Extract from the designer's notes :
Space Marines is a game designed to simulate land combat in the interstellar era. It is a game based on small unit operations so that large battles cannot take place within the context of these rules. [...]
There are two different scales used in Space Marines, in effect, there are two different games here. The basic game uses a time scale of twenty seconds per turn and a normal ground scale of one inch equaling twenty-five meters. In the 'skirmish' rules the time scale is ten seconds per turn and a ground scale of one inch equaling 12.5 meters. The basic scale assumes that the players will have a significant number of figures on the table, possibly ten to twenty per player. The skirmish rules are intended for very small numbers of figures per player, no more than two or three under normal circumstances. The skirmish rules are almost entering into role-playing, although they do not constitute a full role playing system, just a combat system. [...]
- Varied options for Space Marine kill teams.
- Limitations on specializing in certain weapon types within a fire team.
- Space Marines
Mechanics (from transcript analysis)
- Action Points — Some units like Deathwatch have three action points, while Heavy Intercessors have two, influencing their activation speed.
- Equipment — Players can take up to 10 points of equipment, including grenade options.
- special abilities — Keywords like camo cloak, transhuman physiology, and bolt discipline provide specific advantages or tactical options.
- Wounds — Heavy Intercessors have 18 wounds, while Reivers have 12-13, indicating a difference in resilience.
Video topics + discussion points
Quotes (from this video)
- it gives you a built-in reroll so it's a little kind of aim action for the tau there
- these guys could be interesting i think with a good mix of teams maybe battle suits with somebody else
- this is just one croot team it's gonna be one leader and also includes 12 operatives so this is going to be very much a swarm thing
- these guys are cool because they're just you can just deck them out and guns and things like that
- this seems like a cool team they give you some options to play with so i'm excited about this team
- the heavy rock cutter heavy rock drill heavy rock saw these are some big damage items there
- the five-up save just really just kills them
- I really liked that sort of aspect of that last edition
- the whole concealed versus engaged uh whatever the thing's called uh tactical marker right so I thought that was very very interesting
- the one thing i wanted to mention was we've been talking about kind of the older editions and stuff and shadow war and i couldn't really put my finger on it when i was doing the old review or the last review that's a week old but uh the melee the thing i really liked about it was it's hey it's actually kind of necromunda style melee
- i like that they in this case moved away from it because i don't always want to do that sometimes i just want to say you know what just hang in there and keep fighting
- this is not a games workshop game and it still feels like it in a way in a good way but they've done a lot of these little things i'm like oh cool they're really kind of breaking out of their their sort of design box with this one
- the one kind of worry that i have that they sort of lock stuff behind kind of a pay wall with these sort of thematic boxes
References (from this video)
- Requires cutting out tokens from the insert
- Seems dumb and simple
- Games Workshop's board game division has declined significantly
- Cashing in on IP without substantial design
- Space Marine fighting Tyranids
- Warhammer 40,000 universe
- Underworlds
- Warhammer Quest
- Curse City
- Blackstone Fortress
- Blood Bowl
- Blitzball
Mechanics (from transcript analysis)
- cooperative play — One Space Marine against a dozen or so Tyranids.
- miniatures — A miniatures game with a board.
Video topics + discussion points
Quotes (from this video)
- it really did not do any I mean it's one of the worst games I've played
- The board game division of Games Workshop has just fallen off a cliff lately
- When I sit down to play a game or listen to music or watch the movies or something like that I want to have a dialogue with the designer with the artist with the writer with the actor you know
- if you start like plugging in a computer to generate this stuff it turns me off immediately
- The most important part of this is going to be transparency about what is and what isn't this generated thing
References (from this video)
- Too hard for son
- Mistake to buy at full price
- Space Marines
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The sheer quantity of game here is a downside to me.
- It took over two hours to punch out everything, get organized according to AR's guide.
- The campaign arcs are like 15 hours.
- It's a very clever way to bridge that gap between giving players tons of content while making it accessible at the same time.
- Board games give you that mental satisfaction in a way that video games just don't in my opinion.
- It's probably my favorite from them with the possible exception of Scoundrels.
- The general feedback around Lands of Outshade was so excellent that I think it wasn't just me.
- Even um Shelfside, who generally are very critical of Awaken Realms, uh they they thought it was their best game yet, and I agree with them because it is their best game yet.
- If you like slaughtering hordes of zombies with tactical decisions, I do think Zombicide's a great game. I'm a big fan of it.
- I like to own the things I buy.
- Grim Coven is a mustplay.
- The harder something is to table, the less likely I am to play it, even if I like it a lot.
References (from this video)
- Sounds super fun
- Amazing art
- Brilliant game design
- Not coming out for a little while
- Scientists in space making scientific breakthroughs.
- Space
- Fame and Fable
Mechanics (from transcript analysis)
- Deck Building — Using a deck building system.
- Push Your Luck — You can go into the abyss for a little bit of risk rewards to maybe find some rare stuff as well.
- Resource Management — A little bit of resource management.
- Worker Placement — Placing your ships on different places to get different bits of resource.
Video topics + discussion points
Quotes (from this video)
- This is our top hidden gems at the UKG show.
- All these like indie creators, they got beautiful, fantastic game with the great stories behind.
- This is literally what it is. But this looks it's really fun.
- It has Owen's amazing art.
- It's a trick Taking trick taking has been on the crest of the for for a while.
- You can't iron it? I hate the clock.
- This is like there's a lot to consider.
- We're just trying to do the minimum work possible. Kind of like quiet quitting.