Post by Andrew on May 8, 2009 12:00:44 GMT -6
Hokay folks, I'm looking for any and all players with Tyranid models that want to get in on the action. I want to play the Battle for Macragge historical event as penned in WD 255 and a couple other places...in other words, the better version of the story where GW didn't just throw stuff in (like their Apoc game) to sound cool.
What follows is the scenario of the very first landing and assault on the northern polar fortress, based on all the information I could find. At this point, it was only the smaller things...day 5 was when the gargantuan creatures made their appearance. Maybe over the summer it can be a rolling scenario, going from one to the next, which would be cool, but for now it will just be this.
Terrain
- Imperial side: bunkers, trenches, defenses, etc
- Tyranid side: some rocks, ice plains...essentially nothing
Forces
- Imperials
...o Ultramarines
......„X no named characters except Captain Invictus
......„X tactical and terminator squads can have fewer than 10 men and still get special/heavy/2 heavy weapons
...o Imperial Guard
......„X no named characters
......„X lightly armed
- Tyranids
...o no gargantuan creatures or others with mass points
...o no broodlords
...o no lictors
Special Rules
- Imperials
...o no deep striking or infiltrating
...o no reserves; all models must man the trenches, bunkers and defensive area
...o no hellfire rounds/shells
- Tyranids
...o all non-monstrous creatures have the ¡§Without Number¡¨ special rule. When they recycle, they may be brought on from any table edge (except behind the Imperial lines) and must be 18" from an enemy unit.
...o synapse control is extended to 18¡¨
...o no deep striking or infiltrating
...o no reserves; all models must start on the ice plains
Strategic Assets
- Imperials
...o Precision Strike
...o Titan Support Choose two different titan ranged weapons from the Warlord titan list; they may be fired each turn with the range measured from the Ultramarines¡¦ rearmost table edge.
...o Battle Hymn of the Imperium (see There¡¦s So Many! below)
...o Orbital Bombardment (one on the 2nd, 4th, and 6th turns)
- Tyranids
...o There¡¦s So Many! On the first turn, all Imperial Guard units must make a Leadership check at -1; those that fail move D6¡¨ away from the Tyranids in fear, after which they become pinned; if an Ultramarines Chaplain is within 12¡¨ of the unit, this test may be rerolled as they sing the Battle Hymn of the Imperium to quell their fear.
...o Replacements (every dead MC may use this once, successful on a 3+)
Objectives
- The Ultramarines and PDF must hold the line! All 6 objectives are placed in the Imperial deployment zone. These are captured in the manner described by the Apocalypse rulebook. Units that can capture objectives: Infantry, Jump Infantry, Bikes, Artillery, and Monstrous Creatures. These units may be under half strength/wound total.
- In addition, if at the end of any turn there isn't a single Synapse creature on the table, every Tyranid unit must fall back, as per the normal fall back rules. The Imperial side counts as having scored 1 more objective if they succeed in doing this, though it doesn't matter how many times; only one such point can ever be scored.
- In addition, if at the end of the game, the Tyranids have managed to kill 3/4 of the entire Imperial army, they count as having scored 1 more objective point.
Deployment
- Imperials
...o Deploy first.
...o All trenches and bunkers must be manned by at least one unit, otherwise everything must be deployed.
- Tyranids
...o Deploy second
...o No model may be deployed within 20¡¨ of an enemy model, otherwise everything must be deployed.
First Turn
- The Imperial side gets the first turn
Game Length
- 6 Turns or til it feels time to quit.
This scenario is a small part in the long trench lines defending against the massive swarms. The titan and without number rules represent the neighboring units everywhere; the orbital bombardment is from the ships Calgar left in orbit after chasing off the Tyranid fleet.
Now, I already secured Carl for the Imperial Guard. Between us, there will be 10,000 pts of Imperials on the table (7750 me, he'll take up the rest). Even if the Tyranid players can't summon up that many models that's alright, since you'll be scoopin' and poopin' them back on the table right quick. Basically, you get more or less infinite models to cap the objectives, but only 6 turns in which to do it.
What follows is the scenario of the very first landing and assault on the northern polar fortress, based on all the information I could find. At this point, it was only the smaller things...day 5 was when the gargantuan creatures made their appearance. Maybe over the summer it can be a rolling scenario, going from one to the next, which would be cool, but for now it will just be this.
Terrain
- Imperial side: bunkers, trenches, defenses, etc
- Tyranid side: some rocks, ice plains...essentially nothing
Forces
- Imperials
...o Ultramarines
......„X no named characters except Captain Invictus
......„X tactical and terminator squads can have fewer than 10 men and still get special/heavy/2 heavy weapons
...o Imperial Guard
......„X no named characters
......„X lightly armed
- Tyranids
...o no gargantuan creatures or others with mass points
...o no broodlords
...o no lictors
Special Rules
- Imperials
...o no deep striking or infiltrating
...o no reserves; all models must man the trenches, bunkers and defensive area
...o no hellfire rounds/shells
- Tyranids
...o all non-monstrous creatures have the ¡§Without Number¡¨ special rule. When they recycle, they may be brought on from any table edge (except behind the Imperial lines) and must be 18" from an enemy unit.
...o synapse control is extended to 18¡¨
...o no deep striking or infiltrating
...o no reserves; all models must start on the ice plains
Strategic Assets
- Imperials
...o Precision Strike
...o Titan Support Choose two different titan ranged weapons from the Warlord titan list; they may be fired each turn with the range measured from the Ultramarines¡¦ rearmost table edge.
...o Battle Hymn of the Imperium (see There¡¦s So Many! below)
...o Orbital Bombardment (one on the 2nd, 4th, and 6th turns)
- Tyranids
...o There¡¦s So Many! On the first turn, all Imperial Guard units must make a Leadership check at -1; those that fail move D6¡¨ away from the Tyranids in fear, after which they become pinned; if an Ultramarines Chaplain is within 12¡¨ of the unit, this test may be rerolled as they sing the Battle Hymn of the Imperium to quell their fear.
...o Replacements (every dead MC may use this once, successful on a 3+)
Objectives
- The Ultramarines and PDF must hold the line! All 6 objectives are placed in the Imperial deployment zone. These are captured in the manner described by the Apocalypse rulebook. Units that can capture objectives: Infantry, Jump Infantry, Bikes, Artillery, and Monstrous Creatures. These units may be under half strength/wound total.
- In addition, if at the end of any turn there isn't a single Synapse creature on the table, every Tyranid unit must fall back, as per the normal fall back rules. The Imperial side counts as having scored 1 more objective if they succeed in doing this, though it doesn't matter how many times; only one such point can ever be scored.
- In addition, if at the end of the game, the Tyranids have managed to kill 3/4 of the entire Imperial army, they count as having scored 1 more objective point.
Deployment
- Imperials
...o Deploy first.
...o All trenches and bunkers must be manned by at least one unit, otherwise everything must be deployed.
- Tyranids
...o Deploy second
...o No model may be deployed within 20¡¨ of an enemy model, otherwise everything must be deployed.
First Turn
- The Imperial side gets the first turn
Game Length
- 6 Turns or til it feels time to quit.
This scenario is a small part in the long trench lines defending against the massive swarms. The titan and without number rules represent the neighboring units everywhere; the orbital bombardment is from the ships Calgar left in orbit after chasing off the Tyranid fleet.
Now, I already secured Carl for the Imperial Guard. Between us, there will be 10,000 pts of Imperials on the table (7750 me, he'll take up the rest). Even if the Tyranid players can't summon up that many models that's alright, since you'll be scoopin' and poopin' them back on the table right quick. Basically, you get more or less infinite models to cap the objectives, but only 6 turns in which to do it.