Golgotha: Space Hulk Mission Two. Destroy the engine room
Deployment: 4' x4' Map
Defenders deploy first,
within the three tunnels containing a red circle.
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 Hive Tyrants are the largest monstrous creatures.
No Flying, No Barrage.
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
Battle Report:
Having gained entry to the hulk, the Dark Angels decided that speed was of the essence - they had remove any possibility of the hulk's power core from being utilised (e.g. as the source of a potentially catastrophic explosion). They therefore dispatched a force of Ravenwing Knights, with Contemptors in support, hoping that a combination of speed and strength would carry the day against a numerically superior foe.
The gamble paid off. While the Tyranids were able to bar access to two of the three power core targets that the Angels had identified, they could not prevent the imperial troops from eliminating the third, and thereby from neutralising the danger. All that remained was for the imperial forces to retreat in good order before being overwhelmed by the insects. After some sharp exchanges, which saw heavy conversion beamers and plasma talons exact a significant toll on the Tyranids, the more mobile Angels were able to extricate themselves and secure a famous tactical victory.
Final Score
Dark Angels: 2 VP for destruction of 1 critical objective, 1 VP for First Blood = 3
Tyranids: 2 VP for defence of 2 critical objectives = 2
Continuing Units:
All Dark Angel units survived the battle, and therefore the roster for the final battle - escape - must be chosen from the same list.
The Tyranids Continuing Units:
Hive Tyrant with two Heavy Venom Cannons (Warlord Trait: Immovable Object)
20x Termagants (with Devourers)
20x Hormagaunts
3x Hive Guard
1x Carnifex with two Twin-Linked Devours
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