Switch Theme:

I.G. Tyranid Skirmish  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Slippery Ultramarine Scout Biker






Chippewa Lake, Ohio

It was a cool damp morning with fog drifting about on a stiff swirling breeze that whistled thru the rocky outcroppings and trees. Commander Platz was assigned the task of clearing the way to the fuel depot that was recently over run. Contact was lost several days ago when a cry for help from the depot was cut short. The radio operator reported hearing screams of terror and then a sudden and eerie silence. The back ground sounds were obviously from Tyranids and all feared the worst. It is believed that this is but a small bunch of Tyranids that have been roaming about feeding when they can than going back into hiding.
Commander Platz has a platoon of Veterans, (5 units) and his Command Squad. He has also recruited Platoon Commander Wheaton as he has much experience battling the Tyranids.
For the most part these are 5th edition rules, and that is because I am far more familiar with them and they seemed to work well in my other skirmish games posted here.
Sighting was 18”, because of the Fog, and if a marker was still in hiding the distance was 9”. I played this one solo but it would work just fine with multiple players… possibly better 
As I have done in the past each model is a unit unto its self using no moral. Shots have to be called before being taken, Once a target gets shot at another model may not shoot at it later that turn.
Marker were hidden without knowledge of how many Hormaguants or Genestealers they represented. Once revealed dice were rolled to see what was on the marker. Example, if a marker showed two than 2 d6 were rolled, Odd = Genestealer and even, Hormaguant.
Each unit of I.G. was split in half to make two, 5 man squads. I decided that 2 units would be a reasonable starting point so there were 4 squades. I rolled to see which unit started and where, Again a random d6 roll with the squad starting at the matching start point. Once a unit was assigned a start point no other unit could start there. Standard Reinforcement rolls were done each move for the remaining squads.
Marker will move from hiding on a roll of 5 or 6. Once they have left hiding they will stalk moving 4" per turn in a random direction until seen or seeing an enemy model. Squads will be refered to by what zone they start in.



Automatically Appended Next Post:
Well that SUCKS, an hour of work and it didn't load.
CRAP

This message was edited 1 time. Last update was at 2013/07/07 18:04:19


239th Infantry Regiment (2.5K)
(2K+)
The Righteous, Space Marines (3.5K+)
(2K+) 
   
 
Forum Index » 40K Battle Reports
Go to: