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Da Space Hulk calling Da Boyz

Da Space Hulk calling Da Boyz

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Da fightin instructions!

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‘Now this would be da bit de hummies call rules or rule changes but as most of boys know der is no rules,other than bugs..ect insert anythin here, are on da ground in a bloody pulp and you iz standin. These be more as guidlines to make the former more fun , and if dey dont work try sommat else later’

Initiative 

As this is meant to be a multiple player game players choice is avail for best method, be role each move and Igo he goes etc. bag of chits or stick to a variation of Kill team with a igo you go for movement and alt shooting.Though you may want to consider alt movement per figure , player one moves one, two then 3 , likewise for shooting.

 

Hidden Movement

On the whole plan to use Kill team rules, for both sides but use the concealed markers for the Tyrannids from Space Hulk until one of the Ork units gets line of site.

Line of Sight

Allow as in Space Hulk only one Ork/Tyranid per square but if using Genestealer cultist or Getchins allow them two to square, Also it might be worth allowing up to two ranks to fire as long a an orc can see a target it he will probably shoot and who cares if the bugger in front of him gets hit or goes deaf. double that up for the cultists/Getchins so up to 4 figs can fire.

‘Now den we Orks no how all about disipline its id da blood ain it! Not like da Hummies who need big hats and uniform an stuff, we know agood kick if the boyz get out of line usually works and who can blame em for enthusiasm and wanting to get stuck in da scrap, It helps weed out the runts ,if they charge in if  an dey get  get clobbered then the  Hummies have a good saying for it ‘Evo lut-ion in action!’

‘Though a good growl and a bigger gun usually keeps em in line’

Discipline/Tactisc or lack of it.

As the we are talking about Orks we should mention above, your player are not playing disciplined Space Marines so consider thowing in random event, and possibly a 1st site test for when your ‘Heroes’ 1st see a revealed Tyranid.

It could be simply

1-3 does as player wants

4-6 charges madly at opponent shooting wildly if possible.

This should stop players forming gun lines and adds a little more orciness to the proceeding , commanders may be able to use abilities to modify score which ever way the want.

Table Layout

‘Its a good idea to attack the Hulk from lotz of different places and you can  stop da  natural squabbling by makin sure each clan make its own entry point. Make it a race, we like racin as much as fightin, each clan pickin up da loot……recoverd property as dey go along. 

If you really want some fun, have only da one way out, when day finish so dat da rightful and toughest boyz are da one that getz out. Da others can either show some smarts and find da nother way or kill as many of da bug as before dey go, if dey be really hard dey may take da whole place over.Of course you could you just have da bug hunt and wipe dem all out, trouble is dey breed like orcs!

 

Basically have a seperate entry point for each group of ork, use different clans for each player and allow extra victory pts for  succeeding with taking objectives, 1st past the post and most Tyrannids killed. One idea I had was they fight to take certain goodies and then have them cut off from their entry point so they have to all escape via one pt, and ideal would be the shuttle from Rogue Trader, Allocated a total no to how may it can carry , and then you have a whole new little skirimish as they battle to be the ones to escape. In fact you may make it important that they have one mekboy to figure out how it works.

 

 

 

 

 

 

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