http://s70.photobucket.com/albums/i110/Myrmidon2177/Bloody%20Sunday/
'True Meat Grinder Scenario'
Having quickly had our fill of the very limited number of
scenarios in 5th edition, my friends and I have started revising some of
the 3rd and 4th edition story driven scenarios for use with the 5th
Edition rules. Two of our favorites were the 'Meat Grinder' and 'Strong
Point Attack' scenarios. We also wanted to play a larger battle, but
without the D weapons and over-the-top stratagems of the Apocalypse
rules set. So we decided to combine the 'Meat Grinder' & 'Strong Point
attack' scenarios with some additional elements and a number of special
rules. My gaming table is 5.5 by 6.5 feet in total area, so we chose to
go from long end to long end for this scenario, both to lengthen the
overall game time, and to give the Imperial forces a fighting chance.
There were several problems with the old 'Meat Grinder' scenario -
particularly for the Tyranids. First was the fact that the attacker had
to kill every single enemy unit / model on the board in order to win the
game which was virtually impossible in a typical 6 turn game. Next was
the rule that recycled units always started the game at the back edge of
their own deployment zone. This meant that troops units recycled on
turn 4 or later were virtually guaranteed not to be able to take a
meaningful role in the final outcome of the game (keep in mind there
were no 'run' rules in 3rd Edition). This is extremely counter-
intuitive to a scenario that's supposed to represent wave after
continuous wave of onrushing enemy hordes. And perhaps the most damning
problem with the scenario for the Tyranids was the fact that only troops
units could be recycled. Opponents facing the Tyranids needed only to
destroy the synapse creatures and simply wait for the rest of the low LD
Nid troops to fail instinct behavior rolls or just flee the table top.
On the flip side, with a strong point attack scenario, the defenders
have to constantly worry about 'deep-strike' and 'Out-flank' which makes
it difficult for them to set up a base of fire. With those issues in
mind, we devised the following scenario setup.
Scenario Rules
Layout:
The battlefield would consist of 3 zones, each 26 inches deep in the
case of my gaming table. Each zone would have an objective in it that
conferred specific bonuses to the defenders while it was in their
control, and which the Tyranids must capture in order to control the
zone and advance their starting point for recycled units. Objectives 1
and 2 would be considered 'captured' as soon as all the defenders were
killed or falling back from the objective and at least 1 Tyranid unit
occupied the position. The Players set up a low to moderate amount of
basic hill terrain across the table. The defender is required to set up
one objective in each of the 3 zones and place any available defensive
terrain as desired in all 3 zones.
Scenario Objectives:
Marines - defend the supreme HQ and hold out until the end of game.
Tyranids - capture objectives 1 & 2 - breach objective 3 and destroy the
Imperial supreme commander for this section of imperial defenses.
Game length:
Random Game length - the game is designed to last a minimum of 9 turns.
At the end of turn 9 roll as per the standard 'random game length' rules
to see if there will be one or more additional turns.
Special rules
The Imperials:
The imperial forces are allowed to take extensive fortifications at no
cost. This includes sandbagged positions that provide a 5+ cover save,
trenches that provide 4+ cover saves and bunkers that provide a 4+ save
to those on top, and a 3+ save to the occupants. Razor wire will count
as both 'difficult' and 'dangerous' terrain to any Tyranid unit that
charged into HTH on the same turn it crosses through the wire, otherwise
it will count only as 'difficult' terrain as per the standard rules.
Tank Traps will block both vehicles and Monstrous creatures until
destroyed (obstacles can be destroyed on any glancing or penetrating hit
verse AV10) and count as difficult terrain for all other non
flying/skimmer/jump infantry units crossing the obstacle.
"Hidden Paths" - imperial non-vehicle units are not subject to difficult
terrain rules when crossing their own fortifications as the troops are
assumed to know their positions in detail and have maps of all the
secret exits/entrances through the wire.
Emplacements - the imperial players choose 4 weapons emplacements.
Emplacement 1 - Hydra battery with AV12 placed on the imperial right
flank of zone 3. Emplacements 2 and 3 - Earthshaker cannons with no
minimum range and front / side AV of 12 placed in the imperial central
bunker complex in zone 3. Emplacement 4 - Thunderfire cannon placed
atop the HQ bunker in zone 3.
The 'allies' rules will be used allowing the imperials to take a variety
of different units and the standard force org chart limitations would be
ignored (both so we could take fun stuff and still work with what I had
available model wise). In addition, they will start out in control of
all 3 zones and receive the benefits of all 3 objectives.
Reinforcements - the imperials are allowed to roll for reinforcements at
the beginning of each of their turns starting on turn 2. A roll of 1-4
on a D6 allows the imperial side to roll for random reinforcements on a
2D6 table. (Reinforcements can be any of the standard force org slot
units that have available models - player rolls unit type and then rolls
again for specific unit from a list of units of that type which the
player created. For example the Imperials might get Heavy support and
then roll to see if they get a Predator, a Land Raider, etc.) The
random reinforcements table includes a 1 in 12 chance to roll on the
'Special Reinforcements table'. The Imperial special table includes
special reinforcements like '3 heavy support choices'- Land Raiders to
be given preference, Warhound Titan, 1D2 Vortex Grenades, Massive
Orbital Bombardment (D6+2) independent large blast templates at S8 AP4 -
2D6 scatter, etc.
Disruptive Influence - due to the disruptive influence of the Hive Mind
on the warp, Imperial units may only deep strike into zones that they
control or are currently contesting. No imperial units may deep strike
into a zone once it is fully controlled by the Tyranids.
Fleet Support - with the fleet hanging overhead and contributing to the
ground battle below, any non vehicle unit (such as Tac Squads) may
choose to deep strike onto the board rather than enter from their own
board edge. Imperial player decides before deploying and rolls for
deep strike and mishaps as normal.
Trial rules - we decided to try the rumored D3 wounds to Synapse
creatures hit by insta-kill strength weapons.
The Tyranids:
'Horror without end' - The Tyranid player can recycle units of any force
org slot type, and not just troops units, subject to the following rules
and restrictions. The Tyranid player does not need to buy 'Without
numbers' for any troops units - it's part of the scenario. Any Tyranid
unit destroyed by enemy action will be recycled* at the start of the
Tyranid player's NEXT turn. Voluntarily recycling units - the Tyranid
player may voluntarily recycle any non-monstrous creature units that are
below half strength at start of the Tyranid player's turn if they so
choose. Remove the models of the recycled unit from the table top - the
unit counts as destroyed for the purposes of figuring up victory points.
Monstrous creatures may NOT be voluntarily recycled simply for being
below half their starting wounds - they must be destroyed before they
can be recycled.
* When recycling units - the Tyranid player does not simply replace the
destroyed unit with an identical copy. Instead, the Tyranid player must
create a list of different units for each of the force org slots (based
on available models) and roll randomly to see what 'recycled unit' is
available.
Placing recycled units - at the start of the game, the Tyranids are
contesting zone one and may place the recycled units on at the edge of
their deployment zone. Starting the first turn after they capture the
zone 1 objective, Tyranid recycled units start 13 inches in from their
table edge, and 26 inches in from their edge on the turn after until
such time as the zone 2 objective is captured. Starting the first turn
after the Tyranids capture the zone 2 objective, Tyranid recycled units
may start 39 inches in from their edge, and on the turn after that
recycled units may start up to 52 inches in from their board edge. This
is the farthest forward that Tyranid recycled units may be deployed
during the game.
Reinforcements - just as the imperials, the Tyranids are allowed to roll
for reinforcements at the beginning of each of their turns starting on
turn 2. A roll of 1-4 on a D6 allows the Tyranid side to roll for
random reinforcements on a 2D6 table. Reinforcements can be any of the
standard force org slot units that have available models - player rolls
unit type and then rolls again for specific unit from a list of units of
that type which the player created. (In my case, the most likely
reinforcements will be additional troops units but there are slots for
some of my big bugs like the Exocrine, Malefactor, etc.)
No 'Out-flank' - as the battle is part of a massive assault across a
front stretching for tens of kilometers in either direction, the Tyranid
forces will have no real opportunity to attempt to out-maneuver their
foes. They must simply smash the Imperial defenses via brute force and
overwhelming numbers or die trying. (Any Tyranid caught yelling
"WAAAAGGGHHH" during the battle will be subject to serious sanctions and
a hefty fine from the line judges=3F)
'Imperial Jamming' - the defenders have had a chance to set up networks
of teleport jammers along with sonic and seismic repeaters making it
very difficult for Tyranid forces to accurately deep strike. To
represent this in game terms, the Tyranids may only deep strike into
zones that they control or are currently contesting. Thus at the start
of the game, Tyranid reserves and reinforcements entering via 'deep
strike' may only do so in Zone 1 and will be confined to Zone 1 until
such time as they overrun the zone 1 objective. Then they can deep
strike into zone 2, etc. (We also decided that Lictors do not have to
deploy only in area terrain since there were limited amounts of it on
the table - the drawback is that the Lictor can scatter into the open
during deployment.)
Objectives:
#1 - Forward Observation Post. The FOP provides the imperials with the
following bonuses: May reroll all the dice on one template based attack
per turn, and it gives a -1 inch scatter bonus to all template attacks
that land within LOS of the Forward observation post.
#2 Orbital Relay Station. The relay station provides the imperials with
the following bonuses: Orbital bombardment once per turn - always
scatters 2D6 with D3 S8 AP4 large templates using the barrage rules.
Station is AV13, has 2 heavy bolters with BS of 3, and must be breached
and assaulted to be claimed by the enemy. The ORS can contain troops
both inside the station and on the rooftop. Monstrous creatures may not
enter the interior of the station, but can breach the outer walls for
other non-MC's to enter.
#3 Supreme HQ. The Supreme HQ provides the imperials with the following
bonuses: All models within or on top of the bunker can fire without
restriction (rather than part of the unit sitting on their thumbs while
the battle rages around them). All units within the bunker and the
surrounding trench works gain the following: Counter Attack, Fearless,
Night Vision, Acute Senses, and 'Without Remorse' (instead of 'tank
hunters'). Without Remorse adds +1 to all wound rolls against MCs in
HTH only. Tyranids must breach the bunker (AV14) and kill the special
Commander located there to win the game.
By the Imperial calendar it was 'Sunday' - the day when all loyal
citizens of the Imperium turn their eyes to the light of Holy Terra to
give thanks for the Emperor's sacrifice. And though many prayers were
being offered this Sunday, they weren't being rendered in the official
sanctums and chapels. Instead they were being offered in the trenches,
bunkers, and battlements as all along the line Guardsmen and Marines
alike worked to bolster the defenses against the coming storm of Tyranid
rage. The line stretched for tens of kilometers in either direction
from coast to coast on the Serrata peninsula. No battle of fire and
maneuver or cunning stratagem, this fight would be a bare fisted
slugging match to see who would flinch first.
Imperial forces had been hard at work since turning back the
Tyranid advances at Rosensteel and Fort Sunderlin and the follow up
victories there after. Even now Guard and Penal Legion work crews were
laying additional bails of razor wire and attempting to burn back the
unnatural and ever encroaching growth triggered by the Tyranid onslaught
to keep the fire lanes clear. Ferrocrete and Plasteel bunkers and
weapons emplacements dotted the hillsides, connected together by trench
lines and tunnels. Gun crews stockpiled ammo as fast as they could
carry it to the gun pits. In front of the main line were a series of
armored bastions, set up as orbital relays to coordinate orbital fire
from Imperial Fleet elements. And out in front, the tip of the
Imperial sword, were the observation posts. Manned by veteran guardsmen
and legendary Gray Knights marines, their job was to coordinate the
artillery fire for as long as possible to maximize its effectiveness and
blunt the enemy assault.
Sgt. Hallenbeck and his squad occupied the forward observation
post for sector 21. Scuttlebutt had it that behind them in bunker on
the well fortified hill was the commander for the whole of the Imperial
line on the Serrata peninsula. Sgt. Hallenbeck looked to the north at
the storm clouds there filling the whole horizon and billowing ever
closer. Beside him, the sergeants' men were nervous but finishing their
last minute checks. A weedy man with crooked teeth, appropriately named
'Ratz', was working the channels on the vox caster while the others
double checked their weapons or peered through magnoculars carefully
scanning the terrain ahead. At the base of the tower Brother Sergeant
Sova's combat squad of Gray Knights readied their weapons and chanted
their litanies. Private Manso, a two year veteran and the 'rookie' of
the bunch, spoke up. "Hey Sarge, you think maybe the Nids won't come
today with the bad weather and all?" he asked in a weakly optimistic
tone. Hallenbeck's incredulous stare silenced Manso. "Hell Manso, you
see that storm? Those ARE the Saints damned Nids. Look." Hallenbeck
pointed down at the metal struts of the observation post. Blue-green
bail-fire danced up and down the metal supports becoming more obvious as
the sky darkened by the moment despite it being barely the 9th hour of
the day. The air grew leaden and still around the men as the strange
electrical currents made the hairs on their arms and necks stand up and
played hob with their instruments for a moment or two. What began as a
barely detectable subsonic vibration steadily rose in volume until it
assumed the qualities of an onrushing tidal wave of noise, shaking the
men's very bones. Pvt. Meers had to practically yell to be heard across
the cramped observation tower. "Contact! 800 Meters ahead and closing
fast." Sgt. Hallenbeck simply glanced at Ratz and nodded. Ratz, a
veteran of many campaigns, immediately began relaying fire missions.
"All Units - Xenos on approach. Requesting one volley smoke. Fire!"
A moment later the inhuman wall of sound was momentarily replaced by the
eerie shrieking hiss of smoke rounds arcing overhead. The rounds
impacted to the north, leaving small pillars of brightly colored smoke
rising among the dense overgrowth there. Ratz waited until the
vanguard of the onrushing carpet of Tyranid organisms reached the smoke
columns before calling out "Nids in the open - all batteries fire for
effect. Pour it on!"
The gloom around Hallenbeck and his men was banished in a near
continuous series of arc-light flashes as Hydra batteries, Earthshaker
cannons, and Whirlwinds all opened up with a non-stop rain of lethal
ordnance. Even the very skies overhead recoiled as eye-searing beams
from tertiary batteries on Imperial warships orbiting far above lanced
down upon the advancing hordes. The veteran guardsmen wasted no time
directing the artillery with telling accuracy. In the opening moments
of the battle targets of choice like Zoanthropes vaporized under direct
hits from Earthshaker rounds, while gaunts and gants were tossed into
the air like rag-dolls by orbital bombardments. But the darkness had
been its own blessing, as now the men could starkly see the hundreds of
thousands if not millions of Tyranid organisms that were trying to wash
over them in a flood of horror. Standing out among the chittering and
roaring hordes were towering monsters like Hive Tyrants, Carnifex, and
worse. The bulky form of a Malefactor surged forward on its pseudo-pod
only a few hundred feet from the observation post, its vile toxic spores
withering the plant-life around it as it advanced.
As the hordes advanced, the lesser heavy weapons of the Imperial lines
opened up. Las-cannon, assault cannons, plasma weapons, and heavy
bolters began to fall among the advancing bugs. Land Speeders jinked
and dodged overhead while Land Raiders and Crusaders plied their deadly
trades. A brave or foolhardy Repressor crew sped forward to bring their
flamer to bear on the xenos. Whole broods of flying and leaping
warriors fell. The Tyranids were close enough now that it was hard for
the Veteran Guardsmen to tell if it was the artillery impacts or the
tramping hooves of their foes that was shaking the tower. Storm
troopers at the Orbital Relay station came under fire from 'Gunslinger'
Carnifex armed with Venom cannons and massive Barbed Stranglers.
Deathspitter fire began falling upon the Gray Knights at the base of the
tower, as first one, and then a second marine fell. The Knight's storm
bolters replied in kind. But it wasn't going to be enough. Moments
later the lead elements of the Tyranid assault arrived in overwhelming
numbers. Flying warriors, resembling giant wasps straight out of a
nightmare, fell upon the veteran guardsmen in the tower. While below,
a ravener like creature of startling color and size burst from the soil
near the base of the tower. In the tower, guardsmen Meers died in a
flurry of talons that punched through his flack armor like a sword
through tissue paper. Hallenbeck's men fought back with savagery,
killing one of the flying warriors, but the evil things would not be
dislodge. Below, the Knights fared no better against the Red Terror
before them. In moments it was over with the last of the Gray Knights
down and coughing gouts of blood on the sandbag parapet.
"Fall Back! FALL BACK!" ordered Sgt. Hallenbeck. Overhead the
flying warriors were killing more of his men, and below dozens of gants
and a truly monstrous Carnifex were only moments from reaching the
tower. Ratz rolled deftly over the tower's protective lip and slid
down the line there with a practiced ease. But Hallenbeck had to
practically drag Pvt. Manso with him as they quit the tower, Manso still
cursing, shooting, and stabbing at the nearby xenos. Covering fire
from the Imperial lines shredded the Red Terror, and a Lictor that had
the misfortune to reveal itself far from any useful cover. But it
mattered little, for the observation tower now belonged to the Tyranids
and the horde continued to advance unabated. Near the Orbital Relay
bastion, the crew of a Land Speeder was stunned by the blast of a
massive spore mine setting the speeder drifting, while the occupants of
the nearby Repressor realized their error too late. The Malefactor
burst from behind a hill slamming the vehicle headlong and shredding the
left track. A pair of lumbering Carnifex and swarms of Termigants
followed close behind the Malefactor and its vile cargo. Before the
damaged Repressor even ground to a halt, Genestealers and a Brood Lord
oozed from within the folds of the Malefactor intent on hunting down
their prey. But the stricken Repressor wasn't forsaken, Las Cannon
bolts from a nearby Land Raider and well aimed Thunderfire shells
shredded the Malefactor and the Genestealers too. Only the Brood Lord
made it through unscathed. Earthshaker shells and orbital strikes
continued to fall all across the front line, sending gouts of earth,
gore, and shattered Tyranid bodies hurdling skyward. But the Tyranids
rushed on, heedless of their losses. As one brood of Raveners burst
from the ground only to be shredded by artillery, another burst up
elsewhere to take the place of the fallen.
End of Part 1.
*It took us a total of 3 Sundays spread across 6 weeks to finish up this
monster battle. Parts 2 & 3 to follow later.
Myrmidon
--
"Conan, what is best in life?"
"To paint your miniatures, to see them driven before you on the table,
and to hear the lamentation of the cheese-mongers!"
- Del Webb
RGMW FAQ: http://www.rgmw.org
On Dec 27, 11:56 pm, Myrmidon <Im...@home.com> wrote:
> True Meat Grinder
tl;dr.
No, wait.
+++
Lol pics:
Wow, those are some festive-looking alien palm trees. ;- )
Love the elevated Bunker. You ruined a Halftrack for terrain?
Meh, modular seams sorta negate the whole Guess range dynamic.
Lol guy in the blue robe. "What am I bid for these weapons?"
Ah, a one-armed GK Termi. One of Blackie's?
I still like the goofy old LR model.
Crikey, your toothpick barricades look hazardous!
Lol Crusader perched on a tiny, 2in hill.
Shoulda put Godhammers up there. ;- )
Are those your old hills?
Or did you make some 2in TLoS ones recently?
Plank towers always look Orky to me. PDF garrison?
Wait, are those Imex walls on the towers?
Are you ever going to finish those Stingwing/ Gargoyles?
They just look primered in these photos.
OIC, 26x22in is your module size.
Why are there craters in the Nid backfield?
I think I have those exact same folding TV trays.
Ahoy, Myr Counters ftw!
What are those little orange lumps on the board?
(There's one to your right of the Zone 1 tower.)
Lol Skellington in the wire.
Where are your Bastion's defense guns?
"Hey, lady! We heard you gotta bug problem!"
Did you convert those Vespids, or are they OTS?
All right - those floaty brainy things!
Gee, don't they look impervious to gunfire? :- |
And the pink bugs on pink bases are simply *fabulous*!
Lol FOP: "Knock knock! Candygram!"
Ah, so that's what casualty models are for.
From these pics, it doesn't seem your opponent was very aggressive.
What did he commit? 1 Repressor and 1 Melta Speeder?
Lemme guess how this will turn out . . .
Lol PDF Howitzer.
Is that a Pit Slave loader?
That may be the prettiest board I've ever seen.
And JUST LOOK at all these painted models! Smashing.
+++
Alt rule suggestionss for next time:
> 5.5 by 6.5 feet
When using GW rules, just spec 'endzones' 24in from centerline.
This helps Reserves and Fighty Units keep to the RAI.
Even on oddball 5x7 boards ...
Ob Zones = 3x 16in (16x66in is a lot of real estate).
This then leaves 15in "buffer zones" at the board ends.
FB Units get a couple more Rally checks and Arty's happy.
> only troops units could be recycled
v5 was after 40kA. Alessio says it's okay not to use stupid rules.
In fact, he encourages us to ignore every GW rule book.
I think I'm starting to like this guy.
> Opponents facing the Tyranids needed only to
> destroy the synapse creatures and simply wait
In any match over @2kpt, use v3/4 rules.
Dex Synapse range presumes a 4ft board?
Just multiply x1.5 to adapt to a 6ft board.
> 3 zones, each 26 inches deep
3 Objective Zones, each 16 inches deep + 2x 15in End Zones.
American football ftw.
> Objectives 1
> and 2 would be considered 'captured' as soon as all the defenders were
> killed or falling back from the objective and at least 1 Tyranid unit
> occupied the position
Attackers must clear an entire Zone to Claim it.
Plus, a Synapse form must babysit the Objective.
This promotes "waves" of bugs instead of a spear.
> Scenario Objectives:
> Marines - defend the supreme HQ and hold out until the end of game.
Have Attacker "fortune cookie" the SuComm model -
Reveal his 'secret identity' after the last turn. I.e -
"Which of these chewy treats do we eat first?"
> Tyranids - capture objectives 1 & 2 - breach objective 3 and destroy the
> Imperial supreme commander for this section of imperial defenses.
Yeah and, how many points did Defenders have for this gig?
> Game length:
> Random Game length - the game is designed to last a minimum of 9 turns.
> At the end of turn 9 roll as per the standard 'random game length' rules
> to see if there will be one or more additional turns.
A minimum of 9 turns seems WAAAY advantageous for Attackers.
For a goof, try doubling everything's Mv one game. It's a hoot.
Wait until you watch your Horde SPRINT across that board.
6ft away will seem a lot smaller distance.
And 6 turns may not seem too few. :- D
> Razor wire will count
> as both 'difficult' and 'dangerous' terrain to any Tyranid unit that
> charged into HTH on the same turn it crosses through the wire, otherwise
> it will count only as 'difficult' terrain as per the standard rules
Exempt GCs from the razor rules.
Gojira wades through high tension towers, etc.
> Emplacements
Two Earthshakers anchor Zone Three.
Let the Defender place the others.
> A roll of 1-4
> on a D6 allows the imperial side to roll for random reinforcements on a
> 2D6 table
A pet peeve is the random-d6-forces-improv distraction.
That said, a randomly-chosen FOC slot might be okay.
Then, let Defender choose from available Units.
> special reinforcements like '3 heavy support choices'- Land Raiders to
> be given preference, Warhound Titan, 1D2 Vortex Grenades, Massive
> Orbital Bombardment (D6+2) independent large blast templates at S8 AP4 -
> 2D6 scatter, etc
Another peeve (everyone's a critic) is Orbombs.
This has to be the single laziest game mechanic ever -
"I needn't lift a finger, and your Units disappear. Good game!"
> No imperial units may deep strike
> into a zone once it is fully controlled by the Tyranids
I'd spec a cinematic exception for Podding A/D Units.
> Remove the models of the recycled unit from the table top - the
> unit counts as destroyed for the purposes of figuring up victory points
Aha! Citing VPs may give some Defenders false hope. Clever!
> roll randomly to see what 'recycled unit' is available
Ugh, not again. Why not just tweak the WoN rule?
I.e. recycle THE Unit, not ANY Unit.
> place the recycled units on at the edge of their deployment zone
... which is now @52in - or 5 turns - from the opposite edge?
Is this why you dragged it out over 9 turns/ 18 rounds?
> Tyranid recycled units start 13 inches in from their
> table edge, and 26 inches in from their edge on the turn after until
> such time as the zone 2 objective is captured
Ugh, fiddly. A "Three 16in Zones" HR would be simpler, imo.
Transferrable, too - any board, in any orientation, etc.
End Zones would make good DS areas, for instance.
As is, smart money's on A swamping Zone 1 right off.
If Defender can DP/ DS your End Zone, he can Contest 1.
Likewise, once Contesting Zone 3, Attacker can DS D's End Zone.
That's where all the crunchy treats will be!
> the most likely
> reinforcements will be additional troops units but there are slots for
> some of my big bugs like the Exocrine, Malefactor, etc
I'd have issues with GCs just popping in like that.
Is the Defender going to get Cloaked Warhounds?
I think we need to see lists . . .
> No 'Out-flank' - as the battle is part of a massive assault across a
> front stretching for tens of kilometers in either direction
I like the idea of Units entering from the sides.
Maybe just limit this to A Claimed Zones?
It would seem very cinematic, imo.
> #1 - Forward Observation Post. The FOP provides the imperials with the
> following bonuses: May reroll all the dice on one template based attack
> per turn, and it gives a -1 inch scatter bonus to all template attacks
> that land within LOS
Yeesh. More book keeping. KISS - All temps +1S. All blasts -1
Scatter.
It's not like the FOP's going to be there very long, anyway . . .
> #2 Orbital Relay Station. The relay station provides the imperials with
> the following bonuses: Orbital bombardment once per turn
Ugh. OB, again. Have ORS instead override DS Scatter.
> #3 Supreme HQ. The Supreme HQ provides the imperials with the following
> bonuses: All models within or on top of the bunker can fire without
> restriction
You mean Heavy weapons? They're not likely to move anyway, are they?
Restriction. What'd I miss?
> All units within the bunker and the
> surrounding trench works gain the following: Counter Attack, Fearless,
> Night Vision, Acute Senses, and 'Without Remorse'
Night Vision? There's something you're not telling us.
> Without Remorse adds +1 to all wound rolls against MCs in HTH only
Poor name choice. Cool idea, though!
> Tyranids must breach the bunker (AV14) and kill the special
> Commander located there to win the game
> End of Part 1
Wait, all 46 pics were for just three turns?
> It took us a total of 3 Sundays spread across 6 weeks to finish
Oye gevalt! Nine turns, huh? I hope it was worth it.
Good - if lengthy - BR.
Keep 'em coming.
Playa
Didn't you hear? The Nids have a blue thumb, or tentacle, or
something. :) Or as they say at the Ren Fairs "What makes the grass
grow? KILL! KILL! KILL!"
> Love the elevated Bunker.
There are actually 3 in total that can go in that terrain piece,
and I've got breached / destroyed versions of all 3 as well. I just
need to get my IG stuff done, or Orks to make it really fun.
> You ruined a Halftrack for terrain?
Dude! If I had a nickle for every one of my old model kits that
got trashed either during a house move or by 'Mom's Duster-0f-Doom' I'd
be able to afford GW model kits. That one was build when I was 10 or 11
and despite the abuse it suffered I couldn't bare to pitch it. So
instead it became a terrain piece - with a bloodied plastic rambo
hanging out the driver's side door and all.
> Meh, modular seams sorta negate the whole Guess range dynamic.
You kind of lost me on this one?
As to the 'Guess range' weapons - they were never very random at
all to those with a good set of eyes and a bit of experience. I used to
do quality assurance work where differences of an 1/8 inch could make or
break production runs. Years of experience rapidly took the 'guess' out
of eyeballing guess range weapons to exactly where one wanted them. I
watched a lot of people "accidently" 'Guess' their template weapons
right on top of the HTH their units were losing back in 2nd Ed. I don't
miss that malarkey at all.
>
> Lol guy in the blue robe. "What am I bid for these weapons?"
"But I don't want to haggle!"
Personally, I always think of Mel Brooks' "I bring you 15 <sound
of stone tablet falling and breaking>... no, Ten, Ten Commandments!"
> Ah, a one-armed GK Termi. One of Blackie's?
That's my idealistic Deamon Hunters playing opponent's army and
it's progressing albeit slowly.
> I still like the goofy old LR model.
Heh! I've got 3 of those old school bad boyz. They still serve
their purpose quite well. On the weekends, the RT era Beakies like to
take them out for a drive...
>
> Crikey, your toothpick barricades look hazardous!
Oh indeed. You'd be amazed at how well our older cat has learned
to be careful when he hops up on the gaming table. He can stalk his way
across the table top and not disturb a single mini. Occasionally
something needs poked or prodded, but for the most part he's very good
about leaving them alone. You just wouldn't want to step on one with
bare feet...
>
> Lol Crusader perched on a tiny, 2in hill.
> Shoulda put Godhammers up there. ;- )
>
That <blankety blanking @$^$#&> Crusader was damn annoying. I
gaurantee you'll smile when you read the last part of the battle report.
> Are those your old hills?
> Or did you make some 2in TLoS ones recently?
No, those are from 2004. My 'old old' hills were getting ratty
after more than a decade of service and abuse. I've never been a fan of
using only 1 inch high hills. Doesn't really make for much of an
interesting game for me if every battlefield is essentially 'flat'.
> Plank towers always look Orky to me. PDF garrison?
>
> Wait, are those Imex walls on the towers?
>
The FOP tower itself is part of one of the old 2nd Ed 40K
cardstock terrain sets - I think I'm missing the 'Red' IG terrain piece,
and the 'power station' (Dark Angels?) terrain piece (which I no
interest in).
> Are you ever going to finish those Stingwing/ Gargoyles?
> They just look primered in these photos.
> OIC, 26x22in is your module size.
>
The 'Flying Warriors' are actually 'Ripplers' from the Starship
Troopers game. Once the weather warms up here I plan on doing a boat
load of base coating with the air-brush. Woohoo! Rapid progress for
the win.
> Why are there craters in the Nid backfield?
Because they got the first turn and started shelling me
immediately those Xenophobic bastids... My Zoanthropes, my poor poor
Zoanthropes.
> I think I have those exact same folding TV trays.
Oh really, and where do you live? And BTW, if they turn up
missing, don't suspect me. No really... (I need more tables. Or I
should clean up the other one more often so I have room.)
> Ahoy, Myr Counters ftw!
>
They do come in handy, both for detail during the battle pics, and
as a reminder when playing a game that lasts more than one session.
> What are those little orange lumps on the board?
> (There's one to your right of the Zone 1 tower.)
>
They're little balsa wood bases with field stones and small stands
of weeds, etc. They're mainly ment to be bits of eye-candy scattered
about to break up the wide empty areas of the board without really being
'cover' or 'LOS blockers'. I need to redo them since I've got thinner
plastic to use as bases that will look better. Though in this case we
were using them to mark the edge of zone one, so I knew where the limit
of my deep strike area was at the beginning of the game.
> Lol Skellington in the wire.
Nothing says 'Dangerous' like a dead dude stuck in the wire. :)
> Where are your Bastion's defense guns?
They're serving as extras on the set of "Saving Pvt. Ryan II"
>
> "Hey, lady! We heard you gotta bug problem!"
> Did you convert those Vespids, or are they OTS?
Ripplers - I think they're a good fit with my Nids as flying
warriors both size and stylisticly and prices were a good deal too.
I've got 27 of them I need to paint up. Because you can never have to
many Ants at the picnic.
>
> All right - those floaty brainy things!
> Gee, don't they look impervious to gunfire? :- |
Gunfire generally yes, Earthshakers (and D3 wounds) - not so much.
> And the pink bugs on pink bases are simply *fabulous*!
You obviously haven't been keeping up with the 'Terror Alert' color
chart ya Commie! Mauve is the new "OMG! Everyone panic we're all gonna
die!" color.
0_o At least they're painted - sort of... :)
> Lol FOP: "Knock knock! Candygram!"
> Ah, so that's what casualty models are for.
Yeah, it's fun to mark the site of heroic last stands and extra
bloody carnage.
>
> From these pics, it doesn't seem your opponent was very aggressive.
> What did he commit? 1 Repressor and 1 Melta Speeder?
> Lemme guess how this will turn out . . .
I think he knew the FOP was a foregone conclusion when he saw my
intial lineup on that side. The Orbital Relay station was a bit more
'challanging' to wrestle away from my opponent.
>
> Lol PDF Howitzer.
> Is that a Pit Slave loader?
Gun-pit, pit slave, they were made to go together.
> That may be the prettiest board I've ever seen.
Thanks - I've got way to much terrain already, and still want to
make more. Go figure.
>
> And JUST LOOK at all these painted models! Smashing.
I think that's 'most of the models are mostly painted'.
>
> +++
>
> Alt rule suggestionss for next time:
>
> > 5.5 by 6.5 feet
>
> When using GW rules, just spec 'endzones' 24in from centerline.
> This helps Reserves and Fighty Units keep to the RAI.
> Even on oddball 5x7 boards ...
>
We wanted something a little different. The problem with the old
'Meat Grinder' RAI was that the RAW made it all but impossible for the
attacker to ever win.
> Ob Zones = 3x 16in (16x66in is a lot of real estate).
> This then leaves 15in "buffer zones" at the board ends.
> FB Units get a couple more Rally checks and Arty's happy.
>
I didn't want to stretch them across a wide front like we usually
do, nor make it unchallanging for my troops to overrun their positions
in nothing flat.
> > only troops units could be recycled
>
> v5 was after 40kA. Alessio says it's okay not to use stupid rules.
> In fact, he encourages us to ignore every GW rule book.
> I think I'm starting to like this guy.
>
Me too. How long before they sack him?
> > Opponents facing the Tyranids needed only to
> > destroy the synapse creatures and simply wait
>
> In any match over @2kpt, use v3/4 rules.
> Dex Synapse range presumes a 4ft board?
> Just multiply x1.5 to adapt to a 6ft board.
>
It wasn't the synapse range that was a problem, it was that it
wasn't uncommon for all the synapse to be dead by turn 4. LD5 troops
with 'instinct behavior' are for the most part not going to win on their
own.
> > 3 zones, each 26 inches deep
>
> 3 Objective Zones, each 16 inches deep + 2x 15in End Zones.
> American football ftw.
>
> > Objectives 1
> > and 2 would be considered 'captured' as soon as all the defenders were
> > killed or falling back from the objective and at least 1 Tyranid unit
> > occupied the position
>
> Attackers must clear an entire Zone to Claim it.
The problem with that would be just dumping small expendable
squads into a zone making it hard for me to clear the zone. As it was,
I didn't get as far as you might think as quick as I thought I might.
> Plus, a Synapse form must babysit the Objective.
Seems fiddly to me - it's not like the Synapse critters are going
to glean any useful info by tapping into the Imperial battle-net or
something. :) Besides, everyone knows it's the marrow you suck out,
not the brains.
> This promotes "waves" of bugs instead of a spear.
>
I'd disagree with this idea. Having to clear an entire zone
would encourage my opponent to move up constantly (which is counter-
intuitive to the idea of a defense line). By having a 'starting line'
that creeps forward (contingent on the attacker's success with the
objectives) it has a feeling of a solid massed flood of attackers rather
than the old World War I - "Send out the first wave. All dead? Send
out the second wave..." feel that constantly having the bugs start at
the back edge of their deployment zone always seemed to create.
> > Scenario Objectives:
> > Marines - defend the supreme HQ and hold out until the end of game.
>
> Have Attacker "fortune cookie" the SuComm model -
> Reveal his 'secret identity' after the last turn. I.e -
> "Which of these chewy treats do we eat first?"
>
> > Tyranids - capture objectives 1 & 2 - breach objective 3 and destroy the
> > Imperial supreme commander for this section of imperial defenses.
>
> Yeah and, how many points did Defenders have for this gig?
Both sides started out with 4000+ points. I got to recycle units,
they got a butt-load of defensive terrain and special bonuses.
>
> > Game length:
> > Random Game length - the game is designed to last a minimum of 9 turns.
> > At the end of turn 9 roll as per the standard 'random game length' rules
> > to see if there will be one or more additional turns.
>
> A minimum of 9 turns seems WAAAY advantageous for Attackers.
You might think so, but my opponent's rolled for 3 extra turns.
Yeah, the game went a full 12 turn. They would NOT give up the Orbital
relay station for the longest damned time so I wasn't spawning on their
doorstep until the very end.
> For a goof, try doubling everything's Mv one game. It's a hoot.
> Wait until you watch your Horde SPRINT across that board.
>
> 6ft away will seem a lot smaller distance.
> And 6 turns may not seem too few. :- D
>
> > Razor wire will count
> > as both 'difficult' and 'dangerous' terrain to any Tyranid unit that
> > charged into HTH on the same turn it crosses through the wire, otherwise
> > it will count only as 'difficult' terrain as per the standard rules
>
> Exempt GCs from the razor rules.
> Gojira wades through high tension towers, etc.
Yeah, the MC's ignored the 'dangerous' part. I lost a few bugs
here and there to the wire until the very end when 5 of 15 guants
managed to hang themselves up during the assault on the main
trenchworks.
>
> > Emplacements
>
> Two Earthshakers anchor Zone Three.
> Let the Defender place the others.
>
They did - they put the Hydra emplacement in their back right
corner and the Thunder Cannon on top of the HQ bunker. It had a good
line of sight and proved to be a punishing weapon against massed
infantry.
> > A roll of 1-4
> > on a D6 allows the imperial side to roll for random reinforcements on a
> > 2D6 table
>
> A pet peeve is the random-d6-forces-improv distraction.
> That said, a randomly-chosen FOC slot might be okay.
> Then, let Defender choose from available Units.
Hmmm, that's a consideration if we try a simular scenario again.
Thanks.
>
> > special reinforcements like '3 heavy support choices'- Land Raiders to
> > be given preference, Warhound Titan, 1D2 Vortex Grenades, Massive
> > Orbital Bombardment (D6+2) independent large blast templates at S8 AP4 -
> > 2D6 scatter, etc
>
> Another peeve (everyone's a critic) is Orbombs.
> This has to be the single laziest game mechanic ever -
> "I needn't lift a finger, and your Units disappear. Good game!"
Under normal circumstances I'd agree. But in this case it was an
experimental game. After all, I was recycling ALL my units PLUS getting
random reinforcements, and had an 'advancing starting line' for my new
replacements/reinforcements to their reinforcements roll only.
Besides, as the Nids I was expecting to take heavy loses. They're
like the Russians, but better armed and minus the fuzzy hats.
>
> > No imperial units may deep strike
> > into a zone once it is fully controlled by the Tyranids
>
> I'd spec a cinematic exception for Podding A/D Units.
You know, I simply haven't had the urge to buy or make any Spacey
Marien drop pods. But I could live with that rules exception.
>
> > Remove the models of the recycled unit from the table top - the
> > unit counts as destroyed for the purposes of figuring up victory points
>
> Aha! Citing VPs may give some Defenders false hope. Clever!
Oh, you'll LOVE the body count from the end of the match.
>
> > roll randomly to see what 'recycled unit' is available
>
> Ugh, not again. Why not just tweak the WoN rule?
> I.e. recycle THE Unit, not ANY Unit.
I thought about this, and was afraid that as the Bugs this would
give me an undue advantage. I got to craft my initial army list, but
didn't think it would be truly fun if I got to regain exactly what I
wanted every time the defenders managed to knock my Nids down. So I
went with the less elegant but more 'make due with what you've got' sort
of system.
>
> > place the recycled units on at the edge of their deployment zone
>
> ... which is now @52in - or 5 turns - from the opposite edge?
> Is this why you dragged it out over 9 turns/ 18 rounds?
They simply would NOT give up the damn relay station. I didn't
fully take it until turn 10, and was 52 inches in until turn 12. Every
time I tried to deep strike in a good combat unit, the damned Mystics
with the Inquisitor squads ensured that my Raveners, etc, got the living
be-jebus blown out of them before they had a chance to do jack-squat.
>
> > Tyranid recycled units start 13 inches in from their
> > table edge, and 26 inches in from their edge on the turn after until
> > such time as the zone 2 objective is captured
>
> Ugh, fiddly. A "Three 16in Zones" HR would be simpler, imo.
> Transferrable, too - any board, in any orientation, etc.
> End Zones would make good DS areas, for instance.
>
Sure, but since we weren't playing on a generic 4x6 or 4x8 board
it seemed to work just fine.
> As is, smart money's on A swamping Zone 1 right off.
> If Defender can DP/ DS your End Zone, he can Contest 1.
> Likewise, once Contesting Zone 3, Attacker can DS D's End Zone.
Deamon hunters and their double-damned Mystics. They ventilated
my big Meiotic spores, Raveners, everything that tried with few
exceptions.
>
> > the most likely
> > reinforcements will be additional troops units but there are slots for
> > some of my big bugs like the Exocrine, Malefactor, etc
>
> I'd have issues with GCs just popping in like that.
> Is the Defender going to get Cloaked Warhounds?
> I think we need to see lists . . .
They had the potential to get Vortex grenades, a warhound, 3 Land
Raiders at once, etc as their special reinforcements. As it was they
got 2 Termie squads, a Vindicator, Rhino with Tac squad, a Marine
Captain, a Razorback with combat squad, a Land Speeder Tornado, etc.
*Their L.R. and Crusader wouldn't die, and the Vindy was a painful late
game arrival too.
>
> > No 'Out-flank' - as the battle is part of a massive assault across a
> > front stretching for tens of kilometers in either direction
>
> I like the idea of Units entering from the sides.
> Maybe just limit this to A Claimed Zones?
> It would seem very cinematic, imo.
That's not a bad idea. I just didn't want to be over-running his
gun pits on turn 2 or 3 with lucky rolls.
>
> > #1 - Forward Observation Post. The FOP provides the imperials with the
> > following bonuses: May reroll all the dice on one template based attack
> > per turn, and it gives a -1 inch scatter bonus to all template attacks
> > that land within LOS
>
> Yeesh. More book keeping. KISS - All temps +1S. All blasts -1
> Scatter.
> It's not like the FOP's going to be there very long, anyway . . .
??? We never had an issue with this rules set. Reduce scatter by
1 inch and one reroll per shooting phase isn't exactly hard to keep
track of. And besides, it's not like the FOP's going to be there very
long anyway... ;)
>
> > #2 Orbital Relay Station. The relay station provides the imperials with
> > the following bonuses: Orbital bombardment once per turn
>
> Ugh. OB, again. Have ORS instead override DS Scatter.
The bombardment was more cinematic. Sometimes they got 1 template
once or twice they got 3.
>
> > #3 Supreme HQ. The Supreme HQ provides the imperials with the following
> > bonuses: All models within or on top of the bunker can fire without
> > restriction
>
> You mean Heavy weapons? They're not likely to move anyway, are they?
> Restriction. What'd I miss?
The old bunker rules only typically let one fire half the weapons
of any given unit in a bunker (like it was an immobilized vehicle or
something). Which seemed rather dumb to me.
>
> > All units within the bunker and the
> > surrounding trench works gain the following: Counter Attack, Fearless,
> > Night Vision, Acute Senses, and 'Without Remorse'
>
> Night Vision? There's something you're not telling us.
(These are simply the 'Supreme HQ' bonus abilities from the card
of the same name in Apoc. I simply swapped out the not so useful 'Tank
Hunters for the alternate ability below.)
>
> > Without Remorse adds +1 to all wound rolls against MCs in HTH only
>
> Poor name choice. Cool idea, though!
I'm open for better name suggestions. It was just something
better than calling it the 'hurt big bugs bonus'. (Try saying that 3
times fast.)
>
> > Tyranids must breach the bunker (AV14) and kill the special
> > Commander located there to win the game
>
> > End of Part 1
>
> Wait, all 46 pics were for just three turns?
I tend to take a lot of pics for grins and giggles - it's nice to
use them for writing the battle report and to find some good closeup
shots. (And by a lot I mean a metric ass-load. I'm thinking I ended
up with 300 to 400 pics.) I'm the Cecil B Damills of 40K photography.
(Or more likely Ed Wood, but without the dress wearing. Seriously - no
dress wearing.)
>
> > It took us a total of 3 Sundays spread across 6 weeks to finish
>
> Oye gevalt! Nine turns, huh? I hope it was worth it.
With 'random game length' it went a wee bit longer...
> Good - if lengthy - BR.
> Keep 'em coming.
>
Plenty more bad prose and pics where that came from. (And I'm
sure all of RGMW is cheered by that thought...)
Myrmidon :~)
--
All good (color) choices, but they don't carry the impact of the #7
"Over-ripe bananagaunt." Nothing says fear the tyranids like slightly
aged fruit.
-Maka
RGMW FAQ: http://www.rgmw.org
>> You ruined a Halftrack for terrain?
>
> Dude! If I had a nickle for every one of my old model kits that
> got trashed either during a house move or by 'Mom's Duster-0f-Doom' I'd
> be able to afford GW model kits. That one was build when I was 10 or 11
> and despite the abuse it suffered I couldn't bare to pitch it. So
> instead it became a terrain piece - with a bloodied plastic rambo
> hanging out the driver's side door and all.
Had tons of models as a kid. Most of them either ended up exploded, lit on
fire, or exploded while lit on fire. But never shagged while lit on fire.
That didn't happen till my post high-school "experimental years".
--
-smithdoerr
On Dec 29, 9:53 pm, Myrmidon <Im...@home.com> wrote:
> In article <381bcb6f-91b5-40f3-a021-
> 29a80252d...@n16g2000yqm.googlegroups.com>, johnpaulpont...@gmail.com
> says...
> I wasn't spawning on their doorstep until the very end
Okay, but if eight turns of 9in Mv = @72in, then - wow.
Your attrition must have been flat-out epic.
> I simply haven't had the urge to buy or make any Spacey
> Marien drop pods
A better look than Armorcast's "Audrey 2s" and only US$7:
http://www.amazon.com/Mega-Bloks-Plasma-Hatcher-Monster/dp/B00172M8YG\
About the right size, too:
http://img696.imageshack.us/img696/8981/scale.jpg
> > KISS - All temps +1S. All blasts -1 Scatter.
> We never had an issue with this rules set
Ime, LoS argument will arise anyway - I'd add no more fuel.
If D leverages that Temp bonus, that leaves fewer for Z3.
Meanwhile, those First Wave Nids continue forward . . .
> > Poor name choice
> I'm open
Noman's Rude Awakening!
Playa
Not that I blew up or burned any of my old model kits after they
got mauled...
Myr- Right... -midon
--
RE: Rhino Conversion...
I intended to put a smaller gun on it but never got around to
it. Ahh space marine ordinance envy will make you do funny things.
-- Panxerox
RGMW FAQ: http://www.rgmw.org