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  1. Hello Warlords of the Chaos wastes! I have been playing 40k since 5th edition, and with the release of 10th, I wanted to try and make an incredibly challenging and immersive large game for my player group. The inclusion of boarding action rules making the jump from 9th to 10th helped inspire me to do this, as well as a general love of siege warfare picked up from playing the Iron Warriors. To summarise, in this mission, the attacker must break past my Iron Warrior blockade and into Warsmith Du'Rak's fortress. They are to locate and rescue a powerful navigator the Iron Warriors captured on a previous raid, to prevent them from learning of secret warp routes. The fortress is shielded from teleportation, so the attacker cannot initially deep-strike a terminator squad to clear the place out. Instead, they must storm the walls and break in themselves. While an incredibly difficult mission for the attacker (by my estimate) I am hoping the overall challenge, complexity, and immersion (I plan to have a system in place where the Navigator's master will be relaying information to the attacker as the game goes forward) of the mission will attract players from my group to try it, in particular, a good friend of mine who plays Imperial Fists (while mortal enemies on the tabletop, I ensure you that IF and IW players are the best of friends from a shared love of walls and trenches) who I'm certain will love to give this mission a go. I went and got the boarding actions terrain kit from my LGS and have only just finished cutting it out of the sprue. I've noticed that while doing some test assembly that the double wall pieces don't slot in very easily, so I'll need to file that down sometime in the future. For now, here is the set up for my interior stronghold. Those who have Arks of Omen Abaddon will recognise the setup from one of the scenarios, and this is because that mission breaks the board into five chambers, which is what I wanted to do for my castle. This is going to go behind a large wall, and the attacker will need to enter at one of the three objective markers, either by storming the main gate (entry 2) or by getting models atop the outer wall and "embarking" into one of two towers (entries 1 and 3) What I want to do to amp up the difficulty even more is cover each chamber with a bit of cardboard in the shape of the room so that the attacker will effectively be going into each room blind. Each chamber will also have a lot of scatter terrain in it to convey a rooms purpose, stuff like an armoury, command centre, that sort of thing. The hostage the attacker will need to collect will be in the medical facility (here marked with a hated Imperial Fist Chibi). I did see Mantic games has a sci-fi terrain set which I will get to act as terrain. For the moment however I'd like to make a start on the main walls. I've elected to paint my walls in this style, as found in Duncan Rhodes' Painting Academy tutorial on youtube. As a general rule, I like to write up the steps found in these style tutorials, which makes it easier for me to reference whenever I'm actually painting. That's all I have for my first post. I have one set of walls set up to be painted (funnily enough the type found in Duncan's tutorial, purely because they slotted in easiest without need of further intervention) which I hope I can show in my next update. I will also hope to expand further into the mission rules. See you then, Spiros14
  2. Greetings, I've made an Apocalypse Datasheet for the Land Raider Ares. If anyone wants it, you can get it here: https://chamber42.com/blog/archives/1268 - Bish
  3. Greetings Brother's, I've made an Apocalypse Datasheet for the Land Raider Ares. If anyone wants it, you can get it here: https://chamber42.com/blog/archives/1268 - Bish
  4. Hey everyone, two weeks ago I played an Apocalypse game themed around the events of Vigilus Ablaze. Note that this was played before the new Apocalypse rules were released, so please bear that in mind. The report can be found here. Enjoy!
  5. Warhammer 40,000 Apocalypse, a review I've managed to have my first game of apocalypse, and barring getting rules wrong (which I did a bit) I'm just putting my first thoughts on the game. The game rules really smoothly in terms of design, tbh it feels better than 40k for that. Removing no models till the damage phase heavily shifts the dynamic of the game, and also makes the damage phase truly terrifying, (I went from yay! I'm winning! On the first turn to “oh god I have screwed this!” by the end of the first turns damage phase.) The card system for command assets I think works really well, it has randomised the buffs you can get in a way that means that overwhelming overlapping buffs is somewhat difficult. That said, you need two sets of cards really to play, I felt rather hampered by having to share and overall deck of cards. In my game it was Chaos Space Marines vs, Imperial Guard and Grey Knights. My initial takeaway was Guard are good in apocalypse for one reason: Command assets. Like 40k and CP, they can easily max out their command assets, which makes Imperial alliance (and likely other alliance, e.g. Chaos, I won't use “Soup” as it's not really accurate at this scale) rather strong. I suspect this was because we played 200 power, at higher levels their ability to affects things will decrease, but at that size the Imperial size maxed out their hand to 12 cards a turn while the Chaos Space Marine side struggled. I would say at game smaller than 300 power it might be an idea to limit the size of the Command Asset cards players can hold at one time, but that's an initial impression. Nothing in the sides felt rubbish, there were no units that felt dispropotionately powerful. The Grey Knights took Paladin Terminators, which combined with the “Force” card made them insanely powerful for one turn (their SAP becomining 2+). However this didn't feel bad, and certainly didn't feel cheesy; it felt like they had the impact that their sudden arrival would have, it felt thematic. At 25 power they are on par with an Imperial Knight and so they were a scary unit. In general, Terminators feel much better than in 40k, they are bricks. On that note, larger units generally feel better than smaller units, MSU perform poorly from game experience. Garrisoning troops; well we did the rules slightly wrong in our game, but on re-reading the rules, it seems like a largely elegant system. The one thing I wouldn't bother with is their suggestion to place each individual models. We as players knew by eyesight how many models could fit in the terrain piece, so rather than mess about with indivdual model placement, we simply declared it and that was that, otherwise you're dealing with removing 40 models from their movement trays and putting them in terrain. The major downside of the game I would say was that of characters. I don't the game accomadates characters very well; they are very fragile and very easy to snipe out with regular weapons. Their -1 to hit on light characters offers no protection whatsoever in real terms as taking an aimed fire order negates this from what I could see. Daemon Princes as they don't have this benefit had their life expectancy measured in seconds as they were immediately sniped off the board by artillery. On that note, characters vs artillery reminds me of 7th edition as barrage weapons are the best thing to pick out characters that are hiding, which seems bad and counter intuitive to intent. The oddest part is characters when they garrison, as you measure from the base of the structure regardless who you target, characters were immediately sniped out, as if everyone could immediately hit the character with their shots when they were hiding in ruins. The Warmaster of the Chaos side was sniped out when garrisoning in this way, again by sniper Basilisks. I would personally house rule Light characters to not be able to be targetted if they are garissoning with other units and flat out not be able to be targetted if they are not the closest target, like 40k. Overall, save the issue with characters, I like the rules of apocalypse, the activation system preferential to the normal “I-go-you-go” of 40k.
  6. Basically, are you going to paint your movement trays for apocalypse? Also, would you accept 3D printed ones? I was thinking of 3D printing some but the print lines would be apparent if they weren't painted. Do you think it would matter?
  7. Has anyone played Grey Knights in Apocalypse yet? Dare I ask how they fared? Apoc has been catching on at my local FLGS and I'm starting to think about joining them. I just have no clue what to expect...
  8. It's that time of year again! Charlo and I will be participating in an Apocalypse game that my group hosts annually. These tend to be pretty epic and this year it should be no exception! With this thread we intend to update it as the battle goes along. It's a full weekend of playing (schedule to follow) so stay tuned! The particulars: 14 x 6 board 2300 PL per side Mission: Night March (CA, page 16) Team 1: Blood Angels (Jolemai); Blood Angels, Ad Mech, Adeptus Custodes (Charlo); Chaos Space Marines; Daemons Team 2: Raven Guard; Imperial Knights (GawFang); Imperial Knights (One_happy_hippy); Astra Millitarum,Titan Legions, Imperial Navy House Rules: Open Play rules however: Armies have to be battleforged. This means individual Command Points pools and Stratagems are in play The Warmaster has a team pool of 12 CP to spend however he wishes (within the rules). This pool will be lost once the Warmaster dies... Special Characters are limited to one per battle Armies to be strict WYSIWYG and painted (three base colours and based minimum) Player can't buff each other's armies *** *** *** As you can see, we struggled to get an ideal balance. We've elected to go for a player and PL match at the expense of the fluff. We've also got a David Vs Goliath game on our hands but this should be fun all the same. My army clocks in at 642 PL (just over 11K points) and is the third largest in attendance. It looks a little something like this: More to come...
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