Hunt the Tyranids - All day WH40K game 24/6/06
 

Mission

There are 4 Tyranid Hives on the board. The mission is to destroy them all. If the other players destroy up to 2 Hives the game is a draw, no Hives is a Tyranid victory and more than 2 Hives is a victory to the other players.

Any infantry figure may detonate a demolition charge by remaining stationary next to a Hive for a whole turn without moving (count as Heavy weapon). The next turn the charge detonates and the Hive is destroyed.

The Tyranids are represented by 'blips' (ours came from the Space Hulk game) until flipped over. Each 'blip' moves 6 inches until its forces are revealed, once the actual troops are on the table they move as normal for their type. Blips are revealed either by being 'spotted' or by the Tyranid players in their turn. A blip can be spotted by a unit testing to see it (normal LOS rules also apply), in the Shooting phase, nominate a blip, roll 2D6 (3D6 if the unit has a scanner) and x3, if the blip is within this distance then it is spotted, this counts as shooting at the blip and any troops revealed can be shot at.

A numbered blip is either genestealers or gaunts, but gaunts can only be placed if there is a synapse creature within 12". Place 3x the number on the counter with members of the brood, the first model of the brood should be placed on the counter and the rest around it, as if they were Deep Striking.

Genestealers

-

Troops

6

0

4

4

1

6

2

10

5+

96

Fleet of Claw, Brood Telepathy; Rending Claws

Hormagaunts

-

Troops

4

3

3

3

1

4

1/2

5

6+

80

Beasts, Leaping; Scything Talons

Gaunt Brood

-

Troops

3

3

3

3

1

4

1

5

6+

48

Fleet of Claw; Fleshborer

Gaunt Brood

-

Troops

3

3

3

3

1

4

1

5

6+

40

Fleet of Claw; Spinefists

Lettered counters are replaced with any of the broods, as follows but the first one chosen for that Hive must be a Hive Tyrant.

Hive Tyrant

1

HQ

5

4

6

6

4

6

3

10

2+

198

Flesh Hooks; Implant Attack; Lash Whip & Bonesword; Barbed Strangler; Psychic Scream; Synapse Creature; The Horror

Carnifex

1

Heavy

3

3

9

6

5

2

2

10

2+

199

Spine Banks; Barbed Strangler; Venom Cannon

Warriors

4

Elite

5

3

4

4

2

5

2

10

4+

199

Flesh Hooks; Leaping; Rending Claws; Deathspitter (x3); Venom Cannon; Synapse Creature

Ravener

3

Fast

5

3

4

4

2

5

3/4

10

5+

138

Rending Claws; Deathspitter

Check each wood either using the same procedure as a blip or when another unit approaches within 6 inches of it. 1-4 the wood is clear, on a 5-6 a Lictor is present.

Lictor

1

Elite

6

0

6

4

2

6

2/3

10

5+

80

Loner, Stealth, Fearless, Hit and Run; Feeder Tendrils; Flesh Hooks; Rending Claws

Option Footnotes

Psychic Powers

Psychic Scream

Enemy units with a model within 18" suffer a -1 to all Leadership tests. If several Psychic Scream models are in range, the effects are cumulative.

Synapse Creature

Any Tyranid broods with a model within 12" of a Synapse Creature never fall back and are assumed to automatically pass any Leadership based test., other than Psychic tests and Target Selection. A brood that enters Synapse range may regroup regardless of usual restrictions. All broods other than Ripper Swarms are immune to Instant Death. A Tyranid with Synapse is able to detonate all spore mines within 24" in the shooting phase. This is done instead of shooting or using psychic abilities. Other creatures from the same brood may still shoot at another target.

The Horror

Any enemy unit that wishes to assault this creature must make a Morale test. If failed, the unit may not assault that turn.

Biomorphs

Feeder Tendrils

Always counts as having the Preferred Enemy unit special rule. Any Tyranid brood with a model within 2" also benefits from the Preferred Enemy special rule.

Flesh Hooks

Counts as frag grenades. Also treats vertically impassable terrain as difficult terrain.

Implant Attack

Unsaved wounds cause two wounds instead. Does not affect bioplasma attacks. Only valid for close-combat.

Leaping

Gain a fast charge of 12". Can count all attacks when within 3" of a friendly model in base contact.

Spine Banks

Model is treated as having Frag Grenades in close combat, and also can fire the Spine Banks as if they are a spinefist, in addition to any other weapons they have.

Weapons

Barbed Strangler

36" Range; StC-1 (Max 8); AP5; Assault 1/Large Blast; Pinning

Deathspitter

24" Range; StC+1(Max7); AP5; Assault 1 Blast

Fleshborer

12" Range; StC+1; AP5; Assault X; Living Ammunition

Lash Whip & Bonesword

Counts as a Lash Whip. A Hive Tyrant with a bonesword is permanently under the effects of the Catalyst power. With a successful psychic test at the beginning of the assault phase the Tyrant may use the Bonesword to extend the effects of Catalyst to all broods with a model within 6".

Rending Claws

Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.

Scything Talons

+1 Attack for each set of talons. (max +2)

Spinefists

12" Range; StC(Max6); AP5; Assault X, Twin linked

Venom Cannon

36" Range; StC+2(Max 10); AP4; Assault X

Until destroyed a Hive also counts as a Biovore firing a Bio-Acid spore mine each turn.

   Bio-acid Spore Mines

1

 

0

0

1

3

1

1

0

10

-

[15]

Strength: 3 AP: 3 Rolls 2D6 + 3 for vehicle penetration.

Each Hive started with 4 blips and each turn generates another blip, which are placed within 12" from the Hive but not within 18" of an enemy unit.

 
 
The table 10 foot by 6 foot at the start of the game. With 4 Hives positioned mainly in the centre of the table. View from the other end of the table. 'Hive on the hill'. You can see the Hive (orange marker) and the starting blips, scattered among the ruined buildings. The buildings are from the GW game, Mordhiem.  
Some of the attacking forces. Nearest to us are a Marine and a Chaos Marine force and on the other side of the table is another Marine force. The attackers got the first turn and started to advance. An Eldar force deploys and prepares to advance against the Hive on the hill. Tyranid blips are revealed and prepare to counter-attack against the advancing Marines.

I am afraid these Marines were in the wrong place at the wong time. With Tyranids coming from 3 sides they are (and were) doomed.

 

The Nids in the 'Hive on the hill' prepare to defend their Hive. 2 carnifexes and hive tyrant. You might just be able to see the genestealers thronging the streets of the wrecked town. All four Hives are still functioning but the Nids are about to lose two of them. The nearest Hive and the one at the back of the photo. And the view from the other end of the table.
Two more players arrive to attack the Tyranids. In the end there were 2 Marine armies, 2 Eldar armies, a Tau and a Chaos army attacking. Only one Hive left (the one in the wood) all the others have been lost and the Tyranids are now surrounded and unable to produce more blips - the enemy are too close. Is the Hive doomed? A large force of tanks approaches the battle - but unknown to the attackers, these are Genestealer cultists pretending to be Imperial Guard. The full Eldar force is now advancing downhill. These figures belong to 'Woody' who is one of the clubs better players.
     
The final counter-attack of the Tyranids. The one remaining Hive has been freed of enemy and is now starting to produce new blips - and figures.      
       
       

The Result?

With one Tyranid Hive still intact at the end of the game it was a victory for the attackers.

 
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