Saturday, 25 October 2014

Hive Infiltration

Having finally secured Tethrock Quay for themselves, the Eldar plundered the defeated Tyranid nest and were able to extract cerebral fluids and adrenaline glands from the central mind. These have allowed the Eldar to create a pheromone that when applied to the exterior of the Eldar, trick the Tyranid sensors into believing them to be Tyranid.




The Eldar have now produced a number of small squads who are to infiltrate into the heart of the hive and destroy them from within. The pheromone enhanced Eldar will be able to navigate the tyranid tunnels  unmolested until they undertake a hostile action (including a psychic power) against any tyranid. This unit would then be seen as it truly is and can be attacked by any Tyranid unit. In addition, any Eldar unit that stays with 12" of the same tyranid unit for more than 1 turn is also discovered, but only by the discovering unit (until such time that the Eldar unit fight back). A failed assault charge is deemed to be an act of aggression and will also cease pheromone masking.


750 points + handicaps
Unit restrictions: underground there are no active flyers (units that fly are allowed, but are unable to fly).
At present, the pheromone will only mask foot soldiers, so there are no Eldar vehicles of any kind (including Jet Bikes).
Being this close to the nest centre, there is never any ballistic fire and all conflict must be resolved as melee, though template weapons/psychic powers and psychic witchfire powers may be used.
A model's base must be able to wholly fit within any tunnel without touching either wall. (It will be accepted that whatever the outcome of a Wraithknight's base, this model will not be able to navigate the tunnels. A Wraith Lord may? Discuss.


Deployment: Use 4'x4' map. Roads are tunnels. Walls are impassable rock walls.
Eldar start within 6" (or the best they can) within any tunnel entrance.
Tyranids start anywhere in tunnels, but no closer than 12" to one another (where practicably possible).


Victory conditions: VPs for Slay the Warlord and First Blood. The central circle is where the Eldar need to set their charges and where the tyranids need to defend. For every unit that has at least 50% of its strength on the centre circle 1VP is scored. Troops from Force Organisation Armies (Bound?) count as 2VP.


The Eldar are attacking Mandragora and Valhalla and it is envisaged that both these attacks can be fought against two different tyranid players during the same session as they are short (the battles, not the players!)


The Eldar are throwing resources at these attacks and one of the two armies may take a Warlock Council and one may build an army with unlimited upgrades. It may be the same army.


Any questions, suggestions, changes?



5 comments:

  1. I think you underestimate the Eldar.
    Is it even possible to harm Wraith Guard with D-Scythes with any (assaulting only) Tyranid unit - due to the Wall of Death rule?
    Wraith Lords will fit (Oh great, Toughness 8 and I have no shooting - see below)
    And Tyranid 12" deployment means no synapse (again, see below).

    I can't help but feel you have the advantage, (superior psychic powers, superior template weapons, can't be attacked without detection) maybe that is the point.

    Suggested changes:
    The whole hive should be synapse and have shadow in the warp.
    A 'discovering' unit would be in its synapse range so the whole hive would know, not just the discovering unit.

    Also Tyranid weapons are creatures with living ammo so should be able to fire:
    Devourer's weapons "fling worm-like parasites that burrow into their victims flesh and eat their way through its nervous system to the brain". Fleshborer weapons - beetles, Deathspitter weapons - maggots...
    And the Eldar should be able use weapons as well - as an act of detectable aggression.

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    1. The idea was to have a melee based attack where your numbers would have the advantage. Although the Wraith Guard with D scythes would have immediate advantage, I'm sure your sheer numbers would overwhelm them, especially once a unit had them trapped in assault. With so few points, there won't be many dangerous Eldar units and I know to my cost that there are horribly awesome close quarter tyranids with their own insta-kills. And taking no vehicles whatsoever is a huge concession. The idea of no tyranid deployment with 12" was purely to have your units spread out throughout the tunnels as it didn't seem right that all your units could start like an insulation blanket around the all important centre. It didn't occur to me the knock-on effect of the lack of synapse. As the intention is merely to spread out the tyranids, I am very happy to have synapse in the whole hive. I discounted all shooting as I thought that would ultimately be to your advantage. What are the wall of death and shadow of the warp rule?
      I thought this would be fun to play, but if you feel that I have too big an advantage (I'm not sure I agree) then I'll have a re-think and come up with something else.

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    2. I am happy to try this.
      What about if discounting all shooting included templates ?

      Wall of Death is Template Overwatch (1D3 auto hits per template)
      Shadow in the Warp is -3 Leadership to psykers (it used to be worth something).

      I have created a list that I would like to play. It is not very stong but it is themed for this battle and contains units that otherwise do not get out of their box.

      Also, as an extra rule, how about we use markers on the map to represent the units so that they remain a mystery to the enemy until revealed (when in line of site of an enemy unit/marker).

      PS
      It takes 72 Hormagaunt attacks to do one wound on a Wraith Guard and they can not harm Wraith Lords. The instant death attacks came from a 285 point HQ that is as tough as one carnifex and the Wraith Guard can take down three Carnifexen in one round (not that instant death helps with killing Wraith Guard). My plan is to keep away from them as they can only score one point.

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  2. Ok, no templates either. I won't play a wraith lord if you can't even hit it! Wraith Guard aren't always 2+ armour save, they need a successful buff for that. Without their D-scythes they won't be anything like as effective, but they will be cheaper. Yes to shadow of the warp, and secret units.
    How about this being a trial by the Eldar on the last pockets of resistance on Tethrock Quay? This means if I win, you don't lose a hex, and if you win, we control the planet anyway and just drop a nuke on your nests and don't lose a hex either?

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    1. I have rending so can effect a Wraith Lord (please don't take more than one).
      Wraith Guard are a bit naff without D-Scythes so, as this is a trail, you should have some.
      Harlequins could be good, knowing they will not get shot before assaulting.
      Warp Spiders could be useful to navigate the tunnels.

      Yes, Wraith Guard don't always have a 2+ save but they could also be Fortunate to have a 2+ re-rollable save.

      I must lend you Valedor - Dark Eldar got the nukes in the divorce.

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