Joel and I gave a run at the Boarding Action scenario. Very fast paced. Very bloody. Assaults within Turn 1.

The feel is right.
Now, we can step up the complexity.

GAME RULES:
-All units of both opponents are given the "And They Shall Know No Fear" Universal Special Rule.
-Attackers fall back to the nearest corridor table edge (entry point). If this attacking unit reaches the board edge while falling back; it is removed from play.
-Defenders fall back in the opposite direction of the Attacker's unit that caused the fall back. If this Defending unit moves into another Attacker's unit while falling back; it is destroyed. If a Defending unit falls back to a table edge or impassable terrain, it simply stops and can only shoot until it regroups.
-Jump Infantry using their 'special move' must treat all corridors and rooms as Dangerous Terrain.
For example, an assault marine moving 8" must make a Dangerous Terrain test. -All units treat walls lining corridors and rooms as Impassable Terrain, including Jump Infantry. Jump Infantry cannot 'fly' over walls (roof stops 'em). Units such as Warp Spiders may move 'through' walls due to their unique style of 'jump,' but models ending this move in an Impassable Terrain are removed (got stuck in the wall).
-Infiltrating units are permitted for the Attacker and Defender. Infiltrating units may redeploy within the restrictions of the respective Attacker/Defender Table Set-up rules after the deployment phase is complete.
-Scouts are permitted for the Attacker and Defender.
-Defending units cannot Deepstrike regardless of any rule stating otherwise.
-An Attacker with units that deepstrike may designate one room as a Force Field Control Room after terrain is established, but before deployment commences. Units may only deepstrike once this Force Field Control Room is occupied by an attacking unit and no defending unit remains in the room. These deepstriking reserve units will count the turn in which the Force Feild Control Room was captured as Turn 1 on the Reserves Table with subsequent Turns as 2, 3, and 4.
Players Cannot Choose:
-Shooting weapons of Str 8 or higher. This includes any shooting weapon with a variable Str achieving 8+.
-Special Characters.
-Steeds/bikes.
-Any unit with 0-x restrictions.
-Size 3 units.
ARMY SELECTION: 700 pts
Force Organization is not enforced.
No more than 1 HQ choice.
TABLE SET-UP:
3' x 3' board.
Set up terrain that establishes corridors of 2" to 6" wide.
Corridors should connect to each other and each table edge must have at least one corridor on it.
At least 2 rooms must be formed on the table. Rooms must be adjacent to at least one corridor and at least one point of entry 2" to 4" must be established. A room may have more than one point of entry, but these must be adjacent to a corridor.
Rooms must be at least 6" x 6". Players are encouraged to place appropriate terrain pieces in these rooms (why fight for closets?).
Units cannot be placed within 6" of an opponent's models if the opponent can establish LOS from their models. If no LOS can be established by an opponent's models, than a unit may be placed within 1" of an opponent's models. Units must be placed entirely within a room or entirely in a corridor.
The Defender may deploy anywhere on the table if not in a corridor (rooms). If a Defender's unit is placed in a corridor, that unit must be at least 10" away from the entry point (table edge) of that corridor.
The Attacker must deploy with at least one member of a unit touching a board edge and no further than 10" from the board edge.
1. Roll off to determine who deploys first and alternate deploying units.
2. Roll off to determine who goes first.