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Made in us
Angry Blood Angel Assault marine





Close to Maddness, Far from Safe

So there is the new apocalypse thing out, and I've read the new White Dwarf which really makes me want to try and ramp up into a apocalypse game. Problem is money of course, mainly I want to just have fun and I do know some people that'd be up for it (they already have some super heavies).

What I want to know is, whats most important to a Apocalypse game? Should I get a super heavy and field it and as many other my normal stuff as I can? Should I instead invest in some vehicle squadrons? or should I just field a normal army with way more figures then normal?

The first option seems like the most fun, I mean, really a super heavy is a great figure by itself and make for some fun new rules, but does nothing to add to normal games

The second option seems good, I mean I can use them outside of apocalypse which is nice, but I worry about them getting outclassed by super heavies

The third option is basically continue to upgrade my army as normal but field everything in a apoc game, really seems like the least fun but hey, maybe be best on a budget

I run space marines by the way, so the super heavy I would be looking at is the Baneblade, maybe some of the new fort stuff two.

Check out my little ork story I am working on here!

http://www.dakkadakka.com/dakkaforum/posts/list/632365.page

 
   
Made in us
Douglas Bader






Things that matter in Apocalypse:

D-weapons.

IG artillery and similar units with cross-table range.

Deep striking melta and similar immediate-impact units that can make their points back in a single turn when they arrive.

Flyers with significant firepower, especially against vehicles (Tigershark AX-1-0, Vendetta, etc).

Effective AA weapons (LC Sabres, Hydras, etc) that can consistently one-shot flyers, preferably with interceptor.


Things that do not matter in Apocalypse:

Everything else.



There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Angry Blood Angel Assault marine





Close to Maddness, Far from Safe

So super heavy seems like a good starting point, or am I wrong?

Check out my little ork story I am working on here!

http://www.dakkadakka.com/dakkaforum/posts/list/632365.page

 
   
Made in us
Rough Rider with Boomstick




Places

Just. As a local joke , give them the D ( 10 year old moment done ) yes take some sort of S D as this will let you insta-gib a huge amount of things , or any large pie plates , my first super heavie was a Baneblade which is pretty good all around ,

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in au
Oberstleutnant






Perth, West Australia

What Peregrine said if you want to have a competitive game. If you agree beforehand with your opponent(s), you can make themed army selections and have a more casual, fluffy game with balanced lists that don't rely on the more powerful units in apoc. In which case, take units that will be fun to play with - probably *not* lots of guardsmen ; p Unless you mount them on trays, that can work.

Apoc is largely just an excuse to use all/lots of your models which you wouldn't ordinarily use in a game so imo the most fun way to play it is agreed beforehand casual lists.

This message was edited 2 times. Last update was at 2013/07/10 13:14:07


 
   
Made in nl
Loyal Necron Lychguard



Netherlands

I have to agree with Yonan, listen to Peregrine if you want a competitive game.

But that's not the real intent of Apocalypse and I have to agree with that intent.
My experience with Apocalypse is that you show up in the morning and play till the evening, often you continue the game on the next day.
If you are not having fun during those 12+ hours than the 5 minute euphoria of winning won't make up for it.

To your question: That entirely depends on the people you play with and even that doesn't matter much. I've seen every kind of those three player and they all had fun.

My advice would be to do what I am doing:
1. Just collect an army you like.
I'm around 4 to 5k Necrons even when I mostly play 1500pnt-games.
With those models I can play a different list almost every time.
Apocalypse is an excuse to field everything I have collected so far.

2. I'm 30 Euro away from collecting the HQ-formation, so I am getting those models because A) It will be extra awesome when we play Apocalypse and B) It's a nice excuse to get some more models I might even sometimes use in regular games.

3. The Super-Heavy looks so great and I just want to have the model.
Even when I would never play Apocalypse I would want that model for the enjoyment of assembling it, painting it and looking at it while it's standing in my room.
Being able to use it in Apocalypse is just an added bonus.

4. I would go against hoarding the same models unless you have too much cash or play Apocalypse often.
It's nice that 150 Necron Warriors make an awesome formation.
But do I really want that many Warriors? I will never field over 40 Warriors in a regular game.
So I am only going to buy those other 100 if I find an amazing deal on eBay and equivalents.
   
Made in us
Angry Blood Angel Assault marine





Close to Maddness, Far from Safe

Thanks for the feed back guys, I am not going to competitively play but I like the idea of a super heavy and it will be fun to paint and play so I'll go ahead and grab one and just continue to build up my marines

Check out my little ork story I am working on here!

http://www.dakkadakka.com/dakkaforum/posts/list/632365.page

 
   
Made in us
Screaming Shining Spear





Central Pennsylvania

A Superheavy will certainly help you get the 'feel' of Apoc with your army. The idea is to find resilience somewhere in the list you are playing, as Apoc is an attrition game despite the claim of 'Objectives' being on the table. Things will die, by the unit-loads...find a way to survive damage and you'll find the game more enjoyable. Here are ways I recommend:

1.) If you like flyers, take a bunch. Before flyers were in 6th I'd field two Nightwing Interceptors and it made me a threat all game long...never lost both.
2.) Mechanization of troops.
3.) Superheavies.
4.) Asset selection. Find an Asset that benefits your army and learn to use it well. Even forgetting the mentally challenged ones like old Flank March and Reinforcements(often Houseruled into the ground...thank Khaine), some proper Assets can make your army MUCH better. For instance...for armies like Orks/Nids...Blind Barrage can keep you alive long enough to get into range/assault

Farseer Faenyin
7,100 pts Yme-Loc Eldar(Apoc Included) / 5,700 pts (Non-Apoc)
Record for 6th Edition- Eldar: 25-4-2
Record for 7th Edition -
Eldar: 0-0-0 (Yes, I feel it is that bad)

Battlefleet Gothic: 2,750 pts of Craftworld Eldar
X-wing(Focusing on Imperials): CR90, 6 TIE Fighters, 4 TIE Interceptors, TIE Bomber, TIE Advanced, 4 X-wings, 3 A-wings, 3 B-wings, Y-wing, Z-95
Battletech: Battlion and Command Lance of 3025 Mechs(painted as 21st Rim Worlds) 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

Firstly, completely ignore Peregrine as he's completely off base. Playing competitively in APOC is a fools errand...and anyone wishing to taint the intent of APOC by playing that way you don't even want to waste your time playing anyways. APOC is meant solely for entertainment regardless of "winning". Winning is fun, but that's not the point of APOC. The point is being able to use all your toys in one game that's the main point in a nutshell. That being said...as an avid APOC player I'd recommend this:

1. The rule of cool. If it's something that's cool to you...then field it! That's the whole idea behind APOC. The sky is the limit and you are only limited by your imagination. APOC offers no boundaries other than what you and your buddies are comfortable with. APOC is more of a personal gaming experience than a standard game because you have more control over how YOU want the game to be.

2. At least consider building a formation or two. Since you are playing marines, there are several that you can build for a low cost..but at the same time be highly useful. Depending on the size of your collection...you may already have a formation or two with what you own. But consider adding a formation. The game works best when using them as it provides your army with abilities it may not otherwise get.

3. Using what you have is fine, if you choose to add a superheavy, chose one that compliments your force for maximum utility. I will go on the record to say that superheavies aren't necessary to enjoy APOC despite what many may say. If you like them because of cool factor..all the better. The rule of cool is the first rule of APOC.

4. Consider the assets you'll choose and how they'll best assist your army.

5. If your collection seems to be missing things...consider teaming up with a buddy. The game is more social than a standard game.

6. Plan ahead. Most APOC games work best when things are planned out ahead of time. Things like board size, points size, time limits (if any), painted models only, etc.

7. Consider the background of the universe. APOC is best played with building a story behind why the forces are fighting. It could simply be established by the types of stuff used, to the type of terrain you are fighting over. It doesn't have to be complicated. Even objectives can help with that. Having a hodge podge "who's who in the universe" mix of things tends to make APOC games no fun and chaotic.

8. Building themed APOC terrain also makes the game more enjoyable. It allows you to customize terrain to match your force.

After that, just have fun. APOC should never be considered a competitive game because quite frankly the rules are too loose for that. That isn't the point of APOC and being to competitive about it will ruin the ethos and the fun for you and your buddies.

This message was edited 2 times. Last update was at 2013/07/10 19:05:22


   
Made in us
Terminator with Assault Cannon





Florida

I think it is all about planning and house-ruling to your local gamers.

I have a lot of marines. I want to play apoc. I am going to try to entice others with the promise of no D-weapons or maybe so far as no super heavies the first time around. Just let people play their whole armies, FOC be damned.

SickSix's Silver Skull WIP thread
My Youtube Channel
JSF wrote:... this is really quite an audacious move by GW, throwing out any pretext that this is a game and that its customers exist to do anything other than buy their overpriced products for the sake of it. The naked arrogance, greed and contempt for their audience is shocking.
= Epic First Post.
 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

I think it is all about planning and house-ruling to your local gamers.


Agreed.

I have a lot of marines. I want to play apoc. I am going to try to entice others with the promise of no D-weapons or maybe so far as no super heavies the first time around. Just let people play their whole armies, FOC be damned.


I don't really get the aversion to D-Weapons, but meh. Realize that basic formations can access D-weapons now and they aren't solely on the big stuff anymore. :shrug:

   
 
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