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Homemade scenario Eldar vs Tyranid, looking for C&C  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Elite Tyranid Warrior





A I am working on a scenario for a friend and I and I was looking for some feedback. As you read the scenario please keep in mind that this is supposed to be somewhat slanted to Tyranid player. As the Eldar have a stronger codex and that my friend (who plays Eldar) is a MUCH better player than me. (If you what to try the scenario yourself you may want to reduce the Tyranid advantage.

Here is the plot: A Tyranid hive fleet is approaching an Eldar Maiden world to consume it. A Tyranid scouting force is all ready on the planet. An Eldar strike force has traveled there though the webways to activate hidden ancient planetary and orbital defenses that can destroy the income hive fleet before it lands.

Set up: 6x4 table with a 40mm generator piece placed at the center of each 2'x2' square of the table (6 total)

Deployment: After terrain is placed the Tyranid player deploys all units first (except any reserve, deepstrike or infiltrating units) and may deploy anywhere except 12 inches from a table edge. Any reserves may walk on from any table edge. The Eldar player may deploy 1 Troop, 1 Fast Attack, and 1 HQ unit within 12 inches of a table edge but must be at least 18 inches from any LOS Tyranids, or 12 inches from any units not in LOS. All remaining Eldar units are in reserves and may walk on from any table edge. Roll for first turn.

Victory conditions: All generator are "inactive" at the start of the game. When the game ends the Tyranid Hive fleet is considered to have arrived. If 3 or more generators are active the planetary defenses turn on and annihilate the fleet (Eldar win) if less than 3 generators are active the planetary defenses stay dormant and the planet is overrun (Tyranid win)

Special rules:

To activate a generator an Eldar infantry unit must be within bases to base contact with a generator at the end of the movement phase (and not in combat) and roll 2 dice (HQ and troop units can roll 3). No other action can be taken for the rest of the turn but the unit is considered to have a +1 to its cover save as it is laying low working on the generator). If doubles are rolled the generator is activated, unless double 1's are rolled. Then the generator is damaged in the process and permanently offline and cannot be activated for the remainder of the game. (HQ unit rolls are immune from this effect).

The Tyranids may deactivate an active generator (They cannot interact with inactive generators) by having a unit not in combat be in base to base at the end of the movement phase and roll 2 dice (Monstrous creatures can roll 3). No other action can be taken for the rest of the turn and no cover bonus is given. If doubles are rolled the generator is deactivate (though brute force) but may be reactivated by the Eldar player. If double 1's are rolled the generator was seriously damaged and overloaded and all models in a large blast radius are destroyed.

Every time the Eldar player activates (or reactivates) a generator it will attract more Tyranids to the area. When a generator is activated (or reactivated) the Tyranid player is allotted 200 additional points with can be used to buy units which are places into reserves (which may deep strike if possible, otherwise will enter as standard reserves.) at the start of the Tyranid player's turn (points can be saved and do not have to be uses on the a specific turn).

Well what do you think? Comments or recommendations?









   
Made in us
Powerful Phoenix Lord





Buffalo, NY

As both an Eldar and Tyranid player, I really want to try this out. Looks like fun.

For Tyranid deployment, is it 12" away from a single board edge, or 12" away from any board edge? What happens if through sheer numbers, the Eldar player cannot deploy due to being within 18" of Tyranid models within LOS?

Finally, should be in Proposed Rules., not General Discussion.

This message was edited 2 times. Last update was at 2013/08/18 08:54:45


Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Elite Tyranid Warrior





Sorry I was not sure which forum to put it in. The Tyranid can deploy 12 inches from any board edge. If the Eldar cannot deploy due to being 18 inches is goes into reserves.
   
Made in fr
Violent Enforcer







Sounds really cool and imaginative! What points cost are you playing it as?

I would maybe make it a little easier to activate the generators, such as passing a LD test (with a minus modifier for being under pressure maybe? Less penalized if there is more than one unit in contact with the generator.) Otherwise it could be seriously difficult for the Eldar to both get their guys in position AND roll three doubles in just 5 turns.
   
Made in us
Elite Tyranid Warrior





I was thinking about maybe letting the Eldar roll twice. Once instead of shooting and once instead of assaulting to give them better odds. We plan to play at 1850 and we decided to tone down the Tyranid activation bonus to 100 points.

This message was edited 1 time. Last update was at 2013/08/18 21:29:30


 
   
 
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