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Glad you like it!
Sure ill mention that.
It takes a few games getting comfortable moving your Marines that close to the Entry Areas, but if done "correctly" it can play a huge part in Terminator-strategy. I am compiling a few oldschool tips and tricks and I will try to cover this to some extent there, but meanwhile, this is from the first edition Rulebook:
"..Once at an Entry Area, Blips may not move to different Entry Areas, they must either move on to the map, or Lurk where they are.
LURKING
Blips or Stealers in Entry Areas cannot be attacked by the Marines. Entry Areas may not be shot at by Flamers (thou the corridor-section leading into the Entry Area can be shot at as normal). Blips in Entry Areas do not have to enter the map, when they arrive. They may Lurk off-board, completely safe from harm, for as long as the Stealer player wishes. LOS does not extend into Entry Areas, thus, Blips there are never subject to Involuntary Conversion.
MANDATORY LURKING
If a Marine is six, or fewer, squares away from the square next to the Entry Area, Stealers and Blips cannot enter the map on the turn they are placed, they must Lurk, for at least one turn. (!)
On the next turn however, they may enter as normal. Count by the shortest possible route, ignoring facing, doors, flames, intervening models or Blips.
If a Blip or Stealer was already Lurking in the Entry Area when the Marine moved to within six spaces, it can enter play immediately. It does not have to lurk an additional turn because the Marine showed up - he'll just have to take his chances.
Important: Blips are never forced to Lurk for more than one turn. They can always move on the second or subsequent turns (though they don't have to move if they don't want to)."
I hope this helps.
The Stealers do, and so should you.
Glad you guys are finding this helpful, i knew it took some getting used to for me whose never played a PC spacehulk game (except Deathwing and that other classic fps where the boltgun shots are orange balls hahha)
Maybe when the game releases we can work on an advance guide but for now im just getting the hang of the genestealers for their basic guide.
Each Chapter is basically the same besides looks and the cards they give.
As far as i know you cant block Genestealers spawn points, but there is a special rule where if a Spacemarine is close enough to a Spawn point it stops it spawning more genes.
BUT, I put this here as a tip for him and any one in general, as I have seen this done twice in a row against me>
If you play the dark angels, well true for any chapter but more so for the DA, use your librarian every turn in combination wit the +PSI pts cards. he can do blocking better than anyone and AOE attacks witout line of sight. He can really level the field.
The last player had around 15 psi pts when his librarian fell.
I am not talking down on anyone ere just givin some advice
Can somebody explain how hit chances been calculated?
Does it depend on range, weapon, armor etc... And if yes how to find out the best you can do!?!
Its all Dice rolls, Need a 6 to kill. Same for genestealers, they role 3 dices in melee, you role 1. But you role 2 Dices for shooting. There is no range penalty, but there is range limit for certain overwatches. Its pretty basic.
https://steamcommunity.com/sharedfiles/filedetails/?id=1529403559
https://steamcommunity.com/sharedfiles/filedetails/?id=1529403739
https://steamcommunity.com/sharedfiles/filedetails/?id=1529403907