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[Red Queen] Red Queen Rising Battle 7

 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 4:40 am 
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Got in the 7th Red Queen Rising game this evening and it was a doozy!

Another new mission, a "Cleanse" variant, with lots of action... Titans made their IG debut as well!

I'm very tired, long day and long game, but details should be up tomorrow!

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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 9:49 am 
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We look forward to it...

Does this mean we might see Queen on Titan action at some point soon.

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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 10:31 am 
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But I can't wait until tomorrow! ;)

Looking forward to it Chroma!

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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 1:30 pm 
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(Enderel @ Nov. 23 2006,08:49)
QUOTE
We look forward to it...

Does this mean we might see Queen on Titan action at some point soon.

Hey all!

I'm discussing a possible AMTL vs Tyranid Bio-Titan match for the campaign, but it might be a bit too much... and if the Red Queen is killed (like all the Titans wouldn't just focus on Her!) it kind of ends the campaign, we're not sure.

But I'll keep you apprised!

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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 1:55 pm 
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(Chroma @ Nov. 23 2006,12:30)
QUOTE

(Enderel @ Nov. 23 2006,08:49)
QUOTE
We look forward to it...

Does this mean we might see Queen on Titan action at some point soon.

Hey all!

I'm discussing a possible AMTL vs Tyranid Bio-Titan match for the campaign, but it might be a bit too much... and if the Red Queen is killed (like all the Titans wouldn't just focus on Her!) it kind of ends the campaign, we're not sure.

But I'll keep you apprised!

It's not the end if she dies, it just means that her brood daughter (sub command what ever you want to call it) has to evolve faster to continue the battle...  :D

Like an old B Movie with the creature never dieing or getting offspring to carry on their dastardly work!

Maybe reduced powers or more powers depending on the out come for the offspring.

Imperial win, kill Red Queen- The daughter is stronger and more powerful as Tyranid evolution recognises the weaknesses.  Horde has to be bought back under control.  Extra mission?

Imperial win, Red Queen survives - daughter wakes and has reduced stats, Hive mind recognises that they need to have more synapse ability in battle.

Tryanid win, Queen still alive, daughter kept in status (possible marine strike mission?)  hive mind tries to let full evolutionary process go ahead.

Tyranid win, Queen dead, extra mission to bring the horde back under control..

Just some thoughts / ideas!

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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 3:30 pm 
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Infestation - prologue

Story to come.





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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 3:36 pm 
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Battle 7 - Infestation

Scenario:

Cleanse (variant) - 3000 points.

Battlefield divided into nine sectors.

Higher Strategy Rating picks one sector and "half" an adjacent sector as deployment zone, opponent deploys in "opposite" areas.

Only unbroken formations over half-strength may claim/contest a sector.

Only Tyranid Synapse and Independent Creatures may claim/contest sectors.

Rules Used:

All experimental rules.
Tyranids 7.1

Special Rules:

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

Restrictions

1d6 Commissars





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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 3:41 pm 
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Armies Used

Imperial Guard Heavy Armour Battalion - 3000 points

Regimental HQ
1 Commissar
1 Hydra
7 Chimeras

Superheavy Tank Company
2 Baneblades
1 Shadowsword
1 Commissar

Mechanized Infantry Co 1

Mechanized Infantry Co 2

Tank Company
9 Leman Russ
1 Vanquisher

Warhound Titan Battlegroup
2 Warhounds

Tyranid Urban Infestation - 3000 points

Hierophant

Attack Group 1 - (Favour of the Queen)
1 Hive Tyrant
1 Haruspex
1 Malefactor
2 Exocrine
2 Zoanthropes
3 Carnifex (Venomspitter)
1 Ravener

Attack Group 2
1 Hive Tyrant
2 Dactylis
4 Carnifex (Venomspitter)
2 Zoanthropes
1 Ravener

Assault Group 1
3 Tyranid Warriors
2 Zoanthropes
1 Biovore
5 Raveners
3 Gargoyles
3 Hormagaunts
7 Termagants

Assault Group 2
3 Tyranid Warriors
6 Raveners
3 Gargoyles
3 Hormagaunts
6 Termagants

Reserves

4 Infiltration Groups

Lictor Swarm
4 Lictors

10 Mycetic Spores

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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 3:55 pm 
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Deployment

Tyranids kept the Infestation Groups and the Lictor Swarm in reserve.

Imperial Guard choose Sector 1 and half of Sector 2 as their deployment zone, while Tyranids deployed into Sector 9 and half of Sector 8.

Deployment as shown:

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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 8:39 pm 
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Turn 1

No teleports.

Strategy Roll: Imperial Guard

(Here I discover I've made a terrible deployment mistake.)

The Leman Russ Tank Company advances into a long firing column and unloads their Battle Cannons on the easily in range Hierophant. ?

Six shot strike home? and the Bio-Titan proceeds to make six saves. ?*WHEW!*

Attack Swarm 2 sustains fire, dropping spores on Mech Company 1 sending 2 Guardsmen down fits of coughing and choking.

Mech Company 1 marches, spreading itself thickly into cover in Sector 3.

Assault Swarm 1 marches, spreading tendrils through Sector 6.

The Mech HQ doubles forward and hoses down Assault Swarm 1 with massed firepower? killing 2 Termagants.

Attack Swarm 1 advances through cover, pouring macro-weapon fire on the Mech HQ? killing a single Guardsman.

The Superheavy Tanks double down the road and fire on Attack Group 1. ?The Favour of the Queen saves a Carnifex from the Volcano Cannon, but one of the swarm's Exocrine is taken out by Lascannon fire.

Assault Swarm 2 doubles forward and gets a single shot at the Russ Company, placing a single Blast marker.

Mech Company 2 doubles on Assault Swarm 2 and kills 1 Gargoyle and 1 Hormagaunt.

The Hierophant roars and doubles from cover to cover, blasting both the Russ Company and Mech Company 2 with green fire? which does no damage.


Finally making their move, the Warhound pair advances on the Hierophant, letting loose with everything and do 2DC damage?


End of Turn: All Imperial formations rally, but some Blast markers remain.

The Hierophant regenerates 1DC of damage, while all the other swarms spawn back most of their casualties?





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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 9:01 pm 
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Turn 2

Lesser Node 1 pops up in some ruins in Sector 7(G).

Strategy Roll: Imperial Guard

The Warhounds hold their ground and sustain fire on the Hierophant, doing 1DC and a critical that inflicts another DC damage.

Mech Company 2 hesitates, but then pours fire on the Hierophant, sustaining to do 1DC damage? and *another* critical 1DC? the mighty Bio-titan is hovering at 1DC.

With a bellow of fury mixed with pain, the Hierophant charges the Warhounds! ?
Warhound 1 is sheared in two through the waist by the claws of the hulking beast (-3DC), while the other manages to get off a shot through the monstrosity's frontal carapace doing the final 1DC of damage. ?Warhound 2 suffers 2 more DC of damage and a critical, which causes it to stumble into the dying corpse of the Hierophant, and it suffers another DC of damage to collapse in a heap of metal and meat? (WOW! Now *THAT* was a Titan fight! ?No survivors!) All the formations in support range merely stare in awe at the carnage.

Assault Swarm 1 engages Infantry Company 1, using the nearby buildings to shield it from Imperial support fire. ?The battle is almost over before it has begun as only 4 units of Guardsmen survive to flee the Tyranid horror. ?The swarm has only lost 1 Hormagant and 2 Raveners.


The Mech HQ advances on Attack Swarm 1, blasting away 1 Ravener and 2 Zoanthropes.

The Superheavies follow-up by advancing up the road and also firing on Attack Swarm 1; the Queen's Favour doesn't help this time as a Carnifex and an Exocrine are killed.

Attack Swarm 2 sustains fire, catching both the Superheavies and Mech HQ under their spore clouds? and again does no damage.

Assault Swarm 2 tries to emulate its sister swarm and rushes to engage the Tank Company and Mech Company 2. ?It doesn't go so well for the Tyranids this time: they manage to take out 2 Chimeras and a single Leman Russ? while the Bugs lose 3 Raveners, 3 Hormagaunts, 3 Termagants, and a Gargoyle! ?(The IG won by "5"!) ?The surviving Bugs flee for cover.


The Russ Company doubles around the Cathedral to fire on Attack Swarm 1, but does no damage.

Attack Swarm 1 advances to put the Russ Company in a crossfire with Assault Swarm 2, losing a Carnifex to a pothole in the process? as well as doing no damage. ?*SIGH*

Lesser Node 1 goes onto overwatch, even though it has no Brood?

End of Turn:

The Tank Company and Superheavies rally, while Mech Co 1 stays broken.

Attack Group 1 uses a Mycetic Spore to spawn back an Exocrine and 2 Hormagants.

Assault Group 2 uses a Spore to get a Zoanthrope, a Ravener, and a Gargoyle.

While Lesser Node 1 get a Carnifex and a Ravener.





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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 9:18 pm 
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Turn 3

Lesser Node 2 sprouts up in the ruins near the Tank Factory in Sector 1.

Strategy Roll: Tyranids

Assault Group 1 engages the intermingled Superheavies and Mech HQ, but it seems the Tyranids have lost their edge as they do a single DC of damage to the Commissar's Shadowsword? the Imperials gun down or crush 3 Raveners, 3 Termagants, 2 Hormagants, and 1 Gargoyles.  (Again, the Guard won by "5"? dang Commissars!)


Attack Group 1 sustains fire on the Leman Russ Company that is still in a crossfire situation? 3 Russes are taken out, they have 5 Blast markers? and six survivors? not broken yet!

The Superheavy Tanks sustain fire on Attack Group 1? killing 1 Hormagant? the Favour of the Queen again saving a Carnifex!

Deciding to get a little dirt on his fatigues, the Commander of the Mech HQ orders a firefight assault against Attack Group 1.  The return fire cripples 1 Chimera, but the massed armaments of the Imperial Guard wipe out the pocket of Tyranids.

Warrior 2 sustains fire on the Russ Company, taking out one and breaking the remaining tanks who flee towards Sector 1.

Attack Group 1 tries to sustain fire again, but fails, doing enough to place another Blast marker on the Mech HQ.

Mech Company 2 is going nowhere, despite the orders of the Supreme Commander, and fire ineffectively at Lesser Node 2.

Lesser Node 2 goes onto overwatch.

Lesser Node 1 stays on overwatch?

End of Turn:

The Tank Company and Mech Company 1 fail to rally.  The Russes flee to the Tank Factory.


Attack Group 2 gets an Exocrine and a Gargoyle.

Lesser Node 2 gets a Zoanthrope.

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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 9:32 pm 
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Turn 3

Node 3 appears in the ruined Cathedral of Sector 4 while Node 4 burst up through some ruins in Sector 8.


The Lictors show up in cover right on the edge of Sectors 2 and 3.


Strategy Roll: Imperial Guard.

Mech Company 2 engages the newly revealed Lesser Node 3? neither side scores any hits? both have +2 to the resolution roll? the Guard wins by "1", taking out the Node and securing Sector 4.

Attack Group 1 sustains fire on the Mech HQ, wrecking 2 Chimeras and killing 2 Guardsmen and keeps control of Sector 9.

The Superheavies head back to where they started on an advance, contest Sector 2, and blow away Node 2's Zoanthrope.

The Lictors prepare to engage the Superheavies, but think better of it, and shuffle about to maintain a contest in Sector 2.

The Mech HQ advances, spreads out through the Cathedral of Sector 5, takes a pot shot at Node 4? and kills it!

Assault Group 2 doubles to reclaim Sector 8, and destroys two of the Mech HQ's Chimeras.

Assault Group 1 strengthens its grasp on Sector 3 and fires on the Superheavies.  A Warp Blast strikes a weak spot on the rear of the Shadowsword and explodes in a huge ball of flame? the formations suffers from a total of 5 Blast markers? 1 too few to break it?

The surviving two Lesser Nodes maintain their control over Sectors 1 and 7.

End of Turn:

Unclaimed: Sector 6
Contested: Sector 2
Imperial: Sectors 4 and 5
Tyranid: Sectors 1, 3, 7, 8, and 9

Imperial Guard 2 vs Tyranids 5 - Major Tyranid Victory

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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 10:06 pm 
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(Enderel @ Nov. 23 2006,12:55)
QUOTE
Just some thoughts / ideas!

Those are some great ideas, I'll bounce them off the other players and see what we can do.

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 Post subject: [Red Queen] Red Queen Rising Battle 7
PostPosted: Thu Nov 23, 2006 10:41 pm 
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Nice fight Chroma! Cool pics too. I really like the city fight terrain you guys have.
BTW did you get my PM?

Cheers!


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