I finally got around to playing all 6 missions of the 4th edition starter set I had bought so many years ago...of course, I tried as best as possible to play via 4th edition rules and not let any 6th edition bias creep in.
I find that the latter 4 missions are heavily one-sided in favor of the Tyranids.
Especially the last mission is near impossible to win from a Space Marine viewpoint. Do you agree?
Nids keep spawning out of that brood nest which the Nid player can conveniently hide at the start of the game behind the big plane tail ruin out of LoS of the starting Space Marines and the ML.
To win the SMurfs have to not only reach the other side of the board, but also destroy the nest by having one guy come into b2b with the nest and throw the fusion charge in...yeah, good luck doing that with the nest spawning 3 Termagants and 2 Genestealers every turn.
And while you do have 12 turns to accomplish this, I think getting the ML into LoS of the nest is the hardest bit, because you'll have to move a lot and while moving, can only rapid-fire your bolters 12".
Aint much room for hugging table edges and maneuvering either due to the floating spore mines.
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