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[Red Queen] Red Queen Rising Battle 9
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=8029
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Author:  Chroma [ Mon Nov 27, 2006 3:38 am ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Like I said, we got in two Red Queen games yesterday, now, what I didn't contend with was someone, who shall remain nameless, getting me Dawn of War: Dark Crusade this weekend... so, I blame *that* person for the lack of story updates and why this BatRep isn't ready.

Anyway, it's a desperate Marine rearguard action against the swarming Bugs.  A mere 1500 points of the Emperor's Finest attempting to hold back a wave of 3000 points of Evolution's Nastiest...

More to come!

Author:  Dwarf Supreme [ Mon Nov 27, 2006 6:11 pm ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

As usual, I'm looking forward to the next installment.  :cool:

Author:  Chroma [ Wed Nov 29, 2006 10:55 pm ]
Post subject:  [Red Queen] Red Queen Rising Battle 9


(Hena @ Nov. 29 2006,10:05)
QUOTE
And as usual that will take a few days :laugh:.

Hey, I've been pretty good with the postings!  *laugh*

Work, illness, and DoW: Dark Crusade have all eaten in to my time lately... but I won't say how much of each, nor in which order!    :p

Author:  Chroma [ Wed Nov 29, 2006 10:56 pm ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Determination - prologue

(story to come)

Author:  Chroma [ Wed Nov 29, 2006 11:01 pm ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Battle 9 - Determination

Scenario:

Rearguard - Defender1500 vs Attacker 3000

Uses "Concealment Counters" from Assault/Recon missions, a "shooting action" is required for a formation to perform a "detection" on a single Concealment Counter. ?Defender receives d3 + Number of Formations in Concealment Counters.

Defenders get 0-4 Minefields as per the Assault mission.

Defender gets 1 point for every 100 points worth of suriviving formations over half and unbroken in their deployment zone plus 1 point for every 250 points of destroyed enemy formations.

Attacker gets 1 point for every 100 points of destroyed enemy formations and 1 point for every 200 enemy formation reduced to half.

Rules Used:

All experimental rules.
Space Marines 1.1
Tyranids 7.1
Harridan 3DC

Restrictions

No Synapse Nodes.





Author:  Chroma [ Wed Nov 29, 2006 11:19 pm ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Armies Used

Nomad Marine Rearguard - 1495 points

Devastator Detachment 1
2 Dreadnaughts
2 Rhinos

Devastator Detachment 2
2 Dreadnaughts
2 Rhinos

Vindicator Detachment
Librarian

Land Speeder Detachment 1
5 Land Speeders

Land Speeder Detachment 2
5 Land Speeders

2 Minefields

8 Concealment Counters

Ravening Tyranid Horde - 3000 points

First Wave - 1320 points

Harridan 1

Assault Group 1
3 Tyranid Warriors
1 Zoanthrope
3 Gargoyles
4 Raveners
6 Termagants
3 Hormagaunts

Attack Group 1
1 Hive Tyrant, Winged
2 Raveners
2 Exocrine
1 Zoanthrope
2 Malefactors

Genestealer Swarm 1
6 Genestealers

Second Wave - 1320 points (Appear Turn 4)

Harridan 2

Assault Group 2
3 Tyranid Warriors
1 Zoanthrope
3 Gargoyles
4 Raveners
6 Termagants
3 Hormagaunts

Attack Group 2
1 Hive Tyrant, Winged
2 Raveners
2 Exocrine
1 Zoanthrope
2 Malefactors

Genestealer Swarm 2
6 Genestealers

Reserves - 360 points

Lictor Swarm 1
3 Lictors

Lictor Swarm 2
3 Lictors

4 Mycetic Spores





Author:  Chroma [ Wed Nov 29, 2006 11:46 pm ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Deployment

4x6 Table

Marines deployed their Concealment counters throughout their half of the table, all in cover as required.

Tyranids kept both Lictor Swarms in reserve.

Author:  Chroma [ Thu Nov 30, 2006 12:01 am ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Turn 1

No teleports.

Strategy Roll: Tyranids (Automatic)

Warrior Swarm 1 marches forward into cover.

Genestealer Swarm 1 tries to do the same thing, but the asphalt is hot in the sun and they make slow progress forward.

Attack Swarm 1 doubles forward and the Hive Tyrant's enhanced senses reveal Blip 3? to be nothing.

Over-confident in the extreme, Harridan 1 doubles forward in an attempt to look at Blip 1. ?Devastator Detachment 1 reveals itself by firing on overwatch and killing the great flapping beast! ?*ouch*



End of Turn:

No other Marine formations reveal themselves.

No Tyranids are available to be spawned.

Author:  Chroma [ Thu Nov 30, 2006 12:14 am ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Turn 2

Both Lictor Swarms reveal themselves.  Swarm 1 near Blip 8 and Swarm 2 near Blip 5.



Strategy Roll: Space Marines (on a tie)

Devastator Detachment 1 doubles back down the road to fire ineffectively on Lictor Swarm 2.

For the first time ever, Lictor Swarm 1 uses a sustain fire order (no movement to trigger overwatch!) to peer intently at the small packages with flashing red lights on them? which reveal themselves to be a large minefield, which winds up blowing 2 of the Lictors to kingdom come! (Technically we played that wrong as Minefields are just treated as dangerous terrain for all units, and they give Blast markers too, so the Lictors shouldn?t have died there? just next turn when they moved!  *laugh*)

Undeterred by the deaths of their broodmates, Lictor Swarm 2 sustains fire to reveal Blip 5 as the cunningly concealed Vindicator Detachment, who lose their overwatch and receive a Blast marker for being revealed.  As well, due to the size of the small forest they were hiding in, they are well within the Lictors' zone of control and will have to do something about that next turn.

Genestealer Swarm 1 hotfoots on a double, but are too distracted to get a good look at Blip 4.

The Attack Swarm advances on Devastator 1 and cripples a Dreadnaught.

Assault Swarm 1 doubles towards Blip 6, keeping their distance and unable to sense what might be lurking there.

End of Turn:

Blip 2 drops its camo tarps and is revealed to be Land Speeder Detachment 2!

All Marine formations rally.

Again no Tyranids are available to be spawned.

Author:  Chroma [ Thu Nov 30, 2006 12:29 am ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Turn 3

No teleports.

Strategy Roll: Space Marines

The Vindicator Detachment advances away from Lictor Swarm 2, losing a tank to the trees, and then turns around and blasts away 1 Lictor.

Speeder Detachment 2 attempts to engage Lictor Swarm 2 in a firefight, but they can't see the spindly buggers for the trees, so they just move towards them, in support range of the Vindicators.

The Genestealers prepare to engage the Devastators, using the road to make excellent speed, but the hot asphalt is just too much for their sensitive hooves so they use their hold action to peer at Blip 4? revealing a minefield across the road and blocking access to the Marines! ?Cunning prey!

Devastator 1 sustains fire on Tyrant 1's brood, killing 1 Exocrine and 1 Malefactor.

The Tyrant attempts to return the favour, advancing on Devastator 1, but only manages to place a single Blast marker.

Lictor Swarm 2 pounces on the Vindicators and wipes them out, even with the support of the Land Speeders nearby.

Not moving a muscle while surrounded by mines, the last Lictor of Swarm 1 sustains fire to try to see what Blip 7 is, but is too far away to make anything out.

Assault Swarm 1 advances very slowly, and a forward Ravener notices that Blip 6 is actually the concealed Land Speeders of Detachment 1! ?They are revealed and receive a Blast marker.

End of Turn:

Devastator Detachment 2 pops out from behind Blip 7.



All Marine formations rally.

Attack Swarm 1 respawns an Exocrine, with the help of a Spore.





Author:  Chroma [ Thu Nov 30, 2006 12:42 am ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Turn 4

No teleports.

Wave 2 arrives.

Strategy Roll: Space Marines

Speeder Detachment 2 advances on Attack Swarm 1 and crisps a single Ravener.

Devastator Detachment 1 sustains fire on Attack Swarm 1 and kills a Malefactor.

Assault Swarm 1 engages Land Speeder 1; they lose a single Ravener, but manage to break the Marines sending 2 Speeders out of action.

Devastator Detachment 2 goes on overwatch.

Attack Swarm 1 advances back towards Speeder Detachment 2 and only puts a Blast marker on them.

Genestealer Swarm 1 marches up the right flank, deep into enemy territory.

Harridan 2 doubles forward to blast Speeder Detachment 2, but does no damage.

Attack Swarm 2 performs a road march, as does Assault Swarm 2? they're both ready for action next turn!

The lone Lictor of Swarm 1 braves the mines to engage Devastator Detachment 2, who elect not to fire on overwatch.  The Lictor takes out 1 Devastator, but is wiped out in return.

Lictor Swarm 1 leaps forward to engage Devastator 1, and Devastator 2's overwatch fire drops 2 Lictors before they arrive and the assaulted Marines make short work of the remaining creature.

The Tyrant attempts to return the favour, advancing on Devastator 1, but only manages to place a single Blast marker.

'Stealer Swarm 2 also marches towards the action?

End of Turn:

Devastator Detachment 2 pops out from behind Blip 7.



All Marine formations rally.

Tyrant 1 gets a Malefactor as does Assault Swarm 1.

Author:  Chroma [ Thu Nov 30, 2006 1:42 am ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Turn 5

No teleports.

Strategy Roll: Space Marines

Speeder Detachment 2 sustains fire on Attack Swarm 1, taking out another Ravener and 1 Malefactor.

Devastator Detachment 2 goes onto overwatch again.

Assault Swarm 2 gets down to business and engages Devastator Detachment 1.

Overwatch fire kills a Zoanthrope, a mine kills a Hormagaunt, and the Marines kill1 Ravener and another Hormagaunt while only losing 1 Devastator and 1 Rhino. ?The Marines win by "1" and take out another Hormagaunt while pushing the Bugs back.

Attack Swarm 1 attempts to sustain fire on Speeder Detachment 2, but only gets off some half-hearted shots that take out a single Land Speeder.

Devastator Detachment 1 sustains fire on Harridan 2, doing 1DC damage.

Harridan 2 advances on Land Speeder 2, blasts them all, but only takes out 1 of the flying machines.

Speeder Detachment 1 tries to advance, but holds and regroups, removing 2 Blast markers, but still leaving some behind.

Genestealer Swarm 1 engages Devastator Detachment 2, who has the support of Speeder Detachment 1. ?Despite slaughtering 1 Dreadnaught and all 4 Devastators, the Genestealers still manage to get wiped out! ?The victorious, though broken, Marines stick to cover.


Disturbed by this outcome, Genestealer Swarm 2 fails to assault anyone and just moves forward.

Attack Swarm 2 sustains fire on Speeder 2? and does no damage.

Assault Swarm 2 continues its forward march?

End of Turn:

All Marine formations rally.

The Tyranids perform some minor spawning.





Author:  Chroma [ Thu Nov 30, 2006 1:59 am ]
Post subject:  [Red Queen] Red Queen Rising Battle 9

Turn 6

No teleports.

Strategy Roll: Space Marines

Devastator 1 marches back to the cover of the hills.

Speeder Detachment 2 marches the other direction, heading for the corner.

Assault Swarm 1 tries to double, but fails, so it fires on Devastator 1, placing a single Blast marker.

The remains of Devastator 2 marshal, moving into better cover.

Harridan 2 doubles in hot pursuit of Speeder 2? it can't quite reach them with its breath, and its Bio-cannon shot go wide, placing a single Blast marker.

Speeder 1 advances on Harridan 2, but fires to no effect.

Attack Swarm 1 doubles to fire on Devastator 1, placing a Blast marker.

Attack Swarm 2 tries to do the same, but loses an Exocrine to mines (had to move in a straight line through the mines to get into range? *sigh*) so they only place a Blast marker on Devastator 1.

Genestealer Swarm 2 elects only to mill about, nothing in range for their claws.

Assault Swarm 2 just keeps on marching?

End of Turn:

Marines 12 vs Tyranids 7 - Moderate Imperial Victory

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