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This is a special narrative mission in which the tyranids attempt to break the last bastion of defence on an Imperial planet.
This mission has a lot of special rules but I've listed the main ones below:
The Imperials get a lot of fortifications for free.
All tyranid units that are killed get to go back into reserve, the bugs just keep coming!
Victory is determined by gathering victory points, each side different ways to get to these points and a different ammount they need to get.
Tyranid Victory Conditions: The Tyranids win the game as soon as they have accumulated 5 Invasion points (IP's) meaning the defenders have failed to stop the Tyranids breaking through and consuming the evacuees.
The Tyranids gain IP's in the following circumstances:
+1 IP for each Defender Warlord Killed.
+1 IP if the Imperial Bunker is destroyed.
+1 IP for if both Bastions are destroyed.
+1 IP if the Tyranids ever control the Imperial Statue at the start of one of their turns (as with objectives).
+1 IP for each Scoring Unit that leaves the table via the Defenders table edge using the Brake Through rule.
Defender Victory Conditions: The defenders win the game if at the end of a game turn they have accumulated 25 Evacuation points (EP's) meaning they have held the Tyranids off for long enough for the evacuation to be completed.
At the start of each of the Defenders player turns EP's are gained for the following:
+1 EP if none of the Fortress sections have been destroyed.
+1 EP for each Defender Warlord on the table (including inside a transport).
+1 EP for each Comms Relay controlled by the defender (as with objectives).
+1 EP if the Imperial Bunker is occupied by the Defenders.
The defenders also gain +1 EP each time a Tyranid Warlord is killed.
It's designed so the Imperial gain lots at the start of the game but will struggle as the game goes on, whereas the Tyranids can generally aim to get one a turn if they do well.
Hope that makes some kind of sense, enjoy and let us know what you think ;-)