Ok, I haven't actually received my Apocalypse rulebook yet (it's in the mail) but based on what I've heard from friends, dakka, and the free downloads from GW, I'm very excited. The Assets (and Formations that give free Assets) in particular look like a lot of fun.
So much so that I'd like to play some version of Apocalypse in "normal" 40k games - I think it would make them less about min-maxing the FOC, and inject some excitement with Orbital Strikes and Strategic Redeployment available to everyone. Not to mention making the game objective-based. So, I've just thrown together some ideas for "Minipocalypse: Apocalypse rules for small games". Let me know what you think!
MINIPOCALYPSE
(Apocalypse 40k rules for smaller games)
Board size: Use a 4’ x 6’ board for games between 1001-2999 pts / side; use a 4’ x 4’ board for games up to 1000 pts / side.
Deployment zones: as per Apocalypse rules
Objectives (3): Place one Objective as close as possible to the exact center of no-man’s land. Each player then places one more Objective anywhere in their own deployment zone that is at least 12” from any board edge, and at least 12” from any other objective. Scatter each Objective separately, a number of inches equal to the total of 2d6. Objectives may not be placed, nor end up scattering into, impassable terrain.
Army Composition: as Apocalypse (ie no FOC, units from different armies may be mixed). All Apocalypse Formations are legal, subject to the restrictions listed below (ie no superheavies in < 2000 pt / side games; a formation arriving from reserves cannot total more than 30% of army pts, etc.). Apocalypse Formations will not provide any disallowed Assets – also, note that the application of several Assets is altered in Minipocalypse.
Point Value of each side / units allowed
<500 pts: restricted as per 40k in 40 minutes (no 2+ saves, no 3+ W, no vehicle with F+S+R armor > 33)
500 – 1999 pts: any unit except Superheavies
2000+ pts: any unit, 1 of which may be a Superheavy.
Split your army into three Deployment Groups:
Initial Deployment: 40-60% of total points
1st Reserves (turn 2): 20-30% of total points
2nd Reserves (turn 3): 20-30% of total points
Dedicated Transports must be placed in the same Deployment Group as their unit. Sub-units from a single “FOC” choice must be placed in the same group even if they can be deployed separately (eg Zoanthropes, IG Infantry Platoons)
Initial Deployment:
Each player rolls a die; the high roller may choose their deployment zone. Each player rolls a second die: the high roller may choose to either deploy first and take the first turn; or deploy second and take the second turn. Whoever deploys first must deploy their entire Initial Deployment Group before the second player deploys any of his own forces. The First player may not place Infiltrators anywhere outside his own deployment zone. The Second player may place Infiltrators anywhere, subject to the normal Infiltrators rules.
Assets:
Each side may choose 1 Battlefield or Tactical Asset for every 750 points (or fraction thereof) in their army. (<750 points = 1, 751-1500 pts = 2, 1501-2250 pts = 3, 2251-3000 = 4).
Each side may choose 1 Strategic or Front-Line Asset for every full 1000 pts in their army (<1000 pts = 0, 1000-1999 = 1, 2000-2999 = 2).
Assets for standard games:
40k in 40 min (400 pts): 1 Battlefield or Tactical Asset
European Tourney Standard (1500 pts): 1 Strategic/Front Line Asset + 2
Battlefield/Tactical Assets
American Tourney Standard (1850 pts): 1 Strategic/Front Line Asset + 3 Battlefield/Tactical Assets
TACTICAL ASSETS:
Ambush
Careful Planning (1st Reserves come in on turn 1, 2nd Reserves come in on turn 2)
Camouflage
Flank March (this asset applies to a single FOC choice only)
Hold at All Costs
Recon
Strategic Redeployment
Vortex Grenade
SUPPORT ASSETS:
Anti-Plant Barrage
Blind Barrage (the second marker is placed no more than 24” from the first)
Long Range Ack-Ack
Orbital Bombardment (Use the Large Blast marker instead of the Apocalyptic Barrage Marker, and scatter as though it were Ordnance fired from a vehicle which moved (roll 2d6 and pick the highest).
Precision Strike
Scheduled Bombardment (see changes to Orbital Bombardment)
Surgical Raids
BATTLEFIELD ASSETS:
Bunkers (receive only 3 bunkers)
Obstacles (receive only 8 obstacles)
Tunnels (place d3+3 tunnel markers; if both sides choose this, each places d3+1 markers)
Minefields (1x 24”, 2x 12” or 3x 8” minefields)
FRONT LINE ASSETS:
Shield Generator (range = 8”)
Disruptor Beacon (range = 36”)
Null Field Generator (range = 24” for Psychic tests, 8” for Daemons)
Supreme Headquarters (range = 8”)
DISALLOWED ASSETS:
Vital Objective (Tactical) as this would allow parking on a single objective.
Jammers (Support) as it is meaningless in a 2-person game
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