How the tournament is almost sold out in the 24 hours. They may open a second bracket two make it a two day event. Its been well received so far. I think only Ork's and Sisters are left.
Sorry a wall of text.
Here is a list I am going to start testing. And the 4 missions for the tournament at the bottom.
This list will depend on the ruling for the Tyrannocyte from the organizer.
If ruled raw that is a lot of templates hitting where I want most of the time.
The goal is to win the first round. Endless I get a bye for being the winner last year. Will have to see if we have even numbers.
the List can null deploy if needed. Start almost everything on the table. I was thinking of putting another venom so I can split my forces to go after both ternary objectives in the second mission at the same time but I felt that was a little greedy.
1 Question I did have was could you but shrikes in to a Tyrannocyte?? I think you can, Just wanting to make sure.
+++ Elven Ambassador Tournament (2000pts) +++
r
++ Tyranids: Codex (2014) (Combined Arms Detachment) ++
+ No Force Org Slot +
Tyrannocyte [5x Venom Cannon]
Tyrannocyte [5x Venom Cannon]
Tyrannocyte [5x Barbed strangler]
+ HQ +
Hive Tyrant [Electroshock Grubs, Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Elites +
Lictor Brood [Lictor]
Venomthrope Brood [Venomthrope]
Zoanthrope Brood [Zoanthrope]
+ Troops +
Termagant Brood for Tervigon [30x Fleshborer Termagant]
Tervigon [Crushing Claws, Electroshock Grubs, Stinger Salvo]
+ Fast Attack +
Spore Mine Cluster [3x Spore Mine]
Spore Mine Cluster [3x Spore Mine]
Tyranid Shrike Brood [Barbed Strangler]
··Tyranid Shrike [Adrenal Glands, Devourer, Flesh Hooks, Rending Claws, Toxin Sacs]
··Tyranid Shrike [Adrenal Glands, Devourer, Flesh Hooks, Rending Claws, Toxin Sacs]
··Tyranid Shrike [Adrenal Glands, Devourer, Flesh Hooks, Rending Claws, Toxin Sacs]
··Tyranid Shrike [Adrenal Glands, Devourer, Flesh Hooks, Lashwhip & Boneswords, Toxin Sacs]
··Tyranid Shrike [Adrenal Glands, Flesh Hooks, Lashwhip & Boneswords, Toxin Sacs]
+ Heavy Support +
Carnifex Brood
··Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
Carnifex Brood
··Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
++ Fortifications and Stronghold Assault (2013) (Fortification Detachment) ++
+ Fortification +
Aegis Defense Line [Comms Relay]
++ Tyranids: Codex (2014) (Allied Detachment) ++
+ HQ +
Hive Tyrant [Electroshock Grubs, Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Elites +
Lictor Brood [Lictor]
+ Troops +
Mucolid Spore Cluster [Mucolid Spore]
The missions Scoring.
Each Primary Objective you claim is worth 9 Battle Points (BP).
Each Secondary Objective is worth 6 BP. Secondary Objectives will be announced after 30 minutes of play.
Tertiary Objectives are worth 3 BP. Tertiary Objects are as follows: Line Breaker, Slay the Warlord and First Blood.
Every mission will have these objectives. At the end of the mission time, Ambassadors with the most Battle Points are declared the victor of the mission. There are no ties. Numerous tie breakers will be in place for all missions to ensure only one victor. A judge will decide if tie breakers fail.
Mission one== Blitzkrieg
Modified TSHIFT mission
You must attack and detonate the buried communication equipment of the enemy to disrupt their ability to organize. Unfortunately the enemy had the same thought about you. Only the quickest forces will hope to accomplish all they must to both protect their own equipment while damaging the enemy's.
Setup
1.Roll for Night Fighting, and determine Psychic Powers, Warlord Traits and pre-game special abilities as normal.
2.Roll off. Winner chooses his deployment zone and deploys his Fortifications, followed by his opponent.
3.In order of deployment, each player places all 3 of his objective markers at once in the enemy deployment zone, but not within 8" of each other nor the center of the board. They are considered impassible terrain and do not block line of sight.
4.Roll off again. The winner Deploys first and will have the choice to go first or second as normal after Infiltrators and Scouts have moved.
5.Deploy Infiltrators and make any scout moves.
6.The enemy may try to seize the initiative.
Objectives
Primary objective: Each of the markers you placed in the enemy zone count as a primary objective if you hold them uncontested with a scoring unit at the end of the game.
Tertiary Objectives: Be contesting objectives in your own deployment zone at the end of the game. Each one contested like this counts as a tertiary objective.
Tie Breaker 1:The Ambassador with the most scoring units in their enemy’s deployment zone.
Mission 2== Super Eclipse
The Ion storm is closing in as the four moons move past each other in rapid succession, bringing intermittent darkness and unexpected blinding light plus chill temperatures and gravity disruptions. Getting a base set up is of critical importance. Capturing the lightning towers so that they can provide power for the underground complex you've discovered is the only way to do it in time.
Setup
Dawn of War Deployment, with 3 total objectives.
1.Night Fighting is in automatically effect in turns 2 and 5 instead of rolling.
2.Determine Psychic Powers, Warlord Traits and pre-game special abilities as normal.
3.Roll off. Winner chooses his deployment zone and deploys his Fortifications, followed by his opponent.
4.Place one objective in the center of the board
5.In order of deployment, place two more objective markers within 6" of the center line, and not within 12" of each other. They are considered impassible terrain and do not block line of sight.
6.Roll off again. The winner Deploys first and will have the choice to go first or second as normal after Infiltrators and Scouts have moved.
7.Deploy Infiltrators and make any scout moves.
8.The enemy may try to seize the initiative.
Special rules
Lightning Towers: The Primary Objectives attract lightning to harness their power. The player whose turn it is rolls randomly to see which tower gets hit in every player turn BEFORE any movement has begun but after reserves have entered the game. On a 1-2 the left tower is hit. 3-4, the center tower and 5-6 the right tower (like outflanking, it is always relative to the person rolling). Any vehicle within 6" of the tower being hit is Shaken and no war gear nor special rule/ability can negate this. Any non-vehicle unit within 6" suffers the effects of the Blind special rule (test as normal) until the end of their next turn, as their eyes and nerves readjust from the shock wave.Eclipse:Night Fight rules are in effect turns 2 and 5. This represents the moons rotating in and out of eclipse.
Objectives
Primary Objectives: Controlling the center objective uncontested with a scoring unit at the end of the game.
Tertiary objectives: Controlling any other objective uncontested until the beginning of your next turn. There is no limit to the points you may earn doing this.
Tie Breaker 1:The Ambassador that controlled a tertiary objective first.
Tie Breaker 2:The Ambassador with the most scoring units ENTIRELY within 12" of the center objective.
Mission 3== Secure the Escape Tarmac and Break their Force Cohesiveness
The storm has passed and the base is secure and powered up. Within the alien confines you have discovered a massive inventory of genome information and enormous stores of samples from a race you have not yet devoured/met/collected teeth from before. Now that the storm has passed it is important that your fleets be notified and landing areas be cleared for their arrival to lift you off planet again. Of course there is still the matter of the opposing forces who are finding equally interesting alien tech and there are very few places safe enough for landings. Your sensors have detected interlopers attempting to claim the landing zone mid day when the sun is blasting the planets surface, in hopes of facing less resistance from you. Do not allow them to escape with their own finds. Wipe them out, penetrate their lines, and cripple their combat effectiveness by targeting specific force elements to weaken the whole.
Setup
No Man's Land deployment:
1.Roll for Night Fighting, and determine Psychic Powers, Warlord Traits and pre-game special abilities as normal.
2.Roll off. Winner chooses his deployment zone and deploys his Fortifications, followed by his opponent.
3.Roll off again. The winner Deploys first.
4.In order of deployment, each player alternates placing their units. Declaring a unit is in reserve is considered deploying for this purpose.
5.Deploy Infiltrators and make any scout moves.
6.The player who deploys first will have the choice to go first or second as normal after Infiltrators and Scouts have been completed.
7.The enemy may try to seize the initiative.
Special Rules
No Mans Land: The suns rays blast the No mans Land and nightfall smooth's and cools it making it the perfect tarmac, The eclipses are causing gravity wells here that lighten everything as well.
All vehicles that can both start and end their movement in the No Mans Land without passing through other terrain of any kind may opt to add 6" to their movement. Despite this, all normal penalties apply to moving and this may cause you to go over cruising speed with the usual penalties and benefits of doing so. Unfortunately the sun is directly overhead and while infantry can nimbly avoid the occasional pockets of molten rock that form here and there, the tanks are not so fortunate at those speeds. If vehicles choose to go faster than normally allowed, they become immobilized after moving the first 6" on a roll of a 5+, as engine fans inadvertently suck up molten particles, or treads are melted by puddles of it.
Objectives
Primary Objectives: Removing all units with a given Battlefield Role is the primary objective. If you end the game and your enemy has no units in a particular Battlefield Role left on the table, you receive credit for achieving 1 Primary Objective. So for example, if the enemy ended the game with no Heavy Support choices, you achieved a Primary Objective (9 points). If they also have nothing with the Fast Attack Battlefield role on the board, that's another Primary Objective achieved, and so on. For purposes of this objective, Dedicated Transports and/or their Drones do not count as any type of Battlefield Role; therefore if all the enemy Troops Choices are dead, but their dedicated transports are still alive for example, you have still achieved a Primary Objective. If you do not include a Lord of War Battlefield Role unit in your army, ending the game without one does not grant the enemy a Primary Objective (but all other slots do, so make sure you have used every slot at least once!). If you do bring a Lord of War unit, and it is destroyed, it does grant the enemy a Primary Objective.
Tertiary Objectives: Each scoring unit that ends the game in the No Mans Land and is not falling back is a tertiary objective. Pinned units can still claim this.
Tie Breaker 1:Army with the most remaining Force organization chart types at or above half strength.
Mission 4 == Evacuation: The Battle for Armed Supremacy
The Landing Platform is secure and now the ships can land. The ground forces are in a state of disarray as bombardments have fragmented them badly. Enemy fleets have darkened the skies and a conflict rages above you. To keep you from escaping, your fellow Ambassadors have begun their purging protocols. It would be best if you hurried. Most of the enemy’s have not managed to get anything to the planet through the miasma of missile and gun fire...save one other faction. You must take the Landing pods by force to return to your ship with your valuable cargo. The enemy has no intention of letting you.
Setup
Diagonal Deployment, 3 objectives:
1.Roll off. Winner places objectives first. Alternate placing three total objectives anywhere that is more than 12" from a board edge and more than 12" from another objective. These are called Delta Objectives.
2.Roll Off. The winner chooses which opposing corner he wishes to deploy in, as indicated on the diagram. This defines the deployment zones. Starting with the winner of this roll, each player places one objective in their own deployment zones (Called Alpha Objectives).
3.Roll to see who deploys first and therefore goes first.
4.After all infiltrators are placed as normal and the scout moves completed, the opposing player may try to seize the initiative if he wishes.
Objectives
Primary Objective: Taking the most Alpha Objectives uncontested is a primary objective. Separately, taking the most Delta Objectives uncontested is a Primary objective. In addition, having the most Kill Points is a Primary objective.
Tertiary objectives: Controlling the Alpha objective in the enemy deployment zone with a scoring unit(s) at the beginning of your player turn is a tertiary objective. This may be accomplished on multiple turns, but only once per turn. In addition, killing at least one enemy HQ is a tertiary objective.
Tie Breaker 1:The Ambassador with the most Scoring units remaining at or above half strength on the board at the end of the game.