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Made in us
Sneaky Kommando





So Local GW store holding a Orks vs Humies Apoc game this weekend with a few modified rules.

house rules I know of:

Each player can bring max 2000 pts(should be about 5 players per side)

No Super Heavies.

No mixing units amongst players(if you can meet an Apoc formation requirement through your own FOC that is fine though)

Unique/name characters enforced. 1 ghazz, 1 dragio etc.


So that being said. I have no experience with Apoc at all so just looking for some input on what to expect and some advice. I know one other ork player is bringing a greentide with grotsnik+ cybork choppa boyz. One guy is running Ghaz and nobs(bully boyz). One guy I am not sure but he plays Kan Wall+Snikrot generally. I am bringing the 12 deffkopta squadron. There will be a GK with purifiers Libby/Inquisitor, a Dante blood angels player, not sure what the other SM players are bringing.

Here's my list, I am basically going to be playing support role. I generally only play 500-1000 point games because I am new and still building my basic army. I was excited to be invited to the apoc game but honestly have no clue what I'll be doing so looking for any good advice.

My basica idea with each unit is as follows:

shootas in cover shooting purifiers MEQ.

'Ard boyz not totally sure since we will have a greentide, maybe hold them back and watch for deepstrikers to attack.

meganobz will be front and center right in front of my Kanz drawing fire and looking for squishies to stomp.

Kanz , The BS3 KMB's will blast termies or whatever they can. They will be right behind meganobz pulling cover and assisting in CC if need be.

Warboss thinking of leaving him w the Ard Boyz.

Gretchin + Zogwort Going to try to get the squig off on Dante/Draigo/Calgar/etc.

Deffkoptas-will outflank and will drop 12 big templates AND the APOC template due to their squadron formation

HQ
Zogwort 145

Warboss Eavy armor,PK,squig,Cybork 115

Troop1
10 MegaNobz 400
2 Stock
7 Shoota/Rokkit 35
1 Shoota/scorcha 5


Troop2
20 Choppa 'Ard Boyz 200
Nob/Bp/PK 40

Troop 3
27 Shoota Boyz 162
Nob/Bp/PK 40
2 Big Shootas 10

Troop 4
19 Grots + RH 67

FA1
5 DeffKoptas 5 Big Bomm 250

FA2
5 DeffKoptas 5 Big Bomm 250

FA2
2 DeffKoptas 2 Big Bomm 100

Heavy1
3 Kans +3KMB + 3Grots 180

This message was edited 1 time. Last update was at 2012/01/06 18:28:04


 
   
Made in us
Speedy Swiftclaw Biker




Just so you know, in Apocalypse there is a perfectly valid way to kill models with absolutely no kind of defense permitted--the infamous vortex grenade. The only thing you can do against it is pray that it doesn't scatter onto your guys.
   
Made in us
Sneaky Kommando





I will ask if that rule is in effect, but like I said, I know next to 0 about APOC so thanks for the pointer.
   
Made in us
Speedy Swiftclaw Biker




The vortex grenade is a Strategic Asset, so it should be available to either side. Just be grateful that with superheavies banned, you don't have to worry about the 10'' blast of the vortex missile.

EDIT: If you're running Kanz with a Green Tide, you might want to think about investing in a Big Mek with a KFF.

This message was edited 1 time. Last update was at 2012/01/06 19:20:55


 
   
Made in us
Sneaky Kommando





Well my Kans will be sort of slogging on their own behind the meganobz as I won't be able to to get cover from anyone's KFF-the no shared HQ rule.

I read the rule book last night and did some measuring on the meganobz in front of the Kans, they are tall enough to provide a cover save. 2 meganobz provide what appears to be ~55-60% obscurement. I figure they will give me at least a 5+ if not a 4+ cover save with the meganobz in front of my Kans.

Our greentide formation is going to be grotsnik and 1840 points of cyborked choppa 'ard boyz(that's one of the other guys army) so they will not need a KFF/kanwall. there is another guy that is running a Kan Wall, his will have two KFF's.

The rules we are playing sort of make the game like 5 seperate ork armies, but with apoc formations, whatever other rules are in play. That way each player is generaling their own army. Just makes it a little saner/friendlier so that we can finish the game in one afternoon. So it's sort of interesting as a player, you have to build a "standard" Ork army, but at the same time you also want to get some synergies between them. I personally barely own 2K worth of points-I cut the tip of my thumb off I was trying to assemble gak so fast this week lol.

In last 4 days:
7 meganobz from termie conversions(primed base-coated yellow), 6 deffkotpas(primed/base coated red vroom vroom), 10 boyz(finsished), 3 Kans(primed-base coated metal), 9 more grots

This message was edited 2 times. Last update was at 2012/01/06 20:17:52


 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

What you should expect: Guns which fire guns and one hell of a melee.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in gb
Stalwart Veteran Guard Sergeant





Expect all semblance of strategy to go out of the window.
   
Made in us
Numberless Necron Warrior





Colorado

Also, expect to be there for quite awhile. Sometimes the games can last all day.

- 11,000 pts plus another 1K unbuilt 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Expect to throw all your plans and expectations out the window. It reads like you're going in there with the expectation that this will be something like a typical game of 40k, which it most definitely is not. All sorts of shenanigans can and will be pulled. Also, don't treat this as a win at all costs type thing, the point of an apoc game is to throw down ridiculous numbers of models with or without ridiculous rules to back them up and to have fun in the process.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

If they don't ban flank march, and you want to get your kans in the fight fast, take flank march. If they don't ban flank marching though, they're dumb.

Flank March is the most broken thing in Apocalypse.

   
Made in us
Sneaky Kommando





chaos0xomega wrote:Expect to throw all your plans and expectations out the window. It reads like you're going in there with the expectation that this will be something like a typical game of 40k, which it most definitely is not. All sorts of shenanigans can and will be pulled. Also, don't treat this as a win at all costs type thing, the point of an apoc game is to throw down ridiculous numbers of models with or without ridiculous rules to back them up and to have fun in the process.


definitely true, I know it will be different, but I am still thinking in 40K tactical scenario mode for sure. I am not sure what other rules will or will not be allowed, the only ones I know for sure I listed above. It's a freindly environment and all of the players will just be the guys that are hanging at the store all week so I know most of them. We have a really good group of guys-smart and helpful but we all play to win. I know the blood angels player is competitive with them and his DE, I also know some of the marine players are sort of in my same position-rather new.

OK so basically just go with the flow I guess. If I squig something, I will consider it a win either way .
   
Made in us
Sneaky Kommando





Little bit of follow up on the game and some thoughts.

Apoc is alot of fun, just make sure you have plenty of time.

Our map layout was not ideal for orks, two tables with a single bridge that became a choke point-big time.

Manz sat around and twiddled thumbs most the game due to ghazgull hogging the bridge.

Orks don't have drop pods.

Blood angels do.

12 Deffkopta squadron formation was interesting. I played it incorrectly but was able to wipe out a paladin squad during my outflank +24 turbo boost + 10 big bomms+Apoc template. It died next turn though when blood talon dreadnought got a hold of it. Cyborking the coptas would make a huge difference, but they are still basically suicide units even when theres 12 of them. If i had played it a little different it could have been more effective.

The vortex ate my deff dread which was dissapoint because it was doing well on the front line right next to ghaz.

KMB Kans are scary, not sure why more people don't use them.

Green tide formation with the Mad Dok+Ghazz and all cyborked ard boyz is absolutely devastating. If you have not tried it and you play apoc, it is absolutely unstoppable. having 100+ orks with invuls and FNP. Ghazz and the dok basically walked wherever they wanted. SS termies? Don't care. Paladins? Don't care. Dreadnoughts? Don't care. There wre two paladin squads ( i killed one with deffkopta squadron) the other managed to only inflict 8 wounds on the greentide after 4+ saves and FNP. Grey Knight termies slowed ghaz down for a minute, but it was late game and greentide was down to about 30 boyz(started w 100).

We decided to end on round 5 and Orks lost by a few kill points. Drop pods behind the bridge ate the lootas and orks cooking marshmallows while the greentide covered the bridge and walked into the humie camp. If we went one more round the Orks would have probably won because the humies didn't have much left besides lehmans and rear armor, ghaz and the boyz would have scored probably 5-8 kill points next round.

Also, don't ever bring zogwort, complete waste of points imo. He almost killed himself, no squig(fails his damn leadership test half the time),but did manage to melta a dreadnought so he at least made some of his points back. If zogwort costed 70 points it would be too much.
   
 
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