Friday, 28 September 2012

6 Part tyranid Vs Imperium campaign begins.

Hey folks,

I will probably post the battle reports for this up on the other blog as it is mainly Imperial guard Vs Tyranids, with a bit of Dark Angels thrown in for flavour. My good friend Commissar Bob is the Imperial guard enthusiast who has come up with the scenarios. Three of the games will be more or less standard 40k, one space hulk, one a kind of zone mortalis/kill team/starcraft mission and finally to decide the ultimate outcome an apocalypse game. Old two eye is the tyranid player, with whom I paired up with in the first game Vs Imperial Guard. Without further ado please find the scenario below and head over to Codex Imperialis soon for the report.

100 DAYS
The race to save Omega
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose which functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bio-engineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if it is aware of us at all it must know us only as Prey."
— Inquisitor Czevak at the Conclave of Har

Mission One – Day Five -- “The Awakening”
It is three days since the first blood was spilled in the battle for Omega. Reports of civilian disappearances, relayed to Planetary Command from various settlements and industrial sites scattered across the world’s single continent, have been largely ignored. No authority at the capital Zenica has any conception of the looming horror, nor the threat of every wasted day to the continued existence of life on the planet.
When a platoon from the small military outpost at Jablanicka fails to report after routine patrols, Captain Besic reacts with customary caution. He sends out two patrol groups, one to investigate the disused chemical plant to the West of the outpost, and one to search the woods to the East. The events of the next few hours, so far beyond the most awful imaginings of the Jablanicka men, would have knock-on effects of the most severe importance.
The race to same Omega had begun.

Mission Length:
As per standard missions.
Deployment etc:
The Imperial Guard set up first, deploying anywhere on the board except for the 12” within each short board edge [note: I’ve done a preliminary set-up on an 8 by 4 board for this – I think we’ll need that much space to make this work because of the ‘escape’ victory conditions and because of the amount of infantry]. The Imperial Guard player may not use any reserves.
The Tyranid player places his entire force in reserve. Units that enter play using the outflank rule may enter from either short board edge, as chosen by the Tyranid player.
The Tyranids take first turn.
Victory Conditions:
The aim for the Imperial player is to have as much of his force having escaped the battlefield, as possible at the end of the game. This will allow the greatest chance of warning Imperial Guard Command of the impending Tyranid threat – but having one squad escape the battlefield may not be enough, as the route back to the nearest friendly forces is long and dangerous.
For each unit that exits the battlefield add points as shown on the following table:
Unit type
Company Command Squad
Platoon Command Squad
Any other unit (including tanks and dedicated transports)
*If the unit escapes the battlefield while mounted in a Chimera, add an additional 1 point to reflect their increased speed back home (therefore a Platoon Command Squad that escapes in a Chimera would score a total of 4 points – 2 for the squad, 1 for the Chimera and a bonus of 1).
Units that are broken at the end of the game, or exit a table edge while broken, score nothing.
At the end of the battle add the total Imperial Guard score and compare it to the total number of Tyranid units on the battlefield. This table explains who has won the battle and suggested rules to carry forward to mission 2:
Score difference
Impact on Mission 2
IG win by 10 or more
Significant IG victory
Imperials take first turn, can chose Elite units and flyers
Level, or IG win by 1-9
Minor IG victory
Imperials  take first turn, can chose Elite units
Tyranid win by 1-4
Minor Tyranid victory
Tyranids take first turn. Imperials cannot chose flyers
Tyranid win by 5 or more
Significant Tyranid victory
Tyranids take first turn. Imperials cannot choose Elites or flyers.

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