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Product Review: Deathwatch Overkill

Started by Crüesader, October 29, 2016, 02:32:19 AM

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Crüesader

So, before the Deathwatch and Genestealer Cults in Warhammer 40k got a proper codex and a lot of cool minis/models, this boxed game for 2 (or more?) players came along. I stumbled across it in a FLGS, and my friend and I threw in on it.  We brought it home, I did a very basic primer on the models, and started assembly.  Cracking open the rulebook 24 hours later, we decided to both take a crack at the game.  Overall, here's the experience:

The game is very simple... in a very disappointing way.  It's dumbed down to a point where children could easily be taught to play (which may be a good thing).  That lack of complexity was what bothered me, but I can see how someone with a kid interested in the hobby would see this as a fun thing to play.  It could also easily be taught to a guest and perhaps stir and interest in the game in the future.  

One (Or more?) players selects a Kill-Team of 4 Deathwatch characters included in the game.  The other player uses the Genestealer cult.  Missions have different objectives, but the first one was simple- the Deathwatch guys kill 25 Genestealer Cultists, or the Genestealer Cultists kill 2 Deathwatch Marines.  There are 'ambush points' on the map, included in the book and these are points where cards are places indicating what sort of Genestealer Culists are jumping out.  It is supposed to simulate the Deathwatch Kill-Team sneaking into an underground mining complex to purge this Genestealer Cult and find the Patriarch.  Combat is resolved by meeting a target number on a roll of a D6, with the enemy throwing an armor save to determine if it is wounded/killed or okay.  A few weapons have different abilities, like the capability to hit everyone on the section or to carry wounds over.  The cards have little 'tricks' called "Gambits" that the Genestealer cult can pull to give them an advantage in combat- because the Space Marines chew them apart quite quickly.

Overally, it was a slower game because my friend and I were learning it together as we played.  We agreed to try the map/mission later this week to see if it felt more interesting and fun.  As of right now, these are my thoughts overall:

-If you want a very simple game and some models to paint, and it's worth $150 to you, go ahead and get it.  I'd recommend watching the playthrough video( https://www.youtube.com/watch?v=Kh_aL3IX1dc ) before you make the investment.

-The 'board' is a modular series of smaller bases that can be combined and used to create new maps.  If you don't like the game, these could come in handy for a good Kill-Team or Necromunda game in an enclosed close-quarters scenario or a visual representation for a mission for the Deathwatch/Only War/Dark Heresy/Rogue Trader RPG's if you were so inclined.  

-You get 9 dice.  Yay.

-The Deathwatch and Genestealer models are fully capable of being used in standard Warhammer 40k games (formation rules available for download on the GW site).  If you're interested in either of these armies, it's a pretty good pickup (several people have bought the game just for this).  In particular, the Deathwatch models are unique to this game (and feature the only Meltafist) and you get a good heap of Genestealer Cultists to use toward building that army as well.  

Personally, being a fan of both of these armies I didn't think it was a bad purchase.  I can use it for other things than its intended purpose, which I'd fully anticipated doing.  As for the core game itself, it doesn't seem like it's that fun.   So overall, it's one of those 'not to be used as intended' purchases that makes me happy in the long run.

Spinachcat

$150? For an entry level 40k set?

California is legalizing weed this November, but apparently crack is the snack of choice in the UK.

Are the rules akin to Space Hulk?

Crüesader

Quote from: Spinachcat;927652Are the rules akin to Space Hulk?

I'd not certain.  Admittedly, I've never played Space Hulk, though it is available at the store as well.  I'm tempted to get it, provided it's not going to limit the options for what Terminators you can use and they're compatible with 40k (I waste no models, lol)

Thornhammer

I'm sorry, I had some crazy stuck in my ear.  Did you say $150?

Please report back on your replay.  If it's fun, I may stick some crazy back in my ear and give it more serious consideration.

Crüesader

Okay, second playthrough happened this morning.  Figured out the rules between the two of us, so here's a few updates:

- Still not much to it, and still a bit too simple for my taste.  Games are short, fortunately.  Seems as if you could go through the entire mission set in the booklet in an afternoon if you were bored.  Still good for a new player, or a young player.  Just not anywhere even close to being as complex as something like Hero Quest.

-Going to list the model contents for you here:  
-Genestealer Primus,
-Genestealer Magus and two Familiars
-2 Purestrain Genestealers
-4 Aberrants
-28 Genestealer Hybrids (Half with pistols/knives, the other half with autoguns)
-Genestealer Patriarch
-11 Deathwatch Space Marines

Overall, a cursory glimpse of the genestealer boxes on the GW site, this box is a good bargain to start that army (and word has it they're very, very nasty- I've yet to find anyone playing them, though).  The Deathwatch models are good to supplement the force and a bargain themselves- especially since they come with a pretty sweet biker, a Chaplain, a terminator, and a Librarian.  Just looking over my own stuff, these guys plug right into slots where I needed them.  

However, overall the game is stupidly simple.  And nothing I've seen in the game can change that.  SO, we experimented with Kill-Team and came up with something else...

Kill-Team: Close Quarters Assault

Limits:  

-Standard Kill-Team rules
-No vehicles, no bikers

The sections on the map are 'hallways', extremely confined spaces within a Space Hulk/Hive City/Mining Complex/Manufactorum/whatever.  

Players select two 'infil points' on their side of the map, and deploy two of their own models from ONE of those points.  Every turn afterward, the player may deploy one additional model from other of those points.  

Due to the confined space, there are certain additional hazards.

- Players may not shoot 'past' or 'through' the base area of a friendly model as normal.  If the model is 'blocking' the line of fire from the shooter by having its base fall within that line of fire, the player's 'To Hit' roll of a 1 is 'Friendly Fire' against the blocking model.  

- Due to Prometheum lines within the corridors, any blast weapons pose additional hazards and can ignite leaky/loose pipelines and create a fireblast.  On any blast weapon roll that scatters outside the corridor, place a marker on the nearest wall that the blast would impact.  Roll the scatter die, and place the flamer template for 'scatter' in the direction of scatter and the small blast template for 'bullseye' (representing the jet of flame going straight up and down)- treat this column of fire as a heavy flamer for the duration of the turn.

- Barricades: Movable barricades are located within the corridors, providing a 4+ cover save with 4 wounds each and a toughness of 6.  Moving over the barricade is a 3" move.  However, the barricades can be moved- half the character's strength (rounded up) in inches.  Characters with a higher strength than movement will take half of their normal movement.  A second model may assist in moving the barricade, making it move equal to the strength of the 'weakest' model.  

We played Kill-Team using these rules with the provided map tiles and it was a fucking BLAST.  Now I'm looking at Space Hulk and Lost Patrol and considering bastardizing it into the game as well.

Gabriel2

I like Deathwatch Overkill, it fills a niche for me.

Cruesader, if you haven't already, play one of the later missions.  The game doesn't even kick into gear until mission 6.  Any mission where the Genestealer Cult player can't use the Magus, Primus, and/or Patriarch is considerably less than ideal.

That said, this game is all about the components.  Homebrew away.  I know that I'll also be using it in conjuction with the Space Hulk Bible to fill in for the old Deathwing and Genestealer expansions.
 

Crüesader

Quote from: Gabriel2;928361Cruesader, if you haven't already, play one of the later missions.  The game doesn't even kick into gear until mission 6.  Any mission where the Genestealer Cult player can't use the Magus, Primus, and/or Patriarch is considerably less than ideal.

Will do.  Sounds like it might pick up later.  Of course, I've already got someone offering to buy my GS Cult.

Spinachcat

Quote from: Crüesader;927662Admittedly, I've never played Space Hulk

Heretic!!!