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Shadows of the Warp. Grey Knights vs Super Chaos Tyranids (???) 2600 vs 2600  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Honored Helliarch on Hypex





Canada

Hello Dakka Frequenters,

This is the prelude to a battle report that will be posted sometime this week, my friend and I will be playing it tomorrow. I have written special rules for the Scenario, the majority giving my friend the advantage. The intention of the scenario was to both give the Grey Knights a very viable reason to fight Tyranids and also give him an advantage for taking and holding the objectives to even things out a little. There will be round by round photographs.

The Scenario Special Rules are as follows;


Scenario Special Rules:

Terrain Deployment

6 Dice are setup on the board (6x4) by both players, each die corresponds from 1-6 with no die sharing the same number (One player deploys odd dice, the other even). An objective is chosen and rolled for, it is then placed in that spot. The terrain is then scattered using scatter die and 2D6. The die is then replaced on the board by the player who did not originally place it. If the terrain scatters off the board, it is placed on the edge. All other terrain is placed normally.

Special Objectives:

#1. Warp tainted bio-matter (Weed Box): The Tyranid unit that takes this objective will gain +1 to all stats (Maximum of 10), including a lowered save (To a maximum of 2+). This applies once to the unit that takes the objective, including any attached characters. Once the bonus has been given, it can give the bonus to another squad that comes within 1”. If any Grey Knight unit comes within 1”, the objective bonuses are destroyed and it counts as a normal objective.

#2. Warp Tainted Air Caste(Tau Tank): The warp tainted remains of this Air Caste allow the Tyranids to consume this biomatter and gain the ability to fly. Any Tyranid unit within 1” will sprout wings and gain the ability to fly, being able to move 12” and ignore terrain.

#3. Imperial Primaris Psyker (Crashed Lander): Consuming the biomass of the Primaris Psykers that were the passengers of this Imperial Lander will give the Tyranid unit a single psychic mastery level, raising it one level. If the creature has no psychic powers, they gain psychic mastery one and may cast Hammerhand as per the Grey Knights Codex.

#4. Black Church (4 Ruins): The biomass within these ruins are the amalgamated remains of an entire chaos cult that called forth warp spawned horrors. Tyranid units within 1” may consume their biomatter and gain the ability to warp travel. Allowing them to re-deploy on the battlefield with frightening alacrity. They may deep strike anywhere on the board within their movement phase, using normal deep strike rules with the following exceptions: If the unit cannot be deployed for any reason and it would be a mishap, the unit returns to the original location and may not move again in the movement phase.

#5. Artifact from the Horus Heresy (Pre-Heresy Land Raider): The Legion for which this machine fought for and the identities of the crew have long since passed into the sands of time. However, the psychic resonance from the crew has empowered the machine spirit beyond normal protocols. The Grey Knights player may activate this Land Raider by coming within 1” of it and making a psychic test to commune with the latent-psychic machine spirit. If a Tyranid unit comes within 1” of the Land Raider, they may attempt to destroy it. It counts as a vehicle that has not moved. If it is attacked and not destroyed, the Land Raider’s Machine Spirit will awaken and fight the Tyranids.

At the beginning of the Grey Knight Turn, roll a D6. On a roll of 1, the Land Raider ceases to function until re-activated by the Grey Knights. Uses Normal Land Raider Rules, fighting as if it had a crew due to the power of the machine spirit. It will use D6 for target priority on the Tyranid units until the Grey Knights have come within 1” and used a psychic test.

If any Grey Knight unit comes within 1”, the objective bonuses are destroyed and it counts as a normal objective so long as there are no enemy units within 1”. If there is enemy units within 1”, they must be cleared away from the objective in order for it to be destroyed.




**** Army Lists, Pre-Battle Summary & Extras to follow. ****

This message was edited 4 times. Last update was at 2011/05/29 22:47:23


 
   
Made in us
Longtime Dakkanaut






Dallas Texas

Preludes are so worthless rofl, just post the thing when youve actually played the game so I dont waste my time reading something that isnt happened yet.

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in gb
Excited Doom Diver





Smitty0305 wrote:Preludes are so worthless rofl, just post the thing when you've actually played the game so I don't waste my time reading something that hasn't happened yet.

He told you it was a prelude in, what, the second line of his post? So you had to read all of ten words (actually not even that) to discover it was a prelude. Hardly timewasting.

And frankly, some of us like to read an introduction, think about how we would go about things, then we can see the lists when they're posted, see who deploys where, and catch up with the game one section at a time - it allows us to absorb things and . Whilst I myself also like having a full game written up to read, I also don't mind seeing a prelude - especially for a game like this where there're a number of unusual things going on, and it would otherwise be easy to simply skip the introduction and get to the turn-by-turn.

Basically, your post was completely uncalled for here.

OP: Out of interest, have you done much by way of scenario creation before? It's just that, when looking at this setup, it looks like the game could easily end up revolving around the objective special effects. Of course, if that's what you want, fair play to you - and I look forward to reading the game!
   
Made in gb
Lone Wolf Sentinel Pilot





where am I? *looks around* Well i'm...errr...I...I...don't know!

It was the grammar correction that got me here!




MAY YER BOLTER NAE FALTER!!!! 
   
Made in us
Trollkin Champion





SoCal

Sounds like a fun scenario. I always dig when you can toss some flavor into a game so at least its not just shoot shoot stab stab kill kill and there's a real drive to moving to different objectives and cool factor.

Look forward to the BatRep!

stay hip  
   
Made in gb
Lord of the Fleet






London

I have to say, some of these bonus objectives are grossly overpowered. While the 'Nids can get a S10 T7 Carnifex that can fething fly, all the Knights get is a Land Raider that has a 1/6 chance of breaking down.
   
Made in gb
Apprehensive Inquisitorial Apprentice




Smitty0305 wrote:Preludes are so worthless rofl, just post the thing when youve actually played the game so I dont waste my time reading something that isnt happened yet.


To be fair it would help if people said it was a prelude on the title. My computer is really slow and takes ages to load.

Arthreus demanded" Send all our men"
"But we only have 3 tacticals"
"Send them. 
   
Made in fr
Helpful Sophotect






This morning I played a special scenario wrote by my friend to orchestrate a battle between his GK and my Hive-fleet Grendel.
It was fun, but he wanted to give me some advantages and, finally, I totally overwhelmed him at the end of turn 3.

So, be careful in your settings !

I would like to see more, anyway
   
 
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