and Battle Reports
<> Battle Summaries Part 1 <> Part
2 <> Part 3 <> Bug
Hunt 2 <> Photos
6: Bug Hunt 2 by
Back at Spring
Offensive in 2001, we participated in an event called “the
Bug Hunt,” designed by Michael Lietzke. The idea was
that each player would bring the equivalent of a Kill Team and see how
long they could survive as more and more bugs crawled onto the table to
eat them. The scenario turned out to be lots of fun and is great
for a gathering of a bunch of players, as it goes faster than an actual
game and everyone can play at the same time.
Fighting Tigers vs Tyranids
in the first Bug Hunt, a looooong time ago
This year at Counter
Offensive, I thought I would revive the scenario for the annual
Saturday night game at my house. I will provide the rules for how
I ran the game so that you can try it at your gaming store or home.
For the game I ran, we had four players: Ken Lacy with his Slaan
(proxied Tau); Bryan Layton with his Daemon Prince and Nurgle Chaos
Marines; Mel Glover with a proxied Pedro Kantor and the Emperor’s
Wolfhounds Space Marines; and Kenton Kilgore and his Dvergar
Three of the four armies
at Bug Hunt 2: Ken's brightly-painted Slaan, Bryan's winged Daemon Prince
brown-armored Plague Marines,
and Kenton's numerous Space Dwarves, in black
Each player can bring up to 900
points of Troops and HQ, within the Force Organization Chart limits (e.g.,
no more than two HQ units). The point values are to include any wargear,
weapon upgrades, character upgrades, retinues, or other modifications.
No vehicles of any type may be taken by any unit selection.
There are no restrictions on which
armies can participate—even other Tyranids can play!—but players are not
permitted to attack each other’s forces: the Bugs are so numerous that
not a single shot can be wasted. Players may, and are encouraged,
to ally with each other and work together to keep their forces alive—and
thus stay in the game—longer.
On the first turn, players select
a point on the board and Deep Strike to that point, checking for
scatter normally. Units may not assault, but may run during the Shooting
phase (as there won’t be anything to shoot at yet). Units may move
as normal for the rest of the game. Morale checks are ignored—every
man will fight to the death against an endless swarm of Bugs—because honestly,
what fun would it be to have a squad run off the board?
The Tyranids may enter the board
by one of two methods. They may only use these methods and cannot
enter from the board edge.
Method 1: Hive Node. There
will be six hive nodes placed around the board. These nodes will
allow a Tyranid unit to Deep Strike with within 6" without scattering
(all other Deep Strike rules apply). We assume for the sake
of the game that the Tyranids are burrowing up from below, following the
Hive Node's psychic signal. More than one unit may use a hive node
in a round as long as all units are able to stay within 6" of the node.
Method 2: Tunnel Entrance.
There will be three tunnel entrance markers placed on the board.
Each round, one Tyranid unit may use a tunnel entrance to enter play as
if entering from a board edge. This means the unit may move, Fleet-of-Claw
(if able), and assault on the turn it enters. Each tunnel entrance
may only be used once per round.
Hormagaunts emerge from
a building, within which is a tunnel entrance, to challenge the Dvergar.
On the left, more
Hormies Deep Strike
in to menace a unit of Ken Lacy's yellow-armored Slaan--and to munch on
The Tyranid units will enter the
board in waves. See below to determine which units are available in each
round (the waves were based on models I had available; your waves may be
different). More than one of an available unit may enter play during
a round: the list merely describes the number of figures in a unit and
how it is equipped.
Wave 1 Units. All units
in Wave 1 are considered to have “Without Number”:
Wave 2 Units:
18 Termagants w/ fleshborers and toxin
24 Hormagaunts w/ toxin sacs
6 Ripper Swarm bases
Wave 3 Units:
Zoanthrope w/ Synapse and Warp Blast
6 Raveners w/ scything talons and rending
Wave 4 Units:
12 Genestealers w/ extended carapace
and feeder tendrils
Wave 5 Units:
6 Warriors (units have a variety of
Wave 6 Units:
Hive Tyrant (may have a variety of biomorphs
and Tyrant Guard retinue, as desired)
Carnifex (may have a variety of biomorphs)
Wave 1. Ken's Yellow Squad
wonders if they can kill all those Hormies before they pounce.
Kenton's Dvergar wonder
if there will be enough Bugs to go around
A player scores one point for each
wound he inflicts on a unit. This means creatures with only one Wound
will be killed, but wounds on multi-Wound creatures will count even if
they are not dead at the time the player is eliminated. Players also
receive an additional 10 points for killing off an entire unit. For
instance, if a player kills the last Gaunt in a brood, they receive one
point for the Gaunt and ten points for the entire brood. Likewise,
if a player kills a Carnifex, they receive points for each wound inflicted
on the Carnifex as well as ten points for the creature. A player
continues accruing points as long as he has living models on the board.
Once all of their models are eliminated, tally the total number of points
the scored. The game continues until all player models have been
eliminated. The player with the highest number of points wins.
Wave 2. The Dvergar rush
the oncoming Tyranids, and Kenton keeps racking up the points
So What Happened?
I was fortunate to have the help
of Michael, the designer of the original scenario, who had brought along
all of his Tyranids to add to mine, so there was more than enough carnage
to go around. Because the Deep Strike rules kept them out
of assault when they arrived, the Tyranids had a rough going for the first
four waves, as the players manuevered their forces and unleashed all kinds
of Hell on the Bugs. I deliberately designed the scenario so that
would happen, to let the players have some easy targets and some fun before
the “hard stuff” arrived. Or, as Kenton put it, “Just because shooting
fish in a barrel is easy doesn’t mean it isn’t a good time.”
While Ken's Squad Orange
watch from atop a building, Bryan's Daemon Prince tears into a mess of
There was plenty of “shooting” indeed,
especially from the rifles of the Slaan; adjacent to them, the Dvergar
smashed their way through brood after brood of Bugs. At the other
end of the table, Bryan’s Nurgle Marines and the Bugs formed an immobile
tar pit, with the Nids piling on in a wearing attempt to grind down the
Chaos followers. Mel’s Wolfhounds fought valiantly, but they were isolated
near one corner of the table, too far to receive help from the other armies,
and were the first to fall to the Nids.
Blue-armored Emperor's Wolfhound
Space Marines form firing lines in the canyons among buildings as more
Once the Warriors started to hit
the board, the Bugs began to gain a foothold and the slaughter was on,
with the Tau suffering heavy losses and even the tough-as-nails Chaos Marines
and the grotesquely-numerous Dvergar taking serious hits. At the
end of Wave 5, at 1:30 in the morning, we all agreed to call it a game
and get some sleep.
Kenton's "Warboss" (that
fellow with the redbeard) and his "Nobz" charge the Broodlord, who had
been busy killing "Boyz"
The Dvergar were the clear winner,
scoring a massive 286 points, about as many as the other three players
combined. As I alluded to before, Kenton did it with sheer numbers:
he started out the game with 97 figures on the board:
The game was fun and exciting, and all
four players (and Michael and I) enjoyed it a lot. If you want to
give the Bug Hunt a try, have some Nid players gather their forces, get
some other players to bring 900 points each, and see just who “hunts” whom!
Painboy + 9 Nobz w/ big choppas and
‘eavy armor (Troops choice because of Warboss)
24 Gretchin + 2 Runtherds
30 Boyz w/ sluggas and choppas, including
a Nob w/ a power klaw
27 Boyz w/ shootas and 3 w/ big shootas
<> Battle Summaries Part 1 <> Part
2 <> Part 3 <> Bug
Hunt 2 <> Photos
Posted September 2009