BattleMonkey said:Yea local store had Death Angel Space Hulk, seems sold out in most online shops and knowing FFG, restocks will take a while.
I finally got my pre-order, only there was a problem.
They shipped me a case of the game. Six copies. So now I and all my gaming friends are proud owners of Space Hulk

Since the box literally arrived on my doorstep as I was preparing to head out for some gaming, I didn't have time to review the rules beforehand so we didn't play it. I did try it out solo a bit when I got home, and managed to lose several times. On two out of 5 plays I managed to get to the final room and get a die roll to win the game, but both times I failed to get a good enough roll to win it, and was promptly swarmed and killed on my next turn.
It seems that I always have horrible luck on turn 2 for some reason. Every single play so far, I've had at least one (and as many as 4) Marines killed on turn 2 - except one time, when I survived turn 2 unscathed, made it to the second location with my squad fully intact, activated the teleportarium, and rolled 0 on 4 out of 5 dice. I only had one support token, but the room was relatively clear and my last event had me add cards to the blip piles so I went for it. Needless to say, I didn't make it to the final location on that playthrough.
Just to make sure I'm playing correctly, the rules say you travel when either blip pile is empty at the end of any phase. I take this to mean that you travel at the end of whatever phase and then after traveling, you resume with whichever phase was next, and don't start the whole turn order over again.
Example - I clear a blip pile during my Action phase, so I complete all my actions, the phase ends, and I travel. After traveling, I resume play with the Genestealer Attack Phase, correct? (As opposed to beginning a new round with the Choose Action Phase.)