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Made in us
Drop Trooper with Demo Charge





Tampa FL

Ok. I play normal games usually around 2k in points. I love to break out and play apocalypse games where everyone goes nuts with points and models. Now my question is this...

How much does your army, play style, and tactics change, when the scale of the board, armies, and carnage is totally magnified? Also, which untis do you notice in your army that come into their own when the switch is flipped from normal to apocalypse?

Example: For guard, units like the basilisk, and other artillery totally change in effect due to table size.


SlaveToDorkness wrote:"CHEESE!" Is the battlecry of the ill-prepared.
IMPERIAL TIGERS, 3RD COMPANY, 10k  
   
Made in us
Growlin' Guntrukk Driver with Killacannon





North Jersey

I have sorta built my army around the rare apoc games, so it tends to fair less than spectacularly in smaller matches. My current list is 3k guard if I add a superheavy, 2500 if I keep it to codex only.

Basilisks really own the table for apoc but are underwhelming in normal play, as are deathstrikes. I found that a heavy infantry list has the opposite problem; they simply get in the way during an apoc match. Mech up or be prepared to hold the backfield.

-cgmckenzie

BTW- I run a basilisk when ever I can in normal, but the table is simply too small for it to really shine. Well worth the points, but gets swarmed if you aren't careful.

This message was edited 1 time. Last update was at 2011/06/24 06:25:25



1500 pts
3000 pts
4-5k+pts
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Made in us
Warning From Magnus? Not Listening!





New Jersey, USA

Since I play Space Marines, I'll comment on units in that codex.

For me, I think just about every unit in the codex is a viable unit to take. Some are more usefu/practical than others, but the one unit that sticks out like a sore thumb, that I've yet to earn back points with are the Vanguard Veterans. They are an overpriced unit with way too many variable costs, and they don't even get Melta Weapons (except for Melta Bombs). Heroic Intervention is a very nice ability, but don't let the lure of it get the better of you. I've played against a lot of people who did, and they quickly realized how quickly a 500+ point unit can get killed. And that is what I think of them in normal games...

In Apoc, however, they are a very different story. To start, Space Marines have so much access to datasheets and bonus assets, it really isn't funny. With the right datasheet (and assets), Vanguard Vets can be a lot more useful. I personally like them a lot when they're armed to the teeth in a Land Raider, ready to assault. Or, you can leave them in their Jump Packs and Flank March onto any table edge. Other assets that make them more viable are "Hold At All Costs", which makes all of your non-vehicle units count as scoring, and "Heroic Stand", which allows you to nominate an objective on the table to provide a 6" bubble giving your units the "Fearless" and "Counterattack" special rules.

So in the case of Space Marines, Apoc games make every unit a feasible choice. And with the right list synergies and asset combinations, they can be very competitive.

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Made in us
Blood Angel Neophyte Undergoing Surgeries





New Jersey

droppods become a little more important IMO. Being able to drop in on an enemy that is 7 feet away is awesome. The BA make good use of their jump squads here

 
   
Made in us
Slaanesh Veteran Marine with Tentacles





Mpls, MN

The last Apoc game I played was 75k+ and took over 18 hours to set up and get to the bottom of turn 3. And it was just chaos. I think it all depends on the armies involved, number of pts, number of people, etc. I think strategy is still the same, shoot EVERYTHING! I think the best part of Apoc is the assets. They can really make a difference, those and super-heavies.

REPENT for tommorrow you DIE!!!!

Chaos


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