8th Edition Apocalypse (House) Rules – Revised

It was asked how I run the Apoc Luck events, rather how the new rules work with 40k Apocalypse.  We had the Valedor game and got to try out the new addition.  This being my 21st Apocalypse event I tried to prevent some issues before they happened with my previous house rules.  I took several pages of notes during the game and revised my house rules.  Below the revised rules is some general notes after running the event.

8th ed Apocalypse (House) Rules – Revised

Getting Started:

Choosing your army:  Power Level points will be used.  All models will follow the “What you see is what you get”.  This makes things easier on all players involved.

Warmaster: One person will be chosen by their teammates to represent their side as Warmaster.  This person will make rolls for their side, place objectives and pick stratagems.  Most importantly it is this person’s job will be to keep their side moving along during the player turns.  The Warmaster’s Warlord model becomes an objective worth 3 victory points.  If the Warmaster’s warlord model is slain, that side loses five command points from its pool.

Command Points:  Command points entering the game are based on Detachments only.  The 3 cps base does not apply.  (this is to keep things even in case of one side having more players than the other)  The Command Points are then tallied up for the side in a Command Point Pool.  Discussions during play should occur between the Warmaster and his generals about how best to deploy stratagems and use the Command Points available.  The Warmaster has final say on how to use the pooled command points.

Stratagems:  Codex stratagems are not used at this time until all the codecies are available to make it fair to all players.  The three base rulebook stratagems are available for use.

Psychic Powers: Each general will follow Matched Play rules regarding the choosing and use of psychic powers.

Aura Type Abilities:  Aura abilities only affect units that are in the same generals army.  This includes Synapse.

Deployment:

Reserves:  All armies are permitted to hold forces in reserve.

Reserve Rolls:  No reserve roll is required and units may enter play counting as moved during the movement phase.

Reserve Deployment:

-Battlefields become congested with models very quickly.  The 9” deployment away from enemy models does not apply after the first turn. Instead, units may deploy where the owner wishes staying as far away as possible from enemy units.  (deployment includes any vertical distance covered to reach nearest enemy model)

Game Turn:

All Core turn rules are the same with the exception of the fight phase

Timed Turn Length Option: Player turns will not exceed 45min.  Remember, it is the Warmaster’s responsibility to keep their generals on task and moving through the phases in a timely manner.  This time is adjustable depending on the size of the game.  Most games played, 45min is more than adequate.

Movement Phase: Normal

Psychic Phase: Follow Matched Play rules on a per general basis

Shooting Phase:

Terrain and Cover:

-All infantry models of a unit must be partially in the terrain to receive cover. Touching is not considered “in” or “on” the terrain.

-In addition, the 50% obscured applies to all models out of terrain as well, so long as the target unit is 50% obscured from view by the targeting model. Players please give the benefit of the doubt when it comes to the abstractness that is deciding what is 50% obscured from the view of the shooting unit. Infantry can take advantage of this rule so long as each model in the unit is 50% obscured. So just like area terrain, they do not gain the benefit unless everyone in the unit is obscured.

Charge Phase:

-All area terrain, obstacle, barricades, etc. You must subtract 2” from the units charge distance.

-If a unit was deployed from reserve closer than 9” from an enemy model, the unit must pass a leadership test to charge at current distance.  If the roll is failed, they are required to make the 9” minimum charge distance as if deploying normally.

Fight Phase:

-Replace sentence “After all charging units have fought. . . ” with the following:

After all charging units have fought, all the players on a side alternate choosing eligible units to fight with (starting with the players turn it is) until all eligible units on both sides have fought once each.  If sides are uneven in player count involved in the Fight phase, then a side may not choose more than the minimum number of players involved on a given side.  I.e. if there are 4 players on team A and 5 players on team B involved in the Fight phase, then no more than 4 eligible units can be chosen at a time per side.

-At least one general must activate a unit before an interrupting ability or stratagem is allowed.

Things of Note:

Cataclysmic Explosion: roll once for the number of mortal wounds and apply that to all units in the distance rolled for the exploding model.

Scoring:

Claiming an Objective: A side controls an objective marker if they have more models within 6” of the centre of it than their opponent.  Any special rules regarding claiming objectives, such as the Space Marines ability “Defenders of Humanity” apply.  Each objective is worth a single Victory Point.  In addition, each objective is worth 2 command points unless otherwise stated for the mission.  Objectives are scored at the end of every game turn.

Apocalypse Stratagems

(One Time Use)

Blind Barrage: (15cp) “A thick barricade of smoke protects your troops advance”  The opponent must subtract 1 from any hit rolls when shooting at your units if they are more than 12” away.  (single game turn)

Camouflage: (10cp) Nominate a friendly HQ unit.  All friendly models within 24” add 1 for cover to their saving throw.  (Units with Titanic keyword do not benefit from Camouflage)

Flank March: (5cp+ *Special Cost) Use this Strategem when a detachment enters play from reserve.  That detachment may enter from any board edge, except the opponent’s board edge.  The whole detachment must enter from the same board edge.  It does not have to be in coherency with another unit in the detachment.

MineField: (8cp) Mark a minefield 6” by 36”.  It must be located on open ground, in your deployment zone.  The minefield counts as dangerous terrain.  Must be done at the beginning of the game.

Orbital Strike: (1 Victory Point & 20cp) Select a point on the field, visible to one of the warlords.  Roll a d6 for every unit within 6+d6” of that point.  Subtract 1 from the result if the unit being rolled for is a “Character”.  On a 3+ the unit is hit by the strike.  Models are slain as follows: infantry on a 2+, other on a 3+ and vehicles on a 4+.  Units with the Keyword Titanic suffer 20 mortal wounds on a 5+.

Precise Coordinates: (10cp) At the start of your turn, all friendly units that deep strike from a single detachment may deploy anywhere 3” away from the enemy instead of the standard 9” on first turn.  If this is used any turn after the first, the units automatically pass the leadership roll for charging.

Replacements: (1Victory Point & 10cp+*Special Cost) One friendly detachment that has been completely destroyed may be replaced at full strength and put into your reserves.  (Cannot be used on detachments with units containing the key word Titanic)

They Walk Again: (1Victory Point & 10cp+*Special Cost) One friendly unit with the keyword Titanic  that has been completely destroyed may be replaced at full strength and put into your reserves.

Shield Generator:  (10cp) Place a marker anywhere more than 6” away from an enemy model.  Treat all models savings throws as Invulnerable for all friendly units within 6” of the marker.  At the end of the turn, remove the marker.

Supreme HQ: (8cp) Select a friendly character model.  All units within 12” of that character may use its leadership in place of their own.  Lasts one game turn.

Trophy Kill:  (8cp) Nominate an enemy character.  It is now worth a 1 victory point.

Mass Slaughter: (2 Victory Point +20cp) You can immediately use two orbital strikes and your opponent gets one orbital strike.

*special cost is equal to the detachment or Titanic units power level, divided by 10, rounding up.

(A Warhound Scout Titan is 75pts.  75/10 = 7.5 rounded up to 8.  To use the Flank March on the Warhound Scout Titan, the Stratagem would cost 5+*special cost or 5+8=13 command points.)

Warmaster Stratagems (6cp)

(single player turn duration, One use only)

Implacable Advance:  Your Warmaster and all friendly units within 24” can advance and fire without the -1 penalty.

True Grit: Your Warmaster and all friendly units within 24” gain a 6+ feel no pain roll for one turn.

-Never Give Up: Your Warmaster and all units within 24” may reroll failed morale tests.

The Great Push: Your Warmaster and all units within 24” may declare an advance movement and still charge that turn.

Heroic Stratagems (2cp)

Surrounded: A single unit’s weapons are twin linked for a turn.  Can only be used if no other friendly unit is within 12”.  (Cannot be used if the unit entered play that turn)

Last Stand: A single unit can reroll failed to hit rolls in close combat for a turn.  Can only be used if no other friendly unit is within 12”.   (Cannot be used if the unit entered play that turn)

Righteous Fury: A single unit can reroll failed to wound rolls in close combat for a turn.  Can only be used if no other unit is within 12”

Final Coup de Grace: A single character that is killed in close combat can strike again before it dies with full attacks.  All wounds from this attack are mortal wounds.

Last man standing: single surviving member of a unit ignores wounds on a 3+ for a turn.

Heroic Intervention: A unit that is not engaged may move up to 3” to engage a unit that is currently engaged with a friendly unit.

*please note the basic three stratagems still apply: Command Re-roll, Counter-Offensive and Insane Bravery.

 

 

General Notes After the Event

-Timed turns.  I went to this because most don’t have the opportunity to play over a weekend or multiday event.  The current system required two breaks and we struggled to get turn 5 & 6 in for a proper ending.  I adjusted it at that time to the first half and second half, two turns each.  Septembers game proved that we still required the clock to keep everyone on task.  We scored points at the end of each turn, but without the timed rounds we struggled to get the bottom of fourth turn in.  The game was pretty well set, but it still should be played out for the sake of fun on the bottom turn players side.  Or else they are shorted a turn and potential fun.

-Survivability in 8th Edition.  Things flat out survive more in this edition.  This is great in small games, but in Apocalypse we need things to die to create room for more units to get on field.  I kept with the Apocalypse strength Destroyer weapons during 7th edition on all superheavies for two reasons, one-to make superheavies seem more powerful, two-to help clear the table for more units to enter.  8th edition doesn’t seem to have those weapons that create gaping holes on the battlefield.  I’m going to have to look at another solution to create those much needed destructive measures.  Plus they are just fun.

-Anything that I could use as a reference in the current set was used.  I.e. referring to play this via matched play or this using narrative rules, etc.

-To speed up the game, anything that was – roll a mixed number of wounds to varying units was simplified to a single roll and applied to all units.  Mainly damage like the explosion table for super heavies as a prime example.

-If it narratively fits it was ruled that way.  A titan walking over a wall as an example.

-Most important rule of all, have fun.  This isn’t a tournament, this is not a competitive event, create an epic story, get involved in a moment worthy of taking a photograph.  You won’t remember most games you played in.  Though I promise you, you will remember the moment Karandras stared down a Heirophant on Valedor or when Marneus charged in to face Abbaddon in an epic showdown.

 

Final thoughts

8th edition is great.  It scales really well and doesn’t require much tweaking to take it into a large multiplayer game.  Your team has done a great job.  I had a great time playing in all the previous editions.  8th is easily my favorite.

I look forward to what the Chapter Approved book brings us.

Until then, Have a great Narrative Apocalypse game everybody.

Episode 033; Sanctus Reach: Stormclaw

In our 33nd episode,

Mark and Peter discuss what we’ve been up to in the hobby and our lives. We also have a little fun with some beans.

Segment 1: We come back to Sanctus Reach this time touching on the Stormclaw campaign. The Space Wolves have arrived and a particular Wolf Lord has glory on his mind. If you recall, this was the box set that accompanied the Games Workshop Sanctus Reach campaign supplement.

Segment 2: Peter talks about the Valedor Apoc Luck, 40k Apocalypse event. From construction of the board to updating rules.

Battle for Detros Mitus: Lord Commissar Henesun is on a mission directed from the Adeptus Administratum with the sole purpose of bringing the Imperial forces on Detros Mitus back from the brink of despair. There is only one place to begin that journey.

(music in this audio drama is Head Space 2 provided by Thomas Prislac of PDXvoiceteacher)

Episode 033

Valedor Apocalypse!

Apoc Luck XXI: The Fireheart Awakens

I’ve been talking about it.  I’ve been posting on twitter and the 1houranight Facebook group.  I thought I would share it with everyone.  Our first Apocalypse event in 8th edition.

I spent two months working on this particular Valedor table.  Giving myself an hour of hobby time (Primaris Rainbow Warriors) and the table an hour.  Then the final week it had all my attention until late Friday night.  My biggest challenge was making a hotwire planer.  After a week of trial and error, I got it to work and off I went.  My only freak out moment was when I went to seal the board, five of eight boards frosted up on me and with two days until the event I was a nervous wreck.

I had played a trial run of a large game, one on one, and it went rather quick.  6000pts of Tyranids vs Space Marines, in just over three hours.  It took about four games in 6th edition to really have a system nailed down that was fun and contained into an eight hour gaming day.  The new addition is radically different and most of my house rules were clarifications for the old system.  I went through my old notes and revamped things, phase by phase, for 8th edition.  I viewed this game as the first real test run.

Saturday Morning I packed everything up and went over to our local hobby store Pegasus Games and set up the board.

10am the dice started rolling and Apoc Luck XXI was underway.  We had a chaos player who wanted to participate and I do my best to not turn folks away.  Kenny from the Combat Phase podcast was there with his Ad-Mech army.  We also had Blood Angels and Deathwatch armies there.  How did I fit it in to the current event?  I’ll tell you in episode 33.

Here are a few pics of the event.  You can go here to the Apoc Luck Facebook page to view all the pictures.

 

There were many big moments in the game.  The Eldar defending the Fireheart to the last.  The shifting tectonic plates causing the demise of a chaos Reaver Titan.  The epic showdown of Karandras and a Heirophant.

IMG_4011

Who won?  We all know who won that battle.

 

Details Peter, give us the Details.

What was my first impressions?  This edition scales incredibly well.

But you said you had house rules?  I do.  Things can turn into a rabble real fast when you get a large group of people.  Most of my rules put some organization to the large scale game with multiple players in mind.  I focused on trying to remove potential issues with sides not having the same number of players or just having more than one player in general.  I also went and revamped some of the old Strategic Assets and turned them into Stratagem Cards for either side to use.

I took notes the entire game while others played.  Where we could simplify things to speed up the game, issues that came up, etc.  In the end I was very happy that most of the problems were with one Stratagem Card I had available and a bit of Command Point adjustments to others.

Any downsides?  Things don’t die as easy in this edition and that was the biggest struggle we had.  The board filled up quickly and we were running out of room to place more things.  The days of full strength Destroyer weapons were gone and it showed.

Yet this isn’t really a negative is it.  It was a very fair fight.  The battles were exciting, units came into their own all over the battlefield.

Apocalypse in this edition is missing large space opening destruction.  Those D-weapons and Orbital Bombardments that make holes for units to surge forward and allowing others to come out of reserve.  It means we get to become creative with game.  We get to invent big destructive tools for our warlords or catastrophic events for our armies to fight through.  And that is half the fun of running a narrative driven event, so what really isn’t a downside could be turned into an event designers upside.

This has me excited for what Warhammer 40k: Chapter Approved brings in December.

Overall it was a great time.  Everyone had fun and the food was incredible.

Friends, Food, 40k & Fun that’s what makes an Apoc Luck.

 

 

 

 

 

8th Edition Apocalypse (house) Rules

I’ve been working on additional rules for the local Apocalypse Events that I frequently host.  I can honestly say that with 4 years and 20 successful apocalypse events under my belt, a lot of thought has gone into these optional rules. 

These are house rules and are in no way endorsed or sponsored by Games Workshop.  Feel free to use them for your events.

Choosing your army:  Power Level points will be used.  All models will follow the “What you see is what you get”.  Levels may be subject to change during each event.

Getting Set Up:

One person will be chosen by their teammates to represent their side as Warmaster.  This person will make rolls for their side, place objectives and pick stratagems.  Most importantly it is this person’s job will be to keep their side moving along during the player turns.  The Warmaster’s Warlord becomes an objective worth 3 command points.

Game Turn:

Timed Turn Length Option: Player turns will not exceed 40min.

All Core turn rules are the same with the exception of the fight phase.

Replace sentence “After all charging units have fought. . . ” with the following:

After all charging units have fought, all the players on a side alternate choosing eligible units to fight with (starting with the players turn it is) until all eligible units on both sides have fought once each.  If sides are uneven in player count involved in the Fight phase, then a side may not choose more than the minimum number of players involved on a given side.  I.e. if there are 4 players on team A and 5 players on team B involved in the Fight phase, then no more than 4 eligible units can be chosen at a time per side

Other things of Note:

Claiming an Objective: A side controls an objective marker if they have more models within 6” of the centre of it than their opponent.  Any special rules regarding claiming objectives, such as the Space Marines ability “Defenders of Humanity” apply.  Each objective is worth 2 command points unless otherwise stated for the mission.  Objectives are scored at the end of every game turn.

Reserves:  No reserve roll is required and units may enter play counting as moved during the movement phase.

Command Points:

Command points entering the game are based on Detachments only.  The 3 cps base does not apply.  (this is to keep things even in case of one side having more players than the other)

The Command Points are then tallied up for the side and stratagems are picked by the Warmaster.  Stratagems can be used more than once, but not more than once in the same phase.

Terrain and Cover:

-All area terrain, obstacle, barricades, etc.  You must subtract from the units charge distance.

-All infantry models of a unit must be partially in the terrain to receive cover.  Touching is not considered “in” or “on” the terrain.

-In addition, the 50% obscured applies to all models out of terrain as well, so long as the target unit is 50% obscured from view by the targeting model.  Players please give the benefit of the doubt when it comes to the abstractness that is deciding what is 50% obscured from the view of the shooting unit.  Infantry can take advantage of this rule so long as each model in the unit is 50% obscured.  So just like area terrain, they do not gain the benefit unless everyone in the unit is obscured.

(Below is Work in Progress)

Apocalypse Stratagems

Blind Barrage: “A thick barricade of smoke protects your troops advance”  The opponent must subtract 1 from any hit rolls when shooting at your units if they are more than 12” away.

Camouflage: Nominate a friendly HQ unit.  All friendly models within 24” add 1 for cover to their saving throw.

Episode 029 Sanctus Reach; Red Waaagh! Part III

In our twenty ninth episode, Jeeze what’s not in this episode. We include some hobby chat, Valedor Apoc Luck XVIII & XIX, Adepticon, we continue our journey into another awesome Warhammer 40k campaign series. To top it all off we even touch on 8th, just a smidge, nothing crazy.

Segment 1: The war escalates on Chargis III as the pdf backed by the Marines Errant make a counter strike against the Bandrois forces.

Segment 2: We continue our in depth coverage of the Sanctus Reach campaign series beginning with The Red Waaagh!.
-With Grukk’s dead, who will take up the mantel as Warboss

Battle for Detros Mitus: Tempers flare in the strategium as the Battle for Detros Mitus rages on outside the walls .
(music in this audio drama is Head Space 2 provided by Thomas Prislac of PDXvoiceteacher)

Episode 029

VALEDOR! ApocLuck 2017

Peter, you haven’t posted in nearly three weeks, where on earth have you been?

Well it all started several months ago when I was planning the scenery for the 2017 Apock Luck series.  This years theme was Apocalypse Warzone Valedor.  I decided this was the year I would up my game and really hit it.  I started pooling in terrain from all over, Gamecraft Miniatures, Horizon Creation 3D, Mechanical Warhorse, Terrainify, to name a few.

I had been posting a steady countdown to the event on the 1houranight facebook group.  It drew a lot of attention.  It came down to the wire at 2am the day of when I finally said what’s done has to be it.

Later that morning, nearly 60,000pts of points was on the board.  Even Kenny from the Combat Phase podcast participated.  It was glorious.

Here is a link to all the 2017 Apoc Luck, Valedor: The Mirrored Shield.

Of course like everything, it all starts with putting your idea on paper.

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Apoc Luck XVI 2016 Finale

Another great year in the books.  Three years and running.

A huge thank you to our event sponsors: Kromlech, Mechanical Warhorse, and Secret Weapon Miniatures.  Thank you Pickle Jar for catering the event, the food was incredible.

I set out to theme the event after Kastorel Novem and get as many Ork players in the community to participate.  By years end, there was nearly 80,000 pts on the table.  An entire side of Orks!  It was glorious.  Please check out the photo album of the event.  Norm built a custom Ork Blasta Bomma from a B-24 Liberator for the event, it is amazing.

Apoc Luck XVI Last Stand on Kastorel Novem 2016 Finale

Our very own Matt went home with an NGC40k Party Wagon for being the best sportsman of the event.

 

2016 Apoc Luck Finale

The close to another great chapter happens on Saturday, November 19th at  Pegasus Games in Madison, WI.  The final battle on Kasterol Novem.  Three fantastic companies have returned to sponsor the event: Kromlech, Mechanical Warhorse, and Secret Weapon Miniatures.

Spots are limited.  Go to the Apoc Luck Facebook page and sign up today.