Rules

Saturday, 13 February 2016

Mini Sci-Fi Campaign - Battle 4 Part Two

The battle was fought using scenario 6 from One Hour Wargames by Neil Thomas. The layout was modified for a 6' x 4' table with a 12" grid for use with my Sci-Fi Grid-Based rules, a variant on rules from One Hour Wargames.

The Tyranid battle plan was quite simple. Leave a couple of Hormagaunt units to defend the Habitat and the rest to be used in an all out assault on the road crossing of the lava flow. The combined Space Marine and Planetary Defence Force (PDF) of the Imperium had plans to hold the crossing and counterattack on the flanks, using gaps in the flow that only they knew about and could use in the game by Imperial forces.

Battle Report

The Tyranids threw themselves against the barricaded crossing, which was treated as broken ground from a rules perspective. They lack of distance shooting capability meant the quicker they engaged the better.
The Tyranid in full swing and supported by sep-striking gargoyles
Deep-striking Raveners quickly eliminated the Basilisk within a turn of its arrival. A good start for the Tyranid hordes.

A surprised Basilisk assaulted by Raveners
A second wave of Imperial support arrived on the flank using a gap in the lava flow. Far away at the road crossing the beleaguered Imperial forces were standing firm and starting to take a toll on the attacking Tyranid units.

Imperial Support arrives on the flank (the Sergeant on top of a vehicle indicates the Tactical Squad are passengers) 
The counterattacking forces arrive with the fast Motorcycle unit attacking with all support guns blazing, thinning out the Tyranid attackers.

Space Marine units head for the Tyranid flank and Habitat objective
As the Tyranid assault was faltering under a hail of fire, the Assault Marines swooped in using their deep-strike ability to engage and eventually dispatch a Carnifex. The threat of the assault was gone.

Assault Marines put the final nail in the Tyranid's coffin
The Space Marines attempt to achieve the game's second objective of the ruined habitat. While the Warrior Prime was left trying to extract itself from the assault on the road crossing. Only to be run to ground and eliminated by Terminators and Assault Marines.

A Tactical Squad attempt to take the Habitat

Space Maine units hunt down the Warrior Prime
The Habitat was eventually taken as additional weapons were bought up to support the assault. The game ended with both objectives, the road crossing and habitat, occupied by the Imperial forces.

The final moments before taking the Habitat

Unit of the Game

The Space marine Motorcycle squad was for me the unit of the game, arriving just in time and with effective flanking fire to end any opportunity of a Tyranid victory. I almost went "Brroooom! Brroooom!" as I moved them across the table ;-)

Brooom! Brroooom!

Summary

While not the most exciting game once it became apparent the Tyranid assault was going to fail. There was interest as to whether the Tyranid Prime could extract itself and escape. However, this game prompted me to look at the attack rules and the pinning of units. As a result I updated the rules (see link on top left) to:

  • use half the number of dice for cover rather than having to roll a higher dice score; 
  • modified the to hit scores for full and heavily armoured troops; and
  • the removal of unit pinning so a double 6 on hits now stops a unit immediately counterattacking as a reaction to the attack.
This changes worked ok in the next battle which I now need to write up. It takes longer to write up the battle report than it does to play a game.

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