Why Space Hulk is one of the all time greats.
         My
          favourite game is probably Games Workshop's Space Hulk, which we
          used to play incessantly, from when it came out in 1989. Space Hulk 
          is a game set in the Warhammer 40,000 universe in which heavily armed 
          marines are pitted against savage insectoid aliens. The game is played
          on a series of interlocking card sections, representing the corridors
          of a space ship.
My
          favourite game is probably Games Workshop's Space Hulk, which we
          used to play incessantly, from when it came out in 1989. Space Hulk 
          is a game set in the Warhammer 40,000 universe in which heavily armed 
          marines are pitted against savage insectoid aliens. The game is played
          on a series of interlocking card sections, representing the corridors
          of a space ship.
The marines had 
          to accomplish various missions under constant attack from a foe with 
          seemingly unlimited numbers. (Curiously like the film 'Aliens'). There 
          were two further expansion sets - Deathwing and Genestealer and a book 
          of campaign missions which also contained the rules for Marine vs. Marine 
          and in about 1994 Space Hulk Second Edition was released. It is currently 
          out of production but it was a popular game, so a lot of second hand 
          sets are still knocking about.
        Elegant simplicity
          The most outstanding point of the rules is their simplicity. Experienced 
          players do not need to consult the rules during play because there are 
          so few that they can be remembered in their entirety after a few games, 
          including the numbers required on dice rolls. The ideal wargame should 
          be a blend of luck and skill, but a failing of many simple sets of rules 
          is that there is little opportunity to exercise tactics or experience, 
          making them largely a matter of luck. In Space Hulk, however, the simplicity 
          is appealing rather than shallow because the simple rules combine to create a complex 
          whole with a high proportion of skill. The experienced player will beat 
          a beginner every time.
        Airtight rules
          Not many rules systems are sufficiently airtight to avoid competitions 
          degenerating into aggravated hair splitting, but another bonus is that 
          Space Hulk can be played competitively without the need for an umpire. 
          The grid based board means that there can be no arguable ambiguities 
          due to measurement and the simple rules have little room for conflicting 
          or ambiguous items.
        Critical timing
          Space Hulk also contains a couple of innovative twists. The marine 
          player has only a limited amount of time to complete his turn which 
          adds an element of the 'Aliens' style tension. The army lists in the 
          'Deathwing' expansion had an option to reduce the time per turn to save 
          points which could be spent on more troops, allowing the Marine player 
          to gamble on his swift decision making.
        Bluff and Counter bluff
          The Command Point system was also excellent. A marine player secretly 
          rolled a number at the beginning of the turn which is kept secret till 
          the end of the turn. These points can either be used for additional 
          actions in the marine turn, or they can be reserved till the enemy turn, 
          when they can be used to react to enemy actions. As well as the tactical 
          decision of blowing them all on fast movement or holding them back for 
          defensive fire, this also introduces an element of bluff and surprise. 
          If you have low command points, you might manoeuvre aggressively, even 
          using a couple on fairly trivial moves to trick the other player into 
          assuming you have lots and holding off his attack.
        A silver cloud's black lining
          Every rose has its thorn and this includes even Space Hulk. The psychic 
          rules brought in with Genestealer grossly unbalanced the game, because 
          a single psychic was generally worth more than all the non-psychic troops 
          in the force put together. The former undisputed king of Marine vs. 
          Marine games was the Assault Cannon, but even this fearsome weapon was 
          largely useless against even the lowest rank of psyker. Unfortunately 
          all but one of the campaigns in the Space Hulk Campaigns book make heavy 
          use of psykers, so if like us you never use them, the missions require 
          considerable adaption.
        Retrograde step
          Although the Second Edition rules were largely identical, they made 
          a critical change to the Command Point system, that they were no longer 
          allowed to be used in the enemy turn. At a stroke much of the strategic 
          complexity was wiped out, and command points became merely a random 
          action point bonus. The flamer rules were also changed, and although 
          this made them less abstract, the difference between the standard weapons 
          and the area effect flamer was reduced. The board sections and plastic 
          Terminators looked far superior to the First Edition, but the rules 
          tweaks ruined it. Use the playing pieces from it, but stick to the old 
          ones.
        
          My favourite type of Space Hulk game is probably a simple three way 
          Marine vs. Marine skirmish, in which three equal forces of marines are 
          pitted against each other, but all the different types of mission play 
          very well indeed. Being the alien player leaves less tactical options, 
          but it's so satisfying when the first alien breaks through the barrage 
          of fire and dismantles a marine.
        Scour the bring-and-buy and get yourself a copy.
        
        Please note that almost every proper noun in the text above is 
          a Trademark of Games Workshop. No challenge is intended.