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[Red Queen] Red Queen Rising Battle 6

 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Fri Nov 17, 2006 4:27 am 
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Well, got in another Red Queen Rising game this evening.

We played a custom "recon" encounter with the Marines investigating the goings-on deep in xeno territory... and they found big trouble! ?*laugh*





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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Sat Nov 18, 2006 8:46 pm 
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Okay, I created this EPIC scenario with inspiration from the Assault! and Hit'n'Run scenarios up on the Specialist site.

Please take a look and let me know what you think!  This game was the first playtest with it and it ran surprisingly smoothly.

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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Sat Nov 18, 2006 8:49 pm 
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Revelation - Prologue

(story to come)

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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Sat Nov 18, 2006 8:50 pm 
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Battle 6 - Revelation

Scenario:

Recon (variant) - Attacker 2000 points.

Rules Used:

All experimental rules.
Tyranids 7.1
Space Marines 1.1

Special Rules:

Up to 50% Synapse allowed.

Restrictions

No Independent creatures.
No Tyranid teleportation.
No Aircraft (local weather conditions)





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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Sat Nov 18, 2006 9:14 pm 
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Armies Used

Nomad Marine Rolling Recon - ?2000 points

(Note - My opponent didn't actually have the necessary models for this force, Attack Bikes being rather hard to come by, so we just proxied using various Marine units we actually had, so please bear with us!)

Recon HQ
Bike Detachment
5 Bikes
1 Supreme Commander

Recon Alpha
Bike Detachment
5 Attack Bikes
1 Librarian

Recon Bravo
Bike Detachment
5 Attack Bikes

Recon Charlie
Bike Detachment
5 Attack Bikes

Recon Delta
Bike Detachment
5 Attack Bikes

Recon Echo
Bike Detachment
5 Attack Bikes

Recon Foxtrot
Bike Detachment
5 Attack Bikes

Recon Golf
Bike Detachment
5 Attack Bikes

Crucio Effundo
Warhound Titan
1 Warhound

The Red Menace - ?3000 points

The Red Queen
1 Scythed Hierodule
1 Trygon

Support Group
1 Greater Synapse Node
2 Dactylis
2 Zoanthropes
1 Ravener
2 Termagants
1 Carnifex (Venomspitter)

Attack Group
1 Hive Tyrant
4 Carnifex (Venomspitter)
1 Exocrine
2 Zoanthropes
3 Raveners

Assault Group 1
3 Tryanid Warriors
3 Raveners
3 Gargoyles
2 Hormagaunts
2 Termagants

Assault Group 2
3 Tryanid Warriors
3 Raveners
3 Gargoyles
2 Hormagaunts
2 Termagants

Infiltration Group 1
2 Zoanthropes
2 Biovores
1 Carnifex (Venomspitter)
2 Termagants
1 Ravener

Infiltration Group 2
2 Zoanthropes
2 Biovores
1 Carnifex (Venomspitter)
2 Termagants

Infiltration Group 3
1 Lesser Synpase Node
3 Termagants





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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Sat Nov 18, 2006 9:16 pm 
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Setup

4'x'4 table.

Deployment

The Support swarm was setup as the picket formation and all concealment counters were placed as shown:

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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Sat Nov 18, 2006 9:53 pm 
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Turn 1

No teleports.

Strategy Roll: Space Marines - automatic

Recon Bravo advances up the left flank and scans Blip 1, easily detecting Assault Group 1, which seems surprised to see them!

The Greater Node stays on overwatch with no targets in line of site.

Recon detachments Charlie and Delta both advance on Assault Group 1, moving close with heavy bolters blazing, but manage to score no kills.

Revving up their engines, Recon Alpha moves to engage Assault Group 1 in a firefight, with the massed support of Recon Bravo, Charlie, and Delta!  They Tyranids counter-charge, drawing Bravo and Charlie into the fray.

Charlie loses 1 Attack Bike, while Bravo loses 2, but the Marines push back the Tyranids, taking out 3 Gargoyles, 2 Hormagants, and 2 Raveners.

Recon Echo, Foxtrot, and Golf double up the far right flank, looping around the enemy position, but not bringing their sensors to bear.

Recon HQ doubles up over the hill on the right flank and also neglects to scan the nearby enemy pockets.


Crucio Effundo advances and unloads everything on Assault Swarm 1, taking out 1 Hormagant and 1 Termagaunt?

End of Turn:

With the help of the Supreme Commander all Marine formations rally, thought 1 Blast marker remains.

Assault Group 1 respawns 3 Gargoyles, while the Support Swarm fails to spawn.

(I snapped the picture for the End of Turn shot after I'd deployed my Attack formation, so that's why it's in the picture.)

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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Sat Nov 18, 2006 10:20 pm 
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Turn 2

Blip 2 reveals itself to be the Carnifex heavy Attack Group! (The one time my Carnifex are in the perfect position for an assault? and I wind up taking Venomspitters instead of Screamer-Killers? let's just say, it made a big difference!)

Strategy Roll: TYRANIDS!!!

With a roar of rage, the Hive Tyrant leads its Attack Swarm into an assault against the intermingled Recon Alpha, Bravo, Charlie and Delta!!!

The Tyrant is the only thing to die in the first round of combat? *SIGH*, but the fight goes on!  In the end, Recon Alpha is wiped out and Recon Bravo loses another Attack Bike, but only the Carnifex survive for the Tyranids.  The Marines win by "2", and the Carnifex quickly go to ground.

The Warhound sustains fire on the slightly regrown Assault Swarm 1? and kills a single Gargoyle.

Assault Swarm 1 responds by launching a long range assault against Recon Bravo.  Bravo loses another bike and breaks, but the Marines still win, the support fire of the other Recon units and the Titan killing everything but the Tyranid Warriors, who try to move into cover.


Recon Charlie advances to flank the surviving Warriors, catching them in a crossfire with the Warhound? they score three accurate hits, but the Tyranid beasts make a remarkable 3 saves!  (Oh boy was my opponent pissed by that!  *laugh*)

The Support Swarm finally gets into the action by sustaining fire on the Recon HQ.  One Bike is trashed and the detachment suffers a total of 3 Blast markers.

Recon Delta decides to get revenge by engaging Assault Group 1 with a whole lot of support.  They manage to wipe out the Tyranid Warriors, but do suffer one casualty in return.

Recon Echo doubles around the backfield to scan Blip 5? and reveals it to just be a sensor ghost, no enemy activity found!

Recon HQ doubles forward to scan Blip 4 and uncovers Assault Swarm 2!

Recon Golf advances to fire on the newly revealed Tyranids and takes out 1 Gargoyle.

With a lot of support, Recon Foxtrot engages Assault Group 2, who counter-charges into Recon HQ!

In a fierce fight the Tyranids lose 1 Warrior, 1 Ravener, 1 Termagant, and 2 Hormagaunts, but Recon HQ loses 2 Bikes and Foxtrot loses 3 Attack Bikes, the Marines are pushed back in disarray!

End of Turn:

Again, all the Marine formations rally.

The Support Swarm respawns an Exocrine and a Gargoyle, while Assault Group 2 gets a Zoanthrope!

(In the excitement of what was to happen next, I forgot to snap an End of Turn shot!)

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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Sat Nov 18, 2006 10:35 pm 
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Turn 3

RED QUEEN!  RED QUEEN!  RED QUEEN!  With an earthshaking roar, Blip 3 reveals itself to be the Red Queen!



Strategy Roll: Space Marines

Recon Golf promptly marches off the battlefield.

Recon Echo continues its circuit around suspected enemy positions and scans Blip 6? again finding nothing. ("Hey brothers, I don't think there's any enemy around here at all," says the clueless sergeant!)

Assault Group 2 engages Recon HQ and only loses a single Ravener while scattering the Marine Commander and his companions.

The Red Queen strides over the hill to engage Recon Foxtrot and wipes them out with Her psychic blasts.

Recon Bravo marches off the battlefield.

Recon Charlie marches off the battlefield.

The Support Group moves its broods forward, advancing on Recon Delta destroying 1 Attack Bike and inflicting 3 Blast markers.

Recon Delta then marches off the board.

Crucio Effundo sustains fire on the Support Group, taking out 1 Dactylis, 1 Exocrine, 1 Gargoyle, and 1 Zoanthrope!

End of Turn:

No onboard Marine detachments need to rally.

The Support Swarm respawns a Dactylis and a Gargoyle, Assault Group 2 gets a 2 Raveners, and the Red Queen doesn't feel like spawning at the moment.

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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Sat Nov 18, 2006 10:48 pm 
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Turn 4

No revelations.

Strategy Roll: Space Marines

Recon Echo keeps on trucking rounding the left flank on a double and scanning Blip 8 to reveal the small and ineffective Infiltration Group 3.

Feeling he's done his duty, the Princeps marches Crucio Effundo off the battlefield.

Not wish to see Her prey escape, the Red Queen doubles across the hills, losing the Trygon in the process! ?Her bio-cannons pummel Recon Echo, trashing 2 Attack Bikes.

The Support Group then sustains fire on Recon Echo, taking out another 2 Attack Bikes. ?The Marines break, but just can't quite escape the battlefield?

End of Turn:

Recon Echo fails to rally and leaves the battlefield?

Space Marines: 20 vs Tyranids 16 - Narrow Imperial Victory

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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Sat Nov 18, 2006 11:43 pm 
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WOW - this campaign is turning out great. The scenarios look like loads of fun, and this new Recon is a whole different kind of play.

Now that the Red Gueen has revealed herself, the true nature of the threat is revealed. What will the Imperials do? Surgical strike? Call in the battle fleets? Exterminatus?

Tune in next week to find out!





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 Post subject: [Red Queen] Red Queen Rising Battle 6
PostPosted: Mon Nov 20, 2006 10:39 pm 
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As usual, thanks for the Batrep Chroma.

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