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:
"TIP #8 BLOCKING ENTRY AREAS
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."
Yes! Very much so. We need an actual Quick-Play button, please. PS4 player-base is hurting.
I don't care if I play Stealers or Marines, or if it's ranked or public. I just want a game, and I believe many feel the same.
This really is the single most important issue, in my opinion. And it has been since launch.
A.I. and bug-fixes got nothin' on not being able to find opponents!
I fear Cyclone Missile Launchers would skewer balance; Genestealers are not overpowered.
I realise, that one might get that impression, subscribing to Steam-forums or watching tube-fails. But I think any experienced Hulker, who played Tactics for more than ten hours, would agree, that balance is fine.
In my opinion, Reaperfex & Rubble is the only current exception, but according to Steam beta branch, a change is coming: "Rubble can no longer be placed in a Marine's line of sight."
Regarding the shop-a-squad. I really like the idea. I'm guessing maybe you have the Deathwing expansion for Space Hulk, featuring the Terminator Force List? Good stuff.
Cyanide went another way thou, and I gotta say, I really like how it plays, and the freedom it affords. You want a Librarian and three Assault Cannons? Done!
Just keep in mind, your deck will then be stacked with Heavy Weapon Bearer cards, something that might not always work out.
The cardsystem automatically balances squadcomposition.
Sure, there is still room for improvement. And they are, Cyanide. Improving. A horde of changes/fixes were made, with more lurking 'round the corner. Hats off!
Following release-rants, all Marine-cards were given +1 to convert values. I felt that was unnescessary; I would have rather seen cardvalues stretched, from 1 to 5 Squad Action Points. With the 5-card, perhaps being an Assault card (to give us incentive to actually bring one..). And the 1-card, maybe being a Librarian card? since every squad has one...
Ah, I ramble. Onwards, Brothers. Through the destruction of our enemies do we earn our salvation!
Not counting the new units and cardsystem, Space Hulk: Tactics faithfully follow the 4th edition rulebook. You can find it here: