"Hi Warhammer 40K fans. This is Adam from the Space Wolves blog with more Space Hulk tactics.
This time we'll be going through the different Space Marine characters and explaining their strengths, their weaknesses and how to get the best results from them.
Part 1: Basic Space Marines
Often referred to as Scrubs, Grunts or Plebs, the basic Space Marine terminator forms the core of any squad. So you'll need to use them effectively to complete your mission.
They're terrible in close combat, so make sure you keep them shooting.
Often you'll have to leave your basic Space Marines to hold a strategic point.
This could be looking down a corridor to prevent Genestealers from entering the board or defending a room.
It's best for Space Marines to work in pairs. This then allows them to cover different angles out of rooms while providing a cross fire in case one of them gets jumped by a Genestealer.
Just make sure that you maintain a reasonable distance and put your faith in going on Overwatch.
Part 2: Chainfist Space Marine
Essentially the same as a regular Space Marine Scrub, Super Scrub as we like to call him, can automatically destroy doors in close combat.
This makes him vital in some missions, but a bit pointless in others.
But when it costs 1 Action Point to open a door, you may as well assault it with this guy -especially if you want the door to stay open.
After all, there's nothing more annoying than a Genestealer playing with a door switch!
Part 3: Space Marine Sergeant
Essentially a Scrub with a sword. He may look important, but he's not that hot.
His sword gives him +1 in close combat, but he's still gonna die screaming.
However, as a Sergeant, he allows you to re-roll the number of Command Points.
So make sure you keep him alive, because Command Points can make or break a game.
Finally, with all his bling, he seems to be an irresistable target for the Genestealers, which makes him great if you need a piece of bait!
Part 4: Heavy Flamer Space Marine
The undisputed King of Space Hulk. The heavy flamer can cleanse whole rooms and drive back hordes of Genestealers.
Just remember to use those 6 shots sparingly, because once you start firing, you never seem to stop.
However, the flamer's greatest strength is being able to seal off sections of the board, holding back the tide of Genestealers and allowing you to complete your mission.
Part 5: Lightning Claws Space Marine
Everyone loves this guy, but I have no idea why.
He's okay in close combat, but only if he goes on Guard. So charging in like Wolverine isn't going to end well for him!
Instead, I'd always leave him to hold a doorway or a corridor whilst on Guard. He tends to perform fairly well in that capacity.
Although, because he doesn't have the same benefits as the Thunder Hammer and Storm Shield armed Sergeant, he does eventually get killed.
Part 6: Thunder Hammer & Storm Shield Sergeant
When I read that he had been included in this edition of Space Hulk, I felt he was a bit overpowered -and he is!
He gets +2 to his combat result, reduces the Genestealer's attack dice by 1 because of his shield (provided he's facing the right way) and generally batters whatever he comes across.
The best practice is to stick him in a doorway or corridor and leave him on Guard. That way he's almost immovable, but just make sure that no Genestealers can attack him from the side or behind and he'll be perfectly fine.
Although I will confess that in Mission 2 I have charged him down corridors screaming FOR THE EMPEROR while smashing Genestealers round the face!
Part 7: Space Marine Librarian
Now this guy is a one man army and it's all thanks to his Psychic Powers and Psi Points.
Stat wise he's the same as a basic sergeant. Although he needs the sergeant's Command Points re-roll special rule to be most effective.
The Librarian starts each mission with 20 Psi Points and has 4 Psychic Powers.
The first is Force Axe which allows him to boost his close combat result by +1 for each Psi Point used. This makes him virtually unbeatable in assault -until he runs out of Psi Points of course.
The second is Force Barrier which prevents movement through a single square within 12. When combined with the Hevay Flamer Space Marine, the pair can seal off large sections of the board, keeping the Genestealers at bay.
The third is Prescience which allows you to move the Command Point marker back 1 space. Very handy when you're short on Command Points.
Finally, there's Psychic Storm which has a range of 6. It hits the intended target on 2+ and any others on the same tile on a 4+. It's not bad, but it's not quite as reliable (or long ranged) as the Heavy Flamer.
The Librarian can only cast 1 Psychic Power per turn, which is just as well, because once you start using Psi Points you don't seem to stop.
There's a real art to using the Librarian and when combined with the Heavy Flamer Space Marine, the pair can cleanse huge areas and lead a very aggressive assault, which becomes essential in many of the mid level missions.
Part 8: Assault Cannon Space Marine
Like a storm bolter on steroids, the Assault Cannon fires 3 shots per volley and kills Genestealers with ease.
But once it starts firing you can expect the ammo counter to drop dramatically.
Things tend to get scary once you slap in the spare magazine, although the gun has never exploded on me -yet!
Just try not to rinse all the ammo too quickly.
Ideally the Assault Cannon should be used as a back up weapon for anything that gets passed your storm bolters. Although it is very tempting to stick him at the end of a long corridor and just spray away, killing thousands of Genestealers, until, eventually, you run out of ammo.
And a Genestealer player will try and get you to do that. Then, all they have to do is get passed your storm bolters.
Hopefully that's given you a good idea on how to get the very best out of all your Space Marines in the game of Space Hulk.
Stay tuned for the next video which will be a set of mission tutorials and quick guides to help you walk through the game."