Arctic Apocalypse 2010

With the impending release of the Nid codex, and the corresponding demise of all of the fleshy-covered snacks that cover the universe, there is much cause for celebration.  What better way to ring in the new army (and year) than a good ol’ fashioned Apocalypse game?

That’s when the idea of Arctic Apocalypse entered the picture: The day the nid codex is released, I’ll be hosting a 4×4 Apoc game at my house. This is not to be confused with the website: http://www.arcticapocalypse.com (which strangely encourages people to dress up like zombies and parade through the streets)—this is just a simple table-top extermination of any living thing with less than 6 appendages.

One side (we’ll call them “Team Bug”), weighing in at 14,000 pts, representing the unceasing, uncaring, unstoppable might of the hivemind played by Blaine, Simon, Derek, & myself.  In the other corner (we’ll call them “Team Viktim”), also weighing in at 14,000 pts, representing the dying embers of humanity, played by Cole, Kris, Matt, & Sam.  Whatever happens, it’s sure to be good fun.

The problem is that the codex was pushed back until the day we’ve scheduled the game for: January 16th.  Because of this, we may ultimately have to resort to playing with the 4th edition bug codex, but hopefully we can get out hands on a ‘dex a little early—the game doesn’t start until noon anyway!

With the date set, I figured I’d set up some ground rules.  Now, I’ve only played in one Apoc game before, and there were slight variations to the rules in that game.  Most of those variances I liked, and during the course of the game, I saw reasons why we’d want to clarify other rules and/or create some other slight variances.  And that’s what this post is about.

The suggestions I have to make things move smoother and make things a little more fun/fair for everyone involved are:

  1. (AMMENDED 12/15/09) Please have a copy of your army list that you can leave at the game.  I intend to do a write-up of every army involved and a battle report of how things unfold.  I recognize that some people prefer to keep their lists for future use—and that’s fine, but I would like a copy of it for the purposes of the battle report.
  2. Datasheets from any Imperial Armor codexas well as formations from Apocalypse, Apocalypse Reload, IA: Apocalypse, White Dwarf, or the GW website are all legal.  Home-made VDR creations, old Chapter Approved data, etc. are not legal unless agreed upon by all parties prior to January 15th
  3. Each player may choose a single strategic asset from either the Apocalypse or Apocalypse Reload books for no charge to use for his team (this is not a deviation from the rules, but should be explicitly stated).
  4. Per the 5th edition ruleset, only troops will be able to capture objectives (to encourage people to use things besides super heavies).
  5. Each side will be considered a single army, regardless of composition.  Within reason, rules from one codex can be applied to another for the purposes of this game as long as it makes sense.  For example, a chaplain can give his re-roll ability to allied units nearby, but an IG command squad can not issue orders to a marine, nor does ATSKNF apply to IG allies.  We’re sort of opening a can of worms by allowing some rules to transcend their codex and not others, but we’re all adults, we can decide impartially whether something makes sense or not.
  6. Characters from one army may join units from another army and convey special rules/hindrances on that unit. Within reason, transports may be used interchangeably between armies (no teleporting space marines through a necron monolith, etc.).
  7. WYSIWYG will not be strictly enforced, but each model should be logical and easily distinguishable.  The goal isn’t to sell more GW products, but rather to have fun.  Because of this, if you want to use a land raider as a land raider redeemer, that’s fine, but using a terminator or a shoe-box to represent a land raider is a no-no.  Whatever the case, any deviations from WYSIWYG need to be very clearly documented and communicated to everyone at the game prior to the start of the battle.
  8. Instead of suffering a single wound to Strength D weapons, models with the rule “Eternal Warrior” will suffer 2 wounds per strength D hit. 
  9. Disputes will be decided with a roll off.
  10. 60 minutes will be allotted per side for each turn.  Approximately 20 minutes for movement, 20 minutes for shooting, and 20 minutes for assault.  This is so we can get a full 5 turns in before the game ends.  This isn’t a hard and fast rule, but a guideline.  If turns start taking too long, we’ll have to implement time limits though.
  11. (ADDED 12/15/09) If you choose a strategic asset that requires physical representation, please bring that with you to the game.  Specifically, I’m thinking about bunkers (as I don’t have spares to setup), but this could also apply to a host of assets.  If you want to call ahead, I may likely have a suitable solution for you, but to be safe, it’s best if you bring your model with you for the game.
  12. (ADDED 12/15/09) When multiple entries for a given unit exist, the latest approved version will be used.  For example, Hierophants show up in both the Imperial Armor 4 book, as well as the Apocalypse book.  Since the Apoc book was printed more recently, we’ll use those rules.  Likewise, if the Tyranid codex becomes available in time, those rules for the Trygon will over-ride rules in any Forgeworld Compendium.
  13. (ADDED 12/15/09) The formation for marine “Titanhammer Squads” does not clearly specify whether a vortex grenade is given to each squad, or to a single squad.  Given the potential for abuse if used on a per-squad basis, and the advantages already offered by the wargear (allowing access to a 2nd vortex grenade), this formation will only grant one grenade for the entire formation.
  14. (Added 12/18/09) Each player is limited to one Str “D” weapon.
  15. (Added 12/18/09) The 5th edition rule for “Seizing the Initiative” is in effect.  After deployment, the “losing” team may attempt to seize the initiative on the roll of a 6–just like in standard 5th edition games.
  16. (Added 1/12/09) Strategic Reserves are only available on turns 2 & 3 (or turns 1 & 2, with the proper strategic asset).  Otherwise, they aren’t available (ruling for “reinforcements” strategic asset).
  17. (Added 1/12/09) Duplicate unique characters are allowed—within reason.
  18. (Added 1/12/09) 50% of your units and/or points must be deployed on the table on turn 1, unless the units not deployed are in an apocalypse formation that changes their deployment.
  19. (Added 1/12/09) Gargantuan creatures (and other models without bases) have implied bases.  This means that no models can sit underneath the big models.  The “implied base” will cover all area between the legs of the model in question.
  20. (Added 1/12/09) The Hierophant’s “Warp Field” will retain the original 6++ variation—not the new 3++ style.
  21. (Added 1/12/09) Rules for Dice:
    1. If any die isn’t flat, reroll it.  Even if it seems obvious what the die was supposed to be, re-roll it.  This prevents gray areas.
    2. Dice only count if rolled on the table—if they fall on the floor, they must be re-rolled.

So that’s what I’m thinking.  Does anyone out there have any house-rules they apply to Apoc games that they’d like to contribute?  Again, we’re not looking to make things more complex, but anything that makes things faster, funner, & fairer is our goal.

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20 comments on “Arctic Apocalypse 2010

  1. sounds good to me, your right opening a can with the “rules transcend their codex within reason” bit

    Ill bring a Master of the fleet, an Astropath, and if anyone would like feel no pain feel free to join my command squad of uber IG assaultness (their name is still under consideration, other possibles are “lol-gard-ass-ult’d-u”, “Fateweaver is full of shit club”, and “staken’s 8 other wounds”) Shoot i might even buy em a land raider!!

    • Actually, if I recall correctly, I don’t think either the Master of the Fleet or Astropath help out in Apoc games. From what I remember, all reserves automatically come in on the 2nd turn.

      *EDIT* This is confirmed on page 23 of the Apoc Codex. The jidst is that anything you don’t deploy goes into strategic reserves. Of those, you can deploy 0 of them during your first turn, up to 50% of then at the start of your 2nd turn, and all remaining units at the start of the third. I do believe there are strategic assets that can mix these up as well. Since you don’t roll for reserves, I don’t think either of those characters will help you.

  2. sounds good to me, your right opening a can with the “rules transcend their codex within reason” bit

    Ill bring a Master of the fleet, an Astropath, and if anyone would like feel no pain feel free to join my command squad of uber IG assaultness (their name is still under consideration, other possibles are “lol-gard-ass-ult’d-u”, “Fateweaver is full of shit club”, and “staken’s 8 other wounds”) Shoot i might even buy em a land raider!!

    • Actually, if I recall correctly, I don’t think either the Master of the Fleet or Astropath help out in Apoc games. From what I remember, all reserves automatically come in on the 2nd turn.

      *EDIT* This is confirmed on page 23 of the Apoc Codex. The jidst is that anything you don’t deploy goes into strategic reserves. Of those, you can deploy 0 of them during your first turn, up to 50% of then at the start of your 2nd turn, and all remaining units at the start of the third. I do believe there are strategic assets that can mix these up as well. Since you don’t roll for reserves, I don’t think either of those characters will help you.

    • You bring up some really good points–since one of our players is almost assuredly going to play with drop pods, it will affect deployment. For more public engagements, I think having rules like this would help tremendously, but since we’re able to control the players, I’m hoping that the loose “60 minute turn” limit will help provide enough buffer so that this isn’t abused. I’m hoping that their deep-striking in is roughly equivalent to their movement.

      Thanks for the link though–it’s good information.

    • You bring up some really good points–since one of our players is almost assuredly going to play with drop pods, it will affect deployment. For more public engagements, I think having rules like this would help tremendously, but since we’re able to control the players, I’m hoping that the loose “60 minute turn” limit will help provide enough buffer so that this isn’t abused. I’m hoping that their deep-striking in is roughly equivalent to their movement.

      Thanks for the link though–it’s good information.

  3. oh good call Rob, i didnt see that. Maybe this PDF is old though or something, its page 23 is “7. Place Objectives, 8. Fight Battle ect.”

  4. oh good call Rob, i didnt see that. Maybe this PDF is old though or something, its page 23 is “7. Place Objectives, 8. Fight Battle ect.”

  5. Adding/Ammending the following rules:

    1. Please have a copy of your army list that you can leave at the game. I intend to do a write-up of every army involved and a battle report of how things unfold. I recognize that some people prefer to keep their lists for future use—and that’s fine, but I would like a copy of it for the purposes of the battle report.

    2. If you choose a strategic asset that requires physical representation, please bring that with you to the game. Specifically, I’m thinking about bunkers (as I don’t have spares to setup), but this could also apply to a host of assets. If you want to call ahead, I may likely have a suitable solution for you, but to be safe, it’s best if you bring your model with you for the game.

    3. When multiple entries for a given unit exist, the latest approved version will be used. For example, Hierophants show up in both the Imperial Armor 4 book, as well as the Apocalypse book. Since the Apoc book was printed more recently, we’ll use those rules. Likewise, if the Tyranid codex becomes available in time, those rules for the Trygon will over-ride rules in any Forgeworld Compendium.

    4. The formation for marine “Titanhammer Squads” does not clearly specify whether a vortex grenade is given to each squad, or to a single squad. Given the potential for abuse if used on a per-squad basis, and the advantages already offered by the wargear (allowing access to a 2nd vortex grenade), this formation will only grant one grenade for the entire formation.

  6. Adding/Ammending the following rules:

    1. Please have a copy of your army list that you can leave at the game. I intend to do a write-up of every army involved and a battle report of how things unfold. I recognize that some people prefer to keep their lists for future use—and that’s fine, but I would like a copy of it for the purposes of the battle report.

    2. If you choose a strategic asset that requires physical representation, please bring that with you to the game. Specifically, I’m thinking about bunkers (as I don’t have spares to setup), but this could also apply to a host of assets. If you want to call ahead, I may likely have a suitable solution for you, but to be safe, it’s best if you bring your model with you for the game.

    3. When multiple entries for a given unit exist, the latest approved version will be used. For example, Hierophants show up in both the Imperial Armor 4 book, as well as the Apocalypse book. Since the Apoc book was printed more recently, we’ll use those rules. Likewise, if the Tyranid codex becomes available in time, those rules for the Trygon will over-ride rules in any Forgeworld Compendium.

    4. The formation for marine “Titanhammer Squads” does not clearly specify whether a vortex grenade is given to each squad, or to a single squad. Given the potential for abuse if used on a per-squad basis, and the advantages already offered by the wargear (allowing access to a 2nd vortex grenade), this formation will only grant one grenade for the entire formation.

  7. Everything looks good. Quick question: Is taking 2 wounds from Strength D weapons for “Eternal Warriors” a house rule. If so why. I think the purpose of models with Eternal Warrior are meant to be difficult to kill. Otherwise the codex(s) or rules would state otherwise.

    • Yes, it’s a house rule. There are different rules that affect strD weapons. The two in question are that Eternal Warriors normally only take 1 wound. The second is that Gargantuan creatures hit with a strD weapon take d3 wounds. Since tyranids (in 4th Edition) all have Eternal Warrior within Synapse range, it skews things.

      In example, if a 1300 pt. Hierophant titan gets hit with a str D weapon, he takes up to 3 wounds in damage. He is, without a doubt, the biggest and toughest thing on the board. In comparison, a lowly tyranid warrior (or really, any 2 wound model in the tyranid force) only takes 1 wound and shrugs it off. It simply isn’t practical for them to withstand that sort of abuse. Raising it to 2wounds means that a strD hit practically kills any bug aside from Tyrants & Carnifexes (the biggest and toughest ones–assuming they’re in synapse).

      I recognize team HQ is loaded with eternal warriors, but it really shouldn’t affect you much. To my knowledge, Tyranids can’t gain access to strD weaponry, so the only shots you’ll be saving against are stray shots from your allies.

  8. Everything looks good. Quick question: Is taking 2 wounds from Strength D weapons for “Eternal Warriors” a house rule. If so why. I think the purpose of models with Eternal Warrior are meant to be difficult to kill. Otherwise the codex(s) or rules would state otherwise.

    • Yes, it’s a house rule. There are different rules that affect strD weapons. The two in question are that Eternal Warriors normally only take 1 wound. The second is that Gargantuan creatures hit with a strD weapon take d3 wounds. Since tyranids (in 4th Edition) all have Eternal Warrior within Synapse range, it skews things.

      In example, if a 1300 pt. Hierophant titan gets hit with a str D weapon, he takes up to 3 wounds in damage. He is, without a doubt, the biggest and toughest thing on the board. In comparison, a lowly tyranid warrior (or really, any 2 wound model in the tyranid force) only takes 1 wound and shrugs it off. It simply isn’t practical for them to withstand that sort of abuse. Raising it to 2wounds means that a strD hit practically kills any bug aside from Tyrants & Carnifexes (the biggest and toughest ones–assuming they’re in synapse).

      I recognize team HQ is loaded with eternal warriors, but it really shouldn’t affect you much. To my knowledge, Tyranids can’t gain access to strD weaponry, so the only shots you’ll be saving against are stray shots from your allies.

  9. Adding two more rules per Cole’s email/request:

    – Each player is limited to one Str “D” weapon.

    – The 5th edition rule for “Seizing the Initiative” is in effect. After deployment, the “losing” team may attempt to seize the initiative on the roll of a 6–just like in standard 5th edition games.

    • Adding the following rules (per email discussions on or around 12/31/09):

      – Strategic Reserves are only available on turns 2 & 3 (or turns 1 & 2, with the proper strategic asset). Otherwise, they aren’t available (ruling for “reinforcements” strategic asset).
      – Duplicate unique characters are allowed—within reason.
      – 50% of your units and/or points must be deployed on the table on turn 1, unless the units not deployed are in an apocalypse formation that changes their deployment or deploy by another alternate means (outflank, infiltrate, etc.).
      – Gargantuan creatures (and other models without bases) have implied bases. This means that no models can sit underneath the big models. The “implied base” will cover all area between the legs of the model in question.
      – The Hierophant’s “Warp Field” will retain the original 6++ variation—not the new 3++ style.
      Rules for Dice:
      – If any die isn’t flat, reroll it. Even if it seems obvious what the die was supposed to be, re-roll it. This prevents gray areas.
      – Dice only count if rolled on the table—if they fall on the floor, they must be re-rolled.

  10. Adding two more rules per Cole’s email/request:

    – Each player is limited to one Str “D” weapon.

    – The 5th edition rule for “Seizing the Initiative” is in effect. After deployment, the “losing” team may attempt to seize the initiative on the roll of a 6–just like in standard 5th edition games.

    • Adding the following rules (per email discussions on or around 12/31/09):

      – Strategic Reserves are only available on turns 2 & 3 (or turns 1 & 2, with the proper strategic asset). Otherwise, they aren’t available (ruling for “reinforcements” strategic asset).
      – Duplicate unique characters are allowed—within reason.
      – 50% of your units and/or points must be deployed on the table on turn 1, unless the units not deployed are in an apocalypse formation that changes their deployment or deploy by another alternate means (outflank, infiltrate, etc.).
      – Gargantuan creatures (and other models without bases) have implied bases. This means that no models can sit underneath the big models. The “implied base” will cover all area between the legs of the model in question.
      – The Hierophant’s “Warp Field” will retain the original 6++ variation—not the new 3++ style.
      Rules for Dice:
      – If any die isn’t flat, reroll it. Even if it seems obvious what the die was supposed to be, re-roll it. This prevents gray areas.
      – Dice only count if rolled on the table—if they fall on the floor, they must be re-rolled.

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