Junior Adventurers Guild Big Battle Day - WH40K

 + + + + Mission Briefing - It's A Long Way Home + + + +
 

Commander, your force has been out on patrol when news of a Tyranid invasion force has reached you. Command HQ has ordered all forces to return to base both to defend it and to prevent isolated commands from being overrun.

Your objective is to return to the Exit Area with as many troops as possible - points will not be awarded for vehicles - the winner of this game will be the player getting the most troops into the Exit Area. As soon as they reach the Exit Area your troops will be transported safely to Command HQ. The enemy are represented by blips. Each blip can either be between 5-30 termagants /genestealers /hormagaunts /gargolyes or a unit of Hive Tyrant /Carnifix /Lictor/Zoanthropes - note Biovore's will not be used. Numbers of enemy troops are unlimited and new forces will constantly be moving on table - so forget about wiping the enemy out. Also watch out for other forces on the battlefield, they may be hostile.

Special Rules
· Troops who would normally be considered dead, can instead be laid on their side indicating they are seriously wounded. Wounded troops can be carried by other troops at their normal movement rate but neither can shoot or fight. Wounded troops can also be carried in vehicles at normal capacity. Wounded troops are removed if not within 2 inches of an unwounded soldier or vehicle of their army at the end of their move. Points will be awarded for wounded troops safely exiting the table.
· Enemy (Tyranid) forces will be represented by blips. Each blip has a move of 12" but cannot shoot, fight or be killed. A blip may be 5-30 termagants/genestealers or a unit of other Tyranids. Blips can be detected at a distance equal to 6xD6 (roll for each force each turn, that is their spotting distance for that turn). Once detected the blip is turned over revealing its troops.
· A unit of Marines is guarding the Exit Area. The nearest player at the start of the turn, may control them. The Exit Area is protected by a force field which the Marines control. This makes them immune to attack and they will not move out of the Exit Area. The Marines have the same detection range as the player controlling them that turn.
 
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 {short description of image}  Players deploy and take the first move. There were 9 attacking players each with a 1,500 point army and 3 Tyranid players controlling approx. 4,000 points of Tyranids.  
 {short description of image} On the left a Tyranid strike force moves in for the kill  
 {short description of image} Is there a gap in the Tyranid forces for the Orks to sneak through?  
 {short description of image} In the centre most of the Tyranids have been massed and in their assault phase leap into combat with the outnumbered defenders (Imperial Guard)  
 {short description of image} Having broken through the first line of Imperial guard in the centre. The Tyranids are now heavily engaged in a continuing assault. The figures on their side represent wounded models who may be rescued and carried to safety.  
 {short description of image} Having killed most of the enemy troops in the centre the Tyranids are forced to fall back in front of the advancing armour.  
 {short description of image} A mixed strike force of marines and Chaos marines advancing together!  
 {short description of image} A force of Catchan jungle fighters - ideal in this heavily wooded battlefield- have almost made the safety of the exit area. The pile of models behind them represented their wounded buddys, however a figure can only carry one wounded friend so most of these guys are going to be lost to the advancing Tyranid blips.  
 {short description of image} Most of the board has been crossed and the action around the safety of the Exit area is really hotting up.  
 {short description of image} A close up of the Exit area.  
 {short description of image} Had to show these - the start of a Squat army being developed by one of the club players.  

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