I was back in the pub last Sunday night playing a rare Space Hulk scenario. For as much as I love the game, it does have one major flaw - a lot of the missions are dependent on having a really large table! We play on a very long, but somewhat narrow, table in the pub, so I look for missions that will fit.
I found one in an old issue of White Dwarf (okay, I found a PDF online of the missions in an Old White Dwarf and not I can't figure out which one). This one is called 'Ambush'. The marine player has to get 4 of their 10 guys across the table and out the exit. It's tough though, because their are basically only two paths to take. However, unlike most 10 marines scenarios, the genestealer player only gets 1 blip per turn, meaning I had to be a lot more cautious how I used them than is normally the case.
The marines played a good game, leaving a couple of guys back to prevent ambush from behind, while slowly advancing the rest. A couple of marines were lost along the way, but they took a bunch of bugs down with them. It really could have gone either way. Towards the end, they had four guys near the exit, with only one blip in the way. They'd used the flamer to cut off any alien reinforcements. In the end though, it wasn't to be. The blip revealed three aliens, which proved just too much in those close confines. Three of the four marines were pulled down, giving the aliens the victory. Once again, the scenario demonstrated how such a simple game can be so tactical and tense!