Welcome to Librarium Online!
I'm posting this here because I want the advice and ideas of the DE community and not so much the guard and marine community.
I'm hosting an apoc game in a few weeks and most good apoc games that I've played in have little quirks and objectives that do things like control orbital weapons systems and whatnot.
What have you seen or used that was interesting?
The best idea is to have an overall story to the battle that justifies the special rules.
One idea I have for an upcoming Apoc game for my gaming group is to have Eldar (and Exodites) start in the middle of the table in a defended position and have Tyranids start coming in from reserve on their first turn. The twist is the Tyranids come in from random table edges or can deep strike into the Eldar position. Before putting his units on the table the Tyranid player will role a scatter die. On a Hit result the player can choose the table edge to come in from. On an Arrow result the player comes in from the table edge the arrow is pointing to (if a corner is being pointed at the player can choose from the two edges that form the corner). The Gaunts get "without number" for free and there will be cover on the board so the Tyranids can group up before charging the Eldar guns. On turn 3 the Harlequins start showing up with the Dark Eldar (random rolling table edges as well) to save the Eldar from the Tyranid swarms. The overall story being that the Tyranids have landed on an Exodite world and the Eldar have shown up to help. in some sections of the planet the battle is going well and in other (where this battle is happening) even the combined forces of the Eldar and Exodites is not a match for the Tyranid swarm. Just when it seems their position is about to be over run, help from a very unlikely ally arrives.
Another idea you could use for Dark Eldar and Tau is to have the Dark Eldar return to Vigos to try to capture Tau Ethereals. since the Tau would have encountered the Dark Eldar before and remembered the previous "Cultural Exchange" with them the Tau could have preferred enemy (if that works with shooting...can't remember off the top of my head) or gun emplacements and the Dark Eldar have to try to "capture" at least one Tau Ethereal as an objective.
There is a story line for my game. It's 10-12 players. 2 CSM, 1 tyranid, 1 DE, 2 SM, 1 eldar, 1 BA and 2-4 slots unfilled. It's 3000 points per player with 1/3 of those allowed on super heavies or GC's
The setting is an atmospherically unstable planet prone to rapid shifts in visibility and plagued by earthquakes. To represent this each turn 2 dice are rolled. The first is for terrain conditions. 1-3 nothing happens 4-5 minor earthquake, all terrain is difficult. 6 major quake, all terrain is difficult and dangerous. The second dice is for atmosphere. 1-3 nothing, 4+ nightfighting rules. On a 6 any deepstrikers will always scatter and they will scatter an additional d6. All flyers must disengage and flyers may not enter in the ensuing movement phase.
The table is shaped like this --|-- It's about 16 feet long at the longest and 6 feet wide at the widest. At the far left and right are orbital uplinks. One controls some reinforcements that can be called in every turn, the other controls an orbital weapon system. I'm not going into the exact rules for these but they're pretty powerful.
At each end of the center table is the HQ for each team. AV 14 bunkers with 10 structure points and shields. They count as a supreme HQ. If they're destroyed an additional d6 is added to all scatter dice on the controlling team. If they have something to prevent scatter it can only prevent up to 2d6 of scatter.
I'm trying to think of one more objective or something. Some centerpiece.
Attemptedm, sounds like a good battle ahead for you and your players. For the centerpiece you could have some ruins surrounding an ancient artifact that everyone is trying to get to. It could even be that the artifact is causing the planet to be unstable and wiped out its creators. Now some want to get control of it to destroy it while others want to gain control of it to use it as a weapon. And whoever has control of it during the game can counter-act the planets effects for their side. Just an idea.
Good luck on the game and let us know how it turns out.
That is actually a really good idea. Going off of that I could make it so whoever controls the artifact is the one who rolls the dice for both teams and that he can either add or subtract 1 from the roll.
It still leaves the effect mostly random.