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Made in us
War Walker Pilot with Withering Fire




I have an apocalypse game coming up soon and am wondering if you all do any custom rules or have any suggestions to make them more interesting without massively changing the actual game? We were thinking just a straight-up "fight until someone's dead" sort of style initially.
   
Made in us
Powerful Phoenix Lord





I don't care for Apocalypse games that much, so I normally just hang out and watch, but I will say only one thing: TIMED TURNS.

Whether you do a full turn, or timed phases..you have to do this or you'll get nothing done.
   
Made in us
Ancient Venerable Dreadnought




San Jose, CA

timed turns and concurrent deployment really help. Have restrictions like;

Limited 1st turn deployment(no heavy support or only troops/deep strike)

Limit # of psykers

use dice app for large amounts of attacks(shoot or fight)

both sides have equal command points

use tokens/markers for buff/debuff, morale, etc

have 1 objective for each side

use environmental effects like, orbital debris, fire support, etc
   
Made in ca
Monstrously Massive Big Mutant






Give each side a massive amount of CP. It will save time considering if you NEED to use it. It's apocalypse, use your stuff. We did 50 CP, and in a 10,000 neither of us went dry.

Don't bother with objectives. Just go full annihilation, kill or be killed. Again, less brain power to killing things means slower games.

I HIGHLY recommend staggered deployment. It avoids the 1st and 2nd turns from taking up the entire game, and gives more units time to shine. We did 5000 to start, then 2500, then 2500. It allowed the big stuff some time to romp around before the next big thing came in and ruined its day.
   
Made in jp
Locked in the Tower of Amareo





Avoid cp regenerations. Objectives rather than kills. Staged deployment like 1/3 army per turn but have them move from edge rather than 8th ed dep within 6" of edge sillyness

2024 painted/bought: 109/109 
   
 
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