Friday, March 14, 2014
Sunday, April 8, 2012
Apocalypse Primer - Hosting a Game
2. HOUSE RULES
I. Flank March asset is outlawed or limited to only 1000 points (Flank March is extremely overwhelming).
II. If any formations or units are banned
III. Whether scoring units will be as per 4th edition (almost anything can hold an objective) or 5th edition (only Troops can hold the objectives). Apocalypse was originally written for 4th, so make it clear to all players which way the scoring will go.
IV. Points limit (or model count limit) per player. Most games work best when folks roughly equal points and no one individual is trying to field several hundred models or over 10,000 points. In the former case, if their is a large points discrepancy, folks with fewer points will get bored real fast. In the latter case, if someone is trying to run tons of stuff, the game turns will take forever. For most games outside special "go-bannanas and bring everthing you got" games (like The Big Game) it's good to keep things within limits.
1. Don't need to roll to get through armour. For example, hit a Land Raider and its an automatic Penetrating Hit. Important Note: No Glances - in particular as the glance exception (skimmers getting glanced only) is gone with 5th edition.
2. No cover saves against it. Smoke, Kustom Force Fields, lurking in ruins, etc, doesn't help against this.
3. Center hole in template doesn't need to be over vehicle to get full effect - anything touched by template is affected (even the edges).
4. +1 on the Damage Chart
5. Automatically wounds any non-vehicles it hits - no need to roll to wound. Important Point: the 1 in 6 chance of surviving due to a wound roll of 1 that you get with normal weapons doesn't exist with this weapon. No survivors when a group of infantry get hit, whereas a normal weapon will sometimes leave one or two standing when it fails to wound them.
6. Inflicts Instant Death irregardless of targets toughness (better than "doubling out" a target). So if a Wraithlord is hit (toughness 8), it will immediately die from just the one wound.
7. Points costs for D weapons typically are far underpriced compared to other weapon options, or D weapons and normal weapons are offered as equals when outfitting your vehicle.
As just one example, look at the Warlord Titan. Compare the Volcano Cannon and the Melta Cannon. Both are one shot 10" templates. The Melta Cannon looks real cool at first glance. Lots of dice to go through armour. But wait, the D weapon ignores the armour - no need to try to get through it. And it ignores the armour irregardless of whether the center hole of the template is over the target or not - everything the template touches gets hit hard. And it has 240" range vs 72" for the Melta Cannon. Infantry hit by the Melta Cannon would get cover saves, and would survive a wound if toughness 6 or better and had multiple wounds. A D weapon would instead nerf them entirely.
The downside of D weapons in Apocalypse is that suddenly everyone shows up with a max load-out of D weapons and no one plays the other weapons. Consider the cheesy-ness of a Warlord Titan with 2 Turbo Laser Destructors and 2 Laser Blasters. That's 10 5" D shots a turn!
Also, there are some equity issues in that some races have access to few or no D weapons - Tyranids, Dark Eldar, etc.
The most equitable solution seems to be to have a house rule that reduces the template used by one level. So a 5" template uses a 3" instead. A 10" uses a 7" instead. This also provides incentive for players to use the other weapons instead of the D ones, as their larger blast makes them better against infantry. Upping the points cost for D weapons has been discussed, but the conclusion many came to is that people would continue to favor D weapons even at a much higher points cost as in their listed form they are a wonder weapon that basically nukes everything ("It slices, it dices, it smashes tomatoes - the Ginsu D weapon").
4. HAVE FUN!
Friday, December 2, 2011
Thoughts on Objectives
But the old way of you only count objectives on the last turn, allows for last turn shenanigans, and makes it easy to be lazy all game.
1) Modified Objective Scoring
This is the basic way we have been playing our games lately. Both at the L.A. Battle Bunker and in San Diego with John Macomber's Apoc group. Basically you choose a number of objectives, and place them in Team 1's deployment zone, team 2's deployment zone and the neutral zone. Then, starting with the top of Turn 2, you count objectives every PLAYER turn. So in a 4 turn game, you count the objectives 6x.
Also, we weight objectives, so an objective in any enemy deployment zone is worth 3 points, the neutral zone is 2 points and your deployment zone is 1 point. It forces you to have a mobile force and be aggressive.
During the big game we do not weight objectives for ease of bookkeeping.
2) What Can Hold an Objective?
This is a big mater of discussion and there have been two major schools of thought here.
1. Anything with a WS can hold an objective. - Exceptions GC and super-heavy walkers.
This is a good method, even approved by the Powers That Be. It is easy, works well and has few downsides.
I really wish more people would do this. It helps balance the game out too, forcing people to better plan their army.
We have found that Modified Objective Scoring, in any of the forms we have used, create VERY close and competitive games. I highly recommend you try them.
Alec
Thursday, March 10, 2011
Modified Objective Scoring....a new way of scoring
Rather than counting objectives at the end of the game, you start counting objectives held every PLAYER TURN, starting with the end of the top of turn 2. This, every turn, you count the objectives twice: once at the end of the top of the turn, and once at the end of the bottom of the turn. Thus, in a four turn game, you count objectives SIX times.
3) Forces aggression from the beginning.
Tuesday, February 1, 2011
Do AP 1 weapons get +1 on the Super Heavy Vehicle Damage Table?
Friday, January 14, 2011
The Big Game Rules Set v 1.2
Tuesday, December 28, 2010
Valkyries in Apocalypse
Armour
BS Front Side Rear
Valkyrie 3 12 12 10
Options:
• Any Valkyrie may replace its multi-laser with:
- Lascannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts
• Any Valkyrie may exchange both its Hellstrike missiles for:
- Two multiple rocket pods . . . . . . . . . . . . . . . . . . . . . .30 pts
• Any Valkyrie may take a pair of sponsons armed with:
- Heavy bolters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts
*In games of Apocalypse the Valkyrie is treated as a Flyer with hover mode.
Grav Chute Insertion
If the Valkyrie has moved flat out, passengers may still
disembark, but they must do so as follows. Nominate any
point which the Valkyrie or Vendetta moved over and deploy
the squad as if it were deep striking onto that point. If the
unit scatters, every model must immediately take a
dangerous terrain test. If any of the models cannot be
deployed, the unit is destroyed as described in the 1-2 result
on the Deep Strike Mishap table.
Alec
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