Space Hulk: Tactics

Space Hulk: Tactics

View Stats:
ZeddTakashi Sep 28, 2018 @ 11:45pm
Beginner Tips for Terminators Players
So after putting a few hours in, and the death of alot of the emperors finest no chapter would ever put me in charge ive gotten down a few helpful basics for new players. Some will be obvious info, but like i said, beginner guide hah. And if i did a mistake do let me know, or have any other basic tips ill include them. (Also all this might be subject to change being Beta)

First - Chapter Bonus

Each Chapter gives different unique Cards. Make sure to read the cards from each class for each chapter and compare them then pick the ones that suit your playstyle.

DARK ANGELS -

Their Sergeant and Librarian can transfer their action points to other teammates. They also seem more Plasma focused for their heavies so if you are bringing a heavy best bring that sexy plasma. They also have an extra card on making your plasma immune to overheating.

They also reduce genes in blips (very nice) and reduce AP for genes in line of sight (not so nice). Also their Apothecary grants a card that gives 2 PSI points for each gene killed, meaning you want to bring a librarian if bringing an Apothecary. (Thanks peXmo)

Weapon choice - Plasma , Librarian

ULTRAMARINES -

Good starting chapter. They focus on Range combat and Tactical Flexibility, they have more cards that keep your weapon unjammed during overwatch (lifesaver),have cards that make you draw 3 to 6 cards (very very good cards, dont burn these),

And they have cards that reshuffle them back into the deck. Meaning if you play your cards right (heh) you can gain a big advantage in terms of Card Availability.

Weapon choice - Assault Cannon , Heavy Bolter

BLOOD ANGELS -

These guys like to get close and personnal, so i suggest always have 1 melee guy (claw or hammer) and a Flamer is encouraged for the Flamer Card that burns for 2 turns. 2 turns of denying gene access is no joke and the more situational GasCloud/Flame immunity for your 1 guy that last a turn.

Also their permanent +1 Melee Card is one of the best in game, use 2 of these on your thunder hammer sergeant and watch him deliver the pain towards the xeno scum. Dont convert this card! Bring an Apothecary for a higher chance of this card coming.

Weapon Choice - Flamer , Thunder Hammer, Lighting Claw, Apothecary

SPACE WOLVES -

Just like a Wolf Pack these guys work well close together, having Cards that buff their melee while adjacent to each other. They also have more melee buff cards but what makes them stand out more is their AP+ Cards for the whole squad (great for that slight push, or a team offence).

This is also the only chapter i found so far that makes sense to have a heavy with a bolter, since they dont have any specific type that boost the other heavy weapons like other chapters. They also get a permanent 1+ Melee card like the blood angels, use it to buff your melee guy, dont Convert this card!

Weapon Choice - Any heavy weapon or the basic bolter, Thunder Hammer, Lighting Claws.



________________________________________________________________________

Cards Basics -

You get 3 each turn, with some chapters giving you the ability to redraw 3, or the Best ones, Draw 6, giving you plenty of tactical options. (But you discard the ones you have, so make sure to use them first)

1) On the top right of the Card it shows how long the card effects last.

Arrow down = INSTANT (Some cards have these that last till your next turn shown on the card detail)
Hourglass 1 = Until the end of your Turn
Hourglass 2 = Until your next Turn
Hourglass --- = Last until an action is taken.

Lets say you have a card that says next shot or melee is a success, if it shows Hourglass 1 it means if your turn ends and you havent killed anything? That Card buff goes...puff.

___________________________

2) Top left Shows CP (Command Points) Cost, they usually go from 1-4, you get 1 CP at the start of your turn, and can use certain cards that give you Extra for each Genestealer you kill. So best use those when about to kill alot of Genes.

___________________________

3) Convert, currently in need of a buff in my opinion, converting a Card gives you AP (Action Points) that the whole squad can draw from. The better the card, the more AP you get. Use this early on when you are low on CP to give your termies that extra push.

You should always be converting a card every turn (unless you are saving it) you can only convert 1 card per turn. And remember, when on overwatch, this Squad AP will help them unjam their weapons if they themselves have no AP.




________________________________________________________________________

Basic Gameplay Guide -


1) For new guys always bring a Librarian, Force Barrier will save lives more then anything else in the game, but try to only use it when you need it the most (until you get the card that gives you PSI points killing genes, then let it rip).

Avoid using the Storm unless its a really important and juicy target and Axe channeling makes this guy a beast in melee. Remember though, only get to use 1 skill per turn, so choose wisely.

2) Count Genestealer AP Points, seriously, COUNT THEM, then pay attention to how many it will take to reach your guys, also these guys take 1 AP to get around Corners.

Also while you may think you are safe from that 6AP blip by 1 tile, do remember if its more then 1 genestealer they can put it 1 extra tile ahead, giving them the chance to hit your guy once.

3) Overwatch is great, but not so much if you are overwatching only 3 tiles with a gene around the corner and you have NO AP (Help unjam bolters), or OVERWATCH BUFF CARDS to help him.

Overwatch without AP, especially against 2 or more Genestealers, is sometimes a death sentence when your weapon jams, but this is only if they can reach you during their turn.

4) Positioning is everything, having your awesome sergeant with no range infront will stop you from shooting those doors while moving, which expands your view on any Genes incoming, as well as save your AP points on opening them.

Just like not having your Apothecary behind someone is a waste of his abilities.

5) You cant close destroyed Doors (duh). And Apothecary CAN LOCK Doors (except those connected to a control panel), though Genestealers can break them (but if your lucky they wont do so well and save you a turn, but with all their AP this is a rarity.)

6) Play defensive, but aggression is important as well, sometimes its best to push and kill those Genestealer or expose blips, its stop them from gathering in huge numbers.

7) Better to have Melee guys walk slow and Guard (with genes nearby) and watch out for tile gaps in your team if you have a melee guy watching the front of back line. Reaper Genestealer can bypass them and kill anyone exposed behind.

8) Get Line of Sight on those blips when possible, especially if you see a green arrow on it, means its being upgraded into a special or such, expose this BLIP (which when exposed means it cancels out, removing the blip and whatever hellspawn it was about to summon).

________________________________________________________________________

Thats about it so far, let me know what you guys think, if i made any mistakes and if you guys have anything helpful to add as well. Maybe down the line ill make an advance guide, but this is it for now, have fun!









Last edited by ZeddTakashi; Oct 13, 2018 @ 12:40pm
< >
Showing 1-15 of 36 comments
AymeriX Sep 29, 2018 @ 1:16am 
That's excellent. Really appreciated! Thank you.I still have trouble knowing how to positionning my SM. I think that's why I lose so often.
ZeddTakashi Sep 29, 2018 @ 1:51am 
Originally posted by AymeriX:
That's excellent. Really appreciated! Thank you.I still have trouble knowing how to positionning my SM. I think that's why I lose so often.

Glad you like it!
peXmo Sep 29, 2018 @ 2:04am 
Migth add that the Dark angels , at least compared to the Ultra marines can rely and should rely on their librarian much more due to their cards that bring back psi points.
ZeddTakashi Sep 29, 2018 @ 2:49am 
Originally posted by peXmo:
Migth add that the Dark angels , at least compared to the Ultra marines can rely and should rely on their librarian much more due to their cards that bring back psi points.

Sure ill mention that.
Vantris Sep 29, 2018 @ 8:59am 
Dang this was really helpful. As a guy planning on maining Dark Angels (my personal favorite chapter) do you guys have (other then those previously mentioned of course) any specific tips?
linan23322 Sep 30, 2018 @ 8:52am 
awesome guide! so from what I understand, each chapter is basically the same except some of the them have different cards?
Fegelein Sep 30, 2018 @ 10:40am 
thanks we need more of those. the rules can be really unclear sometimes. has anyone figured out how blocking genes spawns work? its related to how close your guys are to it but it seems unreliable
ExBeeOne Sep 30, 2018 @ 11:46am 
"Lurking" and "Mandatory Lurking" play a big part, in Space Hulk.
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.
Last edited by ExBeeOne; Sep 30, 2018 @ 11:48am
Piderman Sep 30, 2018 @ 11:52am 
I miss something here: Use.Your.Cards.
The Stealers do, and so should you.
ZeddTakashi Sep 30, 2018 @ 6:32pm 
Originally posted by Fegelein:
thanks we need more of those. the rules can be really unclear sometimes. has anyone figured out how blocking genes spawns work? its related to how close your guys are to it but it seems unreliable


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.
peXmo Oct 1, 2018 @ 9:12am 
Just played a game as the Stealers. My opponent, I dont remember the name, played really well.
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
Stundorn Oct 3, 2018 @ 3:45am 
Great Job.
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!?!
ZeddTakashi Oct 3, 2018 @ 6:20am 
Originally posted by Stundorn:
Great Job.
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.
Fegelein Oct 3, 2018 @ 7:06am 
does somebody know which tiles are affected by the apoth's ability to save a termie? Is it all 8 tiles around him?
Last edited by Margo Martindale; Oct 3, 2018 @ 8:35am
< >
Showing 1-15 of 36 comments
Per page: 1530 50

Date Posted: Sep 28, 2018 @ 11:45pm
Posts: 36