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[Red Queen] Red Queen Rising Battle 2

 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Sat Sep 30, 2006 5:06 am 
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Finally got in the second battle in the Red Queen Rising campaign.  We played a modified "Hit and Run" scenario to represent the Space Marines mounting a strike against a large Tyranid nesting area.

More details to come!

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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Sat Sep 30, 2006 6:19 am 
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Identification - prologue

? ?Planetary Governor Hasgar Turving knew his world was in grave danger. ?Colonel Smyke's reports of xenos invasion were a threat far greater than Ork raiders or a citizen uprising; it would take more than just the Imperial Guard garrison to protect Xersus VI! ?

? ?Desperate pleas were cast into the Warp, calls for help from any available Imperial forces. ?Responses were rapidly received, but it would take time to muster sufficient men and arms to defend the planet, let alone transport them there; the garrison must hold!

? ?A cryptic reply was also received from the Strike Cruiser Sword of Heaven, a vessel belonging to the Nomad Marines, a Space Marine Chapter that had battled Orks in the Sector, rarely staying put for long before seeking out other challenges. ?Brother-Captain Sayyar, of the Nomad's 4th Company had announced his vessel was nearby and would divert to Xersus VI to assist in removing this blight upon one of the Emperor's favoured worlds. ?He requested that all available information and datapics to be transmitted to him as soon as he arrived in system and the Governor was more than happy to comply. ?Space Marines could surely handle this problem!

? ?Brother-Captain Sayyar considered the data that had been collected as he glanced out at the vibrant green orb that hung below his warship: there was no sign of the plague that had befallen the planet, but he knew it to be there. ?Already scouting Land Speeders and armour had been raced to the surface, near the locations of the first attacks. ?Once those brave warriors had located a concentration of the enemy the Sword would strike.

? ?"My Lord, Brother-Sergeant Muntasir has reported in!" called one of the servants manning the orbital auspex and communication consoles. "He confirms a vast xenos nesting site in the hills north of the Takaanar Ridge. ?Auspex is having difficulty getting precise scans, but he has relayed targeting information."

? ?"My Brothers, gird yourselves, prepare to bring His most glorious wrath to His enemies?"

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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Sat Sep 30, 2006 6:52 am 
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Battle 2 - Identification

Scenario:

Hit and Run (variant, Defender deploys 33% of forces) - 2500 points.

One Tyranid "installation" replaced by four Lesser Synapse Nodes.

One Tyranid "installation" replaced by one Greater Synapse Node.

Space Marines have 30cm x 30cm deployment "square".

Rules Used:

Tyranids 7.1
Space Marines 1.1
Greater Synapse Node 3DC

Special Rules:

"Favour of the Queen" - one Synapse group and associated Brood creatures gains invulnerable saves.

Assault Marines allowed Drop Pods at 10 points per Detachment.

Restrictions

No Titans or Bio-Titans.
0-1 Terminator Detachments.
No Independent Creatures.





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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Sat Sep 30, 2006 7:16 am 
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Armies Used

Nomad Rapid Insertion Force - 2495 points

Strike Cruiser

Thunderhawk 1

Thunderhawk 2

Assault Detachment 1
1 Commander
Drop Pods

Assault Detachment 2
1 Chaplain
Drop Pods

Devastator Detachment 1
1 Librarian
Drop Pods

Devastator Detachment 2
1 Librarian
Drop Pods

Land Speeders 1

Land Speeders 2

Whirlwinds
1 Librarian
1 Hunters

Tyranid Nesting Swarm - 2500 points

Initial Defenders

Attack Group 1
1 Hive Tyrant
4 Carnifex (Screamer-Killers)

Infiltration Group 1
1 Lesser Synapse Node
1 Biovore
1 Ravener
2 Termagants
1 Zoanthrope

Infiltration Group 2
1 Lesser Synapse Node
1 Biovore
1 Ravener
1 Termagant
1 Zoanthrope

Infiltration Group 3
1 Lesser Synapse Node
1 Biovore
1 Ravener
2 Termagants
1 Zoanthrope

Infiltration Group 4
1 Lesser Synapse Node
3 Dactylis
1 Biovore

Secondary Defenders

Attack Group 2 - Favour of the Queen
1 Hive Tyrant
1 Trygon
1 Malefactor
1 Carnifex
1 Zoanthrope
1 Ravener
1 Termagant

Attack Group 3
1 Hive Tyrant
2 Malefactors
1 Carnifex
1 Zoanthrope
1 Ravener

Assault Group 1
3 Tyranid Warriors
3 Raveners
2 Gargoyles
3 Hormagaunts

Assault Group 2
3 Tyranid Warriors
2 Raveners
3 Termagaunts
5 Hormagants

Spawning Pool

9 Mycetic Spores
1 Termagant
2 Hormagaunts
4 Gargoyles
5 Raveners
1 Zoanthrope

Battlefield

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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Sat Sep 30, 2006 7:29 am 
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Deployment

Marines kept all Assault and Devastator Detachments onboard the Strike Cruiser which was arriving on Turn 1.

Marines deployed the Whirlwind Detachment in cover with the Land Speeder Detachments behind the Ridge.

Tyranid deployed initial defence forces as shown, all on overwatch.

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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Sat Sep 30, 2006 8:10 am 
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Turn 1

No teleports.

Strategy Roll: Marines

Fire rains down from the sky as the Sword of Heaven passes over. ?The Orbital Bombardment lands directly upon the Greater Synapse Node, doing 1DC of damage and also blasts apart a Termagant and Zoanthrope belonging to Lesser Node 3. ?

Both Assault Detachments drop upon the Greater Node, while both Devastator Detachments land at the Spore Chimney. ?Unfortunately for the Marines, the Deathwind Pods do nothing.


Assault Detachments 1 and 2 before a combine assault against the Greater Node. ?Lesser Node 2 launches some overwatch fire at Detachment 1, killing 1 Assault Marine, but it barely slows the Marines down as they destroy the Greater Node.

Lesser Node sustains fire as the Dactylis fling their spore bomb at the closely packed Devastator Detachments. ?Detachment 1 loses one unit and suffers 3 Blast markers and, horror!, the Detachment 2's Librarian is killed and they suffer 2 Blast markers. (It's been a *long* time since I used Tyranid barrage weapons, so my opponent totally wasn't expecting that type of attack? WOOT!)

Lesser Node 1 then engages Devastator Detachment 2? and fails miserable, losing 2 Termagants, 1 Ravener, and the important Zoanthrope!

Devastator 2 is a bit shaken by the experience and fails to engage the Spore Chimney and merely regroups, clearing all their Blast Markers.

Lesser Node 3 advances its Biovore forward to put a Blast marker on Assault Detachment 2.

Devastator Detachment 1 engages the Spore Chimney in close combat and does 1DC to the alien structure.

Thunderhawk 1 zooms in to perform a ground attack on Lesser Node 1, killing a Biovore.

Hive Tyrant 1 decides to stay in the woods on overwatch.

Thunderhawk 2 also strafes Lesser Node 1 and destroys the pulsing infestation.

The Whirlwinds sustain fire to target Lesser Node 2, killing 1 Biovore and 1 Termagant.

Land Speeder Detachment 1 doubles to Lesser Node 2 and fire to no effect.

Land Speeder Detachment 2 doubles to fire on Hive Tyrant 1? also to no effect?

End of turn: All Space Marine formations rally.

Lesser Node 2 uses a Mycetic Spore to spawn 3 Gargoyles.

Lesser Node 3 uses a Mycetic Spore to spawn 2 Hormagants and 1 Ravener.

Lesser Node 4 uses a Mycetic Spore to spawn 1 Biovore and 2 Zoanthropes.

Tyrant 1 fails to spawn.

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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Sat Sep 30, 2006 8:25 am 
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Turn 2

No teleports.

Strategy Roll: Marines

Again both Assault Detachments work together, this time with support from Land Speeder Detachment 1, and engage Lesser Node 2? completely wiping out the local Tyranid menace. (I didn't score a single hit in that fight!)


Speeder Detachment 2 hovers in place and sustains fire on Hive Tyrant 1? and now the Marines don't score a single hit!

Node 4 burbles to itself as the Dactylis again sustain fire on the Devastators, killing one squad in each Detachment, placing 2 Blast markers on Devastator 1 and three on Devastator 2.

Devastator 1 again engages the Spore Chimney and does 1 DC damage.

Devastator 2 tries to do the same, but does no damage at all.

Node 3 does a little more advancing of its Brood creatures and the Biovore drops 2 Blast markers on Speeder 1.

Speeder Detachment 1 responds by racing forward to engage Lesser Node 3.  The Biovore and a Ravener are BBQed, but 1 Land Speeder is knocked out to the air and that is just enough to tip the balance to the Tyranids favour and the surviving Marine fall back.

Tyrant 1 tries to sustain fire on Speeder Detachment 2, but the grumbling of the nearby Carnifex, about how they *never* get to crush or slash anything, distracts him and he just takes a pot shot? that actually takes out a Land Speeder!

The Whirlwinds sustain fire on the Hive Tyrant and kill one of the grumbling Carnifex.

Thunderhawk 1 performs a ground attack on Lesser Node 3, killing 1 Ravener and popping the Node, leaving some confused Brood creatures far from home.

Thunderhawk 2 drops down to ground attack the Hive Tyrant, but the trees block the shot and no damage is done?


End of turn: Devastator Detachment 2 fails to rally.

Lesser Node 4 uses a Mycetic Spore to spawn 2 more Zoanthropes and a Termagant.

Tyrant 1 uses a Mycetic Spore to spawn 1 Zoanthrope and 2 Termagants.

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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Sat Sep 30, 2006 8:51 am 
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Turn 3

Massive reinforcements arrive for the Tyranids.


Strategy Roll: Marines

Devastator Detachment 1 again engages the Spore Chimney, but still can only do 1DC of damage to the bizarre object.

Devastator Detachment 2 tries and fails to topple the Spore Chimney with an assault.

Assault Swarm 1 engages the unsuspecting Whirlwinds, ripping apart all five Marine tanks for the loss of 2 Hormagaunts and 1 Ravener.


Lesser Node 4 fails to sustain fire this time, but one Dactylis spots Speeder Detachment 2 and savages them with three Blast markers and disables 1 Land Speeder.

Speeder Detachment 1 hovers right down to the ground and engages the Spore Chimney in close combat... to no effect.

Both Assault Detachments before a combined assault? on nothing; both just hopping away to cover and requesting extraction.

The Favoured Tyrant 2 swarm doubles forward? and only places a Blast marker on Assault Detachment 1, the Trygon just out of range of inflicting damage? *sigh*


Tyrant 3 gets over-excited at the prospect of eating something other than grain and fails to perform an double, merely plodding onto the table, salivating.

Thunderhawk 1 touches down by the Devastators, picking up the remnants of both detachments and blowing away one of Tyrant 2' Raveners.

Speeder Detachment 2 attempts to marshal, but fail, only regrouping to remove 4 of their 5 Blast markers.

Warrior Swarm 2 fails to double and also moves shiftlessly forward? *SIGH*

Thunderhawk 2 braves the dangerous terrain to evac the Assault Detachments and blast one of Tyrant 2's Brood creatures away.

Tyrant 1 rushes forward to engage Speeder Detachment 2. (Actually, I *AGAIN* rolled a "1" for a Tyranid assault action, but my opponent graciously allowed me to re-roll it as that was three "1"s in a row.) ?The Tyranids lose two Carnifex before knocking all the annoying Land Speeders out of the sky?

End of turn: Both Thunderhawks lift off with their cargo, leaving only Land Speeder Detachment 2 on the battlefield.

Many Tyranid creatures are spawned?





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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Sat Sep 30, 2006 9:02 am 
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Turn 4

No teleports.

Strategy Roll: Marines

Land Speeder Detachment 1 marches over the Ridge to relative safety.

While the Tyranid army just mills about, buzzing like a kicked over beehive?

End of turn: Tyranids have respawned all Brood creatures, leaving an empty Spawning Pool.

Space Marines: 21 vs Tyranids: 23

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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Sat Sep 30, 2006 2:35 pm 
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So close!  

A little more damage on either side could've swung a decisive victory, as well, that was the first time either of us had played the "Hit and Run" scenario, so it was certainly a learning experience!

Kudos to Pete Jones & Simon Kind for creating the basis for this cool scenario in Fanatic Online 77.  Very fun.

So far, playing EPIC in scenarios other than the old "Tournament" scenario has really opened my eyes to the untapped potential of EPIC.  You have to think and act in totally new ways.  Just think, forces deciding to withdraw in good order instead of selling themselves to the last man, who'da thunk?  *laugh*  I highly recommend trying out new scenarios!

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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Mon Oct 02, 2006 9:35 am 
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Nice rep once more Chroma, nice concept for the battle.  I'll have to check out Fanatic for that one.

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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Mon Oct 02, 2006 1:38 pm 
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Chroma,

Do you feel the new scenario was balanced?  Not that it has to be, but I was curious if it was.  From the score it would seem so, but it is just one battle...

And nice batrep, by the way.

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 Post subject: [Red Queen] Red Queen Rising Battle 2
PostPosted: Mon Oct 02, 2006 3:36 pm 
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Both my opponent really enjoyed playing the scenario. ?It felt more like a battle than a "game". ?The Marines came to do a mission, when it looked like things were going pear-shaped, they pulled out in good order... something that *never* happens in the Tournament Scenario! ?*laugh* ?

I think we'd need to play that scenario more times with different forces to determine its "balance". ?It's strongly suited to a "drop" Marine list, and the slow nature of Tyranids is a big handicap in it as well.

Since we started using alternate scenarios in our group, people have gotten really excited about them, so I'm sure I'll be able to do up more battle reports with them.  I highly recommend trying some of the other scenarios, they've turned out to be a lot of fun and require whole new ways of approaching the game.

The next "Red Queen Rising" game looks to be a Tyranid "Assault Mission" vs Imperial Guard... stay tuned!





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