Showing posts with label space hulk. Show all posts
Showing posts with label space hulk. Show all posts

Thursday, 8 October 2026

Space Hulk Mission 3: Rescue

Alternatively, ‘that darn Cat’.

Although Tuesday Space Hulk has now become a thing at work, I'm still occasionally working through the missions solo.

Up next, mission three - 'Rescue'.  Two terminator squads entering at either end of the board - one must carry the Cybernetically Altered Task Unit to the other end and exit the board.

As the marines were successful in the last game, they started out with the reward that they could use a CP once in the game to prevent the genestealers being reinforced (I'll assume they are able to counterattack somewhere or block off a bulkhead).

nice choke point right in the middle...

"Move out!" (the C.A.T. is centre of the left hand column)

CAT in their possession. Squad Adorn moved off as rapidly as possible, well aware that they had limited time, pushing up two parallel corridors.

Meanwhile, squad Giovan headed in to link up, peeling off their heavy flamer and a storm bolter armed terminator to hold the exit point.

Squad Adorn's Sergeant was the first to engage the 'stealers, taking out a group on the squad's left flank in a brutal close melee, before backing off and letting his own squad's flamer take up the role of defending their rear.  the two marines on the right risked a rush ahead to take the centre ground - a risk that paid off when the nearest contact proved to be nothing but an error on the Auspex.

"Contact!"

"Nothing there, just a false alarm..."

The heavy flamers did the heavy lifting, keeping the exit route clear by roasting any alien that dared enter at that spawn point, while squad Adorn's flamer gradually retreated behind a solid wall of flame that protected the squad's rear. 

"Burn, xenos scum!"

Can you smell burning?

While aliens burned at either end of the board, the rest of squad Giovan fought through the encroaching genestealers in that awkward chokepoint to link up the two squads and provide safe passage for the C.A.T.


"Push through brothers!"

This was the hairiest moment for the marines, and this was the moment they decided to call in to command to intervene. The techmarines succeeded in closing off some nearby bulkheads to slow the flow of genestealers, buying a moment for the two squads to regroup and for the CAT carrying terminator to finally link up with squad Giovan.

With the two squads finally linked up, but the flamers starting to run low on prometheum, (and a fortunate high CP roll), the marine carrying the cat was able to pass through Squad Giovan's perimeter and off the board without a single terminator lost.

I just had to be curious didn’t I...  With the CAT safe, but the genestealers pushing in hard on the flanks, I decided to play on to see how many marines would make it safely off the board (adding no more genestealer reinforcements from this point.  Typically, squad Adorno’s Sergeant was lost in a heroic rearguard action where he gunned down four of the genestealers facing him before his gun jammed and he fell under a mass of teeth and claws.  A terminator from squad Giovan then fell in similar circumstances near the exit point, but was swiftly avenged as the squad’s heavy flamer roasted the offending creatures to cinders.  And with that, there were no more aliens and it was all over.

"Avenge me, brothers!" 
Sergeant Adorn holds off the encroaching genestealers as long as he can

A further marine victory.  The flamers were an absolute star this mission (a trick I have learnt from playing against Tony on Tuesday lunchtimes).


In terms of the benefit for the next turn, I'm going to say that the knowledge from the CAT about the Hulk's layout will allow the marines to arrive early to the next mission and have a turn before the genestealer reinforcements turn up.



Saturday, 15 November 2025

Space Hulk second edition - missions 1 & 2


 Having painted up the terminators from 2nd edition Space Hulk, it would be rude not to use them.  I found a set of rules online to simulate the genestealer’s turn, and off I went.


Mission 1 - Suicide Mission


As the introductory mission it’s not quite as hard as the name suggests.  You only get one squad of marines, but the map is small and the bad guys only get one blip per turn as reinforcements.


This first mission saw the marines having to destroy the controls for the escape pods, to avoid any contamination of the planet below.  


Despite some appalling rolls on the ‘Jam’ dice, they successfully completed the mission with only one casualty (as a result of one of those Jammed Storm Bolters), partly due to some good command point rolls early in the game that got them moving.


As a reward for success, I decided the marines would get +1 to their command point rolls next turn.



Mission 2 - Exterminate


Simple.  Hold position and kill 30 genestealers.  

This mission does somewhat favour the marines if careful with placement, and opening doors to create clear lanes of fire, so no genestealers can reach a marine in a single move.  That said, the pressure builds up as the game goes on and, once the marines start taking casualties, it can get hairy real fast.


The sergeant and flamer formed a reserve, while the other three covered the perimeter.




The Marine’s dice rolls were on fire, with very few jams this time and some excellent command point rolls (even without the bonus).


The result was a win with no losses.  I played through to the end of turn in which the marines got kill number 30, and the Terminators ended up with a final tally of 32 kills, including one very lucky close combat kill in the very last turn!


Pressure builds up on the right flank, but it’ll all work out…

The sergeant and flamer didn’t fire a shot, but Terminator of the match went to the marine on the left flank.  Who racked up a full 15 kills.


Man of the match; ‘Ace Rimmer, what a guy…’


The reward this time will be that the Terminators can use a command point once in the next mission to stop the genestealers receiving reinforcements for a single turn.


On reflection I think the rules I’m using for the genestealers are making them too cautious.  I’m going to tweak that to make them more aggressive.  I’ll put it down to them initially being sluggish from cryo.

Friday, 7 November 2025

Quick Space Hulk Terminators

 I’ve had the plastic terminators from second edition Space Hulk hanging around for a while. I fancied getting some paint on them but couldn’t face spending ages painting and highlighting armour panels.

So, in keeping with my attempts to find quick ways to do tyranids and genestealers, I tried something different.







I wanted them to fit in with some old Ultramarines I have, in the really dark blue style from Rogue trader.  What I settled for was an overall spray of Colour Forge Raven Black, then a zenithal spray of tempest Blue.  A light drybrush with some lighter blues and a bit of detail and they’re done… enough for now anyway, I might add insignia etc later if I can be bothered.



The background is printed card terrain from Crooked Staff Publishing.


I also sprayed some RTB01 beakies and scouts from Advanced Space Crusade, so watch this space.