frankthedm
First Post
each square is an inch.
It is an uphill battle for the marines and there are no rules against using monsters as expert tacticians. Each model can move before and after attacking, so it is legal for zombies to diagonal move around a corner, swing, diagonal move around corner to confound the player with a chainsaw. As invader you might want to take it easy on the players at first, or you might be a real jack butt and play a card that lets you move 3 monsters right before the guy with the chainsaw rips them up.
I love the minis, they are the doom 3 monsters, not all of them, but a good mix.
3 Marine figures ----guys with guns and armor
3 Cyberdemon figures----the only 2 part minis, good sculpt, huge, but cool use some putty in the back joining area.
6 Archvile figures, look cool enough, almost like a Resident Evil licker
6 Demon figures ---- have some blank areas between their back legs, but are nice none the less.
6 Hell Knight figures , Great minis and “tech’ free, so use in any gaming system.
6 Mancubus figures, imposing fig, though I never cared for mancubi.
12 Trite figures--- head spiders right out of ‘the thing’
12 Imp figures- multi eyed humanoid from hell
12 Zombie figures--- unarmed fat guys

The Union Aerospace Corporation, an arm of the most powerful conglomerate on Earth, was performing secret experiments in their base on Mars.
Tapping into the very fabric of the universe itself, UAC scientists made discoveries that would forever change human existence.
Then something went terribly wrong...
With Doom: the Boardgame, Fantasy Flight Games brings one of the most famous computer games of all time to the tabletop.
Marine players explore darkened corridors and rooms battling imps, hell knights, archviles, and other classic DOOM monsters, while the Monster player tries to bring them down using the legion of horrors at his command.
Doom: The Boardgame includes more than 60 finely detailed plastic miniatures, the largest of which stands approximately 80mm tall, and features weapons, monsters, and graphics taken from the best-selling DOOM 3 computer game
The board game is up to 3 marine players VS. The Invader player [3 VS 63 in the WCS]. Unless the marine players read and know the rules thoroughly, they will loose the first few times. Blindly progressing or taking too long will spell DOOM for the players, so will unlucky rolls that can use up ammo. The marine players each get a couple of special ability cards that give then 'good' to 'really good' special abilities. It is vitaly important that the marines work as a team, a selfish or greedy player spell DOOM for the entire team. The monster player gets a deck of cards that lets them spawn monsters and cause catastrophes[in 4 player games the amount of cards the invader will have gets sick] a first turn::: Darkness: no line of sight past 4 squares for marines, Dud: a marine looses an ammo, Panic: marine loses his order[dodge or readied shot], SPAWN Mancubus in the darknes, Rage: mancubus activates twice::: is possible]http://www.homelanfed.com/index.php?id=24758 said:HomeLAN - How would you describe the gameplay mechanics of the board game?
Kevin Wilson - Well, for board game fans, I'd describe it as a cross between Heroquest and Space Hulk. For everyone else, I'll translate.
One player plays the demons and has access to a scenario guide, which tells him how to set up the board and gives him short bits of descriptive text to read to the other players at key moments. Up to 3 other players each play a marine, and they have to work together to make their way through the scenario successfully before the monster player scores too many frags or draws his last card (which means they've run out of time). The board is revealed as the marines move around and explore, and monsters pop up as that happens.
I've worked some basic small unit tactics into the game in a way that I feel is very natural and pretty fun. For example, the monster player can spawn new monsters on his turn, but only out of line of sight of the marines, so if the marines stay carefully spread out and watch all the corridors near them, the monsters won't be able to sneak up on them as easily. The game also features all of the main weapons from Doom 3, including grenades (and the BFG, of course), and a whole bunch of the monsters. Attacks are handled simply with a single die roll that determines both whether or not you hit and how much damage you did. Ammo is represented in the game, but greatly simplified, and in general I tried to keep the game mechanics simple and intuitive.
It is an uphill battle for the marines and there are no rules against using monsters as expert tacticians. Each model can move before and after attacking, so it is legal for zombies to diagonal move around a corner, swing, diagonal move around corner to confound the player with a chainsaw. As invader you might want to take it easy on the players at first, or you might be a real jack butt and play a card that lets you move 3 monsters right before the guy with the chainsaw rips them up.
I love the minis, they are the doom 3 monsters, not all of them, but a good mix.
3 Marine figures ----guys with guns and armor
3 Cyberdemon figures----the only 2 part minis, good sculpt, huge, but cool use some putty in the back joining area.
6 Archvile figures, look cool enough, almost like a Resident Evil licker
6 Demon figures ---- have some blank areas between their back legs, but are nice none the less.
6 Hell Knight figures , Great minis and “tech’ free, so use in any gaming system.
6 Mancubus figures, imposing fig, though I never cared for mancubi.
12 Trite figures--- head spiders right out of ‘the thing’
12 Imp figures- multi eyed humanoid from hell
12 Zombie figures--- unarmed fat guys
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