Re: Warhammer 40k Tabletop
Yeah, shooting the doors while moving is a good way of saving a few action points. You should at least be able to shoot the two doors in the first room; the first door is opened normally, and you won't get more than two shots at the L-junction one before you're in front of it.
A good setup would be: Sergeant, Flamer, 3xStorm Bolters. 1 AP to open door, 3 APs to move the Sergeant forward, shooting thrice at the door, 1 CP to move the sergeant one more square in front of the door (and shoot if it's not down yet). 4 APs to move the flamer. Then 3 APs to move a Storm Bolter 3 squares and then shoot at the lower door (it's now in line of sight), 1 AP to move him into the room and shoot once more at the door (the way I interpret the LOS-rules in rooms, the door is in line of sight). Then 4 APs to move the last Storm Bolter (I don't think he can actually see the door because of the terminator in front who blocks LOS to the room, but not sure). Any Remaining CPs could be used to move the Sergeant or put him in Overwatch (or both). That's how I would open 9 out of 10 times. I can think of a reason not to, however, and that is if you're suspecting a rush from the entry points closest to the marine starting point; then the flamer could clear out some Genestealers and block their advance while you set up your forces.
From that first round, however, things depends a lot on how the Genestealer player plays his forces (and how many Genestealers are on each blip he draws...). But the no-door rule (would also apply to shooting the door leading to the objective), block with your flamer (but don't use all the ammo), cover your back and don't be afraid to sacrifice your lead marine (or marines since you're advancing in two corridors) - using a marine or two to block the lower four-way junction later on when your flamer is closing in on the objective isn't a bad move (though to have him survive, you need luck... It's more likely to just steal 1 or 2 APs from a Genestealer, but it could be enough), should help you survive. Or, as someone put it: It would at least even the odds to 50-50, as the mission is in favor of the Genestealers from the start...
Ok. The questions. As far as I can tell:
1) Yes, the flamer will kill a marine. It doesn't seem to discriminate between its targets. (However, depending on the situation, killing off the lead marine to block a section can be beneficial). I remember seeing a discussion about whether you actually were allowed to fire the flamer and risk killing a marine, but nothing specifically says you can't.
2) A blip can't enter line of sight of a marine as a blip. In that case you could opt to convert it to Genestealers, and then move them (provided you haven't yet made any actions with the blip this turn). If a space marine turns, opens a door, etc and then enters line of sight of a blip, it is converted as per the rules of involuntary conversion.