Sunday, 12 October 2014

Golgotha: Space Hulk I

Points: 1,500 Dark Angels (+100) vs Tyranids (+250)
Mission: Space Hulk Exterior
Deployment: Hammer and Anvil, Night Fight
Planet: Golgotha

Mission:
The Dark Angels suspect one of the Fallen is on a nearby planet. Before they will be able to locate him a Tyranid infested Space Hulk will have crashed into the planet, making the search much harder. The solution is to board the Space Hulk and detonate explosives in key areas, destroying it before it reaches the planet. 

Part One : Entry.
This mission tales place on the hull of the Space Hulk.
There are three entry hatches guarded by the Tyranids.
These are positioned on the edge of the Tyranid deployment zone
Ie 2' from their board edge, 2' from the Dark Angel board edge.

The Tyranids deploy first.
Dark Angels deploy by deep striking into their deployment zone, on turn one.

Dark Angels get the first turn.
(Tyranid can try to roll to try and steal the initiative)

Each Entry Hatch is an Objective worth 3VP.
In addition to being held at the end of the game, 
If a Dark Angel Elite unit controls an objective at the end of any of their turns they can open the hatch and gain the VP. Once opened the Tyranids can not close these hatches. Elites do not gain the objective secured so must make sure there are no units with 3" to be able to open the Hatch.

Secondary Objectives: Line Breaker, First Blood & Slay the Warlord

Special Rules:
The Void - 
Due to the Vaccum of space, Rending occurs on a 5 and 6 due to bleed out, except vs vehicles.
Blasts can knock you clear of the ship hull: For each hit by a blast, make a Str test on the lowest Str in the unit or one extra model of the owners choice is removed.
No Lords of War allowed.

Also 
All units that are not completely destroyed in this mission must continue onto the following mission.
Provided they are allowed in the next mission and there is enough points to take them.

Outcome:
The best of the best Dark Angels were summoned for this mission.
With a detachment of close to 10 men they bravely faced off against almost 100 Tyranids.

Although close to completing the mission, in the end only one hatch could be fully opened.

Final Score:
Dark Angels 4 (One Hatch, Warlord)
Tyranids 9 (Two Hatches, First Blood, Warlord, Line Breaker)

Many deeds of valor were noted, including Terminator Brother Servius Tanicus, who has been entered into the Dark Angel legends after surviving thirty five shots from a Carnifex brood. Unfortunately thirty six shots were fired.
Further Angels had to be withdrawn from planet Golgotha to enable entry into the Space Hulk.

Surviving Units:
Dark Angels: Conteptor Dreadnought - Assault Cannon and Conversion Beamer
Tyranids: 3xCarnifex with Devourers, 3xHive Guard, 3xTermagants with Devourers and a Zoanthrope. 






Next Time...
*Mission Two. 1,250 + Handicap
Destroy the engine room

Deployment: 4' x4' Map 
Defenders deploy first, 
within the three tunnels containing a red circle.

Attackers deploy from the Black Square Numbered areas. If only one hatch was opened in the previous mission then they can only enter from No.1. If two hatches were opened then they may deploy from 1 or 2. If all three hatches were opened them they may deploy from any numbered area. Any unit starting in reserve are considered on-going reserves if they enter from an opened numbered area.

Attacker have first turn.
Defenders can try to steal the initiative.

No unit can be played if the base is over 66mm diameter.
Eg Dreadnoughts and Land speeders are the largest vehicles.
Carnifexes and Hove Tyrants are the largest monstrous creatures.
No Flying, No Barrarge.


Objective:
There are three critical objectives (Red Circles)
Attacker has to destroy the Critical objectives S7 W2 Sv3++ (2VP per objective)
Defender has to keep these objectives from being destroyed (1VP per objective)
Secondary Objectives: Line Breaker, First Blood & Slay the Warlord
Special Rules: Dug In and Hold at all costs.

Dug In:
Defending units starting on the battlefield are considered camouflaged 
and have Stealth until they move.

Hold at all costs:
Defending units with 3" of an objective are Fearless

Continuing Units:
All units that are not completely destroyed in this mission must continue onto the final mission: Escape.



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