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Hello everyone. I'm considering buying the Apocalypse book for my game group and I have some questions about it. First, is it completely compatible with 5th edition 40K? Is the redux book worth buying or would you say it's a must have? Also, everyone has seen all of the cool super heavies that the IG and orcs get. Do all the other armies also get cool stuff? The Tau player in our group is especially conserned about the last question. Any answers I can get from people who own the book or have played apocalypse would be appreciated.
First off, I would say if you have a game group then Apocalypse is definitely a good investment - it's a great game to play with multiple players and armies.
The rules work out okay with 5th Edition, but there are a few decisions you will need to make with your group before you play due to some conflicts with 5th Edition rules. I'll add a list of the things I've come accross and the options at the end of this post.
There are indeed Super Heavies for most armies. Imperial, Chaos and Orks seem to have done the best so far, but there are plenty of options out there and the Apocalypse book tells you how to come up with even more.
Tau don't have any massive tanks or walkers yet, but they have a few nasty units - the real terrors are their flyers so far, and Great Knarlocs seem fairly good to me (though I haven't played against them yet).
Bear in mind though, their Human Auxiliaries (Gue'la?) might have a 'reappropriated' Baneblade or whatever, so there is more room for flexibility - in Apocalypse Tau and Imperial forces are allowed to be allies anyway!
The following is from a Word Document I drew up to use when playing Apocalypse, I make sure my opponents have agreed to all points before we start playing, then we tick the appropriate choice and keep the paper handy - it helps to prevent arguments later.
I know this won't make much sense to you at the moment, but once you've read the Apocalypse rulebook it will!
Warhammer 40,000 5th Edition vs. Apocalypse - Rules Conflict Agreement
Scoring Units Are:
[ ] Any units apart from Independent Characters etc. (4th).
[ ] “Troops Only” (5th Edition).
[ ] Infantry units only.
Scoring Units must have:
[ ] 50% strength / not been immobilised / half wounds (4th Edition).
[ ] Not been wiped out or falling back (5th Edition).
[ ] As described in the Apocalypse Rulebook.
[ ] Modified 5th Edition - For a Pitched Battle or Dawn Of War, halve the table lengthways then add no man’s land. For Spearhead, halve the table diagonally, then add no man’s land.
[ ] As described in Apocalypse Rulebook.
[ ] 5th Edition (one player picks side, deploys first (time limit), goes first).
Seize The Initiative!
[ ] Not allowed.
[ ] Player with the second turn can attempt to seize the initiative.
Winning The Game
[ ] Number of objectives held.
[ ] Victory Points of scoring units.
In the event of a Draw:
[ ] Games ends a draw.
[ ] Count Victory Points.
Apocalpyse Reload is the supplement to match 5th Ed, I would definitely recommend picking up both books if you can. One thing I'll say though is to start small, don't immediately jump into a "every model we own" game!
Thanks for the help folks. I have another question. What are data sheets? Do you need them to play?
you can find them in the games workshop website.Its under supplements I think.
You don't need datasheets to play, but they add variety to your gameplay and help to make apocalypse unique compared to regular high-point 40k games.
You'll realise you have some data sheets implemented in your army just by natural setup usually.
A couple of pointers i like to stick to when playing apoc.
1. Set a turn time llimit. say about 30 mins. once that is up you finish off what you have started and then start the next turn. This keeps the game flowing faster.
2. Flank march: I hate it. It is the most no brainer thing in the expansion and is only balanced by the opposing team having snipers.
If you want to allow it I would recommend only allowing 1/3rd of a force to use it or so. And even so I'd say, choose a point. units can only come out of reserve from within 12" or so of that point. Otherwise the all expansive range of it is way too good.
Dear Game Developer,Caps-Lock, its like cruise-control for AWESOMENESS!
Rock is cheese, Paper is just fine
WWP and other Dark Eldar how to
Yeah, take a look at the GW website to find a lot of Apoc datasheets. This will give you an idea of what they are. The Apoc books have different datasheets than these, plus they contain rules and such. (i.e. the books explain the strategic assets) Just realize there are a multitude of books out there. You have the GW Apoc and Apoc Reloaded. Both of these are good to have if you are real serious about doing Apoc.
Additionally, ForgeWorld has it's Imperial Armor range of books which contain more data sheets and armies and a whole lot of fluff (good reads) These you can get by without having, especially with some of them containing outdated datasheets.
As for playing the game, the Flank March asset can get old real fast. In all the games my group plays now, we don't use that asset unless it is given by a special formation.
Apoc can be a lot of fun and is a good avenue to get all your units out and find new cool things to get. (be careful though, the resin from ForgeWorld is addicting. My brother already has many of the superheavy tanks and is working on getting a full Death Korps of Kreig army. Yikes!)
Snipers can really mess your opponent up if they Flank March, in one game we had a Green Tide unit of 107 models arrive, but AT and I both had the snipers assets (he selected his, mine was free with a formation) and by the time we finished the unit was 11 models large