Slow The Swarm

The few Marines had penetrated deep into the Hulk beyond the initial boarding perimeter. Each looked grim as their sensoriums burst to life with massive amounts of fast moving blips, all converging on their location. However, they were not to retreat. There was no way that they could relinquish the tactical advantage of their forward position. Their orders were clear; slow the swarm and buy precious time for the Terminators to arrive. C.A.T units reported the approaching swarm was only the vanguard of the enemy, their own leaders were lumbering further behind. The swarm could not be allowed to breach the sector and run unchecked into the advancing Terminators. Without the full heavy support of the Terminators, the boarding action would fail.

The Marines stood ready and were poised to hold their defensive positions against the swarm. Then the rush began, Bolters screamed shells of death, tearing into the first ranks of Genestealers. For every Stealer killed, two more were bursting from behind with charging fury.

OBJECTIVES

The Marines are trying to buy time for the Terminators by killing as much of the initial wave of the swarming Tyranids as possible. They are desperately defending the Exit Areas from any swarm creatures escaping towards the Terminators.

The Tyranid player is trying to exit the sector so he can swamp the unprepared Terminators as they approach. However, he is also trying to minimalise his casualties so that his ambush force is strong enough to take on the Terminators.

FORCES

Marines
The Marine player has 18 Points to spend on his Force. He may ONLY purchase POWER ARMOUR Marines. They were able to strike deeper into the Hulk with the slower moving Terminators closing in from behind.

Tyranids
The Tyranid player uses the Expanded Blip set. No Ambush Blips are allowed. Numbered Blips are normal Genestealers. Refer to the table below for the lettered Blips.

Blip

Model

A 1 Termagant with Devourer
B 1 Termagant with Devourer
C 1 Termagant with Devourer
D 2 Hormagaunts with Small Scything Talons
E 2 Hormagaunts with Small Scything Talons
F 2 Hormagaunts with Small Scything Talons
G 3 Termagants with Fleshborers
H 3 Termagants with Fleshborers
I 3 Termagants with Fleshborers
J 3 Termagants with Fleshborers

DEPLOYMENT

Marines
The Marines set up by squads in the marked blue rooms. All members of the same squad must be in the same room at the start of play.

Tyranids
The Tyranid player does not have any starting blips. He receives 5 reinforcement blips per turn.

The Marines move first.

SPECIAL RULES

Each of the 5 reinforcement blips must start at a different entry area. Blips are not allowed to lurk. Each blip MUST enter play on the turn that it is placed, even if there is a Marine within 6 squares. If the blip can't enter play (flamer effect marker), then it is lost. Lost blips do not count towards the Marines' kills.

VICTORY

The game immediately ends in a Marine victory as soon as the Marines have killed 40 swarm creatures. The Marines have been able to slow the progress of the swarm long enough for the Terminators to arrive.

The game immediately ends in a Tyranid victory as soon as one of the swarm creatures manages to escape. The Terminators will be ambushed as they approach the sector.

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Last revised: November 12, 2005.