Warhammer 40000 Apocalypse: Table size and Warzones Example
Howdy Guys and Girls :)
In case you ask yourself - what size of table do I need - well, you will need lots of space for Apocalypse:
I'm glad that I should be able to use my table as rough 6'x6', but lets be honest, getting enough space may be the one big problem of Epocalypse.
In other news - the book also has some warzone rules - here's the Warpstorm one as an example :)
If you have any questions, just as in the comments below!
Warhammer 40000 Apocalypse: The Turn, Army Building and Command Assets
Hello everyone !!
Today I'd like to do a small review of the Upcoming Warhammer 40000 Apocalypse.
The main attraction of the box is the book, but Warhammer 40000 Apocalypse comes also with 6 punch sheets for tokens that include a lot of blast markers Objectives, wounds, orders ...Tokens Quality is standard for board games these days, sturdy enough with a satin finish. The Box also have dices. D12 look a bit cheap but the D6 are super heavy and feel very good.
Cards (400) are also included in the box, very good quality and standard GW size.
The box has cards compartment already made so you can filter them by factions for faster deckbuilding!
All good there, as expected from GW!
For the review of the book, We are first going to see the Turn Sequence, then the rules mechanism, and lastly list building. Finally, we will discuss the cards.
Before starting it's important to say that in Warhammer 40000 Apocalypse, units wounds and attacks are not dependents on the number of models in the unit. So it's important to keep in mind that infantry profile represents blocks of models (5 or 10 or more depending on the race). Check all the free warscrolls on the official website to take a look if you want. Now that clear let get to it!
As you can see on the image there are only 4 phases in Warhammer 40000 Apocalypse. let's look at them.
Super simple here, both player Roll a D12 winner have it and then must play first in the action phase. To be honest after reading the rules and making a few tests it doesn't seem that the initiative is too much important.
One unit more than 12" away from their commander get a marker out of command. Being OFC is bad as you can lose the unit completely on a missed morale roll.
Set up Reinforcement
Some mission, Assets, army rules allow to have units reinforcing the main army. this is done there.
Generate Command Asset
1 Command Asset per turn + 1 per warlord (Heroes and Detachement Commander). Drawn from your own deck of 30 cards. Maximum size hand is 10 and if you run out of cards you shuffle the discard pile.
Both players place an order face down next to each of their Detachment Commander. There are only 3 orders in this game :
These orders are very generous on the actions allowed, For exemple Advance allow you to move and Shoot or Fight.
Note that Super Heavy can always fight and shoot when they Advance or use Aimed fire order (with all applicable bonus and malus). So an Imperial Knight can advance, shoot, and fight.
It looks like a very long phase but in reality, it's quite fast, you mark Out of command units, place new troops on the battlefield, draw cards, place orders.
The action phase is where the game happens!! Each player takes turn activating one detachment and resolving the order. It's quite refreshing for a GW game that the holy "Move, Shoot, Charge, Fight" phase was forgotten this time.
Another good innovation is that in Warhammer 40000 Apocalypse damage is not applied in the action phase but in a later phase, the Damage phase!
It gives you the chance to use a model even if it gets destroyed.
In this Phase, you resolve Blast marker suffered during the action phase.
-If one unit with Blast Marker has an Out of Command Marker, remove the unit (wow it's rough). So it's super valuable to attack a target with an out of command token.
-You roll Armor and each failed roll equal one damage marker.
-You roll more morale and gain a damage marker on a fail! (ouch)
note that you have to start with Super Heavy (as they have a chance to explode.)
Then, at last, the turn is over and you start again. Now that you know how a turn is resolved to let take a closer looks at new gameplay mechanism in Warhammer 40000 Apocalypse.
I am not going to describe all the rules but only the "new-ish" one.
A move action is resolved during and Advance order or an Assault Order, the only difference is that Advance allow shoot or fight and Assault Double Move and Fight only. Don't forget all the Detachment have to follow the same order.
This action is interesting because it includes the move. But also the fall back move if you are engaged and want to run and additionally the Pile in move if you are engaged and want to fight. (works like a pile in in AOS)
Note: During a move action you can remove out of command Marker if a unit ends within 12" of a commander after a move.
Very classic for the most part. The novelty is that units are treated as a whole instead of a sum of models. So a 10 strong Tact squad have 2 bolters attacks + 1 Heavy weapon attack if you bought one. The range and los are mesured from the concerned weapon. That signifies that it's easier to have range and los with Boltguns as they are equipping all your Tactical Marines. You can split fire with no problem but have to announce it before rolling.
Nothing special here, but as for the shooting phase, the number of attacks is not linked to the number of models in BASE TO BASE (also no reach for weapons.) But only one model needs to actually be in BTB to attack with it. It's worth noting that there is no retaliation mechanism if the enemy already used his order this turn.
Another innovation here, you don't use Strength against Toughness in Apocalypse. All weapons have a SAP or SAT stat. SAT is used against Heavy and Super Heavy target, SAP is used against units with the Light Keyword. All rolls are made with D12.
When a unit is wounded during a fight or a shoot action you place you place a Blast Marker next to it. Blast markers are of 2 size, small or large. Large represent 2 small mixed into one large. Both still deal 1 damage but armor save against small marker are made with a D12 instead of D6 against Large blast marker.
For example, Space Marines have a 6+ save so a Large Blast Marker is a bad news for them.
In this game, unit are considered as a whole and have an X number of wounds representing all the models. Only Wounds and Attacks numbers are concerned, So you don't remove models from a unit until it is destroyed and a number of attacks don't change until you remove it.
That's it for rules that are really different from Warhammer 40000. Now let's take a look at the Army Building.
As you maybe noticed in this review, the game gravitates around Detachment. So it's no surprise that they are the main building block of your army.
There are 2 types of Detachment, Cores and Specials.
-Cores are not limited in number and all grants at least the faction ability.
-Specials Detachment are limited to 3 per 1 core (lol)
Also you have one joker in the form of an Ad Hoc Detachment
The game use Power Rating points system and you can also Roll one Warmaster trait for you big boss ! (yea it's random only)
That cover pretty much all the game, all that left is talking about the cards.
So unless you play with the Apocalypse Command Assets deck you roughly
take 2/3 for the cards available to you.
Also No duplicate!
Playing cards is quite easy, each card specifies when you can play it . Only limits are: Cards can't be played during an action or during the resolution of a card. Apart from this, it's read an play.e it's written on it.
Cards are super powerful and can change the flow of the battle, to be honest, the rules are a bit light on how to use them. Concepts like a priority or effects pile are not present and it's quite troubling. The method offered in the book to resolve effect timing is roll & alternate resolving card (kind of weak). Although, I don't think it's super important
It's an interesting new take on Apocalypse. To be fair I never really liked the super large games of 40K. Ok it's fun to see how cool is the table, but the actual play is boring and slowwwww as shit. For larger battle, I really prefer to play Epic!
But now the tables have turned, this new version of Apocalypse is really fun and deceptively strategic !! Ok a few General Assets are a tad too strong so it could be a problem on the long run but i am quite optimistic for this game.
Really, the damage & the Order phase change the game completely from what 40k is. So in the end, if you have the money and the models it's a good buy.
The Battle for Nemendghast
Howdy Guys and Girls :)
Just a little bit of eye-candy from the new Apocalypse book featuring the new Chaos Knights - rules review should be up tomorrow ^.^
Warhammer 40000 Apocalypse Datasheets
Howdy Guys and Girls :)
Warhammer 40000 Apocalypse Datasheets are live:
Direct link for DLing everything :
Warhammer 40000 Apocalypse Eldar Preview
Hello everyone !!
I really wonder of the eldar are going to turn on Warhammer 40000 Apocalypse because it's always quite hard to represent fastness and Skirmish on an Apocalypse crowed table.
Asuryani Detachments have nigh-unparalleled speed and versatility thanks to their Battle Focus ability. it's all thanks to the Battle Focus ability transforming assault order in a Run and Gun like power.
Small arms is a limit off course but a bunch of Eldar Small arms weapons are super strong and short range. Being able to double move and shoot should be super effective.
Holy shit Wraith Cannons are Small Arms 12", 6+/4+ Destroyer ! This should make short work of any super heavy ^^
sniping character in Warhammer 40000 Apocalypse is going to be effective as units out of command range of a Character have to test against Routing in the damage phase.
Rangers get a +2 to hit against Characters so they should be pretty reliably hit them. Also they have Deep strike ensuring you have them where you need them.
Look like the Wraithknights have 4 attacks on their profile. That mean that their Damage outpout is going to be crasy as most weapon use the Attack number on the profile.
Off course it's good with melee weapons but imagine what the Sun canon is going to do with 4 shoots ^^
Top Command Assets
It's evident a lot of Eldar Assets cards are going to be Psychic Powers, but i am sure the deck will also help represent their tactical/speed mastery.
DOOM !!!!!!!! wow this look super strong.
Double hit on Small arms ? !!!!
for the first time since they started spoiling card that i have the feeling that cards a tad too strong. Now I am really eager to see the whole deck.
Warhammer 40000 Apocalypse Daemon Preview
Hello everyone !!
Legiones Daemonica is for Warhammer 40000 Apocalypse what Daemons of Chaos is for Warhammer 40000. The Childrens of the warp !!
The Legiones Daemonica unit roster is incredibly diverse, and when combined with the permissive army building of Apocalypse you can do whatever the hell you want ^^
2 Elements compose a Daemon army in Warhammer 40000 Apocalypse : A group a Greater Daemons and a swarm of Infantry focusing on melee damage.
To balance things out in the Apocalypse format The 5++ was changed to Daemonic Invulnerability.
So once per Damage Phase and unit you can roll with a D12 instead of a D6. Without the Full stats it's hard to judge but it's off course less good than a ignoring 1/3 of wounds ^^
-Nurgle have a 6+ FNP (good to know)
Interesting Deluge of Nurgle trigger when you play a card (Assets) It's a brand new mechanism in warhammer 40000.
Fiends of Slaanesh
Fiends have as well an ability triggering on asset cards (psychic power)
Doesn't seem super powerfull but learned that Peril of the Warp is a Strategic Assets.
Only the Axes and Rage Embodied are spoiled but from what we learn it's obvious that Skarbrand is going to Carnage And Slaugther the battlefield ^^. At least 3 attacks 6 If Rage Embodied affect him wound on a 4+/5+ (with d12) Carnage Have destroyer so deal large blast marker (that are saved on D6) .
I guess Skarbrand is an Heavy if other Bloodthirsters are a suggested target for this ability. Also it affect enemy units that can't decide to fall back while within 6 .
Daemons have many Command Assets that are psychic powers, representing their peerless reality-warping powers on the battlefield. So it look like that a large number of rules and power were transfered to the factions specifics Command Assets Decks.
Ouch, Within 6'' of a target points, this is a huge zone , Note that it will affect friendly unit as well ^^
I love this Command Asset, In one card you get Reinforcement, Daemonic summoning rules and with an extra random element. Such a great way to manage Daemonic Summoning in a Battle of Apocalypse.
I am loving this game more and more and i can't wait to try it out !! The amount of rules that have been switched to cards and deck building is excellent as you don't need to bother with them until they are played. And with 400 cards to choose from i am sure we will see a lot of varation.
That would be awesome if in the future, factions specific decks would be released for even more deck building !!
Warhammer 40000 Apocalypse website live + Rules Video.
Hello everyone !!!
The Apocalypse Website is running at : https://warhammer40000.com/apocalypse/
Datasheet are not online yet but there is a complete rundown of the rules by Becca Scott
Go check it out !!!
Warhammer 40000 Apocalypse rules preview
Hello everyone !!!
New installement of the Warhammer 40000 Apocalypse rules preview. This time it's about Damage and Commands Assets. To understand what where are writing about it's better to have read this post : Link .
In Warhammer 40000 Apocalypse the roll to wound is made with a D12 and you have to beat or equam Sap and Sat of the weapon. (go read the post explaining it if you didn't : Link ).
If you successfully wound your target you place a small blast marker next to it, if the target already have a small blast marker you replace it with a large blast marker.
At the end of the Turn, during the Damage phase each unit with at least one blast maker must pass an armor save or loose one wound. No AP or Save modifier in this game, You roll a D12 for armor save against small blast marker and D6 against large blast marker.
Note : Destroyer special ability mean that the weapon deal only large blast marker.
With this rule clarification in mind and the Chaos Space Marines Preview from yesterday ( https://war-of-sigmar.herokuapp.com/bloggings/3922) What do you think of the revealed Abbadon power to always test with D12 for Armor save ?
Look Hella strong ?
But keep in mind that the number of wounds in Warhammer 40000 Apocalypse is not like 40k, look at guilliman profile :
Only 2 wounds !!! Do you think Abby have also 2 or only 1 ?
There are two kinds of Command Asset – universal (which say “Apocalypse” on them and can be used by anyone) and Faction specific (which will have the name of the Faction they are for).
Also, Psychic cards need Psycher on the ground to use them :
How They Work ?
Before the game start you can build a deck of 30 cards. Then you draw up to 10 cards (one + one per warlord on the battlefield). There is 400 Command Assets to choose from and the Command Assets cards can have a massive impact on your games of Apocalypse so it's a very important step.
Damn !!! Deck Building in Warhammer 40000, am i dreaming or is it real ? Did i mention that i love Deck building these days ? Some of these cards are quite strong, this is such an interesting addition to Warhammer 40000 Apocalypse
What do you think of deck building in warhammer 40000 ?
Warhammer 40000 Apocalypse Faction Focus: Chaos Space Marines
Hello everyone !!
Second Faction focus for the game : Warhammer 40000 Apocalypse and this time it's for the Chaos Space Marines.
In Warhammer 40000 Apocalypse CSM are considered an hyprid Mid range/ Close combat force. Stacking Aura Abilities is the intended play style. So we can expect as much options than Loyal Space Marines but with Daemons replacing all the Primaris stuff.
Heretic Astartes get this special rule :
Khorne Lord of Skulls
Using the new Damage Phase mechanism, the lord of skull get a interesting ability :
So Activating this Detachment last is going to be Primordial !!! Check here if to read how is it going to work : https://war-of-sigmar.herokuapp.com/bloggings/3919
Abaddon The Despoiler
Being the Warmaster is really fitting in this game don't you think ? Also He deliver 2 very strong Aura that make him already auto include ^^
Also he get a simili invulnerable Save of 3+ using a D12 against all size Blast Marker. Because in this game you roll a Different Dices size against Small and Large Blast Marker, but we'll get more details on this tomorow.
Chaos Space Marines
Fielding squad of 20 Chaos Marines is so Fluffy!! In a Warhammer 40000 Apocalypse game it's a superb objective holder ! Also being 20 allow some Conga line exploit (0.5'' unit coherency limiting the effect) to benefit from multiple aura.
Chaos Space Marine Command Assets allow them to unleash tactical ploys and malefic powers that have some incredible effects on the battlefield.
With this power we learn that units can be Critically Damaged and suffer Malus. This Command asset allow a Slaanesh unit to ignore these malus and gain a 1 attack for each wounds marker. Transforming a Slaanesh Multi wound models in a Mowing BEAST (just before getting killed ^^)
Really like the direction Warhammer 40000 Apocalypse is taking. I hope it's going to be strategical enough to reward good play !! That's it for now, can't wait to learn more on the Damages and Save tomorow.
Warhammer 40000 Apocalypse Faction Focus: Space Marines
Hello again everyone !!
Shortly after releasing their Rules Preview Article we get more info with the Faction Focus: Space Marines. We already talked a little on the rules already so go read it first if you want to understand everything (go check here)
We are talking about Space Marines here, so i guess you can do pretty much everything from Fluffy Battle Company to Air Wing (with Thunderhawk ? ^^) Plastic Thunderhawk !( Sorry i had to say this ! ). But A dreadnought Spam is also suggested so i guess pretty much everything is open.
Info : Detachment Composed of only Space Marines will get And they Shall Know no Fear
So that mean that we can mix unit source in the same Detachement ? (would be fun ^^)
Off course pushing for the new Marines is expected ^^ we had the stats here : https://war-of-sigmar.herokuapp.com/bloggings/3919
Look like troop will also Capture Objectives in Warhammer 40000 Apocalypse.
Commander, bastion of inspiration and close-combat beast – you can’t go wrong with Roboute Guilliman (lol).
Wow Even in Warhammer 40000 Apocalypse the Emperor Sword is awesome. Wound everything on 4+ and Generate twice the amount of Blast Marker. But Guilliman is also a Leader and bring you some Battle Wide perks.
Master Of Battle is interesting because we already know that We can place Orders and : Advance, Aimed Fire and Assault are present .
Brand new tank on pre-orders on the same day. No full profile but we get to see his gun options :
I don't know how work Supercharge but the Sap and Sat on the Incinerator is interesting. On the other hand the Repulsor Executioner
have a special rule allowing to shoot twice if moved half his move.
I guess 4 shots of Heavy Laser Destroyer is strong ^^.
Top Command Assets
In Apocalypse, every army has access to Command Assets – tactical plays that represent your grand strategy that can change the tide of battle. Each Faction can use universal Command Assets, or Faction-specific choices that represent their distinctive abilities and the character of their sub-factions.
So Salamander Specific Assets focusing on Small Arms, Auto hit in half range Or a reroll for one attack. Interesting to see that some Assets have two usage.
Then we get to see a Psychic Power in the form of an Asset.
Very strong armor debuff, not sure how the Timing work here are Damage phase is the moment models are removed. We would need more details to see if it strong or not.
Anyway that's it for the Space Marines Preview.