That's a very simple mission. Just group your terminators so one covers another. Don't scatter your forces. Don't leave any one behind.
Why make it too easy on myself? Anyway I was using covering but when I fluffed a turn (I had only moved a SM one step and went to do undo as I'd faced him the wrong way but hit End Turn instead) 4 of my SM simply weren't prepared with either Guard or Overwatch and simply got slaughtered. The other guy died early on after his gun jammed
That sounds so much like that scene in Aliens where the marines first investigated the hive and they got slaughtered. Space Hulk is awesome! Aliens is awesome!
So far the game has actually run EXTREMLY well on my first gen mini. I played the first three prequel missions and the first SoD mission with zero slowdown or crashes. I can't wait to get more into this.
I get consistently long wait times for Genestealer turns if I use a save part way through a level. Otherwise the wait is fine.
After played some more mission I can tell thet claws, flamer and heavy gun is useless most of the time. They are just a mess. Claws just add 1 to roll. That is 7% of success in close combat. And claws fighter hasn't a gun, so he can't overwatch which is vital. Heavy gun has just 20 shots, and in my last mission I've killed about 120 genestealers. Also heavy gun have a chance to explode and kill marine. I almost never used it. And flamer - just 6 shots, can't overwatch. In narrow space when you can shoot from behind your squadmate's back and can't switch positions between to marines this weapons are useless. If I ever can select squadmates, i'll pick only sergeants, librarian and bolters.
I found both the Flamer and the Autocannon of specialised - and thus naturally limited - use: Autocannon is great for leading when you really want to be sure to get the kills in; 3 dice with kill on 5+ is a big difference to the standard Bolter's two d6 and 6+ . Flamer I use for either covering my retreat, or blocking approach paths when getting an extra turn to position is critical. Also nice for (almost) guaranteed kills with 2+ . But then I am only like 6 missions in, so my opinion might change later. Agree, the Claws are not too good. When I have to use melee, I prefer the Sergeant with Thunderhammer&Stormshield. Sidenote: What is the common notation for these dice rolls? E.g. 3d6 has a different meaning.
I'm not crazy about the autocannon, and melee certainly is weak, but the flamer? Even with 6 shots, nothing locks a path down like the flamer. Generally maps shouldn't run enough turns if the marines play well to run out of shots prior to the end game.
I found a - again, limited - use for the Lightning Claws. Had to use him in the "Alarm Call" mission. From reading the ingame manual, when on guard he is equal to a Genestealer in melee: 3(d6) vs. 2(d6)+1 and one reroll. Not too bad, but very specialised and situational.
I'm afraid you get the rules wrong. By the rolls shown in history during close assault genestealer and marine both throws 2 d6. (only blroodlord has 3 d6). High roller wins. Marine with claws get +1 to highest roll. So if he get 3+5, then he add +1 to 5 and get 3+6. If he is in guard and loosing assault, he may reroll lowest number - 3 in this case. And after that he get 6+X, where X stands for rerolled die. So in close assault claws fighter is 7% luckier then another marine and that's all. Overall the dependance of success in this game is based almost purely on luck, not skill, and this is frustrating. Also I got a huge bug with all doors in Alarm Call mission. My troops can go through locked ones, but can't shoot through. Genestealer can attack one door and after successful hit another door explodes. I really can't see which way is blocked and which is free.
@Kotovsky: That bug sounds ugly. Weird, I played through Alarm Call yesterday, no problems at all. Just checked dice rolls ingame, Medium difficulty: Genestealers roll 3 dice in Close Assault. Marine with Powerfist (default weapon) rolls 1 die. Claws roll 2. Guard allows you to reroll once. The Claws' manual entry even specifically states that you can only reroll one die, not both. Screenshot of my Claw's attack result:
No worries Sidenote: I searched around a bit, and could not find a standard notation for this kind of roll. Wikipedia has this: http://en.wikipedia.org/wiki/Dice_notation It mentions a format of 3(d6)k1 - "roll 3 6-sided dice, keep one". But that is ambiguous, it does not tell if you keep lowest/highest etc. I find it odd that a huge community like Warhammer(40k) - and other games that use this - never came up with a notation. If anyone has rulebooks: how does GW write this?
Me to, beyond a slightly flickery blood splatter on the right side of the "board". I did get my ass kicked though.
GW is absolutely shit at being precise. Even with the streamlined codices they can't get all their ducks in a row.
I got that, too. Something corrupt in the Auspex's machine spirit. They don't build them like they used t....... er, at all.
Disabling entry points? Has anyone figured out how to disable Jeansdealer entrypoints permanently, as in one of the "Sin of Damnation" missions? I have two guys parked directly in front of the 2 north/southwest entrypoints in the "Artefact" mission, and nothing spawns; my guess is because they block the spawnpoint. But I do not have an action to "disable", as someone quoted from the boardgame manual. @Ajso: Could you clarify that with your developers? Would greatly appreciate it. And Praise Be To The Omnissiah: no bugs, slowdowns, non-working saves, etc. so far. Only one crash.
Playing to the 11 mission. The dependancy of success on luck, but not skill is frustrating. You can't counter a series of bad dice rolls, because gene-stealers are infinite and marines are few. and that's a main interest breaking thing. Looks like tabletop game design from 1989 is not what I need now.