Saturday, November 9, 2013
Necron Overlord
Necron Overlords are the toughest robots in the game. They are alot of fun to put on command barges (I like to call command barges fun boats) so they can swoop all over the board. Also overlords can really screw over your opponent. You can mind shackle scarab your opponents Chaos lord and mae the Chaos lord kill himself or use a tesseract to open worm holes and trap a trygon in a labyrinth. There is so many deliciously evil things you can do during a game with your overlord.
The Infestation
Mission 3: The Infestation
Armies
Space marines (Blood angels, space wolfs, etc): 1000 points, standard force organization. If Space marines won mission 2, they gain D6 "militia" units
Tyranids: 750 points. Army may not select any units from Heavy support.
Deployment: Standard board size, Heavily clustered cities of death-like terrain. If tyranids won mission 2, they deploy "unit markers" scattered throughout the board. Have a number on each of these markers, and have a written army list with the numbers next to the unit. When a Space Marine unit gets within 12 inches of a marker, fires at a marker, or assaults a marker, remove the marker and replace it with the unit so that no model is further than 6 inches away from the marker. If a unit still hidden by a marker moves, shoots, or assaults, remove the marker and replace it with the unit the same as if it was discovered by a Space Marine unit. Space Marine player gets turn 1.
If Space Marines won mission 2, roll off as normal for deployment and first turn.
Set up D6+1 objectives throughout the board representing important figures who have not yet evacuated or killed. Each turn, these objectives will move D6+2 inches away from the nearest revealed tyranid unit. If there is a Space Marine unit within 6 inches of an objective, they may move the objective as desired, never exceeding the D6+2 roll.
Objectives and game length:
Game lasts 5-7 turns, using random game length, or until all objectives are removed from the board.
Tyranids claim 1 objective point by getting within an inch with an objective. remove the objective from the board when this happens.
Space Marines claim 1 objective point for all remaining objectives at the end of the game, if any.
Which ever side has the most points wins, but if both sides are equal than a tie is reached.
Special rules:
"Militia" units are treated as a Space Marine unit for every purpose, and possess a statline of
WS BS S T W I A Ld Sv
3 3 3 3 1 3 1 6 6+
and are equipped with:
Improvised armour (Armor save of 6+)
Autopistol (Range 12", S 3, AP-, Type Pistol)
Close combat weapon
A Tyranid Lictor or Deathleaper may instead choose to shoot the objective to claim the points.
Narrative:
Whether the Tyranids break the line before the city can be evacuated or not, sooner or later the fighting will move to the city. There, the Space Marines and any citizens who volunteered to help defend their planet will make a stand to buy time for the remaining people to evacuate.
Victory benefits:
Victory benefits will be explained in mission 4
Armies
Space marines (Blood angels, space wolfs, etc): 1000 points, standard force organization. If Space marines won mission 2, they gain D6 "militia" units
Tyranids: 750 points. Army may not select any units from Heavy support.
Deployment: Standard board size, Heavily clustered cities of death-like terrain. If tyranids won mission 2, they deploy "unit markers" scattered throughout the board. Have a number on each of these markers, and have a written army list with the numbers next to the unit. When a Space Marine unit gets within 12 inches of a marker, fires at a marker, or assaults a marker, remove the marker and replace it with the unit so that no model is further than 6 inches away from the marker. If a unit still hidden by a marker moves, shoots, or assaults, remove the marker and replace it with the unit the same as if it was discovered by a Space Marine unit. Space Marine player gets turn 1.
If Space Marines won mission 2, roll off as normal for deployment and first turn.
Set up D6+1 objectives throughout the board representing important figures who have not yet evacuated or killed. Each turn, these objectives will move D6+2 inches away from the nearest revealed tyranid unit. If there is a Space Marine unit within 6 inches of an objective, they may move the objective as desired, never exceeding the D6+2 roll.
Objectives and game length:
Game lasts 5-7 turns, using random game length, or until all objectives are removed from the board.
Tyranids claim 1 objective point by getting within an inch with an objective. remove the objective from the board when this happens.
Space Marines claim 1 objective point for all remaining objectives at the end of the game, if any.
Which ever side has the most points wins, but if both sides are equal than a tie is reached.
Special rules:
"Militia" units are treated as a Space Marine unit for every purpose, and possess a statline of
WS BS S T W I A Ld Sv
3 3 3 3 1 3 1 6 6+
and are equipped with:
Improvised armour (Armor save of 6+)
Autopistol (Range 12", S 3, AP-, Type Pistol)
Close combat weapon
A Tyranid Lictor or Deathleaper may instead choose to shoot the objective to claim the points.
Narrative:
Whether the Tyranids break the line before the city can be evacuated or not, sooner or later the fighting will move to the city. There, the Space Marines and any citizens who volunteered to help defend their planet will make a stand to buy time for the remaining people to evacuate.
Victory benefits:
Victory benefits will be explained in mission 4
Friday, November 8, 2013
Necron Warrior
My new favorite way to play necrons is robot horde. These little guys in large numbers is not a force to be taken lightly. I have been running just big units of 20 necron warriors each containg a base necron lord with resurrection orb and then ghost arks filled with 10 more warriors. Since the Resurrection orb gives your guys a 50% chance to reanimate and then the Ghost arc has a potential to rebuild up to 3 warriors per turn you can lose half of your unit and almost bring everyone you lost back to life. This usually leaves your opponent frustrated. Since gauze weapons auto glance on a 6 an unit of 20 warriors with gause flayers can handle just about anything. The downsides to this list is all your weapons have a 24in range therefore an army with lots of long range shooting can be trouble sum if your trying to get close enough. Also necrons are terrible in close combat you want to avoid getting assaulted by scary close combat units.
Thursday, November 7, 2013
The darkening skies
Mission 2: The darkening skies
Armies
Space marines (Blood angels, space wolfs, etc): 750 points, standard force organization. Mandatory fortification of any kind required, included within points cost.
Tyranids: 750 points Plus additional points if mission 1 had been won. Army may not select any units from Heavy support or elite slots. Army may not select any Monstrous Creatures.
Deployment: Standard board size, d6 scattered small terrain throughout the board.
Armies are deployed as per standard army deployment, with space marines deploying first. Tyranids seize the initiative on a 5 or 6, if desired.
Objectives and game length:
Game lasts 5-7 turns, using random game length
Tyranids victory if have at least 2 units move off the space marine deployment edge
Space Marine victory if the tyranids are unable to do so
Special rules:
Space marine units that receive preferred enemy tyranids if they won mission 1.
Narrative:
In the early stages of a tyranid assault, the skies are darkened as swarms of the smaller tyranid bioforms amass on key locations of the planet. Civilians throughout the planet will be moved to heavily fortified areas. Those who do not make it to safe areas will be slaughtered by the tyranids. Should the tyranids make it past the initial defenses and into the heavy populated cities, the planetary defenders will find themselves hard pressed to root them all out.
Victory benefits:
Victory benefits will be fully explained in mission 3
Armies
Space marines (Blood angels, space wolfs, etc): 750 points, standard force organization. Mandatory fortification of any kind required, included within points cost.
Tyranids: 750 points Plus additional points if mission 1 had been won. Army may not select any units from Heavy support or elite slots. Army may not select any Monstrous Creatures.
Deployment: Standard board size, d6 scattered small terrain throughout the board.
Armies are deployed as per standard army deployment, with space marines deploying first. Tyranids seize the initiative on a 5 or 6, if desired.
Objectives and game length:
Game lasts 5-7 turns, using random game length
Tyranids victory if have at least 2 units move off the space marine deployment edge
Space Marine victory if the tyranids are unable to do so
Special rules:
Space marine units that receive preferred enemy tyranids if they won mission 1.
Narrative:
In the early stages of a tyranid assault, the skies are darkened as swarms of the smaller tyranid bioforms amass on key locations of the planet. Civilians throughout the planet will be moved to heavily fortified areas. Those who do not make it to safe areas will be slaughtered by the tyranids. Should the tyranids make it past the initial defenses and into the heavy populated cities, the planetary defenders will find themselves hard pressed to root them all out.
Victory benefits:
Victory benefits will be fully explained in mission 3
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