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In just over a week, I an hosting an Apocalypse game for our community at our local hobby shop. The theme is a city, complete with 30" skyscrapers, warehouses and ruined houses. The story is: A mysterious spaceship, unknown to any army, has crashed in Harakon an Imperial Guard world. We are playing on a 8'x12' table and we have 8 skyscrapers 30" tall, 8 small skyscrapers 12 1/2" tall, 6 ruined houses, a city hall, a regimental barracks, 3 warehouses with fenced in yards and a fuel refinery. Special rules include: A subway system that will give you a 1 in 6 chance of coming out wherever you what, a 1 in 6 chance a cave in kills your unit and a 4 in 6 chance you come out at a random subway station in the same round, the fuel refinery can be blown up like a super heavy with doomsday reactor ability and city roads that add to movement. There are 5 objectives: The main crash site, two escape pods and two pieces of the main ship that broke off. Players are allowed 1500 points of regular units plus 500 points of Troops only, of which only 20% of the 500 points can be dedicated transports.
So I have to ask, has anyone out there done a full city Apocalypse game before and how did it go? We are pretty excited, but I have to tell you it has been a ton of work and materials. I've gone through about 50 glue sticks for the hot glue gun alone! We wanted to block line of sight for the Titans and the Stompas that litter the battlefield. We expect 2-3 Reaver Titans and 3-4 Stompas! It should be fun and I'll add pictures after it's done.
Most of my scenery is city based, so a lot of my apoc games have been urban. Although not with such impressive sounding structures, I hasten to add. We managed a 10k game (with only 1 superheavy, the rest were regular troops) on an 8'x6' board mostly covered with city ruins, plus a small landing strip/spaceport area. Took us just over a day to play as there were only two of us playing - it was great fun though. My friend's Space Wolves carried the day against my rogue inquisitor's misguided Imperial Guard and Tau patsys.
What method are you planning to use for movement within the skyscrapers? Buildings or Ruins? Normal ruins rules could take a squad potentially the entire game to get up or down the building, but provides a nice amount of cover for troops and the like. Building rules would give the Titans something else to play with, but might need some house rules to cover what happens when a building goes down full of squads... you'd also need to work out fire points, and how many squads could occupy a building (1 squad per floor would be a good guide I'd guess, with 1 fire point per 2" of building side perhaps)
The subway sounds a bit lethal. Maybe have the bad choice be take 2d6 S4 AP- hits on the squad (normal saves allowed) and then roll again on the table? That way, there's chance for them to get totalled, or bloodied and in the wrong area, but the risk isn't so great as to discourage people from using it entirely.
How about this;
1 Working Transit Link - Emerge at a Subway of your Choice
2-5 Lost! - Roll to randomly determine your exit point (from any Subway except where you entered the system from)
6 Cave-In! - The squad takes 2d6 S4 AP- hits (saves may be taken as normal) and does not emerge from the subway this turn. Roll on this table again next turn to see if the squad finds its way out, or whether their blundering sets off another cave-in...
I like the sound of the power station. Does it give occupying units a bonus until it's destroyed? (perhaps a free Stratagem to encourage people to be near it rather than just avoiding the blast radius) How many structure points and what AV have you assigned it?
Subscribed so I can see the photos.
I have too many armies to list in my signature!
I've had my best and my worst games when playing urban Apocalypse. What I must stress is that you have a big enough field, and really quite a lot of terrain. When all painted up it just brings the general mood up, regardless of whether you are crushing or being crushed.
A small board makes a very annoying game. Terrain makes a lot of difference too.
I very much like your idea with the subway system and will mention to my partner in crime. I am really excited about the subway system adding a cool flare to the game. This is just my second Apocalypse game I've judged and been the person making the decisions, so I hope everything goes well.
Sounds like real fun. My suggestion though would be to make the cave a dangerous terrain test for the unit. Seems more logical as any model that rolls a 1 on the test is crushed. Possibly make it a rule that the cave in also means the model that takes a wound (Invunerable saves can be taken as normal) is removed from play regardless of remaining wounds or if they have eternal warrior. Don't care how eternal they are, getting crushed under several tons of debris will mean that even if they survive their down for the count for the remainder of the battle.
Well, the Apocalypse game went and it was a great success. We ultimately went with a cave in system for the subway that, on a roll of a one would hit the unit with 2d6 strength 4 hits, AP -. The only real problem we had was a lake effect snowstorm that stopped most of the out of towners from coming. As it was we had 10 players with 2000 points each as described in my first post. The subway system was a big success and added a really cool dimension to the game. I added some resized pictures. By the way, any models that may be homemade had their own data sheet and in no way were made to resemble any current models. ;-)
Apocalypse feb 2012 (2) (1024x768).jpgApocalypse feb 2012 (4) (1024x768).jpgApocalypse feb 2012 (20) (1024x768).jpg
Looks like it was a good game
I have too many armies to list in my signature!
This looks like so much fun try!
How long I'd the prep take?