You said you had a Tyranid player? Here's a concept:
Bio-adaptation: Choose a weapon type. Excluding any special rules, all tyranids will retain their armor saves against that type of weapon.
Ex: Pulse (Rifles, Burst cannons, carbines, etc)
Plasma (Rifles, ion acc., plasma cannon, guns.)
Missile (Missile pod, smart missile, missile launcher, etc.)
Bolter (norma, pistol heavy)
(This rule wouldn't ignore rending, etc.)
OR
All Tyranids retain armor saves against the weapon that caused the most wounds to it the previous turn.
Tau Kill Team Mission:
Crisis "Stealth" suit testing. The Stealth moduals take up 2 support slots (could be one support slot) for a crisis suit that takes it.
Objective: Kill all stealth crisis suits before game ends.
Forces: Tau player has 3 stealth crisis suits (one team). They have to pay for the crisis suits, but the stealth attribute is free. (If you feel it is fair, they may be able to play with these rules for 15-30 points a model that takes the upgrade. Could be useful for a campaign like match style, if they succeed.)
Play for multiple people with various forces, and lots of table space.
- Set up several tables. At least one will have an artillery piece able to be captured and controlled.
- Every table as several capture points on them.
- Each player is assigned a table. They then create an army roster.
- Once the army rosters are created, deploy by normal means. However, each player may determine where and how much of their forces are on each table. (But their models will be controlled by the player at that table, for ease of game play.)
- Units in reserve may deep strike/arrive on the field to any table needed.
- If players wish to move models from table to table, they must transport them by flier. AKA: The flyer takes on the passengers, and then leaves play and goes into ongoing reserves. (Reserves probably should come in on turn two automatically. Discuss it with the group, but agree on models that provide a bonus to reserve rolls to possibly be able to make 1d3 units from reserve from in on turn one instead. Things that can delay reserves can do the opposite, preventing 1d3 units from coming in on turn two and forcing them to come in a turn later. Could be helpful to slow down reinforcements later into the game.)
- Anything with a range longer than 72 inches may shoot at targets on other tables (such as the Basilisk, seeker missiles and that nice artillery piece you have on a map).
Objective: Capture and hold as many objectives as possible during the game.
- Each table should have several objectives on them. Make them key locations in a logical sense. A bridge. A gate. A hill. A structure. (You can give structures some importance, like an ammo dump that can replenish those seeker missiles possibly?)
- At the end of each turn, each team should count up how many objectives they hold and tally them up. The team with the most points at the end of the game (either when it is called, when you want it to end, or when the rules say it should end) wins. (This means that a team that starts off strong and gets pushed back later may still end up winning.)
- All tables need to be kept in the same turn and rounds. This is key, seen as artillery may be coming in from one table to the other.
- Teams may concentrate their forces as they wish. Just recall that if you are too weak on some tables, you may lose from objective points. Fliers will be key (or any other transportation you wish to also add, especially if fliers are rare amongst your friends still. Could be as simple as walking off the edge of one table and showing up on another table the next turn... and just presume that there is a flier to pick them up and drop them off near the battle zone). Artillery will be key.
- This is the time to take the fortifications, such as the less often used landing pad. The Storm Talon Escort ability could also be especially handy too.
- Have fun. (Try to simplify the turns/tables. If you are shooting artillery from your table onto someone else, let them drop the template for you instead. If you are deep striking with a tunneling tyrannid (whom I would say could tunnel from map to map and pop out) onto someone else's table, leave instructions and let them deal with it. (I would also say, the smaller tunnelers (raveners?) could be the Tyranid way of moving from map to map... or just have "endless swarm", and have a killed off (little guys) squad respawn on another map... (Be creative!)
Edited by Tesunie, 23 April 2014 - 08:29 PM.