Not counting the new units and cardsystem, Space Hulk: Tactics faithfully follow the 4th edition rulebook. You can find it here:
Yea, the whole navigating layout and servo-hunt trophy could've been better.
A few times while playing the Blood Angels campaign, there will be multiple missions available to you. Always "inspect" all, and always do the optional missions first, if any. The dialogue might give you clues to this. For instance at some points, the Ordo Inquisitor wants you to make a detour.
And near the end, you need to almost go out of your way to find the emperor's seal and play "Relic", before doing the last story mission. If I were to guess, this is the one you missed. A loaded game, might prove.. bountiful, if you have one available.
As you probably noticed, new sections of the hulk will sometimes be made available, depending on your choices at crossroad. Save/Load can be helpful for exploring/experimenting. Good luck.
I played through the campaign several times, and I did recall something about the tutorial getting "stuck". I think the problem is the information on-screen is not always perfectly clear, on what to do next. I just restarted and played the tutorial once again, up to the point you describe:
After you [MOVE FORWARD] and [TURN RIGHT] to face the wall, as you describe, you should be prompted to press Square to see the tactical vision, and then Square again, to return to normal vision. After doing this, you cannot return to tactical vision once again.
The next thing you need to do, is to [MOVE DIAGONALLY] forward and to the left, and then [INTERACT] with the door. Try it out.
Also, if you wish to join our group-chat, to help us find games, send me a message on Playstation. My name there is ExBeeOne.
Your words do honour to the Chapter, Brother-Captain.
New Orc tiles were added in Space Hulk: Tactics, featuring Explosive Barrels and Fungal Spores. The Eldar ships have Teleports and those Warp Thingamabobs.
Get a little creative with the Mission Editor (which is absolutely brilliant), and you could probably create a jungle-like trench-setting for a skirmish, if you wanted.
To the darkness I bring fire. To the ignorant I bring faith. Those who welcome these gifts may live, but I will visit naught but death and eternal damnation on those who refuse them.
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!
Yes. Multiplayer can be quite the wait. The matching system is horrible, I really hope they improve it. We need a "I-don't-care-if-I-play-Stealers-or-Marines-or-if-it's-Public-or-Ranked-I-just-want-a-game"-button.
Someone made a group chat on PS4, for glory, friendly banter and to help us find games. I took the liberty of adding you, assuming you are HDHooligan on the PSN. I am ExBeeOne.
There is only the Emperor, and he is our Shield and Protector.
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.
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.
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.
Hah, yea, we could use a few more shy Genestealers. And some hesitant Reaperfex!
Something about console-patching:
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.
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.
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."
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.
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.