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posted in SHT - General Discussion read more

Weird. I have played through the Blood Angel campaign twice. Once, the day the game was released, and again following the latest A.I.-patch. I have never had the game crash.

Are you experiencing random crashes often, or in other games? Could it be a hardware defect?
Are you playing on your television, or do you use a different monitor? I recently got a new TV, and my PS just would not boot, on it. Checking System, Error, Repeat.
I ended up resetting the console, and as always, that did the trick.

Youtube Video

Good luck!

posted in SHT - General Discussion read more

Someone made a group-chat, to help us find games. I will add you.
If anyone else is looking for PS4 players, post your tag here and I will add you as well, or send me a message on PS4. My name is ExBeeOne.

Also, consider joining our Discord channel. All you need is an email.

posted in SHT - General Discussion read more

This is a known issue, and it was fixed with the release of the first major update, October 23rd.

You can see some of the changes here:

Unfortunately, patching on PS4 (and Xbox) is a much slower process. Hopefully it will be released this week.

posted in SHT - General Discussion read more

Hah, yea, we could use a few more shy Genestealers. And some hesitant Reaperfex!

Something about console-patching:

posted in SHT - General Discussion read more

You are most welcome.

For he today that sheds his blood with me shall be my battle-brother eternal.

posted in SHT - General Discussion read more

The first (fourth, really) update is live, Brother-Captain. For PC players. Hundreds of changes and fixes were made. You can see some of them here:

Expect patches for Xbox and PS4 to be comprehensive and properly optimized; console players will have to wait just a bit longer.

posted in SHT - General Discussion read more

But I don't think the Stealers are slightly better. 🙂 Sorry if it came out that way.
I get that, on average, Stealers will be much more successful, especially during these first months. But that is due to the fact, that playing Marines well, is so much harder than playing Stealers well. A single mistake, while playing Marines, will usually spell c-a-t-a-s-t-r-o-p-h-y. That is far from being the case, with the Stealers.

Changes are coming to the Broodlord. From the Steam forums:

  • Removed the distance limitation for vanishing the broodlord close to an extract point.

  • You can now choose any of the 4 tiles adjacent to the Broodlord when using it to spawn a blip, but can still spawn only 1 blip.

posted in SHT - General Discussion read more

I posted a guide on Steam forums: "Ten Tips for Terminators". It includes some thoughts on Blocking Entry Areas. You can find the full guide here, if you want to take a look:


Some maps will make it hard to utilize this, but you should always be mindful of the possibility.
Blocking an Entry Area at the right time, could turn the tide of battle.
From what I heard, this is not covered well at all, in the tutorial, so here is the official rule:

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).”

This not only enables you to delay the Stealer reinforcements. Depending on your opponent, and the nearby layout of the Hulk, you can use this to create “reinforcement-decoys”.
Because one thing is certain: If you block an Entry Area, the Stealer player will surely put Blips there - restraint, is hardly the way of the Xenomorph.
But he won’t be able to move them in, until the next turn. That’s when you get out of the way, pull up the Flamer, and let him hose that burning promethium towards the Entry Point, all night long, giving your other Marines time to move up."

posted in SHT - General Discussion read more

Miasma is the weaker model for sure, but it generates the highest amount of Genestealers from blips, which is important. For example:
A Broodlord does not bring any 3-blips to the table at all. And only a single 2-blip.
The Miasma brings two 3-Blips, and two 2-blips.
Miasma also gives Rubble, which is arguably the best card in the Stealer player's arsenal. But the model itself is marginal at best, it's true.

Making Toxic Cloud an ability is a good idea.

posted in SHT - General Discussion read more

You can only bring one Broodlord to the battle. And keep in mind, Biomorph cards are NOT reshuffled into the deck. The Stealer player will only have the one.
I agree that the Broodlord should indeed be buffed. The Reaperfex is currently the strongest of the hive, by far, which is kinda silly. Originally (core rules) the Broodlord would roll three dice in close combat, and add the highest and the lowest roll together - that would be a start.

I don't think that the cardsystem is broken, or that the Marines are underpowered, at all. Except for maybe the Space Wolves.

"Getting 2 action points is not a good as 3 new genestealers." No, it's not. But on average Marine conversion will be closer to 3 AP, and genestealers will rarely draw a 3 blip.

You might be able to enhance blips and push conversion numbers in theory, versus the A.I. But try bringing your Bulwarks to the multiplayer lobby, and see what happens.