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Mission Briefing - It's A Long Way Home + + + +
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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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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. |
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On the left a Tyranid strike force moves in for the kill |
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Is there a gap in the Tyranid forces for the Orks to sneak
through? |
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In the centre most of the Tyranids have been massed and in
their assault phase leap into combat with the outnumbered defenders (Imperial
Guard) |
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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. |
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Having killed most of the enemy troops in the centre the
Tyranids are forced to fall back in front of the advancing armour. |
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A mixed strike force of marines and Chaos marines advancing
together! |
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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. |
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Most of the board has been crossed and the action around the
safety of the Exit area is really hotting up. |
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A close up of the Exit area. |
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Had to show these - the start of a Squat army being developed
by one of the club players. |
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