Showing posts with label Missions. Show all posts
Showing posts with label Missions. Show all posts

Friday, January 29, 2016

Tyranid Attack Mission

Way back in 2nd Edition 40K there was a tense mission called "Tyranid Attack". The 'Nids had six turns to kill everything on the table. All their dead units came back on as reinforcements. They usually won. Now it's time to redo this classic mission for 7th.

The Armies
Choose armies to an agreed point total.

The Battlefield
Set up terrain then roll for random deployment zones.

Deployment
Roll to choose deployment zone, defenders set up first.

First Turn
The Tyranids are the attacker and get first turn.

Game Length
The mission uses variable game length.

Victory Conditions
The Tyranid player wins if there are no defending units on the field at the end of the game.
Units that are falling back or in reserve are at the end are not considered for victory conditions.

Mission Special Rules
Reserves

At the start of the turn, the Tyranid player forms her destroyed units into squads. These squads may be deployed with a different size than they started with, but must still conform to minimum/maximum squad sizes. Then the Tyranid player rolls for each squad. On a 4+ that unit is placed anywhere in the Tyranid's deployment zone or into ongoing reserves if desired.
Then rolls for reserves (if any) are made as normal.


Next up, a Tyranid  Attack BatRep


The Hive Hungers
And is Coming For Lunch

Thursday, November 28, 2013

Happy Chaos-giving!


In honor of our American holiday celebrating unintended consequences, I bring you a guest article written by Arch-Heretic Pete:


Five Step Chaos Program

            Let me be clear right up front.  I love the Ruinous Powers.  I’m dedicated to them.  I first got into this game with the old Tyranid snap-together models (back in the late ‘90s), but the minute Marcus showed me the Chaos codex and I read the descriptions of the Legions, I was hooked.  I had an Alpha Legion army back when they weren’t cool.  And that army grew and fractured, so now I have over 4000 points of Legionnaires, but also a solid Thousand Sons force, a Death Guard army, a fair chunk of World Eaters, and enough Emperor’s Children for a very nice Allied force.
            I’m with Chaos.  I’m invested.  I’m here to stay.
            That being said...
            Chaos has been getting screwed for a while now.
            I don’t say this out of anger or nerdrage, just as an honest fact.  The past two Chaos codexes have been very weak.  They’ve been weak compared to what came before them.  They’ve been weak compared to other contemporary codexes.  There are lots of folks who will pound their math hammers and tell you the current Chaos codex is perfectly fine as long as you take this and this and this and use them like that... but I’ve always felt that any codex that only offers one viable build is kind of a failure.  A big aspect of this game is the variety, and what little variety the Chaos Marine Codex has is... well, pretty useless.  Hands up, anyone who’s seen a lot of Mutilators out on the battlefield...
            But I digress.  Just a little.
            While talking with our host here the other week, it struck me that the Chaos Marine codex could be improved drastically with just a handful of tiny tweaks.  I’m not going to talk about stat lines or wargear or pricing (okay, maybe once about pricing).  These are much simpler tweaks which would let Chaos feel like a more viable army.
            So, here are my suggestions and the reasoning behind them.  If anyone happens to be a major stockholder in Games Workshop, please feel free to pass them on.  Even if it’s just for a good laugh...

1)  Force Organization Chart
            An army with a Chaos Lord on a Bike may take Bike Squads of 5 or more models as troops.
            An army with a Chaos Lord with a Jump Pack may take Raptor squads as troops
            An army with a Warpsmith may take one Helbrute as a troops choice.
            An army with a Daemon Prince may take one Possessed squad as troops if they share the same Chaos god.
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            The only character in the Chaos Marine codex who truly unlocks/alters the FOC is Abaddon.  If you think about it, Kharn, Ahriman, Typhus, and Lucius don’t do anything to the chart that any Lord or Sorcerer with a 5 point mark of Chaos couldn’t do.  This rules tweak gives Chaos armies the same flexibility that loyalist Marines do, able to have an army that reflects the sometimes wild structural and tactical decisions a Chaos Lord may make.
            Plus... Doomrider!  Think about it.

2) Retinues
            Any Chaos Lord, Chaos Sorcerer, or Dark Apostle (including Huron Blackheart, Kharn, Ahriman, Lucius, and Fabius Bile) may take one Chosen squad as a personal retinue.  This unit does not use up any HQ or Elites slots.  All options and prices remain the same.
            Any Chaos Lord or Sorcerer in Terminator Armor (including Abaddon and Typhus) may take one Chaos Terminator squad as a personal retinue.  This unit does not use up any HQ or Elites slots.  All options and prices remain the same.
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            Slightly related to the first rule.  Loyalist Marines get numerous “free” units in the form of Honor Guard, Command Squads, Techmarines, and so on, which means they have a lot more flexibility when filling out their force organization chart.  Not to mention Imperial Guard, Dark Eldar, Necrons, et al...  Giving Chaos Lords a retinue just puts them on the same footing as pretty much every other Codex.  Plus, a Terminator retinue is exactly the kind of brute force thing to clearly separate Chaos from loyalists.

3) Veterans of the Long War
            For all of the original legions (Black Legion, Emperor’s Children, Iron Warriors, World Eaters, Word Bearers, Death Guard, Thousand Sons, or Alpha Legion), Veterans of the Long War is free for any unit it applies to.  Non-legion Chaos armies may purchase the Veterans of the Long War rule at the listed cost per model.
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            Now that Space Marine Chapters are getting free bonus rules just for their paint scheme, it seems unfair not to give the Legions the same advantage.  Especially when it should’ve been a given rule for them from the start.
            Yes, this means the Red Corsairs or anyone’s favorite home-brew army have to pay a few extra points.  But the original legions need to be distinguished somehow, and this is the easiest way.  Plus at least a third of the players out there will just argue “counts as” anyway and say their Red Corsairs army is using Black Templars rules, sooooo...

4) No more Havocs
            The entry for Havocs is removed from the army list.
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            Pretty straightforward.  Havocs are, in my opinion, a weird holdover from when Chaos Marines were just Space Marines with horns and spikes.  They don’t really fit the idea of a wild, unrestricted army when their squad size and weapons options are almost a dead ringer for Devastator squads (without the ability to split fire).  Besides, the last rule kind of makes up for this...

5) Chaos Marines
            On page 95  remove bullet points three of the Chaos Space Marine entry.  Replace the first sentence of bullet point four as follows...
            For every five models in the squad, one Chaos Space Marine may replace his bolt pistol with a plasma pistol....................................15pts
            Or replace his boltgun with one of the following:

-------------------------          
            Under the past two codexes, Space Marines can build lots of very flexible, five-man tactical squads using the Combat Squads rule.  Chaos Marines, on the other hand, have been forced to take a ten man squad just to have a heavy bolter. 
            This new rule reflects the “warband” nature of Chaos Marines in two ways.  One is that it allows for a huge amount of special or heavy weapons in one squad (very un-codex).  Two is that it keeps the idea of one champion having absolute control and not letting those under him out of his sight.  So it’s possible to create a massive troops squad of twenty Chaos Marines with four flamers, or four meltaguns, or four lascannons... but they won’t be allowed too far from their champion.
            This also means siege/firepower-centric armies can field lots of heavy weapons and still have all their heavy slots open for tanks or daemon vehicles.  Good news for Iron Warriors or Word Bearers.


            And there you have it.  Feel free to correct, debate, or mock down in the comments.  Now let’s all give thanks to the Ruinous Powers.  And have stuffing and cranberry sauce.

Let the Galaxy Burn
Just not Dinner

Tuesday, October 1, 2013

Something, something, Danger Zone!


This year for the Emperor's B-day we did something a bit different: The Atomic Warlords' Top Gun Tournament!

What is this madness you may ask? Well, here is this years mission:

Lone Intruder 
Ork Warlord Killjack Grimjaw is about to launch a major offensive. Your forces are not yet ready to meet him. A single fighter could slip by the outer defenses and do enough damage to delay Grimjaw.

The player takes one flyer of his choice outfitted anyway they like.

The goal is to score as many points as possible before being shot down or running out of fuel.

The (4x6) table is set up with terrain a bunch of Orks and three primary targets at the far end.

At the start of Ork turn 2 the Black Barron arrives from a random table edge.
At the start of Ork turn 5 Fireflash arrives from a random table edge.

Scoring:
  25 points: Primary Target Destroyed
  5 points: Primary Target damaged
  1 point: Ork Boy
  10 points: Deff Dread
  15 points: Battlewagon
  5 points: Deffkopter
  5 points: Warbuggy
  5 points: Trukk
  15 points: Ork Fighta (Black Barron & Fireflash)

Bingo Fuel:
At the end of turn four the player rolls a D6, 1 or 2 the mission ends. 3+ it continues.
At the end of turn five roll again, 1-4 the mission ends, 5+ one more turn is played.

The player starts on the short table edge on the other side from the primary targets and goes first.
All Orks move & fire normally.

Next, the tournament results.


The Emperor Protects
And would be your wingman anytime

Friday, June 28, 2013

Giant Tyranid Monsters All Out Attack!


I may have borrowed the title a bit from Godzilla movies. I know I am now in the minority of 40K players; those who want a good scenario over making "The Unbeatable List of the Day". That's fine, I'm done with the tournament scene, I just want a entertaining battle. Not all battles have to be balanced. History has few of them. So here is my first installment of new missions in that vein.

The Mission
Choosing forces: 
The defender must take only 1 HQ and 2+ fortifications. No fliers or super heavies. No other FOC requirements.

Tyranid Attacker may only take monstrous or gargantuan creatures. Up to six Spore Mine Clusters may be purchased.  

Deployment: 
The defender sets up first on one of the short table sides. Fortifications must be set up within 24" of the short edge. At least 25% of the defenders units must be set up within 24" of the opposite short table edge. The remaining units may be set anywhere on the table. 

The attacker places all units on the attackers short table edge. Normal reserve rules apply.
Roll a D6, 1-4 the attacker goes first, 5 or 6 the defender has the first turn.

The first turn counts as night fighting due to dense Tyranid spore clouds used to mask the attacking forces.

Game Length:
The Tyranids have six turns to destroy as much as possible.

Victory Conditions:
The Tyranids are here to make a rupture in the line for follow-on forces to exploit. The Tyranids score 5 VPs for the HQ unit, 3 VP for Heavies/Fortifications, 2 VP for Elites, and 1 VP for all others. They also get VPs equal to the number of starting wounds on any monstrous/gargantuan creatures that end the game within 18" of the Defenders short table edge.

The Defender gets VPs equal to the number of wounds on any monstrous/gargantuan creatures they kill. No VP are scored for spore mines. If playing with with the variant, then 1 VP per unit.

Variants:
Allow the Tyranid player to take Gargoyles and/or Raveners (must deep strike), and Lictors.
The Guard player may take one Baneblade, must enter from reserve.


The victory conditions probably need a little tweaking. As we try this mission a few more times I will adjust accordingly. Feel free to add any insight/questions below.


The Emperor Protects
But you must be Worthy of it