| Tyranids
Having established
their Hive within the subterranean tunnels of the Genesis Vale,
the Tyranids are working towards defeating their pray and consuming
all biomass in the Valley of Life.
If this is successful they just may be able to evolve enough
to scout out the rest of the planet for more biomass so they
can establish a echo-system strong enough to sustain Bio Titans
and eventually a bio nodule that can grow into the atmosphere
and evolve a Hive Ship so the Hive can seek out more pray.
But to do this they must protect their Hive and especially the
Hive-Queen for without her they are lost.
Mission:
Defend the Hive and decimate the enemy.
A Hive-tunnel-gateway is placed
in the middle of the board, within area terrain, to represent
the entrance to the Hive tunnels and the Hive-Queen. The Tyranids
must control this Hive entrance at the end of the game or their
Hive and Queen will be lost to the enemy.
To control the
Hive, a Scoring Unit (Tyranid or Imperial), capable of holding
an objective, must be within six inches of the Hive Gate, and
no Scoring Enemy Unit, capable of holding an objective, must
be within six inches of the Hive Gate when the game ends.
If these criteria
are filled and the Hive is controlled by a Tyranid or Imperial
Guard unit, the Hive is worth +100 victory points to the army
that controls it.
To try and balance
the fact that Imperial Guardsmen are forced out of their strong
side (shooting) and into the Tyranids strong side (close combat)
in this mission, other Imperial Forces may also control the
Hive, but if they, rather than the Imperial Guard, control the
Gate at the end of the game, the Objective is only worth 30
Victory points rather than 100.
If no scoring
unit is within six inches of the Hive Portal; or if it is contested
(both Tyranids and Imperials have a scoring unit within six
inches) when the battle ends, then the Hive is not controlled
and is not worth anything to either side.
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