Well, this is where it all began. The first GW game I played (I
suppose it was Milton Bradley, but come on, the rules were GW, the
figures were Citadel, the background was Warhammer) was Hero Quest,
but the second was Space Crusade. Both of them made a huge impact; I
blame the first for my interest in role-playing games, but the second
is the one that probably also made me a wargamer. Certainly I reckon
that Warhammer 40k sings closest to my heart at the moment. I played
the hell out of this when I was a kid; I got the chance to play it
again last year when Greg unearthed it from under a pile of games,
and you know what...it's as much fun now as it was then!
OK,
the basics of the game. Two to four players, one of which is playing
the 'Aliens', the remainder get to command a squad of Space Marines.
The three Chapters on offer are Ultramarines, Blood Angels and
Imperial Fists; as I recall I always played the Ultramarines, which
is probably subconsciously why I ended up choosing that army when I
returned to 40k last year. Well, that, and that there are metric tons
of them on eBay, and my painting skills are, frankly, poor.
Interesting here that the Dark Angels and Space Wolves are not
represented, and probably telling of the time; the Imperial Fists
were being heavily pushed in the books being written around then, and
the Ultramarines and Blood Angels seemed to be the other Chapters
heavily featured – the Crimson Fists already descending from their
Rogue Trader prominence. (Now that's another post, and potentially
another army at some point – the 'Forgotten Chapters' of Rogue
Trader that faded from view...I have the vague notion of a 'Crusade'
army comprising Flesh Eaters, Flesh Tearers, Blood Drinkers and
Rainbow Warriors – at least the Silver Skulls and the Crimson Fists
still get some
love.)
The goal is simple – purge the aliens from a drifting Space Hulk,
the aliens consisting of a healthy mix of Gretchin, Orks, Chaos
Marines, Genestealers, 'Androids' (Necrons in all but name, years
before that army first hit the table) and a mighty Dreadnought. A
five-man unit of Space Marines from one to three of the Chapters is
sent in to complete twelve missions, strung together into a loose
campaign, complete with promotions and bonus equipment for winning,
either for the Alien or the Marine player. The Marines get a wide
range of equipment, ranging from standard Bolters to Missile
Launchers, Autocannon and Plasma Guns – essentially a rather
oddly-equipped Tactical Squad, by modern standards. Certainly wish a
Tactical Squad could take an Autocannon today! There was a choice of
weapons for the Sergeant, as well – Bolt Pistol and Axe, still a
pretty decent load-out, Heavy Bolter, or Combi-Weapon. Well, two out
of three legal ain't bad.
Like Space Hulk, you didn't see the Aliens until they got into
line-of-sight; before this, they were represented by blips moved
across the board. The board itself was pretty good – lots of rooms
and corridors, with a three-dimensional element as well representing
bulkheads to traverse through. What appeals the most to me today –
especially given what I am planning to do – is that there is a
rather nice potted background in the books; the rule book essentially
has a comic built into it outlining a mission that goes completely
wrong (which I am using as my background starting point, about which
more next week).
There
were two expansions for this, as well as a couple of articles in
White Dwarf. The first expansion, Mission: Dreadnought, added an
additional, larger Chaos Dreadnought to fight, as well as adding some
additional weaponry for the Marines to deploy – a Lascannon, a
'Fusion Gun' (actually a Multi-Melta) and a Conversion Beamer. Again,
very Rogue Trader! There were also three 'Tarantula' support weapons
and gunners for them; twin-Lascannon mounts, which in the 2nd
Edition games I played were always a core part of my force! Rather
regret that they have been taken out of the Codex...I rather miss
them. Not that I could get any for love or money... This book had
three scenarios in it, which basically just bolt on to the twelve
from the core box.
The
second was Eldar Attack, which provided a squad of ten Eldar – Dire
Avengers, though with an awful lot of weapon options beside the
normal Shuriken Catapult – and a few scenarios to run them through.
Only one of them included the Space Marines, intended as the
culmination of the campaign; this one always seemed rather more
disjointed to me. I had both of them, naturally!
The
two White Dwarf articles – from 134 and 145...one was useful, one
less so. The first I found less so, in that it simply added rules for
Scouts and Terminators to the mix. What you would do
with them was not explored, no scenarios or anything were added. I
presume this was for some back-compatibility with Advanced Space
Crusade, perhaps. 145 was much better, and still reads well now,
consisting of a five-part campaign involving tracking down a rogue
Adeptus Mechanicus researcher that had been exposed to Genestealer
gene-seeds. Again, this is primarily back-compatibility, this time I
suspect with Space Hulk, but it works because you get something
to do with these rules and figures.
Fundamentally – this remains a good introduction for the setting.
On eBay they seem to go for small fortunes as a rule, but if you see
one in a Charity Shop for less than £15, buy it! If it isn't
complete figures-wise, those aren't hard to find these days. Well,
you might have trouble getting an Autocannon or a Conversion
Beamer...
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