Post by countkrojaer on Jul 11, 2022 8:21:26 GMT
Advice for Wednesday 13th please!
Hello fellow nameless ones, I start my crusade as a new tyranid player, having collected/painted them for years but only having 4 games under my belt with them in 9th.
My first game of 500pts is vs custodes. I will give you the mission scenario in a minute but the lists are as follows. Also bear in mind my order of battle is designed to a 1000pt pool of troops which is why I can't just add an extra hormagaunt to make it nearer 500pt:
A)
hq-
H Tyrant: bonesword and shardgullet, heightened senses
Troops-
3x warriors with duel boneswords and deathspitters
17x hormagaunts
10x termagants
=491 pts
B)
Hq
H. Tyrant: bonesword and shardgullet, heightened senses
Troops
6x warriors with duel boneswords
2 squads of 3 or unit of 6?
Elites
3x Tyrant guard
= 495 pts
THE MISSION
As defender I can deploy all my Troops
Custodes as attacker may (hopefully) not be able to deploy all at once:
PHASE 1: PLANETARY ASSAULT
Special rules for PHASE 1 ONLY:
If you control an objective marker at the end of your Command phase, it remains under your control unless your opponent controls it at the end of any subsequent phase, even if you have no models within range of it. At the start of the battle, all objective markers are controlled by the Defender, even if there are no models within range of it.
Unless otherwise noted in a specific mission, deployment follows the normal rules.
“Order” forces are automatically the attacker
The attacker places up to 2/3rds of their units in strategic reserves for 0CP
Strategic reserves may arrive on turn one, should they wish to arrive the Attacker must pass a reserve roll.
Turn 1: the unit arrives on a 4+
Turn 2: The unit arrives on a 3+
Turn 3: The unit arrives on a 2+
Turn 4: The unit automatically arrives (if it is not deployed it counts as destroyed)
Units arriving from strategic reserves follow standard rules except they may arrive on the first turn within 6” of the board edge (more than 9’’ away from an enemy) instead of the normal rule stating they cannot arrive turn one, unless they are INFANTRY, BEAST, SWARM, or can FLY. These units may deepstrike (it can be set up anywhere on the battlefield that is more than 9" from any enemy models.)
Firestorm: After selecting the first player, but before starting the first battle round, the attacker places 6 markers to represent areas targeted by supporting firepower. These markers must be at least 9” apart from each other. Then roll 2D6 (rerolling doubles). The number of each D6 corresponds to a marker that has successfully hit. Each unit within 3’’ takes D3 mortal wounds, units within 4-6” takes 1 mortal wound. Any losses generated by firestorm attacks do not count towards or generate moral tests (as it happens outside of the turn order).
“Ruin” forces are automatically the defender
The defender sets up, and defines, the terrain features as they see fit.
The defender can only place 1/3rd of their units in strategic reserve, these cannot arrive on turn 1.
In battle round 1, all the defenders units count as having the benefits of light cover
The defender may place one of the objectives within a terrain feature
The defender can determine which objective marker is considered PRIME
Mission 1: VANGUARD OPERATIONS
Prior to the main fleet making orbit, the invaders have launched a small vanguard force to disable an early-warning sensor array in a sudden assault, aiming to overwhelm the garrison and disable the site before they can raise the alarm.
Objective Markers: The Defender places three objective markers on the battlefield. Objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, and 9" from any other objective marker. One objective should be declared PRIME.
Raise the Alarm: INFANTRY units in the Defender’s army can attempt to perform the following action:
Raise the Alarm (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker you control. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The action is completed at the start of your next Command phase so long as the unit is still within range of the same objective marker and you still control that objective marker.
MISSION OBJECTIVES
Progressive Objective
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (This objective cannot be scored in the first battle round):
Control one or more objective markers.
Control two or more objective markers.
Controls the PRIME objective.
DROP ZONE SECURE
A player scores 10 victory points for each objective marker they control at the end of the last turn.
The Attacker scores an additional 15 victory points for controlling the PRIME objective at the end of the game.
If the Raise the Alarm action was completed three or more times during the battle by units in the Defender’s army, the Defender scores 15 victory points.
VICTOR BONUS: Superior command net - The victor of this mission may in their next game use one strategy for a cost of 0CP once.
Hello fellow nameless ones, I start my crusade as a new tyranid player, having collected/painted them for years but only having 4 games under my belt with them in 9th.
My first game of 500pts is vs custodes. I will give you the mission scenario in a minute but the lists are as follows. Also bear in mind my order of battle is designed to a 1000pt pool of troops which is why I can't just add an extra hormagaunt to make it nearer 500pt:
A)
hq-
H Tyrant: bonesword and shardgullet, heightened senses
Troops-
3x warriors with duel boneswords and deathspitters
17x hormagaunts
10x termagants
=491 pts
B)
Hq
H. Tyrant: bonesword and shardgullet, heightened senses
Troops
6x warriors with duel boneswords
2 squads of 3 or unit of 6?
Elites
3x Tyrant guard
= 495 pts
THE MISSION
As defender I can deploy all my Troops
Custodes as attacker may (hopefully) not be able to deploy all at once:
PHASE 1: PLANETARY ASSAULT
Special rules for PHASE 1 ONLY:
If you control an objective marker at the end of your Command phase, it remains under your control unless your opponent controls it at the end of any subsequent phase, even if you have no models within range of it. At the start of the battle, all objective markers are controlled by the Defender, even if there are no models within range of it.
Unless otherwise noted in a specific mission, deployment follows the normal rules.
“Order” forces are automatically the attacker
The attacker places up to 2/3rds of their units in strategic reserves for 0CP
Strategic reserves may arrive on turn one, should they wish to arrive the Attacker must pass a reserve roll.
Turn 1: the unit arrives on a 4+
Turn 2: The unit arrives on a 3+
Turn 3: The unit arrives on a 2+
Turn 4: The unit automatically arrives (if it is not deployed it counts as destroyed)
Units arriving from strategic reserves follow standard rules except they may arrive on the first turn within 6” of the board edge (more than 9’’ away from an enemy) instead of the normal rule stating they cannot arrive turn one, unless they are INFANTRY, BEAST, SWARM, or can FLY. These units may deepstrike (it can be set up anywhere on the battlefield that is more than 9" from any enemy models.)
Firestorm: After selecting the first player, but before starting the first battle round, the attacker places 6 markers to represent areas targeted by supporting firepower. These markers must be at least 9” apart from each other. Then roll 2D6 (rerolling doubles). The number of each D6 corresponds to a marker that has successfully hit. Each unit within 3’’ takes D3 mortal wounds, units within 4-6” takes 1 mortal wound. Any losses generated by firestorm attacks do not count towards or generate moral tests (as it happens outside of the turn order).
“Ruin” forces are automatically the defender
The defender sets up, and defines, the terrain features as they see fit.
The defender can only place 1/3rd of their units in strategic reserve, these cannot arrive on turn 1.
In battle round 1, all the defenders units count as having the benefits of light cover
The defender may place one of the objectives within a terrain feature
The defender can determine which objective marker is considered PRIME
Mission 1: VANGUARD OPERATIONS
Prior to the main fleet making orbit, the invaders have launched a small vanguard force to disable an early-warning sensor array in a sudden assault, aiming to overwhelm the garrison and disable the site before they can raise the alarm.
Objective Markers: The Defender places three objective markers on the battlefield. Objective markers can be placed anywhere on the battlefield that is more than 6" from any battlefield edge, and 9" from any other objective marker. One objective should be declared PRIME.
Raise the Alarm: INFANTRY units in the Defender’s army can attempt to perform the following action:
Raise the Alarm (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of an objective marker you control. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The action is completed at the start of your next Command phase so long as the unit is still within range of the same objective marker and you still control that objective marker.
MISSION OBJECTIVES
Progressive Objective
At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (This objective cannot be scored in the first battle round):
Control one or more objective markers.
Control two or more objective markers.
Controls the PRIME objective.
DROP ZONE SECURE
A player scores 10 victory points for each objective marker they control at the end of the last turn.
The Attacker scores an additional 15 victory points for controlling the PRIME objective at the end of the game.
If the Raise the Alarm action was completed three or more times during the battle by units in the Defender’s army, the Defender scores 15 victory points.
VICTOR BONUS: Superior command net - The victor of this mission may in their next game use one strategy for a cost of 0CP once.