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8 Posts

Space Hulk (third edition)» Forums » Sessions

Subject: Mission 1: Rich goes Genestealer rss

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Merric Blackman
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I had the desire to play another game of Space Hulk this weekend, and I was able to talk Rich into playing the Genestealers against me. Neither Rich nor I are really familiar with the Warhammer 40K universe, but describing the game as "Aliens vs Marines" worked pretty well.

Recognising that the Marines can be pretty frustrating to play, I let Rich take on the Aliens; if nothing else, they're also simpler than the Marines (and I was in possession of the rulebook).

So, in went my marines into the depths of the space hulk...









...and just like that, they were dead! Or at least the marine carrying the flamer was, and I needed him to successfully complete the mission. My sergeant was left guarding the rear against a large number of Genestealers, and so he bugged out and returned to base (where he was executed for cowardice).

Being in melee really sucked, as Rich was very, very good at rolling sixes and I was very, very good rolling ones. However, firing at range wasn't that good either - though I was able to kill about 15 or more Genestealers over the course of the game, that last rush saw me miss five times in succession.

I suppose the good point about this game was my guns never actually jammed, but it didn't make much difference to the overall result. I think Rich rather enjoyed how effective his Genestealers were against my Marines - much better for his first game than being crushed by an overwhelming horde of aliens (and a lot of ones on the dice)!
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Scott Henshaw
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Your Sergeant needs to lead your marine with the flamer to that room. He is the only one tough enough to hold off Genestealers in hand to hand combat. When in Guard mode, he pretty much mops up the floor with them.
Any generic marine can hold that back corridor long enough to get the job done.
Have generic marine just back up to the wall and cover that long corridor in overwatch. Even bad rolls can't fail 7+ times in a row.
The flamer has 6 ammo and you only need one shot to burn the room, use the flamer to block intersections to hold back the hoard, then burn you way to the room.
Better luck next time Space Marine!
I played this scenario twice two weeks ago and lost as both sides.
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tom brown
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space hulk is one of those nice games where even if you plan your mission to great extents, one jam of your gun or a close combat specialist not holding the stealers off can devastate your game plan.

I generally lose mission 1 as well, i think its all about the initial setup.
 
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Nick L
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ScottH wrote:
Your Sergeant needs to lead your marine with the flamer to that room. He is the only one tough enough to hold off Genestealers in hand to hand combat. When in Guard mode, he pretty much mops up the floor with them.
Any generic marine can hold that back corridor long enough to get the job done.
Have generic marine just back up to the wall and cover that long corridor in overwatch. Even bad rolls can't fail 7+ times in a row.
The flamer has 6 ammo and you only need one shot to burn the room, use the flamer to block intersections to hold back the hoard, then burn you way to the room.
Better luck next time Space Marine!
I played this scenario twice two weeks ago and lost as both sides.


I would also suggest getting marines into the corridors on the far east side of the board. Remember, if you are within 6(?) spaces of where the stealers spawn in, they are blocked from doing so. I rush the east with marines, put a flamer in the middle north/south corridor, fire south to block that spawning spot and fire north in the room (you have 12 spaces of range, so you can get that shot in far). Good luck. The second mission is much easier.
 
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Justin Call
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ScottH wrote:
I played this scenario twice two weeks ago and lost as both sides.


Yes, you did. I appreciate you going easy on me for my first two games, too. Lots of fun, though. Right now I'm painting my miniatures (Genestealers are done and the marines are 1/2 way done).
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Bryce K. Nielsen
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3rd Ed has made things easier on the marines. Here's a few suggestions to capitalize on the rule changes:

- Guard + Sword + Sergeant is *devastating*, use it.
- Always keep at least 1CP in reserve to clear that JAM (since you immediately go back on Overwatch).
- Move+Fire then SustainFire is very effective.
- Don't forget the turn+fire (and sustain as needed).

General advice for this mission:
- It's a race, count the squares and even if a stealer is right behind you, it may not be enough to keep you from winning.
- Sacrifice your marines. Sending a marine in a corridor will eat up 1 or 2 action points of a stealer who tries to kill him. Those APs gone, that stealer can turn into a roadblock for the stealers behind him, keeping the other marines safe.
- Sergeant first, allowing his melee to help.
- Use flames a lot in those crossroads to keep them stealers away.
- One marine in the back on Overwatch is sufficiant

Even with the 2 blips, this mission is difficult but not impossible to win. Keep at in, and the dice will bless you

-shnar
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Andrew Bird
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AladdinSane wrote:
... Remember, if you are within 6(?) spaces of where the stealers spawn in, they are blocked from doing so.

I may be wrong, but I think that rule is specific to the second mission only. In a regular game, it simply forces the stealers to lurk in the entrance as a blip on the turn that they're brought in. On subsequent turns they are free to run up and tear the offending marine a new one.
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Justin Call
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birdman37 wrote:
AladdinSane wrote:
... Remember, if you are within 6(?) spaces of where the stealers spawn in, they are blocked from doing so.

I may be wrong, but I think that rule is specific to the second mission only. In a regular game, it simply forces the stealers to lurk in the entrance as a blip on the turn that they're brought in. On subsequent turns they are free to run up and tear the offending marine a new one.

Correct.
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