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
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."
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
|
Escaped
|
Company Command Squad
|
3
|
Platoon Command Squad
|
2
|
Any other unit (including tanks and dedicated
transports)
|
1
|
*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
|
Result
|
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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