Tag Archives: Space Hulk

Space Hulk – Rules Review

While not managing to get in a game over the weekend I did manage to have a read through the rulebook. It really is quite short but then again it’s not a complicated game to play, at least in terms of the rules, strategy is another matter. The accompanying campaign book is a lot thicker and I am looking forward to sinking my teeth into it over the next few days. I’ve also cut out all the models and pushed them together and am impressed by how snugly they fit.


As with Space Hulk of old all actions cost action points. The Space Marine player restricted to 3 minutes a turn while the Genestealers enjoy a much more leisurely pace. In terms of action points a Terminator (if they die they certainly won’t be back) they get 4 a piece, whereas Genestealers get 6. Moving and turning cost differing amounts depending on which side you are playing but most things cost 1ap to perform. You can combine things like moving and shooting which costs 1ap thus allowing you to save action points. However, just like chess you’re going to want to have your moves planned out if you’re the Marine player as you are up against it time wise. Also, even though the ‘Stealer player is allowed to spend as much time as they want in their turn, you’ll also want to get done pretty sharpish in order to cut down on the thinking time your opponent gets. If you can make decisive decisions quickly when you’re playing the gribbly aliens then you are going to put even more pressure on the time sensitive warriors of Humanity and that can lead to unexpected mistakes which give you the openings to cram four limbs worth of armour piercing talons down their collective throats.

That’s not all as every turn the Marine commander gets to pick a token out of a cup which gives him a number of Command Points. These can be used as additional action points and, more importantly, can be used in the Genestealer turn. Ran out of time to put your dudes on Overwatch? Well, spend Command Points to lay down a suppressing fire with the Incinerators and fall back by squads to the APC….. ah-hem. Just be sure you remembered what was on that token though, you get to see it at the start of the turn but then it’s placed on the mission board and your opponent moves it according to your spend, at the end of the turn it’s turned over again and if you spent more Command Points than you were entitled to you lose the game immediately!

Overwatch allows you to basically stare down the corridor you are in and shoot anything that moves within range. Genestealer bursts out of a bulkhead in front of you? No problem, now you can gun it down, every step they take closing you down allows you to have another shot. However, if you roll any double on your dice, your gun jams and you have to spend time clearing it and with the speed of the Genestealers a jam at close range will probably result in Marine kibble.


Guard is effectively the melee equivalent of Overwatch, helping you out when a horde of aliens are determined of ripping you a new one. Definitely worth it if you’re staring down some of these guys and you have one of the more melee oriented Marines out front.

Some of the missions cause you to find an artifact or relic, while others want you to torch certain sections of the map (it’s nice to know that in the far flung reaches of the future mankind still resorts to chucking in gouts of smouldering napalm in order to complete missions). I’m lo0king forward to working my way through this as there are some maps that are played over more than one level (with the chance of falling down the stairs and breaking their neck in the cases of the Terminators) and some of the maps look like they use every single tile that comes in the box. I have yet to go through the whole book but they look varied enough on the face of it to keep things interesting. I want to play through it all and document the campaign here on the blog for you all to enjoy.

Rules wise therefore I give the game a whopping 9/10 Zombies. I’ll give a fuller rating once I’ve actually been able to play it.



Space Hulk – Hands On First Impressions


I went to the Post Office yesterday to get what I anticipated was my copy of Space Hulk that I had pre-ordered when Games Workshop sent out the email announcing its availability. From the email I got this morning telling everyone that it hits stores this Saturday they let on that all the webstore copies have already been sold. I’m also aware that our local independent stockist had his order cut from 40 copies down to 35, of those there are only 2 that were not prebooked for his customers. Looks like GW judged the market right on this one as I can imagine that this weekend the game will not be available as the copies will sell out quickly.

I remember queuing outside of a Games Workshop store one weekend in the 90s when they were releasing the first Sisters of Battle Codex for 40k, I wasn’t the only one there, we were grabbing stuff left right and centre (I think I nabbed the book and a Battle Sisters squad box). Space Hulk is something else though and there hasn’t been a GW boxed game like this in quite some time.

When I grabbed the box the thing is quite hefty, I don’t have any photos yet but am hoping to get some “action” shots over the weekend when we see how it plays. The card stock for the boards and tokens is amazingly thick and I suspect it will stand up to substantial punishment. There are quite a few sheets of stuff for all the rooms and the corridors and the detailing on them is superb throughout. A debossing technique has been used so it lends more of a 3D air to the boards and it works really well. The dice are larger than the standard size and have a nice marbled effect.

The miniatures are fantastic, the plastic is good quality and on inspection I couldn’t find much in the way of mould lines and I’m sure no-one has actually been able to miss the previews of them on the web or via White Dwarf and other forums. I am already planning the paint jobs and colour schemes for the Terminators as a start. The box art is good and the bottom shows each individual model to assist with painting. I’m hoping to get some friends round over the weekend so that I can then report on how the game plays both from the Marines standpoint with their 3 minute time a turn time limit and the gribbly Genestealers.

My only reservations are that the egg timer is pretty basic (imagine a melta bomb with digital count down for example, would have been way cooler) and in the books there are about 12 pages on Space Marines and only a two page spread on the Tyranids to add background for the Genestealers. Anyone that has followed Games Workshop over the past 10 years will be aware of the increasing prevalence of pushing Space Marines and seeing the contrast in flavour added to the game made me chuckle.

Overall I’d say this is well worth the cash, even if you’re only looking to convert the models for use in a 40k game. Two squads of individually sculpted Terminators are worth the price of admission alone when you consider how much the normal Termie box costs.

Watch this space for another review once we’ve taken things for a spin.