzzah!

'Nid Turn 4. They are too close to Shoot, so encircle Titus again...
...getting 3 Hits, but he Saves 2 by rolling average, and takes a Wound...
Note: I appear to have either missed or forgotten to Close combat with Titus...

Titus Turn 5. He moves away, misses both Shots...ugh...
...then Charges one Swarm. He inflicts 3 wounds on it, almost enough to kill it.
...but not quite.  Nid Turn 5, they encircle Titus again...
...and take one Shot, which Hits!  But Titus makes his Save roll...They close in, and a Swarm makes its Attacks, missing. No more Wounds were then inflicted.

Titus Turn 6. He moves away, Shoots for 1 Hit which is Saved by the Swarm that only has one Hit - too bad!  
...Titus Charges and gets 5 Hits! He puts two on the Swarm with 1 Hit [to finish it off] and it does fail Saves and dies. He puts the other three Hits on the healthy Swarm which rolls 2 Saves and only takes one Wound, unfortunately...
...on their Attack, the remaining Swarm gets 3 Hits! But Titus saves them all!

Titus Turn 7, he Shoots and Hits twice, both are Saved...
...he then charges, and gets 4 Hits, 2 are Saved. The Swarm now has 3 of 4 Hits...
...Fighting back, Swarm gets 2 Hits, both are Saved by Titus.
'Nid Turn 7. Swarm can only Attack in Close Combat, but misses. Titus gets 1 Hit, which the Swarm fails to save on a '3'. GAME OVER, MAN, GAME OVER!

Well, that was a pretty tense mission for the first half. By the second half Titus had secured enough of an advantage that he was unlikely to die except by some great die rolling on the part of the 'Nids. With a 3+ Save, Titus needs to take 15 Hits on average to lose 5 Wounds, and the best time for that to happen is:
- in Close Combat on Titus Turn [after he has fought, there should be several 'Nids yet to fight]
- on the following 'Nid Player Turn, the 'Nids go first, and hopefully can overwhelm Titus with Shots [the 'Nid force has about 6-12 at any given moment], then encircle him in Close Combat where the 'Nids can easily get up to 20 Attacks.

Unfortunately, I was never able to get this combo down, thanks to Titus maneuvering well. Taking Objectives did enhance the 'Nid combat power, getting them a Swarm and 3 Termagants. 

Altho the dice rolling seemed generally poor, it was poor for both sides. Titus did roll well for his Fury and was able to remove Wounds. Had he missed, it would have escalated into a spiral that would have cost him the game, I think. I played him pretty well keeping the 'Nid horde at bay as much as possible and not getting completely overwhelmed.

I think this is a classic asymmetric game, with one elite fighter facing the "horde" of bugs, and it is a challenge for both sides to get the timing of Shots and Close Combat 'just right'. Titus has little room for error, but the 'Nids only have a few opportunities in this Mission to inflict enough Wounds quickly enough to kill Titus. After that, he will win by the numbers thanks to 'Fury'.

This was an interesting game challenge, and will be worth repeating occasionally, especially with new players.  I feel like this is a good scenario in that it isn't just a "kill the enemy" Mission - the Objectives are worth getting and most likely each gets 2 - the center one is up for grabs, but it is Titus Objective to lose, IMHO.

I hope this shows some of the subtleties in the rules. Get a couple of the mechanics wrong, and you may think this isn't an interesting scrap. Altho as written it has limited replay value with the same players [2-3 run-thrus and you probably get it] there is always the world of "rules tweaking" to make it variable. 

Despite it's limitations, this is a great little intro game! It has about $100+ of product in a $40 box set, it looks great, and there's enough play that you can get your mind working. Once you've mastered it, it's a great intro game for you to run through with kids and newbies to the hobby and / or 40K as they can focus on Titus while you handle the bug horde.

So...buy it!  

2 comments:

  1. I bought the box for the minis and the game board. I haven't even read the rules yet, but as I'm almost finished painting the figures, I will have to give them a go. Definitely saw a lot of hate for the game online, before I purchased it, but I take that with grain of salt. Looks like it'd be a fun little diversion when I just want to roll some dice with minimal setup.

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  2. yeah, should be good with your son. I sent you the rules summary I made, now you don't have to invent the rules wheel! Best, Alex

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