SCANNER: A bit of advice about the scanner - try not to use it! Although it's
nice to know what's waiting for you when you enter a room, it also gives the
aliens the chance to move in and attack you.
MARCHING ORDERS: It's a good idea to keep your squad fairly tight. Stragglers
make easy targets. However, don't bunch them too tightly together. Set off a
booby trap and, if Lady Luck rolls the dice against you, the whole squad could
be wiped out in one fell swoop.
The bolter-carrying marine is the least effective member of the team and is
fairly expandable. Use him as a scout to open doors and the like.
BY YOUR COMMANDER: The commander is naturally the hardest geezer in your swuas
of marines, so use him wisely. For a start, when tooling him up give him a
powerfist and a powersword. Although this means he can't engage in any
long-range combat because he had no gun or missile launcher, it does make him
super powerfull in hand-to-hand battles and when the aliens start amassing
this can be areal life saver for all concerned.
Your commander has six hit points and so can afford to lose one. Your grunts,
howeverm with their measly one hit point, can't. In a big firefight with a
gang of marauding orcs or gretchins, place your commander in between your
marines and the aliens to absorb some of the shots and protect the boys.
On retrieval missions, always use your commander to pick up the object. Use a
grunt and chances are he'll get killed before you get off the ship.
Melta bombs are by far the most effective one-off weapon available. Use it to
fry a Dreadnough or any other tough cookies encountered.
TIDY YOUR ROOM: If you're exploring and you come across a bunch of monsters,
make sure you mop them all up before moving on. A feeble gretchin, left to
it's own devices, can decimate a squad if the dice rolls are in its favour.
In a room packed with aliens use a Blind Grenade and, if possible, a Fire
Order card - this should wipe them out in no time at all. This technique is
particularly handy on Level 2.
Missile launchers are excellent for mass alien slayings. If there's a whole
bunch of them standing together fire the missile between them - with good
aiming and luck on your side you could wipe them all out in one go. Remember
to use targetters with missile launchers and power guns.
THE LONE WARRIOR: Even if you're playing a solo game, still use the other
marine chapters. They will help spread out the Alien Event cards and keep some
of the nastier ones off your back.
It is possible to complete each mission in just one turn if you select the
Imperial Fists division and choose the Heavy Weapon order. This enables your
marines and the captain to move and fire twice in the same round. Choose a
mission. Enter it and then on your first round of play initiate your Heavy
Weapon order. Don't use your bolter marines but move the rest of them twice
and fire twice with all of the squad. Click on any marine and all of his
movement and fire orders are restored enabling you to use him again. This
works for all of the non-bolter group enabling you to move fire and complete
the mission all within one turn and without any enemy getting the opportunity
to fire at you.