Post by Adam on May 28, 2010 5:02:17 GMT -5
OK. This goes out to Alan, Luke, Steve and Rob. Luke and I have decided to team up, meaning there should be no problem with the rest of you taking 1500 points each and running a 4500 game, as long as everyone shows up early enough and whatnot. Here's my scenario idea.
DAEMON GATE
Fluff: Ask Rob for his convoluted justification of why he and Alan get to team up.
Armies: 1500 Orks + 3000 Nids vs. 1500 Chaos + 1500 Guard + 1500 whatever Rob decides to pretend to own this time. No force org requirements, but try not to be too cheesy...
The idea is that (as per standard in 40k) there's a relic, and this time it needs to get thrown through the daemon gate in order to trigger a massive flood of daemons allied to the giver of the relic that'll wipe out every opponent in the area. A good way to get rid of nearby Nids. Unfortunately, not only do the Tyranids know about it, they already have it. For safekeeping, the relic has been swallowed or otherwise absorbed by a Hive Tyrant.
The side who wins is the side who moves a unit carrying the relic up to the daemongate. The daemongate is placed 12" from the centreline of the table. The Tyranids deploy (at least) 12" from the centreline in the opposite direction. The Imperials and Chaosites deploy at least 6" from the centreline on the daemongate side. Dice off for deployment as if it's 40K, because one side outnumbers the other 2:1 and the Apoc method would just give it straight to the Imperium, which is boring. The daemongate cannot be assaulted or attacked, it's just some bigass warp portal.
The Tyranids must include at least one Hive Tyrant without the Wings biomorph. Choose one such Hive Tyrant to be the bearer of the relic (declare this out loud after deployment, as it's fairly obvious to any psyker on the other side, or anyone who tries to shoot it). The Tyrant is immune to ranged attacks and enemy psychic powers, and gets a 5+ invulnerable save, because the 6+ off Warp Field is just too pathetic. If it's killed, place the relic where it used to be, in possession of the unit which destroyed it. From then, any unit can pick up the relic by either beating the unit holding it in close combat, or moving into base contact with it; the relic is placed on the table (anywhere within 1" of a model in the unit carrying it) if this unit is destroyed or forced to fall back. A broken unit cannot pick up the relic.
This wouldn't be a big game if the Tyranids (and Orks, now) didn't have Without Number, so some of them do. Recycling units deploy by Deep Strike with their initial position anywhere within 12" of a friendly unit. (If they land on friendly units, move the deep-striking unit out of the way by the minimum distance possible.) This isn't a giant game, though, nor a proper inexhaustible swarm of Tyranids, as they've only recently started attacking. Gaunts, Hormagaunts, Genestealers, Ripper Swarms, Shoota Boyz and Slugga Boyz all have Without Number. If any such unit, other than Gaunts, is wiped out, when it returns to the table it does so with only 2/3rds of its original size; if it gets wiped out again, it returns with 1/3rd of its original size, and if it's wiped out a third time, it doesn't come back at all. E.g. the Genestealer unit closest to Alan's four-battlecannon Land Raider starts the game with 12 members, gets blown up, comes back with 8 guys, gets blown up, comes back with 4, gets blown up and dies properly.
What do the defenders get for all this?
- Spawn! Ahriman's Gift of Chaos ability is an Assault 1 Blast attack if not used while in close combat. Yes, it scatters (although Ahriman is BS5 anyway so he shouldn't turn himself into a spawn any time soon). Additionally, Ahriman may name a single Defiler in his army as the Carrier of Contagion. This model creates a single Spawn (as per Gift of Chaos) for every three wounds it inflicts on a target unit in a single phase. Place the Spawn positioned where any of the removed casualties used to be. If the Defiler inflicts three wounds but no casualties, e.g. on beating up a Carnifex in close combat, no Spawning occurs.
- Models within 6" of the daemongate get a 5+ cover save, as it distorts reality a bit and makes aiming difficult. Note that this is models, not units - the save only applies if at least half of the unit are within the radius. Tanks get it as well provided they're at least half within the radius; to simplify this, let's just say that tanks have to be within 4" of the daemongate (measured to hull, not sponsons) to gain the cover save.
- Insert some rule that tries to persuade you to charge forward instead of castling, so the game is actually interesting. Although I trust Rob and Alan will be willing to do this anyway, given respectively the existence of (proxied) thunderhammer Terminators and the fact that Gift of Chaos has a 6" range. Anyway, you only have to kill one Hive Tyrant, it's not that bad.
DAEMON GATE
Fluff: Ask Rob for his convoluted justification of why he and Alan get to team up.
Armies: 1500 Orks + 3000 Nids vs. 1500 Chaos + 1500 Guard + 1500 whatever Rob decides to pretend to own this time. No force org requirements, but try not to be too cheesy...
The idea is that (as per standard in 40k) there's a relic, and this time it needs to get thrown through the daemon gate in order to trigger a massive flood of daemons allied to the giver of the relic that'll wipe out every opponent in the area. A good way to get rid of nearby Nids. Unfortunately, not only do the Tyranids know about it, they already have it. For safekeeping, the relic has been swallowed or otherwise absorbed by a Hive Tyrant.
The side who wins is the side who moves a unit carrying the relic up to the daemongate. The daemongate is placed 12" from the centreline of the table. The Tyranids deploy (at least) 12" from the centreline in the opposite direction. The Imperials and Chaosites deploy at least 6" from the centreline on the daemongate side. Dice off for deployment as if it's 40K, because one side outnumbers the other 2:1 and the Apoc method would just give it straight to the Imperium, which is boring. The daemongate cannot be assaulted or attacked, it's just some bigass warp portal.
The Tyranids must include at least one Hive Tyrant without the Wings biomorph. Choose one such Hive Tyrant to be the bearer of the relic (declare this out loud after deployment, as it's fairly obvious to any psyker on the other side, or anyone who tries to shoot it). The Tyrant is immune to ranged attacks and enemy psychic powers, and gets a 5+ invulnerable save, because the 6+ off Warp Field is just too pathetic. If it's killed, place the relic where it used to be, in possession of the unit which destroyed it. From then, any unit can pick up the relic by either beating the unit holding it in close combat, or moving into base contact with it; the relic is placed on the table (anywhere within 1" of a model in the unit carrying it) if this unit is destroyed or forced to fall back. A broken unit cannot pick up the relic.
This wouldn't be a big game if the Tyranids (and Orks, now) didn't have Without Number, so some of them do. Recycling units deploy by Deep Strike with their initial position anywhere within 12" of a friendly unit. (If they land on friendly units, move the deep-striking unit out of the way by the minimum distance possible.) This isn't a giant game, though, nor a proper inexhaustible swarm of Tyranids, as they've only recently started attacking. Gaunts, Hormagaunts, Genestealers, Ripper Swarms, Shoota Boyz and Slugga Boyz all have Without Number. If any such unit, other than Gaunts, is wiped out, when it returns to the table it does so with only 2/3rds of its original size; if it gets wiped out again, it returns with 1/3rd of its original size, and if it's wiped out a third time, it doesn't come back at all. E.g. the Genestealer unit closest to Alan's four-battlecannon Land Raider starts the game with 12 members, gets blown up, comes back with 8 guys, gets blown up, comes back with 4, gets blown up and dies properly.
What do the defenders get for all this?
- Spawn! Ahriman's Gift of Chaos ability is an Assault 1 Blast attack if not used while in close combat. Yes, it scatters (although Ahriman is BS5 anyway so he shouldn't turn himself into a spawn any time soon). Additionally, Ahriman may name a single Defiler in his army as the Carrier of Contagion. This model creates a single Spawn (as per Gift of Chaos) for every three wounds it inflicts on a target unit in a single phase. Place the Spawn positioned where any of the removed casualties used to be. If the Defiler inflicts three wounds but no casualties, e.g. on beating up a Carnifex in close combat, no Spawning occurs.
- Models within 6" of the daemongate get a 5+ cover save, as it distorts reality a bit and makes aiming difficult. Note that this is models, not units - the save only applies if at least half of the unit are within the radius. Tanks get it as well provided they're at least half within the radius; to simplify this, let's just say that tanks have to be within 4" of the daemongate (measured to hull, not sponsons) to gain the cover save.
- Insert some rule that tries to persuade you to charge forward instead of castling, so the game is actually interesting. Although I trust Rob and Alan will be willing to do this anyway, given respectively the existence of (proxied) thunderhammer Terminators and the fact that Gift of Chaos has a 6" range. Anyway, you only have to kill one Hive Tyrant, it's not that bad.