Friday, 6 March 2015

Scratch Built Storm Eagles

In order to prepare for an upcoming Horus Heresy campaign weekend, I need three Storm Eagles. As real life prohibits me from venturing anywhere near Forge World's crazy prices, I have instead built my own!
 
The models are made entirely from 5mm foamboard, and will be detailed with spare bitz (hatches, smoke launchers, etc) from several Chimera sprues I have left over from my Mech Squat Guard army.
 
Here they are:
 


 
The next steps are to detail the models with bitz, and then to get them painted. I will be undercoating them with Halfords' matt black primer, and then airbushing them green to suit the pre-Heresy Death Guard colours. I will then hand-paint on the ivory-white colour and details.
 
Here is what my Death Guard are looking like so far:
 
 
 

Saturday, 3 January 2015

Tyranids vs Space Wolves Campaign - Game 7

GAME 7 - MATRICIDE
 
The nerve centre of the Tyranid invasion force has been breached! The Norn Queen calls her children to defend her inner sanctum, as the fate of the Hive Nest is decided in the cold darkness of her subterranean lair…


SET-UP:

The Tyranid player places D3+2 pieces of terrain in each 2’ x 4’ section of the board.

The Imperial player then chooses board edge and deployment type.

After board edge and deployment type have been decided but before deployment itself begins, the Tyranid player should place a suitably grotesque and sizeable model to represent the Norn Queen in open ground (replacing a piece of terrain if necessary). The Norn Queen model may be placed anywhere on the table, outside of the Imperial player’s deployment zone.  

ARMY CONSTRUCTION & RESTRICTIONS:

The Norn Queen costs 200pts (and must be taken by the Tyranid player!). She has the following profile:

WS: 4   BS: 4    S: 6      T: 8       W: 8     I: 1        A: 4      Ld: 10   Sv. 2+ / 3++

Special Rules:

Psychic Shield: The Norn Queen has a 3+ invulnerable save and has the shrouded special rule.

Immobile Creature: The Norn Queen cannot move, run, charge, consolidate or make sweeping advances (or otherwise move, or be moved, for any reason!).

Psyker (mastery level 3). Powers are drawn from the Tyranid powers.

Shadow in the Warp. 

Synapse Creature (24”). 

Wargear:
Scything Talons. 

OBJECTIVES & VICTORY CONDITIONS:

Primary Objective (20pts):

The Imperial player wins the campaign by killing the Norn Queen.

The Tyranid player wins the campaign by preventing this from happening.


Friday, 2 January 2015

Tyranids vs Space Wolves Campaign - Game 6

GAME 6 – THE INNER SANCTUM

Having neutralised the alien breeding ground, the scouts of the Imperial forces discover the location of the Tyranid Norn Queen, deep underground, far below the surface of the tortured planet. Following the Scouts’ beacon, the main Imperial force thrusts a spear-tip forward through the Tyranid masses that defend the tunnel entrances to the Queen’s subterranean inner sanctum…


SET-UP:

The Tyranid player places D3+2 pieces of terrain per 2’x4’ section of the board.  

The Imperial player then chooses deployment type and board edge.

After board edge and deployment type have been decided but before deployment itself begins, the Tyranid player should place a 3” x 3” tunnel marker representing the entrance to the Norn Queen’s underground lair. This tunnel marker should be placed in open ground (replace a piece of terrain if necessary). 

OBJECTIVES & VICTORY CONDITIONS:

Primary Objective (10pts):

The Imperial Player wins by exiting at least 25% of his starting forces via the tunnel entrance. Units may exit the board by getting every model in the unit into base-to-base contact with, or onto the top of, the tunnel marker.

The Tyranid player wins by preventing this.

Secondary Objective (7pts):

‘Modified’ Maelstrom Cards (see Caledonian Uprising 2015 rules pack – thanks, Tim King!)

Tertiary Objectives:

First Strike (1pt)
Slay the Warlord (1pt)
Line Breaker (1pt) 

(NOTE: Tabling your opponent automatically gives the winner a 20-0 victory!).

OUTCOMES & BONUSES:

If the Imperial player wins, he may choose up to three units in the next game to receive the infiltrate or scout special rules.

If the Tyranid player wins, he gains an optional +2 to the roll to determine who gets first turn in the next game, and may re-roll the dice to seize the initiative (if he so chooses).  

Thursday, 1 January 2015

Tyranids vs Space Wolves Campaign - Game 5

GAME 5 - EXTERMINATION


The alien breeding ground has been discovered! During the scouring of the Tyranid back lines, a macabre grotto of alien eggs has been uncovered. If this source of new Tyranid bio-forms can be neutralised, the invasion will be dealt a killer blow. The Imperial forces push all their resources into exterminating this foul nest of xenos beasts….







SET UP: 

Place 6 large alien eggs in the middle 2’ x 4’ of the table. No other terrain is placed in this section.

The Tyranid player then places D3+2 pieces of terrain in the other two 2’ x 4’ sections.

Hammer & anvil deployment.

ARMY CONSTRUCTION & RESTRICTIONS:

None

OBJECTIVES & VICTORY CONDITIONS:

Primary Objective (10pts):

The Imperial player wins if he can destroy Four or more eggs.

The Tyranid player wins if he prevents this. 

Each egg is Toughness 8, has 4 wounds and a 2+ armour save.

Secondary Objective (7pts):

‘Modified’ Maelstrom Cards

Tertiary Objectives:

First Strike (1pt)
Slay the Warlord (1pt)
Line Breaker (1pt)

(NOTE: Tabling your opponent automatically gives the winner a 20-0 victory!).

OUTCOMES & BONUSES:



If the Tyranid player wins, he may 'recycle' one Troops unit in the next game. In that game, if a unit of Troops (but not a Tervigon!) is completely destroyed, the Tyranid player may, if he chooses, choose to place an identical unit (including any wargear or other options) at the start of the next game, as though they had arrived from ongoing reserves. 


If the Space Wolves player wins, he may choose one Tyranid unit in the next game. The Space Wolf player can choose to force this unit to start in reserve. Further, this unit arrives on a reserves roll of a 4+, rather than the usual 3+ (modifiers can still be applied, as normal). 


Sunday, 28 December 2014

Tyranids vs Space Wolves Campaign - Game 4


GAME 4 - ERADICATION

After the Space Wolves' lightning raid against the heart of the Tyranid encampments, the Imperial forces draw up reserves to begin a systematic process of alien extermination... 



SET-UP:

Place terrain randomly.  

Pitched battle deployment.

ARMY CONSTRUCTION & RESTRICTIONS:

None.

OBJECTIVES & VICTORY CONDITIONS:

Primary Objective (10pts):

Victory points – the player to destroy the highest value of his opponent’s army is awarded 10pts. Vehicles with depleted hull points and units which have suffered any unsaved wounds are worth half-points.

Secondary Objective (7pts):

‘Modified’ Maelstrom Cards

Tertiary Objectives:

First Strike (1pt)
Slay the Warlord (1pt)
Line Breaker (1pt)

(NOTE: Tabling your opponent automatically gives the winner a 20-0 victory!).  

OUTCOMES & BONUSES:

The winner of this battle has dealt a massive blow to the losing army, decimating their remaining forces and critically limiting their backfield supply chains. 

The winner gains the ability to force their opponent to re-roll any or all reserves rolls in a single turn of the next game.

Wednesday, 24 December 2014

Tyranids vs Space Wolves Campaign - Game 3


GAME 3 - INFESTATION

The Tyranid creatures are now dug in and deeply entrenched in the cities and fields of the world. The Imperial forces must strike to eliminate key strategic points in the enemy line, to break the stranglehold on their besieged lands… 

 
SET-UP:

The Tyranid player chooses and places terrain. Note – the Tyranid player’s buildings are placed at the same time as the rest of the terrain.

The Imperial player chooses deployment type.

ARMY CONSTRUCTION & RESTRICTIONS:

Tyranid player must take 3 buildings as part of his army

OBJECTIVES & VICTORY CONDITIONS:

Primary Objective (12pts):

4pts per building * occupied by at least one model in your army.

* Note – if a building is destroyed, it must be replaced by ruins. 4vps are awarded to the player who has sole, uncontested occupation of these ruins.   

Secondary Objective (5pts):

‘Modified’ Maelstrom Cards

Tertiary Objectives:

First Strike (1pt)
Slay the Warlord (1pt)
Line Breaker (1pt)
 
(NOTE: Tabling your opponent automatically gives the winner a 20-0 victory!).

OUTCOMES & BONUSES:

The winner of this game has made a critical breakthrough in the enemy lines, and now has the advantage of consolidating his own defences. In the next game, the victor of this mission gains a free Aegis Defence Line. If he chooses, he may spend points from his usual allocation to buy upgrades, as normally allowed for the Aegis Defence Line.

Sunday, 21 December 2014

Tyranids vs Space Wolves Campaign - Game 2


GAME 2 - FOOTHOLD

Having launched their invasion forces from the bio-ships of the hive-fleet, the Tyranid forces now battle to secure a beach-head on the frozen world of Svellgard. The alien hive mind directs it's forces to spread out, in a dual-pronged effort to both consume bio-mass and to safeguard their own vanguard from counterstrikes from the still-reeling Space Wolves...


 
SET-UP:

Randomly place terrain as normal.

The winner of game 1 chooses deployment type.

ARMY CONSTRUCTION & RESTRICTIONS:

None.

OBJECTIVES & VICTORY CONDITIONS:

Primary Objective (12pts):

The players are attempting to gain undisputed control of the three 2’ x 4’ sections of the board. This is achieved by having at least one model from a unit on a 2’ x 4’ section of the board, with no models from the enemy army on that section (unoccupied fortifications do not count as enemy models for this purpose).

4VP’s awarded for each uncontested 2’ x 4’ section of the board completely occupied by at least one unit in your army. A unit can only claim control of one 2’ x 4’ section (owning player’s choice if a unit straddles two or more sections).

Secondary Objective (5pts):

‘Modified’ Maelstrom Cards

Tertiary Objectives:

First Strike (1pt)
Slay the Warlord (1pt)
Line Breaker (1pt)

(NOTE: Tabling your opponent automatically gives the winner a 20-0 victory!).

OUTCOMES & BONUSES:

The winner gains, for use in the next game, either:

A one-off, optional +/- 2 to a single reserves roll,
or,
One unit may be given the Infiltrate special rule.

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