Space Hulk

Space Hulk

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Mission 10 "Defend"
Yea, so appears sustained fire doesn't work on this mission, apparently clearing Jams doesn't work either (on overwatch with extra Action points). So you have to roll 6's for everything to happen on the one missions so far where getting into overwatch positions really matter.

This game is a joke, I can't believe some people are defending it so vigorously when there is so very much wrong. Every thread there's people saying "You were told it was gonna be like this nub, l2read!"

Well I read, I read a lot, I also play space hulk the board game a lot and never, ever, have I played a game where several of the most important rules for Terminators just stopped existing.
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Almost had this beat but my AC guy reloaded, then next turn no ammo... ARRGGH
Beating this mission is what killed the fun for me. I cheesed it like they advised earlier on, and then never came back to play more.
Ursprünglich geschrieben von Joe Randim:
Beating this mission is what killed the fun for me. I cheesed it like they advised earlier on, and then never came back to play more.

It's a perfectly legitimate strategy. One I must try, I've been trying having overwatches in the square rooms below the pump rooms, was going well (though my southern flank was failing, the AC ran out of ammo) though some jams, and all 4 guys in the square rooms die in a single turn. Left with just the hammer guy and the claws guy as a last stand, hammer guy dies after 3 defends, the claw guy a dozen...

Someone get those terminators AK-47s :P

datguy13 21. Dez. 2013 um 13:46 
I slap three in the room to the left just below the pump room, three to the right, the Flamer is for when they bunch up and the Assault cannon is for covering the southern end of the map. Gideon stands at the left side of the T-junction below the pump room right at the intersection, Claudio stands on the rigth side of the T-junction one space back on Guard. I usually put Lorenzo covering Gideon's hallway and Goriel covering Claudio's side.

No Terminators in the pump room and slight mobility on two of them to cover southern entrypoints with a fair bit of turn-by-turn micro to watch all points of entry, and I managed to beat the mission on the second try. I'm not boasting here, mind you- I thougth everyone did it that way or similiar until i read this thread.
The AI is predictible and repetitive where it choses to deploy GS and from which directions to put pressure on. In the top rooms, left and right, deploy 2 x stormbolters in one room, facing down the northern and side corridors. Lorenzo and Zael go in another. The AI will put most pressure on the northern corridors, so face Lorenzo that way. park him in the centre of the room though, so if you have GS coming from the side corridor and none from the north, you can sidestep Zael and pivot Lorenzo to take care of them, and save some flamer ammo; though tbh Zael only had to fire 3-4 times before the mission was up. The other room with the 2 stormbolter terminators will just take care of themselves with overwatch.

When you get a break dash claudio up into the corridor leading to the pumping chamber, he will sit there on guard and *maybe* slash one or two leakers throughout the entire mission.

In the bottom two rooms, again 1 stormbolter in each, center of the room. Assault cannon and Thunderhammer overwatching/guarding the east/west corridor. Assault cannon will take care of the job, my thunderhammer never saw any action. Again, sidestep those two and pivot the stormbolter marine on those occasions when the southern corridors are free and you have blips about to make LOS in the east/west corridor. GS taking the southern centre entry, dashing across LOS and continuing north to flank the northern rooms never happened, the AI seemed intent on trying to eat the marines in the southern rooms and getting cannoned/boltered in the face.

No cheese (well, apart from camping and playing an entirely defensive game) and no casualties (barring an extremely unlucky series of rolls).
Zuletzt bearbeitet von Crankypants; 1. Feb. 2014 um 7:35
Homba 6. Feb. 2014 um 19:05 
heh, this is a good thread... funny because somewhere along the line one of the forebearer video game editions (I think it was EA's SH "Get Outa My Way, I Can Do Anything" - an awesomely fun and hard adaptation) didn't allow even Stormbolter fire in the pump room. So the boardgame strategy (I remember using it) of 3 SB's along the back wall of the pump room wasn't an option anymore. I just assumed it was still the same way, and have never tried the 3 SB's in the pump room in FC's current adaptation. That would be the best strategy, I think. Practically invincible, pretty easy to withdraw to there.

Against the computer (and now in vs.) I have been withdrawing my 4 south marines to join the north group, which is a fun and challenging exercise in itself, and then weathering the storm overwatching down the long east-west halls, and southerly. Never set foot in the pump room though my melee guys have a last stand set up in the hall leading to it.

If you want a challenging and tense game vs a human, I suggest just agreeing not to set foot in the pump room with any marine. Otherwise I think the 3-on-OW-in-the-back wins every time.
Zuggi 7. Feb. 2014 um 0:25 
I always comeplete it that way..just more fun.
Or to make it uber-easy, bring the squad from the lower rooms up to the central rooms where the other squad starts.
The AI mongs out and Genestealers seem to stop moving at this point. I ended up having to go hunting for them rather than them coming to me.
That's interesting because that's how I was playing this map in December and the AI worked fine when I had clustered my Marines in the top half of the map. Might be a bug they've inadvertently introduced to the AI for this map then
Zuggi 2. Apr. 2014 um 2:08 
I had the coders look at this issue for the 1.4.2. patch...I think they coulnd't find the cause of the bug. We have made alterations ot the AI, so I would guess that's the cause. Can you please send your player.log/output.log right after this happens (remember to close down the game completely before sending the file else it won't update the log.)

support@fullcontrol.dk
Is it possible to get a similar log from the iPad? As it happens I started playing this map today. It seemed to be that blips would move fine, but if a Genestealer came onto the map, it generally wouldn't move until I walked to the 7th square away from me. I can a a screenshot showing loads clustered in the top left corner of the map and my marines nowhere near. It stayed liked that for most of the game until I trekked the flamer there from the right side of the map and had a barbecue :)
Gdek 2. Apr. 2014 um 12:58 
Had the same issue as listed above for this mission, brought all Marines up to the square rooms below the pumping station, aside from the two melee marines who guarded the hall leading to the pump station. The Genestealers would only move if they were close enough to be able to move to a Space Marine. Saving and reloading cleared up the issue for a while but then broke again a few turns later.
Mind you, as the Space Marines' win condition objective on this map is to kill all the Genestealers, you could say that the AI is not wrong, just playing as a human might, staying still and forcing the Marine player to come hunting them, rather than just camping on overwatch :) it's not perfect, but in some ways it's more of a challenge than when you can just put three Marines in the pump room and wait for the Genestealers to commit suicide by stormbolter
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Geschrieben am: 17. Aug. 2013 um 3:39
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