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Post by Stephen Mawson on Jul 31, 2009 10:01:26 GMT
I'm going to be running an Apocalypse game on the next all day Saturday, that's August the 29th.
There will be a limit on forces of 3,000 points per player. I'm looking for 4 to 6 players a side.
What I'm intending to do is to try and sort out a more detailed scenario for this game than the basic, see these 6 objectives, capture as many of them as you can.
What I'm intending to is give each team, possibly each race/player some public objectives and some private objectives. The public objectives for each side will be known by all players. The private objectives will be known only by the relevant team/player.
Overall victory will be determined by whether each side has met their own objectives by the end of the game.
Exactly what the objectives and scenario will be depend on who is taking part and what armies they are going to use.
Currently I have six players signed up for this game:
Myself (Orks) Liam (Daemons?) Ben (Imperium Alliance (Rogue Trader/Inquisitorial Retinue)) Darrell (Dark Angels) Brandon (Angels of Redemption) Will (Necrons)
If anyone else wants to take part please can you let me know by the middle of August, to give me some time to work out sides, and objectives.
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Post by Stephen Mawson on Jul 31, 2009 10:08:43 GMT
Regarding the Apocalypse Strategems the following rules will apply.
Each player gets to choose one Strategem for their force. As you are playing as part of a team, and in order to stop people taking the same things repeatidly, each players Strategem must be DIFFERENT from those chosen by their team mates. Additional strategems gained from formations or other Apocalpyse units may duplicate strategems chosen by other players on your side.
Furthermore the use of the FLANK MARCH strategem is BANNED! In this game neither force has had the chance to work units around the sides or rear of their opponents. This is mainly as this Strategem is much too good, especially when combined with powerful assault units.
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Post by Liam Thompson on Jul 31, 2009 11:44:49 GMT
Ben will be using Space Marines, Witch Hunters and/or Imperial Guard in some combination. When I next see him I'll ask him and try and get something a little more concrete. As for me, I'd prefer to use my Daemons but seeing as we'll likely have Imperials vs. everyone else I'm not sure how well they'd mesh with the Necrons. Oh, and thank you for banning Flank March .
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Post by Stephen Mawson on Jul 31, 2009 11:54:55 GMT
That's good enough for me. If he is looking at playing all three in combination, then I think I might tag him as a Rogue Trader, or possibly an Inquisitorial Retinue as both might have that kind of combination of forces working for or with them.
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Post by Liam Thompson on Jul 31, 2009 11:59:27 GMT
Generally he usually plays it as Space Marines or Witch Hunters with Inducted Imperial Guard, but I don't know yet exactly what he'll be doing.
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Post by Stephen Mawson on Jul 31, 2009 12:01:51 GMT
To be honest for the way I'm looking at this working it doesn't really matter that much.
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darkangel1(Darrell)
Gates of Antares
Master of the Ravenwing
The Dark Angels the First Legion the true Angels of Death
Posts: 1,060
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Post by darkangel1(Darrell) on Jul 31, 2009 13:16:54 GMT
steve i might be able to manage 3000 points but i am not sure brandon could even if he borrowad my stuff
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Post by Stephen Mawson on Jul 31, 2009 13:22:52 GMT
That's the max, not the minimum amount. If people want to play less than 3,000 that's fine. It just means the sides need to be balanced a bit more carefully.
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Post by Liam Thompson on Aug 2, 2009 13:38:19 GMT
So, I'm going to try and get my Daemons fully painted up for this game, which means I need to start thinking about army lists now. As result, I have a question regarding objectives.
Assuming that we'll be using the standard Apocalypse Objective rules, whether for the public objectives or for the private objectives, will they only be able to be held by Troops choices (i.e. 5th Edition rulebook rules) or by any unit in your army over half strength (i.e. Apocalypse rules)?
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Post by Stephen Mawson on Aug 2, 2009 23:24:50 GMT
I think we'll make it any unit in your army.
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darkangel1(Darrell)
Gates of Antares
Master of the Ravenwing
The Dark Angels the First Legion the true Angels of Death
Posts: 1,060
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Post by darkangel1(Darrell) on Aug 3, 2009 18:19:24 GMT
well i will be using ravenwing/deathwing and brandon will use angels of redemption + some dark angels dontknow the exact line up yet
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Post by Stephen Mawson on Aug 3, 2009 18:34:14 GMT
Given the players I already have, it's probably going to be an Imperial vs Alien Alliance style game.
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Post by Liam Thompson on Aug 4, 2009 10:47:06 GMT
Now, lets see if we can create a story that both allows us to ally Orks, Daemons and Necrons as well as stay true to the background of each army :-p
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Post by Stephen Mawson on Aug 4, 2009 11:18:13 GMT
I don't have to play Orks, I can play Chaos Marines, and if it fits in better I will.
Necrons shouldn't be to much of a problem. I was thinking that might work better if I alter the deployment areas a bit so the Necrons essentially come in as a seporate force, with their own slightly different agenda. They want something that the Imperials have, or at least something that is in the area the Imperials are Occupying, so they are attacking the Imperials. The other guys attacking the Imperials are a benefit to the Necrons as they are keeping them occupied, therefore the Necrons will not attack the other Aliens. The other aliens/daemons are also busy fighting the Imperials and therefore don't want to take on the Necrons, so they won't attack them.
So not exactly fighting side by side, just fighting in the same place.
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Post by Liam Thompson on Aug 4, 2009 11:33:40 GMT
To be honest, I don't see a problem with Orks and Daemons on the same side; Codex: Daemonhunters give 10 different reasons why Daemonhunters would fight Orks, and thus why Daemons would be allied with Orks, which I'll list below in case you don't have C:DH. The bigger issue is Daemons and Necrons but you seem to have come up with a reasonable enough suggestion with the 'fighting against the same enemy at the same time' reason. I'd imagine that if you did that, though, they probably ought to have a separate deployment zone. Why Daemons would ally with Orks- Ork war chants are unwittingly resonating a crystal Chaos icon at the correct frequency to activate a Warp portal and bring forth Daemons,
- The Orks have attacked a site of geomantic significance which forms part of a gigantic warding symbol that stretches between worlds to seal a warp rift. The loss of the site unbalances the great ward and it must be recaptured and reconsecrated to prevent a great cataclysm,
- The Orks have looted a powerful Daemon weapon from a sacred reliquary and the damage they could do with it is incalculable. It must be recaptured,
- The Ork boss is possessed (bit of a cop-out this one, if you ask me),
- The Ork hulk is infested with Chaos beasties and localised warp gates where all manner of nastiness is manifesting,
- Their mining operations to obtain metal and ores for their Gargant construction has unearthed a Chaos temple. It must be sealed off,
- The Orks have constructed a Gargant with parts salvaged from a wrecked Banelord Chaos Titan, and the essence of the Chaos Titan has taken over the massive war machine. Their enemies must get in and plant charges to destroy the Gargant before its psychic resonance acts as a beacon for Chaos fleets and renegades,
- The Ork camp is built upon an ancient battlefield where Chaos was defeated. The battlefield retains evil echoes of that day and the naked aggression of the Orks awakens that evil, resulting in Daemons and long-dead Chaos warriors animating,
- The Orks have discovered an ancient temple with a huge pestilent mosaic of Nurgle and, believing it to be Gork (or possibly Mork), have begun worshipping it. The has had the effect of raising deadly plagues in the surrounding worlds and their enemies have traced the cause back to the Orks and must destroy them. Of course, Father Nurgle will lend his aid to his newest children...
- A Warboss has captured an Inquisition Black Ship before its captain and Techpriests could initiate rituals of self-destruction, and taken its volatile human cargo back to his army. The concentration of so many unprotected psykers is tearing at the barriers between dimensions and their enemies must rescue of kill the psykers to prevent a catastrophic breach in real space.
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