APOC-ECLIPSE
War-gaming so big it will block out the sun!
Updated: 11/18/2009
The
Check out the Gallery, the Time
Lapse Video (8MB .avi), and Randall’s video1 (5MB
.mov), video2
(5MB .mov), and video3
(5MB .mov).
Results: Game called after Eldar turn 3 due to
time. Imperial victory from objectives
held.
Conclusions:
Matt P:
1) Three turns is not enough
for any game, especially a narrative scenario.
2) We need to start playing
before noon. 10 hours is a good target
game length. If we can't do 10 hours, we
need to revise our plans.
2a) We could have set up on
Friday and tore down on Sunday. I take
full responsibility to not setting up the tables on Friday.
2b) Simultaneous, timed
deployment is crucial. If you are the
type of person who would take advantage of simultaneous deployment, then maybe
you are playing with the wrong group.
3) -1 on the damage table for
flyers seemed to work OK. No one
complained about the flyers being impossible to kill, especially since they now
can have Penetrating Hits. I think each
of my Eldar flyers took a reasonable amount of fire before being destroyed,
somewhat appropriate for their point values.
4) It is nice to have a
centerpiece model in your army. At least
I got to shoot the Star Dragon Grav Tank once.
5) There is an advantage to
shooting one unit at a time. If you kill
your target with unit #2, then unit #3 can shoot at something else. Unfortunately, this approach also takes a
very long time. We need to work on some
level of group abstraction for multiple similar units (such as Dreadnoughts,
Wraithlords, or even tactical squads.
5a) Same goes for assault,
movement, and shooting *at* multiple similar units.
6) Need to remember to print
out my Apocalypse cheat sheets like I always have. Turns out I have no idea what a Penetrating,
Destroyer 3 is on the super heavy chart...
7) People like Danny's
BBQ. Sometimes things just work out.
8) The TechShop got a lot
more happy that we were there when we showed them all that was done for our
game from their tools. Made for a good
tour stop.
Matt J:
9) Infantry. I'm the
most guilty as I have NO apocalypse units, just formations. But I think we all should make sure we're
bringing infantry models that we can "handle" in a timely
fashion. I had just about 10k of stuff this time around. Only about
1200 of that was paying for formations, so the other 8800 was infantry and
tanks. It was too much for me - thank God 90% of it stayed in transports
the whole time (I could barely handle THAT!).
9a) I'd like to see more
people come up with formations to make good use of their infantry. New vocabulary word for the day -
"Boilerplate". That's taking something existing and modifying
it appropriately for the task at hand. Example: 2 of the 6 Eldar Phoenix
Lords have a formation based around them. Why not take one, sub-in a
different phoenix lord and appropriate units, and then 'tweak' the strategic
assets/"funky powers" that come with it to reflect that
Lord's/Aspect's style. Another example, there's the Chaos formation with
Abaddon, 4 Chaos Lords, and a squad of Terminators (Lords of the Black
Crusade?). Cool formation (used it in the last MB). Take that, and
if you are IG, or Tau, or Orks (or whatever) - sub in your own named special
character, 4 ICs, and "Veteran Unit". Say, for example, take a
named Librarian, 4 "Upgraded" Librarians, and a squad of
"Regular" Librarians.
Randall:
10) Battlefield Area - As we
grow the game from 100k to 120k to 150+ points we need to be sure to grow the
square footage of the gaming area. And that
growth should be more in increasing the length of the battle line rather than
the depth of the field. Other than
artillery and super-hvy weapons any figure starting more than 3' from the enemy
isn't going to have much impact. Double timing helps, but having 4 or 5 units
deep waiting to get to the front isn't fun either. Likewise, lots of
deepstriking units isn't a help when the enemy unit density is so thick that
there is no legal place to land.
11) Objective Diving - We
didn't get that far, but it looked like we were heading towards a last turn
where everyone was going to deepstrike or dive as many units as possible onto
the objectives in a last turn effort to control or contest. It would be pretty annoying to have
undisputed control of an objective for the entire game, just to have a
landspeeder contest it by successfully deepstriking within 3" on the last
movement phase. We should enforce the
rules requiring that all Reserves must be committed by turn three in order to
reduce this and look at accumulating victory points to eliminate the usefulness
of it.
Steve S:
12) To add more to Randall's
#10, Maybe we could devise a forumula or rule-of-thumb that states the
deployment area would be x sq ft per 1000 points. Or Something similar.
13) I think in the future it
would work better if the deployement zones are positioned better to get folks
"stuck in" sooner. It didn't register as we were looking at the
deployment diagrams before the game, and how the scenario was going to work,
but what we had were 2 small (for the number of units)deployement zones for the
attackers. Of course we had the "Titan mover", warp gates,
and deep strike, but as Randall pointed out, there was no where to deep strike
(or infilitrate for that matter), that didn't already have a ton of enemy
models on it. As far as I could tell, all attacking infiltrators deployed
in, or right next to their own deployement zone, and there just weren't very
many holes to drop deepstrikers in, which caused multiple rolls on the mishap
table.
Hindsight being 20/20, an
"H" style table would have been good. Defenders in the middle
and attackers coming from both (all?) sides.
14) Space, no not the final
frontier, the area we play in. We've played our big games in lots of
places. I liked the Techshop conference room really. I think we
might have been better served, moving the whole shindig a little further away
from the wall to allow better access. I think Steve W. was stuck in that
one spot for a really long time!!! However, with the vast number of
points/models, a larger area may be more beneficial in the future.
15) One other thing I thought
of after the event, and it sort of goes along with Randall's "objective
jump." One of the best features of our narrative games in the past
was the "personal objectives." Even if it was something small
like get units to a specific point, or destroy a specific type of enemy unit, I
always found having that individual personalized objective to be very fun and
interesting, and set our game a step above a huge game of WH 40k.
And I realize this was a different scenario, but I agree that
maybe cumulative objective scoring would be something to look at again.
(OK we lost horribly with only scoring them once, how bad would it have been
with the Imperials getting 3 times the score for sitting on the objectives to
start with?).
Imperial |
Army |
Points |
Specials |
Super-Heavies |
Flyers |
SH SP's |
Curt F |
SM & GK |
8000 |
Battle Company, WW Supp Force,
Artemis, Haven CMD Rhino, White Sword |
|
|
0 |
Robert |
SM |
15000 |
Armored Spearhead, Masters of
Chapter, Land Raider Terminus Ultra, Calgar, Tigurius, Telion, Chronus |
3 Reaver Titans, Shadowsword |
|
21 |
Randall |
SM |
8800 |
Battle Company, WW Supp Force, Damocles
Rhino, Hyperios Whirlwinds, Brother Sgt. Kronos |
Thunderhawk |
Thunderhawk |
3 |
Jerry |
BT |
12000 |
|
3xWarhounds, 2xShadowswords,
Reaver |
|
21 |
Steve W |
Dark Angels |
16000 |
Titanhammer Terminators, WW Supp
Force, Masters of the Chapter, Deathknell Orbital Strike, Azrael, Belial,
Sammael, Ezekial, Whirlwind Hyperios, Damocles, Mortis Dread, Chaplain Dread |
Stormlord, Stormblade,
Hellhammer, 2x Paladin Knights |
|
13 |
|
Total Pts |
59800 |
|
|
SP Total |
58 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Xenos |
Army |
Points |
Specials |
Super-Heavies |
Flyers |
SH SP's |
Matt P |
Eldar |
20000 |
Cloudstrike, Sunstorm, Feugan,
Yriel |
Phantom, Warlock, Towering Destroyer
Knight, Revenant, 2xScorpions, 2xTempest, Cobra, Vampire, Star Dragon Grav
Tank |
Vampire, Pheonix, 2xNightwing |
43 |
Matt J |
Eldar |
10000 |
Karandras, Cloudstrike, Aspect
Assault Wave, Shadow Sect, Vortex Grenade, Karandras, Jain Zar, Asurman |
|
|
0 |
Jeff |
Tau |
7000 |
|
Manta, 4xTigersharks |
Manta, 4xTigersharks |
18 |
Jonnie S |
Tau |
7600 |
Hammerhead Squadron, Kroot
Mercenaries, Armoured Interdiction Cadre, |
|
Barracuda |
0 |
Scott |
Eldar |
10200 |
Ulthwe Strike Force, Maugan Ra,
Eldrad Ulthan, Baharroth, Harlequin Solitaire, Avatar |
Phantom, 2xTempest |
|
12 |
Steve S |
IG, SM, DH |
10000 |
Defender Sentinel |
Guardian Sentinel |
|
3 |
|
Total Pts |
64800 |
|
|
SP Total |
76 |
Scenario Brief
o
Setting:
Large Imperial Military Base
Imperium: When the Imperials first
came to this planet they discovered the remnants of an ancient civilization obviously
abandoned thousands of years ago. Through the grace of the Machine God, the
tech adepts managed to re-activate some of the dormant alien power generators
which then facilitated a quick and safe colonization amongst the ruins. Some
minor probing from the occasional Tau expedition not withstanding, there have
been remarkably few issues. Once the standard Imperial defenses were set up,
the tech adepts were even alloted time to continue research on the ancient
technology.
o
Tau: This
planet is a disruption of the Ethereals' carefully constructed plan of
expansion. Acting as the hub to the great wheel, the planet must be brought
into the Tau Empire. The gue'la forces have dismissed our offers of peaceful
unification and must therefore be removed to make way for the next step.
o
Eldar: Only
the short-sighted mon-keigh would dare to settle on a beautiful maiden world
scheduled for colonization in seven or eight short centuries, and they dare to
do so in the deactivated control piazza is nothing short of an insult. Worst
yet, the primitive creatures are stumbling around the activation nodes for the
"shadowed gateway," a massive access point to the web way capable of
transporting even the largest war machines of Vaul through space as well as
time. The strands of fate have shown that an offer of assistance to the
fledgling Tau will be the most efficient route to the cleansing of the planet.
Once the mon-keigh are gone, the Tau can be lead down a proper path.
Victory Conditions:
o
Imperial:
Hold the base
o
Tau: Claim the
base
o
Eldar: Claim
the power generators and hold the activation nodes
Deployment:
o
Imperial: No
titans start on the board. Reserves yet to be decided.
o
Tau/Eldar:
No titans start on board. Super heavy
tanks of 3 structure points or less may start on the table. Any units can be
put in reserve.
Shadowed Gateway/Titan Mover:
1.
The Eldar can
reactivate a node by bringing a psyker within range and passing a psychic test.
Once all three nodes are activated, the Eldar can use the gateway (deep in the
city area) as a new table edge. The goal is to be able to activate all nodes
during turn 1 so the turn 2 reserves can come in through the gateway.
Planetstrike Terrain: Data
sheets here.
o
Additional Rule: The Imperials are still in the process of
linking the power generators into their energy grid. Super Weapon Emplacements with Destroyer
strength may fire in turn 1 on a D6 roll of 4+.
This roll is automatically passed if there is a friendly “tech” unit in
base contact during the shooting phase.
(Tech unit = Tech Marine, Techpriest, Bonesinger, Big Mek, etc.)
Rule Modifications/Clarifications:
1. Damaging a
Super Heavy:
a.
Infantry, Beasts
& Cavalry, Artillery, and Bikes are unable to inflict anything worse than a
Glancing Hit to a Super Heavy Walker in close combat. Note that this excludes Vehicles, Monstrous
Creatures, Jump Infantry, and Jetbikes.
b.
Any weapon or
ability that causes an “auto-shaken” result instead results in a single “Gun
Crew Shaken” result.
2. Ranges: Any ability
that has ‘unlimited’ range in a standard Warhammer 40,000 game has a range of
96”. Abilities that have unlimited range
in Apocalypse battles retain their unlimited range
3.
Claiming Objectives/Scoring Units:
a.
Any squad at or
above 50% starting unit strength as long as they are not fleeing. Multi-wound models count as whole models
regardless of number of remaining wounds.
b.
Any vehicle that
is not Immobilized or Wrecked.
c.
Units that would
otherwise qualify as one of the above but are specifically stated as being
non-scoring in their codex entry (such as swarms, Death Cult Assassins,
Biovores, etc.) are NOT scoring units.
4.
Modifiers to Vehicle Damage Table:
a.
AP1 weapons get a
+1 on the Super Heavy Damage Table. This
is cumulative with other bonuses.
b.
AP- weapons get a
-1 on the Super Heavy Damage Table. This
is cumulative with other bonuses.
5. Destroyer
Cover Saves: Heads
DOWN!: If a unit is in cover and wounded
by a ranged weapon with the Destroyer special rule the unit can choose to gain
a 6+ cover save vs. the weapon in exchange for being Pinned in the following
turn.
6. Flyers in v5:
a. When damaging a flyer, all shots suffer a -1 on the
vehicle damage table. This is cumulative
with other bonuses. This is in response
to them losing the rule that downgraded all hits to glancing. They do not get a 4+ save due to moving “Flat
Out.”
b. If a flyer is operating in Hover Mode all rules for fast skimmers (or super-heavy fast
skimmers) apply. They do get a 4+ save
if they move “Flat Out” and do not get the -1 to the vehicle damage roll. The number of weapons that they fire is
affected by the speed at which they move!
Super-heavy fast skimmers cannot move “Flat Out.”
7.
Direction of Apocalypse Barrage: In 40k5, a
vehicle hit by a scattered blast template is hit from the direction of the
center hole. For the purposes of the
Apocalypse Barrage Template, the ‘center hole’ shall be the number in the
center of the appropriate sub-template.
8.
Multiple Strategic Assets: You may have
multiples of any Strategic Asset that you pay points for. For example, if you have two formations that
each come with an Orbital Bombardment, then you can have two Orbital
Bombardments. Since having a formation
will stop you from getting a ‘free’ Strategic Asset, you will only have assets
you pay points for.
9. Deep Strikes: In order to avoid a player’s models being scattered all over the table, some Deep Strike mechanics have been changed.
a. Deep Strike Mishap Table is changed to the following:
Die Roll |
Result |
1-2 |
Terrible Accident! (Destroyed) |
3-4 |
Delayed 1 turn |
5-6 |
Delayed 2 turns |
b. Deep Striking Formations: Any force that arrives as one ‘unit’ but Deep Strikes separately will not scatter off of the main unit. If any of the units Mishap, they all do.
10. Planet-striking Modifications:
a.
Jetbikes may be
deployed via Deep Strike.
11.
Double Time!! On Turns 1 and 2, Attacking units may opt to
Double Time, increasing their Run distance to 2d6". Double Timing units may not move in the
Assault phase, even if they have the Fleet rule. Unit's which are Double Timing are
concentrating fully on movement and so must re-roll any successful Cover Saves
until the start of the next Attacker Turn.
This rule may be used in conjunction with the "Move! Move!
Move!" Imperial Guard Order - roll two sets of 3 dice and sum the two
highest roles from each set.
Compostion:
1.
Your army should be
of one “force”. The forces available
will be Imperial (Imperial Guard, Space Marines, Inquisition, Titan Legions),
Chaos (Chaos Daemons, Chaos Space Marines, Traitor IG, Traitor Space Marines,
Titan Legions), Eldar, Tau, Necrons, Tyranids, Dark Eldar, and Orks.
2.
You will need to
come up with a rough point total for your force at least one week before the
game starts, within +/- 500 points.
3.
Everything must
be WYSIWYG and painted to a table-top standard.
We’re letting you take whatever you want, but we need some way of being
able to identify what you’ve brought!
4.
You can bring any
Legendary Formation, Apocalypse unit (Baneblade, titan, etc.), or Special
Character that you’d want, but you have to announce it to the group before
hand. We don’t want two Abaddons on the
table! (If you are using a Special
Character’s rules, but not the model, paint scheme, or name, then there can be
more than one.)
5.
If you bring a
Legendary Formation, Apocalypse unit, or Special Character you do not get the
one “free” Strategic Asset. This is to
allow people without “special” units to do fun things as well.
a.
You can bring any
Strategic Asset that requires a marker as long as you have an appropriate
marker. This includes all battlefield
assets, Vortex Grenade, and Blind Barrage.
6.
Datasheet sources: Anything higher on the list
supersedes anything lower.
a.
Our web page
b.
Any that you
submit for your own units/models. These
will make the web page before the battle.
c.
Warhammer
40,000: Apocalypse expansion
f.
Imperial
Armour: Apocalypse
1.
It’s FAQ. Some units are unworkable without the FAQ.
2.
The update to Imperial Armour 1:
Imperial Guard.
3.
The update to Imperial Armour 2:
Space Marines & Inquisition.
g.
Reaver Titan:
1.
If equipped with
appropriately massive weapons we’ll use the Forge World Reaver Titan rules at
1500 points.
2.
When equipped
with Armorcast weapons only a Reaver Titan is 1400 points.
7.
There will be
restricted Strategic Assets, but that will be decided as the scenario is
finalized.
Special
Characters: Any unit marked as “rules only” is not using
the official model or name and does not claim that unit as exclusive.
Special
Character |
Army |
Player |
Prince Yriel |
Eldar |
Matt P |
Fuegan |
Eldar |
Matt P |
Karandras |
Eldar |
Matt J |
Jain Zar |
Eldar |
Matt J |
Maugan Ra |
Eldar |
Scott J |
Eldrad Ulthan |
Eldar |
Scott J |
Knight Commander Pask |
IG |
Steve S |
Commander Shrike |
Space Marines |
Steve S |
Ultramarine Characters |
Ultramarines |
Robert |
Azrael |
Dark Angels |
Steve W |
Belial |
Dark Angels |
Steve W |
Sammael |
Dark Angels |
Steve W |
Ezekial |
Dark Angels |
Steve W |
Formerly-legal
Models and Units: A lot of the recent codices have made some
models or units illegal. Since this is
Apocalypse, you shouldn’t be required to take apart one of your favorite models
just because a new book came out and the wording changed. (I’m looking at you, Codex: Chaos Space
Marines!) If you have any models or
units that fall into that situation, let us know and we’ll list them here. I’m sure that there are a lot of units that
changed in Codex: Space Marines, but I’m not an expert in that army.
1.
Chaos Space
Marine Lords/Sorcerers, Chaos Space Marine Champions, or Space Marine Sergeants
with more than one special close combat weapon (A power fist and a power
weapon, for example) or weapons that are different than are currently allowed. Pay the points required for each
upgrade. (This essentially gives Chaos
Sorcerers and Champions access to the Chaos Lord’s weapon options.)
2.
A Thousand Sons
Aspiring Sorcerer may replace his equipment as if he was a Chaos Space Marine
Aspiring Champion (from the Troop squad).
3.
Chaos Space
Marine Terminator Heavy Weapons were previously one per three models, and are
now one per five. Allow them at one per
three. Loyal Terminators may have two
Heavy Weapons regardless of squad size.
4.
A Chaos Space
Marine Daemon Prince may take a Daemon Weapon for 25 points (marked
appropriately).
5.
Space Marine
Vanguard Veterans may take assault weapons as per Sternguard Veterans.
6.
Space Marine
Assault Squads may take two Melta Guns for +5 points each & any model may
take Melta Bombs for +5 points.
7.
Space Marine
Command Squads may be 5 – 10 models.
Additional veterans may be purchased at 25 points each.
Timed Turns:
1.
Each phase will
be timed. We’ll start with 45 minute
phases, and will adjust as the game goes on.
Movement
Trays:
The purpose of movement trays is to make the use of
large quantities of infantry faster and more efficient.
1.
Infantry movement
trays will be treated as a single model for movement purposes.
2.
Shooting will be
measured from each individual model, as if they were all different guns on a
large vehicle. If it is reasonable to
assume that a model would have range or LOS to a target if that model was
allowed to move freely in the space occupied by the tray, then they will be
allowed to have range or LOS.
3.
If half of the
movement tray is in cover, then the entire tray benefits from cover.
4.
Once one model in
a tray is Engaged in assault, the entire tray is Engaged as per 40k5.
5.
Casualties can be
removed from anywhere on the tray, but effort should be taken to keep the unit
as densely-packed as possible. 2”
coherency still applies.
6.
Any model may
change places with any other model on the tray at the start of a movement phase
without counting as moving.
Tools:
1.
Army tracking
sheet. This convenient sheet will help a
player keep track of the large number of units that may be on the battlefield.
a.
PDF
Space
Marines:
1.
Battle Company: The Careful Planning Strategic Asset may benefit
other Space Marine units from the same chapter controlled by the same player
(i.e. Dreadnoughts, Land Raiders, Thunderhawk Gunships, etc.).
Log
of changes:
o
9/24/2009: Modified Scoring Units section.