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				<title>Tyranid Invasion scenario rules - Feedback request</title>
				<description><![CDATA[ (Mod: Not sure it this is the place or proposed rules?)<br /> <br /> I've written a scenario to represent part of a tyranid invasion with the defenders trying to hold them off whilst an evacuation takes place.<br /> <br /> My friends generally leave it to me to balance special missions and the like so I could do with some other opinions on the balance of this scenario as both sides have very different special rules and mission goals its hard to judge.<br /> <br /> The scenario uses terrain I own such as a couple of bastions, aegis defence lines, bunker, statue and the parts of a warhammer fortress, this is the reason for the numbers of those used by the defenders. Rules for the fortress sections are at the bottom of the mission rules. <br /> <br /> Here's the mission:<br /> <br /> <u>Tyranid Assault</u><b><br /> <br /> <i>The Hive Fleet has arrived in system and their forces are rampaging over the entire planet, can the city’s defenders hold them off long enough for the evacuation to succeed?</i><br /> <br /> [b]Mission Idea & Army Composition: </b>This is a narrative mission designed to represent an invading force of Tyranids attacking the last bulwark of a planets defences that protect the final evacuations.<br /> Its designed to be fought between a Tyranid force and various Defending forces, Imperials fit best.<br /> To suitably make a carpet of invaders whilst still fitting on a standard board 3000pts is about as large as can be played. Ideally this would consist of two separate 1500pt armies on each side with each army having a warlord.    <br /> <br /> <b>Deployment: </b>The Hammer and Anvil deployment is used for this mission.<br /> The Defenders deploy a Fortress Wall consisting of a single gatehouse, three towers and two wall sections in a line across the table 18” from their table edge. The defenders then place a single Imperial Bunker (protected by a Void Shield) behind the Fortress Wall and two Bastions (armed with Icarus Lascannons) in front of the Fortress Wall but still in there table half. The defenders then place two Aegis defence lines inside their table half with one in front of and one behind the Fortress Wall, they then place a single Quad Gun attached to one of these defence lines.<br /> The defender places an Imperial Statue 6” behind the door in the Gatehouse door.<br /> Lastly the defender places two communications posts inside their table half with one in front of and one behind the Fortress Wall.<br /> <br /> One of the two Defending armies must be chosen as the forward defenders who's job it is to prevent the invading Tyranids from reaching the walls and provide rapid deployment forces to react to the enemy's movements. This force is not allowed to deploy any units behind the Fortress Wall so should utilise the bastions and reserve large parts of their army.<br /> <br /> <b>Game Length:</b> The game ends when one side has completed their victory conditions.<br /> <br /> <b>Tyranid Victory Conditions: </b><br /> 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.   <br /> The Tyranids gain IP's in the following circumstances:<br /> +1 EP for each Defender Warlord Killed.<br /> +1 EP if the Command Bunker is destroyed.<br /> +1 EP for if both Bastions are destroyed.<br /> +1 EP if the Tyranids ever control the Imperial Statue at the start of one of their turns (as with objectives).<br /> +1 EP for each Scoring Unit that leaves the table via the Defenders table edge using the Brake Through rule. <br /> <br /> <b>Defender Victory Conditions:</b><br /> The defenders win the game if at the end of one of their turns they have accumulated 20 Evacuation points (EP’s) meaning they have held the Tyranids off for long enough for the evacuation to be completed.<br /> At the start of the Defenders second turn and at the start of each of the defenders turns after that, EP’s are gained for the following:<br /> +1 EP if none of the Fortress sections have been destroyed.<br /> +1 EP for each Defender Warlord on the table (including inside a transport).<br /> +1 EP for each Communication Post controlled by the defender (as with objectives).<br /> +1 EP if the Command Bunker is occupied by the Defenders.<br /> The defenders also gain +1 EP each time a Tyranid Warlord is killed.<br /> <br /> <b>Special Rules:</b><i> Reserves.</i><br /> <br /> Night Attack: The Tyranids attack swiftly and in the dark so they always take the first turn and the rules for Nightfighting are used during the first turn. The defenders may not seize the initiative.<br /> <br /> <i>Endless Tide:</i> Whenever a Tyranid unit is completely destroyed, removed from play or falls back off the table it is placed into reserves at full strength (as it started the game) and is eligible to be deployed using any of its normal reserve options at the start of its owners next movement phase just like any other unit in reserve. <br /> Units that are created during the game do not benefit from this rule.<br /> <br /> <i>They're coming from everywhere:</i> Whenever a Tyranid unit enters the game from normal reserve it may enter from any part of the table edge inside their table half.  <br /> <br /> <i>Brake Through: </i>If at the end of their movement phase a Tyranid unit is wholly within 3” of the Defenders table edge they may choose to leave the table. <br /> Units that do so count as being destroyed for the purpose of the Endless Tide rule.<br /> <br /> <i>The Line of Defence:</i>  Tyranid models may not outflank, Infiltrate or scout behind the Fortress Wall. <br /> <br /> The Gatehouse, Towers and Walls of the Fortress are all <span class="glossaryitem" onmouseover='gp(9);'>AV</span>:14 buildings with the Mighty Bulwark special rule (-1 to damage results). In addition if they suffers a Total Collapse or Detonation! Damage result they are treated as difficult and dangerous area terrain instead of impassable terrain.<br /> <br /> The Gatehouse has a door in its centre, this is treated as a separate vehicle with <span class="glossaryitem" onmouseover='gp(9);'>AV</span>:12 which is destroyed after losing 2 Hull Points. It can be opened during the movement phase by any model within 2” and on the inside of the castle. The door is destroyed if the surrounding wall is destroyed.<br /> The Towers may be accessed via a door at the rear of their base, doors on the sides at the height of the walls or a hatch on their roof. <br /> Each tower has a transport capacity of 20 models, (Jump Infantry may enter) and has a single fire point in the centre of each facing with a 45° field of view.<br /> The Walls require 5” of movement to move up or down a level at the front and the standard 3” when moving up of down a level at the back. It takes 4” of movement to move between the top of a wall and the top of a tower.<br /> <br /> <br /> Thanks for reading that wall of text, any feedback would be appreciated. <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 25 Feb 2014 20:11:24]]> GMT</pubDate>
				<author><![CDATA[ WisdomLS]]></author>
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				<title>Tyranid Invasion scenario rules - Feedback request</title>
				<description><![CDATA[ Sounds great man i would happily play that!<br /> <br /> My only little picky thing is that there's not much fluff and i always like a bit of fluff to get the game going, it makes it feel more realistic ]]></description>
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				<pubDate><![CDATA[Tue, 25 Feb 2014 22:04:39]]> GMT</pubDate>
				<author><![CDATA[ Greenwingf_ftw]]></author>
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				<title>Re:Tyranid Invasion scenario rules - Feedback request</title>
				<description><![CDATA[ Thanks.<br /> <br /> I'm the rules guy then we as a group usually come up with the fluff as we decide which armies we'll be using and such.]]></description>
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				<pubDate><![CDATA[Tue, 25 Feb 2014 23:01:32]]> GMT</pubDate>
				<author><![CDATA[ WisdomLS]]></author>
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