October is out with a Bang!

4bot-Industries, our October Model Terrain Company of the Month has passed on some fantastic news about a Kickstarter they are launching soon.  They will have base sets with extensive add-on opportunities available.  Check out this HAB set that will be part of the Kickstarter.  This is 3d printed.  You can purchase the 3d files themselves allowing you to print them yourself.

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The potential for this is massive.  So many ideas already forming in my head for scenarios.  I could see this easily being useful for creating the interior of a ship.  Then to complete the stage, put pipeworks, vessel load bearing structure beams and other things between the hallways.  This set is going to be rockin’!

They are also adding to their product line an interlocking system called 4B-LOC.  4bot-Industries stated it will allow stable multi-layer designs.  Check out those stairs and that upper / lower deck set up.  I can’t express it enough, the potential for this is massive.  This too is 3d printed with much of it available in casting molds as well.  So buy the files or buy the molds, the board you can create is only limited by your imagination.

 

This is new territory for 4bot-Industries and they are nailing it.

As soon as the Kickstarter date is set, I’ll pass that information along.

Go check out 4bot-industries what has to offer.  Follow them on Facebook at 4bot-industries.

To enter in our model terrain company of the month giveaways, like the NGC40k Podcast Facebook page or follow us on Twitter @ngc40k.  A random winner is drawn at the end of the month.

4bot for all you AoS players

We are back with another spotlight on our Model Terrain Company of the Month, 4bot-industries.  Again, 4bot-industries is unique in that they sell you the molds and you make the terrain yourself.  You can make as much as you want of a given piece.  No more purchasing a dozen kits to get an individual piece to create the terrain piece you dreamed up.  Simply get the mold with that bit and cast as many as you need.

Their Tudor City Builder collection is perfect for creating that little hamlet.  It would be great for you Age of Sigmar players and I could see this being used in an agri world in 40k.  Why stop at a hamlet?  You have the molds, create your own village.  Their is enough variety in the Tudor City Builder collection to imagine up dozens of different structures.

Stucco, stone, wood and more.  The molds by 4bot-industries will have your imagination running wild with what you can create.  I’m already dreaming up ideas of how I could combine these with the other molds from the cavern and dungeon series.

Go check out 4bot-industries has a ton more to offer and I’ll touch on them several more times this month.  Follow them on Facebook at 4bot-industries.

To enter in our model terrain company of the month giveaways, like the NGC40k Podcast Facebook page or follow us on Twitter @ngc40k.  A random winner is drawn at the end of the month.

 

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

Something Unique this Month

We are back again with the Model Terrain Company of the Month.  This time I’m going to show you something unique I found out there on the interwebs.  4bot-industries is a terrain company like no other.  Most companies sell you the terrain that we all love and crave more of for our tables and they do some of that too.  4bot-industries takes it one step farther and sells you the molds to make your own terrain.

Why is selling the mold good?  Then I have to make it myself, ugh!  You bet, but casting isn’t as hard as you think.  Besides, it’s a very useful skill to pick up for a multiple of hobby related reasons.

Ever want to make that dream board full of character, but realized to get there you would have to purchase hundreds of something at a premium.  Now you can make it yourself in whatever quantity you need.

So let’s get into some of what 4bot-industries has to offer.  Space Hulk was their gateway into the hobby, same as mine, let’s touch on a bit of that first then.  Corridors, caverns, tunnels, you name it and Genestealers could be lingering around every corner.

Spacecraft or scifi base tunnels, they have a lot of variety.  4bot-industries has different types of grated floors available, including damaged floors.  They also have many wall section styles, doors, hatches, vents, you name it.

4bot-industries also has an excellent variety of cavern and dungeon sets.  Pits, pools, walls and even alien infestation pieces.  My mind was racing with potential uses and boards I wanted to build.  The scenarios that you could create using these is endless.

 

Go check out 4bot-industries has a ton more to offer and I’ll touch on them several more times this month.  Follow them on Facebook at 4bot-industries.

To enter in our model terrain company of the month giveaways, like the NGC40k Podcast Facebook page or follow us on Twitter @ngc40k.  A random winner is drawn at the end of the month.

Out of this World

Hey listeners, we are back with more from Death Ray Designs, our Model Terrain Company of the Month.

One of the hardest things to find is quality alien terrain.  I’m not talking about any old alien planet terrain.  I’m talking about terrain pieces that fit our favorite Xenos 40k armies.  Not every planet that you fight over will be a former Imperial world.  The Orks don’t care who’s planet it is.  The Tau will take it for the greater good.  And so on.

There are endless reasons a battle could be taking place on a world other than one under the light of the Imperium of Man.  This is even more so as a narrative player.  As an example, what if you are like Mark, where his house represents his home planet, JYLN-55.  What if you’re a filthy. . . cough cough. . . I mean a die hard Xenos player.  Death Ray Designs is there to help.  They have some great terrain that is out of this world.

Their Space Elves collection

 

And then there is their Necropolis collection

 

Death Ray Designs is continuously creating new top notch kits and collections.  I’m certain they have something to make your table pop.

Go check out Death Ray Designs.

To enter in our model terrain company of the month giveaways, like the NGC40k Podcast Facebook page or follow us on Twitter @ngc40k.  A random winner is drawn at the end of the month.

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.

 

 

 

 

 

Episode 032: Evil Sun Rising

In our 32nd episode,

Segment 1: We skip over to the literary side of the Sanctus Reach and cover Guy Haley’s accompanying novella Evil Sun Rising. It’s a fun read from the orks perspective and I strongly recommend it.

Segment 2: The Bandrois Campaign continues as the Chargis III pdf make a strong armed assault to take the bridge crossing into the Bandrois swamps. The Marines Errant and Raven Guard are called off to communicate with command as the fighting swells across the planet.

Battle for Detros Mitus: As the orks march on Sabre Ridge, the planetary defense generals plan their final defense strategies for Detros Mitus. Commander Niminus’s pent up frustration boils over moments before an unexpected guest arrives.
(music in this audio drama is Head Space 2 provided by Thomas Prislac of PDXvoiceteacher)

Episode 032

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.

August is for Armorcast

This month I reached out to one of the terrain company originals, Armorcast.  They have been in the biz since I’ve been in this hobby and they are still going strong.  Since the days of my first Reaver Titan, I’m always looking to see what cool stuff they are creating and how I can use it on the table top to better create my story.  I have boxes of there resin terrain kits for various projects I’m working on.  Over time I’ll be completing those projects and showing off pics and telling people just where I got those pieces that make the terrain pop.  Why wait when I can show you some cool stuff now.

Urban settings are very popular in the setting of Warhammer 40k and Armorcast has some great scenery for this.  Gothic to modern they have some great pieces for your table.  The Cathedral is amazing and they have a ruined version too.  I really like the modularity of the Goth Tech kits.  I was already thinking how I can combine this with other kits to make some truly amazing scenery.  If you are more into the modern look, they have you covered there as well.  Plenty of room to create your perfect cityscape and with their strong resin you know your terrain can handle some wear and tear.

I’ve said it before that I love scatter terrain and it can really spice up a city scene.  Armorcast has a wide variety, so much so that I thought it best to include it with each theme.  From roof top accessories to mailboxes, they got you covered.  They even have individual trash piles to make those alley ways seem all the more derelict.

Armorcast was kind enough to send me kits to give away to our listeners.  Give the Armorcast Facebook page a ‘like’ and stay current on their latest releases.  Expect more great stuff in the weeks ahead.

 

As Always:

To enter in our model terrain company of the month giveaways, like the NGC40k Podcast Facebook page or follow us on Twitter @ngc40k.  A random winner is drawn at the end of the month.