Advanced Space Crusade
Posted: Fri Feb 27, 2015 3:40 pm

So for the past… wow, looking at my painting log thread, two and a half years, I’ve been quietly plugging away at collecting and painting all the models I need to play Advanced Space Crusade, and actually basically finished and got some games played in late 2013. As you’ll know if you’ve looked at the hobby log, I’ve recently come back to the project with a couple models designed to allow me to work further to rebalance the game and make it more fun, so I’m starting to think about playing again.
But I sort of realized that a lot of folks here probably don’t really know what the heck Advanced Space Crusade is, since it was a minor game that GW put out back in (checking the copyright page) friggin’ 1990 and didn’t stick around too long. So, since we’re now in the habit of making introduce-my-game threads, here is one.
Hist’ry
First off, what often confuses people is that GW had a couple games in that period with the Space Crusade name. There was Space Crusade, put out jointly by Milton Bradley and GW, and Advanced Space Crusade, put out by GW alone. (This does mirror the situation with HeroQuest and Advanced HeroQuest, which is a whole nother can of worms, as they say.) Space Crusade was by far the more popular game, largely I suppose because of the MB connection and marketing, so most people think I’m talking about that game when I talk about this one. (I’ve actually never played Space Crusade, although I understand it was good fun.) To make things more confusing, most of the ASC components were re-used in a later game called Tyranid Attack.
So, Advanced Space Crusade, then. What’s the deal? It’s actually, I think, a really interesting game, historically-speaking. Basically, the premise is that you have Space Marines (and, with some rules from White Dwarfs of the era, Guard or Orks) boarding Tyranid spaceships, still in semi-hibernation as they emerge from deep space, in order to sabotage them by destroying major organs. But what’s really interesting is that this game is basically the first appearance of Tyranids as we know them today, with 9-foot-tall Tyranid Warriors with Deathspitters and Boneswords, and Genestealers as Tyranid creatures and all that. There’s a bunch of stuff that didn’t really survive into second edition 40K – mind slaves, zoats, teleporter worms (they live mostly in warpspace, see, and you climb in one end and out the other, unless you’re not a Tyranid in which case you just get digested), squigs-as-tyranid-modified-orks-that-the-orks-thought-were-cute-and-adopted, cool stuff that we all miss like that. But really it’s the genesis of the modern ‘Nid.
The Game
It’s a Jervis Johnson joint, although (if I remember right) one he’s not particularly proud of, and the game mechanics do have their warts, which I’ll talk about shortly – but overall Mr. Johnson is a good designer and it’s a solid game. Most importantly, and very 1990’s-ly, you get a whole mess of components.

And look!

It uses D12s! How awesome is that? (I’m a sucker for D12s. The dodecahedron is by far my favorite regular icosahedron.)
So the game starts off with the Marine player choosing a force up to a certain points value, which determines the size of the game. A 300-point game can probably be finished in an hour or two at most (the set came with enough models for 300 points), while the biggest 1800-point games would probably take a Long Time. The Tyranid player doesn’t actually get to choose their forces, instead drawing lettered blips at random from a cup after deciding what letters correspond to what choices from their force list (all choices being equal points – one tyranid warror, two genestealers, and so on). At the start of the game, the Marine has the points advantage, by 50%, but the Tyranid player gets reinforcements as the Marine player explores the ship, while Marine casualties are permanent – there’s some luck involved here, as if the Marine player finds their primary objective quickly and/or the Tyranid player rolls poorly for reinforcements, the battle will be a steamroller for the Marines, and vice versa. The idea, I suppose, is that it balances out over several games, or across several lines of attack in bigger games. Oh yeah, exploration. The Marine player has little decks of cards, and each exploring squad reveals a card per turn. This might be an objective, which will lead to a battle, or an ambush, or a trap, or a passage deeper into the ship, or nothing at all. They start in the exterior of the ship and have to find a special card that takes them deep into the bowels of the thing where the primary objectives lurk. The goal is to win some number of primary objectives battles, based on the size of the game.
Oh! Objectives look like this. Yes, one of them is a giant sphincter. Yes, if the Marines capture the sphincter they can use it to bring in reinforcements from off-ship. Yes, that’s kind of gross.

Fighting battles is actually pretty similar to, say, Space Hulk. It’s on a grid, and each model gets a certain number of action points a turn, which it can use to move, shoot, attack in hand-to-hand, and so on. Shooting rolls to beat the target’s armor, hand-to-hand rolls to beat the other guy’s hand-to-hand dice. It’s a solid enough system. There’s overwatch, and grenades, and taking cover and such, and one slightly-broken mechanic, reactions, where even guys not on overwatch can interrupt the opponent’s turn and, say, shoot them in the face with a boltgun. The marines are generally excellent at reacting…
(A cool thing about the battles is that the board is procedurally generated using the 7 tiles you see in the picture, so every battle has a different layout – which is secret from the Marine player until he explores it.)
So there are issues! Reactions is one, points balance is another. 2 Termagants cost the same as 2 Genestealers, really? A captain in terminator armor costs the same as a chaplain in power armor? Tyranid reinforcements don’t scale with Marine points values? On the whole, the RAW favors the Marines pretty strongly, and I’ve kludged together a few houserules that I think bring balance back in line. (I think it comes down to the fact that the game was probably not playtested much beyond the box contents – smaller games with just scouts versus warriors – so stuff like Marines in power armor, terminators, proto-termagants and the like are not balanced so well.) But I probably need to test the changes! So, who wants to?
Look at some of the pictures of the dudes I painted! Look at them!



