The Fall of Morrsleb: The Aftermath

With this, the fifth (and final) post on the subject, we’ll finally get to learn who won our latest Apocalypse game.  In case you missed the earlier posts we have:

  1. The Army Composition Rules
  2. Special Rules used during the game (personal objectives, changes to standard objectives, & painting benefits)
  3. The Army Lists of those that played
  4. Detailed results of Personal Objectives

The hope is that this post will serve as sort of the battle report for the game, tying up loose ends, and giving a general idea of what transpired.  We won’t be going over a detailed account of everything that happened because, quite frankly, I didn’t catch most of the game.  In my experience, when you’re involved in a game of that magnitude, it’s hard to catch all of the little nuances, especially when working under a time crunch like chess clocks.  Luckily, Kurt has helped contribute some tidbits that I may have otherwise missed, so I’ll integrate his observations into this wrap-up as well (thanks, Kurt).

Pre Deployment Tasks

Wh39kApoc2014 (8)We started off by doling out copies of the rules to be played and answering various questions.  Other formalities normal to any game also took place, including determining warlord powers, psychic powers, and the like.

We also handed out Strategy Cards as I had suggested before, since I was a little uneasy about the new strategic assets.  In total, I believe we handed out three or four to each player, and let them know that they could share them amongst players on their team.  Then we passed out the “personal objectives” and finished up by setting the chess clocks to allow each team to play for four hours and each player chose a “painted army benefit.”  The list of who chose what was as follows:

  • Stealth – Rob, Kurt, Simon, Danny, & Cole
  • Adamantium Will – Blaine, Sam, & Sean

In total, that probably says something about a balance issue between the available abilities.   The fact that nobody took Hammer of Wrath doesn’t surprise me too much (it would be best suited to a horde army, and nobody had one), but that nobody took Move Through Cover seems quite peculiar, as I find that to be a rather good ability.  I guess I’ll have to tweak these if we wind up using a “painted model benefit” in future games.

Anywho, after randomly determining the teams and choosing Warmasters for the sides (Sam for the unholy forces and Me for all that is just and pure in the universe), we diced off for deployment.  Their side won the roll and opted to pick the outside of the L, and to setup/go first. Continue reading

The Fall of Morrsleb: Personal Objectives

With our most recent Apoc game, we revisted the concept of Personal Objectives, which originally showed up in a game of ours back in 2010.  Since it went over so well back then, I decided to bring them back.  However, some of them had proven to be less fun than others, so we replaced those defunct ones with some new missions.

It was our findings originally that people enjoyed them overall, but had less fun with the missions where they didn’t have a direct impact on the game.  For example, the mission where you only one if no bunkers (friend or foe) collapsed caused the player to feel somewhat helpless to achieve their mission.  As a result, we tried to make this series of personal objectives into things that you essentially had some control over.  Additionally, I toyed with the idea of making some on-going effects for players that fit in with their objectives.

Grand Theft Rhino (Rob’s Ultramarines):

Your infantry units and Independent Characters can embark on non-super heavy enemy transports as if they were your own.  Once embarked, you have full control of the vehicle, but may not fire any of its weapons. At the end of the game roll a die.  On the roll of a 7+, you win a personal victory.  You may add +1 to the die roll for each vehicle commandeered during the course of the game.

This mission was an exact clone of what it was in the first game.  It was such a great name and a fun concept, that it was worth trying again.  In the first iteration, we found that there were literally only three transports on the enemy side the objective owner could claim, and sadly they were on the wrong side of the field.

Well, this time, it was much the same.  I counted a total of seven total transports on the table that I could’ve embarked on: three rhinos and four Necron vehicles.  Sadly, two rhinos were immobilized/destroyed right off the bat, and the other–though it parked right in front of me, was completely encircled with troops, which inadvertently prevented me from embarking on it.

The Necron flyers, however, did zoom right over my head, but not before all of the weapons teams in the area has been eradicated.  While I did try to abandon three of my artillery platforms to embark upon those transports, Danny pointed out a rule which prevented me from doing so.  Sadly, he was right, and that left me with a total of zero “rhinos” stolen.  So that meant that I wasn’t able to achieve my objective…

Reconnaissance (Cole’s Grey Knights):

Scattered across the battlefield are six informants, each of which holds a vital clue to the reasons behind the recent uprising, each of which has been secretly numbered.  At the beginning of the game, roll a die.  At the end of the game, if you have a model in base-to-base with this informant, and no other players have a model within 2” of him, roll a die.  On a roll of a 6+, you receive a personal victory.  You may add +1 to the die roll for each additional informant you have questioned during the course of the game.

Wh39kApoc2014 (20)This mission was supposed to have been marked with various Skaven spies around the board, but Cole forgot to bring them.  As fortune would have it, he was the one who drew this particular mission.  Though they were spread around the board, he had about the ideal force to talk to all of the informants–since nearly all of his army deepstruck around the table.  As such, Cole Achieved his objective.

Daemonic Ascension (Kurt’s Space Wolves):

At the end of the game roll a die.  On the roll of a 7+, you win a personal victory.  You may add +2 to the die roll for each objective that your warlord picked up during the game. In addition, your warlord gains the following benefits based upon the number he has in his possession:

  1. All melee attacks by the Warlord are S10
  2. The warlord gains Feel No Pain (3+)
  3. All attacks from the warlord cause instant death, and attacks against vehicles count as Strength D

Kurt’s warlord was on a thunderwolf, and managed to rampage around the board, and even collected a couple of objectives; however, he wasn’t able to live long enough to pick up that third objective that would’ve granted him an automatic win, and sadly, he rolled poorly and wound up failing his objective.  I think he liked the concept of this, but it could’ve been a little more clearly worded.  This is one that I’d use again.

Trophy Hunter (Danny’s Necrons):

Bored with years of shedding blood for mindless bureaucrats, your force has now found a real purpose in life: the thrill of the hunt. At the end of the game roll a die.  On the roll of a 7+, you win a personal victory.  You may add +1 to the die roll for each HQ that you earned the killing blow on throughout the game. You receive an additional +1 for each of those HQ’s that was also a Warlord.

Wh39kApoc2014 (19)Danny did a great job of eradicating HQ units throughout the game.  Though he didn’t manage to kill any of mine (mostly due to the fact that I hid like a coward from his C’Tan), he did manage to kill HQ units from every other player on my side.  Enough so that he was able to automatically secure his personal objective without having to roll at the end of the game.

Witch Hunter (Blaine’s Tyranids):

Death to the unclean—psychic scum must be cleansed from the galaxy At the end of the game roll a die.  On the roll of a 7+, you win a personal victory.  You may add +1 to the die roll for each time you successfully used the “Deny the witch” rule throughout the game.

In addition, if you deny a psychic power that’s whose target was within 12” of your army’s warlord, you can choose to bounce that spell to another legal target, or steal the effect for your Warlord (and his unit—if applicable).

Wh39kApoc2014 (13)If ever there was a more perfectly suited army to an objective, Blaine’s was it.  He has so many psykers in his army, he had more dice than the rest of the table combined (well, aside from Cole, who somehow managed to have even more dice than Blaine).   Still, that meant that Blaine got to roll a ton of deny dice almost any time he wanted, nullifying most of our good powers, and ensuring his personal objective would be achieved.

As for the secondary benefit of stealing a power, I think that only came into effect one time, whereas he stole the “Force” power from Njal Stormcaller that was dualing with his Flyrant, and used it against the Space Wolf.  Touché!

Bow to Your Jokaero Overlords (Simon’s Chaos Space Marines):

At the end of the game roll a die.  On the roll of a 7+, you win a personal victory.  You may add +1 to the die roll for each vehicle you’ve destroyed in the assault phase throughout the game.  You may add an additional +1 for each super-heavy destroyed in this manner.

In addition, if you destroy 6 or more vehicles during the assault phase throughout the game, the Jokaero will create the following weapon which you can use in each of your shooting phases:

S9, Large Blast, AP2 – Always scatters.

Simon got this power, which is great because he’s of the era of gamers that really inspired this card.  I recall so many stories of Rogue Trader games between him, Blaine, and Rick wherein they would buy a bunch of rhino chassis and a team of Jokaero, then spend a few turns making space ships and defense lasers and then spent the rest of the game raining death upon the table.  This card was meant to be a slight nod to that: if you could get in and collect enough metal (by destroying vehicles in assault), you could then use that metal to make a ship with a laser cannon firing down upon the mortals.

Sadly, Simon wasn’t able to destroy many vehicles during the course of the game.  In fact, I think the only one he was able to take out was a warhound titan (which, in hindsight, should’ve given him an additional +1).  I’ve gone back and added that in grey so that I can remember to do that if I re-use this card in the future.

Misfortune Favors the Bold (Sean’s Space Wolves):

At the end of the game roll a die.  On the roll of a 7+, you win a personal victory.  You may add +1 to the die roll for each vehicle you have that was immobilized when trying to move through difficult terrain or for each character who loses a wound to a failed dangerous terrain test.

Additionally, any vehicles immobilized in difficult terrain or characters wounded by failed dangerous terrain checks gain the FNP (5+) and It Will Not Die special rules after suffering the ill effects (so 1-wound characters would already be dead).

This was a questionable mission in design.  While you’re not completely helpless to meet the requirements, it does mean that you have to spend time running around through difficult terrain, which doesn’t happen all that many times during the course of the game.  Sean wasn’t able to do this (actually, I’m not sure he ever immobilized a vehicle or took a wound because of a dangerous terrain test).  I think this is chalked up to my fault, and poor mission design.  Sorry, Sean.

Here Comes the Rooster (Sam’s Space Marines):

At the end of the game roll a die.  On the roll of a 7+, you win a personal victory.  You may add +1 to the die roll for each failed morale or pinning test you forced upon an opponent throughout the game.

Additionally, all of your ranged weapons gain the Twin-linked special rule when shooting at units that are pinned or falling back.

God bless Sam for trying.  Throughout the game, he was really working on forcing tests, but the dice just weren’t with him.  I’m not sure how many total tests he forced, but apparently he only managed to force 2x unsuccessful tests, so it was difficult to obtain this objective.  This could be due to poor luck on his part, and perhaps due to problems with so many units in the game being fearless, but I think this mission has merit.  Despite Sam’s troubles, I think I’d do this one again as well.

 

So, of the 8 total players, only three managed to complete their missions successfully (Blaine, Cole, & Danny), including at least one player on the losing side (I’m trying not to spoil the outcome here–if you’re interested in that, read the next post).  So, it was good that people were able to use this as an alternate win condition despite technically losing the game.

Of the missions, only one I think needs to be scrapped completely:  Fortune Favors the Bold.  Others might need some tweaking (how on Terra do I make “Grand Theft Rhino” work?–or do I just let it go despite how cool the name is?

What do you think?  Do you like the idea of personal objectives?  Do you have any suggested tweaks that you’d make to the existing missions–or perhaps have some completely different ideas of your own that I can use for future battles?

The Fall of Morrsleb: The Armies

This post is a continuation of the review of our recent Apocalypse game entitled “The Fall of Morrsleb.” In this particular post, I’ll be going over the armies that people brought and the breakdown of the teams. In total, eight players showed up of the 9 that had committed to coming. I had a feeling that one person would not show (though in the end, it was a different person that wound up skipping the event than I had originally expected), so I did have a spare 10th person on standby, but it turned out that it wasn’t necessary to bring them in order to balance the teams.

We had planned attendance in advance, and had a good idea of what armies people would be bringing:

  • 5x Imperial Players (Including me, who was also toying with the idea of playing bugs)
  • 1x Tyranid
  • 1x Chaos
  • 1x Necron

There really wasn’t a clear way to break down the teams to me, so we opted to roll randomly determine teams on the day of the game. I kind of like that method, so that people don’t do significant amount of planning together before the game starts. Granted, it’s nice to encourage people to work together and build up anticipation before the game starts, but not many people do that sort of thing, so it could potentially lead to an unfair advantage to a particular team.

The Forces of Evil:

As luck would have it, when we randomly determined teams all of the non-imperial forces were aligned together (with the exception of Sean’s smallish Eldar allied contingent). Sadly, with five predominately Imperial aligned players, one had to be banished to “Team Evil.”   It turns out that he was elected to act as the side’s warmaster. His backstory was that he mistakenly thought he could control them…

Sam’s Space Marine Detachment:

  • Wh39kApoc2014 (1)HQ:
    • Chapter Master in Term armor w/ Thunderhammer, Primarch’s Wrath, & Digital Weapons
    • Master Librarian w/ Digital Weapons & Melta Bombs
    • Master Librarian w/ Jump Pack, Melta Bombs, Digital Weapons & Armor Indomitus
    • Chaplain w/ Jump Pack Melta Bombs, & Digital Weapons
  • Elites:
    • 10x Terminators w/ 2x Assault cannons
    • Venerable Dread w/ Assault Cannon in Drop Pod w/ Deathwind
    • Dread w/ Assault cannon in Drop Pod w/ Deathwind
    • Ironclad Dread w/ Hammer, Melta, HK x2 in Pod w/ Deathwind
    • Venerable Dread w/ Twin-linked Lascannon & Missile Launcher in Drop Pod w/ beacon
    • 10x Sternguard w/ 2x Heavy Flamer, & 2x Combi Flamer in Drop Pod w/ Deathwind
  • Troops
    • 10x Tactical Marines w/ Power Fist, Combi Flamer, Flamer, & Lascannon in Drop Pod w/ Beacon & Deathwind
    • 10x Tactical Marines w/ Power Fist, Combi Melta, Meltagun, & Lascannon in Drop Pod w/ Beacon & Deathwind
  • Fast Attack:
    • 10x Assault Marines w/ Jump Packs, Power Fist, & 2x Flamers
  • Heavy Support:
    • 10x Devastators w/ 4x Missile Launchers (w/ flakk)
    • 10x Devastators w/ 3x Multi-melta & 1x Plasma cannon, power axe & combi-plasma in Drop Pod w/ Deathwind

Definitely a traditional Sam army. That guy loves his drop pods.

He did spend a week or so prior to the game working hard to get his army painted. Though he almost always plays a bunch of pods, it’s unusual to have him play a force consisting entirely of pods, and he doesn’t normally chose deathwinds, but I built them up enough before the game that he tried them out.

Well, at least that’s what I like to think. More likely, he just needed to eat up points at the end, and that was an easy way to do just that.

Blaine’s Tyranid Hive Fleet:

  • Wh39kApoc2014 (4)HQ:
    • Flyrant w/ 2x Devourers
  • Elites:
    • Malenthrope
    • Malenthrope
    • Zoanthrope
    • Zoanthrope
    • Zoanthrope
    • Zoanthrope
    • Zoanthrope
    • Zoanthrope
    • Zoanthrope
    • Zoanthrope
    • Zoanthrope
    • Hive Guard
    • Hive Guard
    • Hive Guard
  • Heavy Support:
    • 3x Biovores
    • 3x Biovores
    • 3x Biovores
    • Tyrannofex w/ Rupture Cannon
    • Tyrannofex w/ Rupture Cannon
    • Tyrannofex w/ Rupture Cannon
    • Exocrine
    • Exocrine
  • Lords of War:
    • Hierophant Bio-Titan
  • Formations:
    • Carnifex Crusher Brood w/ Adrenal Glands & Scything Talons

Blaine was in from out of town, so he wound up using my models. As I said before, I was toying with the idea of playing ‘Nids with him, but as he was building his army, it was abundantly clear that wasn’t going to happen. He started off by essentially taking every model that has Synapse that I own, and then followed it up by taking virtually every monstrous creature I owned.

Had I decided to play bugs after that, I would’ve been stuck with 3x Tervigons and a Swarmlord as my only synapse, and the only other MC’s I own are two flyers. While that might be fun enough, it would leave me with 3,000 points of little bugs, and frankly, I can’t fathom those movement phases.

Danny’s Necron Phalanx

  • Wh39kApoc2014 (2)HQ:
    • Overlord w/ Catacomb Command Barge, Warscythe, Mindshackle Scarabs, Phase Shifter
    • Royal Court: Necron Lords w/ Warscythe, Mindshackle Scarabs, Resurrection Orb, 5 Crypteks w/ 2 Harbingers of Destruction, 3 Harbingers of the Storm
    • Destroyer Lord w/ Warscythe, Sempiternal Weave, Mindshackle Scarabs and Resurrection Orb
    • Anrakyr the Traveler (Warlord)
  • Elites:
    • Triarch Stalker
    • 8 Triarch Praetorians
  • Troops:
    • 5 Necron Warriors w/ Ghost Ark
    • 5 Necron Warriors w/ Ghost Ark
    • 5 Necron Warriors w/ Night Scythe
    • 10 Immortals w/ Night Scythe
    • 10 Immortals w/ Night Scythe
  • Fast Attack:
    • 9 Scarab Swarms
    • 5 Wraiths
  • Heavy Support:
    • Annihilation Barge
    • Annihilation Barge
    • Annihilation Barge
  • Lords of War:
    • Transcendent C’Tan w/ Tranliminal Stride, Wave of Withering and Seismic Assault

Danny’s Transcendant C’Tan scarred (and scared) me to no end. If you haven’t seen the stats on that thing, do yourself a favor and don’t.

The thing is just disgusting. While I knew that he had purchased it and painted it up for the game, it wasn’t until the night before that I actually looked up the rules. That thing is just terrifying.   So much so, that when it came to deployment, I based my entire strategy around where that thing was on the board: “Oh, he’s on that flank—let me deploy my entire army on the other side of the table.”

Egads…

Simon’s Black Legion:

  • Wh39kApoc2014 (3)HQ:
    • Abaddon the Despoiler
    • Be’lakor
    • Sorcerer: jump pack; sigil of corruption; plasma pistol; Psyker (Mastery Level 3); force weapon; Veterans of the Long War
  • Elites:
    • 5 Bringers of Despair: 3× power fist; chainfist; 4× combi-bolter; heavy flamer; Mark of Khorne; Veterans of the Long War; Terminator Champion (lightning claw; gift of mutation); icon of vengeance
    • 10 Chosen: 4× flamer; flamer; Veterans of the Long War; Chosen Champion (lightning claw; combi-bolter; gift of mutation; melta bombs); icon of vengeance in Rhino Chaos Rhino: dirge caster; combi-flamer; destroyer blades
  • Troops:
    • 10 Chaos Space Marines: plasma gun; plasma gun; Veterans of the Long War; Aspiring Champion (combi-bolter; lightning claw; gift of mutation; melta bombs); icon of vengeance in Chaos Rhino: combi-flamer; destroyer blades; dirge caster
    • 10 Chaos Space Marines: plasma gun; plasma gun; Veterans of the Long War; Aspiring Champion (combi-bolter; lightning claw; gift of mutation; melta bombs); icon of vengeance in Chaos Rhino: combi-flamer; destroyer blades; dirge caster
    • 35 Chaos Cultists: Cultist Champion (shotgun)
  • Fast Attack:
    • 6 Chaos Bikers: 2× plasma gun; Veterans of the Long War; Chaos Biker Champion (lightning claw; gift of mutation); icon of vengeance
    • Heldrake: baleflamer
  • Heavy Support:
    • Defiler: Havoc launcher; dirge caster
    • Maulerfiend
    • Maulerfiend
  • Lords of War:
    • Khorne Lord of Skulls: skullhurler

Simon was another of those guys that spent the month working up to the game in a painting fervor. In fact, I’m not sure that any of the models in this APoc game are from his regular army (no wait, the rhinos and cultists probably are). Otherwise though, I think he painted up just about everything specific for this game, and they looked pretty snazzy.

 

The Forces of Good:

Somehow I got thrust into the role of Warmaster for the forces of good (and seriously, with Marneus at the lead of my army, how could I not?).

The Pride of Ultramar (Rob)

  • Wh39kApoc2014 (7)HQ:
    • Marneus Calgar
    • Chaplain in Terminator Armor
  • Elites:
    • Ironclad in Drop Pod w/ Deathwind
    • Deadnought w/ Twin-linked Lascannon & H. Flamer in Drop Pod w/ Deathwind
    • 5x Terminator Assault Squad w/ Thunder Hammers & Storm Shields
    • 5x Sternguard w/ 2x Lascannon
    • 5x Sternguard w/ 2x Missile Launchers
    • 5x Sternguard w/ 2x Missile Launchers
    • 5x Sternguard w/ 2x Plasma Cannons
    • 5x Sternguard w/ 2x Heavy Bolters
    • 5x Sternguard w/ 2x Heavy Bolters
    • 5x Sternguard w/ 2x Multi-meltas
  • Heavy Support:
    • Techmarine w/ Thunderfire Cannon
    • Techmarine w/ Thunderfire Cannon
    • Techmarine w/ Thunderfire Cannon
  • Fortifications:
    • Aegis Defense Line w/ Quad-Gun
    • Aegis Defense Line w/ Quad-Gun
    • Bastion w/ Icarus Lascannon
    • 2x Vengeance Weapon Batteries w/ Battlecannons
    • 2x Vengeance Weapon Batteries w/ Battlecannons
  • Ultramar Planetary Defense Force (IG Allies):
    • 1x EarthShaker Carriage Defense Battery
    • 1x EarthShaker Carriage Defense Battery
    • 1x EarthShaker Carriage Defense Battery
    • 1x EarthShaker Carriage Defense Battery
    • 1x EarthShaker Carriage Defense Battery
    • 1x EarthShaker Carriage Defense Battery
    • 1x Medusa Carriage Defense Battery
    • 1x Medusa Carriage Defense Battery
    • 1x Medusa Carriage Defense Battery
    • 3x Heavy Weapons Teams w/ Autocannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons
    • 3x Heavy Weapons Teams w/ Lascannons

This has become a pretty-defacto standard for me in Ultramarines related Apoc games. When we were in the planning stages of the game, I had hoped to paint up all of my fortifications in order to cover our side of the board in BLOO; unfortunately, I spent the two months prior painting up the terrain for the game (more on that later).

So, I fell back on the old standbys: Long Range Firepower provided by the Imperial Guard (No, I won’t call them the Militarium Tempestus, or whatever their new name is). I was able to squeeze in five fortifications (more than everyone else combined), and between all of the little blue guys, the board did have an unmistakable cyan tint to it.

Cole’s Grey Knight Strike Force

  • Wh39kApoc2014 (6)HQ:
    • Librarian
    • Librarian
  • Elites:
    • 5 man Terminator
    • 5 man Terminator
    • 10 man Strike Team
    • 10 man Paladin
    • 5 man Paladin
    • 5 man Purifier
    • Dreadnought
  • Heavy Support:
    • StormRaven
    • 10 man Interceptor team
    • Dreadknight
    • Dreadknight
  • Inquistion Allies:
    • Inquisitor Coteaz
    • 6 man henchmen warband
    • Land Raider
  • Assassin Allies:
    • Vindicare Assassin

Ok, so it’s obvious that I don’t know the Grey Knight Codex. Are all of those different units really elites?

Anywho, Cole came out of retirement to play with his brand new codex, along with some throwbacks to the old ‘dex in the form of Inquisitors and Assassins. Most of his army seemed to deep strike down, and he definitely provided the psychic assault of our team.

Sean’s Space Wolf Company:

  • HQ:
    • Bjorn the Fell Handed in Drop pod w/ Deathwind
    • Krom Dragongaze
    • Njal Stormcaller
    • Ragnar Blackmane
    • Rune Priest (level 2) in power armor
  • Elites:
    • Venerable Dreadnought w/ Blizardshield & Axe in Drop pod w/ Deathwind
    • Murderfang in Drop pod w/ Deathwind
  • Troops:
    • 15x Blood Claws w/ Flamer, Meltagun, & Powerfist in Stormwolf w/ Hellfrost cannon
    • 15x Blood Claws w/ Flamer, Meltagun, & Powerfist
    • 1x Lone Wolf
  • Heavy Support:
    • Land Raider Crusader
    • Long Fangs x6 w/ 5x Plasmacannon
  • Lords of War:
    • Logan Grimnar
  • Eldar Allies:
    • Wraithknight w/ Scatter laser, Suncannon & Scattershield
    • Revenant Titan w/ Missile Launcher & 2x Pulsars
  • Fortifications:
    • Aegis Defense Line w/ Comms Relay

In hindsight, Sean seemed to be the only person who brought models that weren’t painted. I gave him a pass because he changed jobs and moved his apartment during the build-up to the game, and he did have most of his force painted (in fact, I think he had all of the space wolves painted). Besides, he’s only been playing 40k for a year or two, so frankly, his progress is amazing.

 

“Harald’s Space Wolf Apocalypse Force with Gryphonicus Titan Maniple Support” (Kurt)

  • HQ:
    • Harald Deathwolf (lord on thunderwolf)
  • Fast Attack:
    • 5x Harald’s Fenrisian Wolf Pack
    • 5x Harald’s Fenrisian Wolf Pack
    • 5x Harald’s Fenrisian Wolf Pack
    • 5x Harald’s Fenrisian Wolf Pack
    • 5x Harald’s Fenrisian Wolf Pack
    • 6x Thunderwolf Calvary
    • 6x Thunderwolf Calvary
  • Lords of War:
    • Reaver Titan (Rage of Fenris) w/ Melta Cannon, Gatling Blaster, & Apoc Missile Launcher
    • Warhound Titan (Wolf Strider) w/ Inferno Gun & Plasma Blastgun
    • Warhound Titan (Fenrisian Strider) w/ Inferno Gun & Plasma Blastgun

In any Apoc game, Kurt has to bring more Forgeworld models than anyone. I think that guy owns every Forgeworld model that’s legal to play in a Space Wolf Force. When he ran out of marine models, he started picking up IG models—so it shouldn’t’ have been a big surprise that he unveiled his new purchase: three fully painted titans.

The looked great (except when they were falling apart on top of my army), and provided some real scale to the table.

 

 

The Fall of Morrsleb (The Rules: Revisted)

So, back in July I posted a rule blurb about an upcoming apocalypse game entitled “The Fall of Morrsleb,” but those were really guidance about building armies, rather than the actual rules of the game.  Well, I’m happy to say that game has passed (with some small amount of success), so I’ll spend a few posts going over how things went.  In particular, I’m hoping to focus on the things that worked well, and those that didn’t, so we can improve in the future.

The rules we used for the actual game were as follows:

Scoring Objectives:

1) Unlike previous games, objectives will only be scored at the end of the game—not the end of each player turn.

2) Warpstone tokens have been placed around the board in clusters of 1-3.  That objective will be held by that unit and can be moved around the board (a la the mission “the relic.”).  Units can still run, shoot, and embark on vehicles while in possession of these objectives.

3) Harvesting an Objective:

a) Each non-vehicle unit can harvest a single objective by ending their movement phase in base to base contact with the token and collecting it.  That unit will then be in possession of that objective until the end of the game or until they die—whichever comes first.

b) Units are not allowed to pass possession of warpstone tokens between themselves, or drop them (outside of being wiped out).

4) Losing an Objective:

a) When the last member of a unit that is holding an objective dies, the objective is placed in base to base contact with that model and can be harvested by another unit as normal from there on out.

5) Permanently Converting an Objective into a Strategic Victory Point:

a) Units can convert an objective they have harvested in a previous round.  This would mean that the victory point would be permanently earned, and would no longer drop on death.

b) To permanently claim an objective, a unit cannot be embarked, and must forgo all movement (including running) and can only fire snapshots during that turn.

6) Alternate Uses for Objectives: Warpstones may be alternately used in the psychic phase (See #20 below)

Painted Model Benefit:

7) To encourage players to play with painted models, each player may choose from a list of Universal Special Rules (USRs) that will apply to all units that consist entirely of “completely painted” models. That player may choose from the list below:

a) Move through Cover (Roll an extra dice when moving through cover & ignores dangerous terrain)

b) Adamantium Will (+1 to deny the witch rolls)

c) Hammer of Wrath (+1 auto-hit when at I10 & S=model on charge)

d) Stealth (+1 to cover saves)

8) Before the game, each player will choose one of the options from the above list and that option will apply to every painted unit in his army.  You may not mix and match between different units.

9) To judge what is considered a “completely painted” model, it is left to the sole discretion of the player/owner of the unit.  If they can look you in the eye with a straight face and say that the model is completely painted, then it counts.  In general, the model should have multiple colors, have some level of basing applied, and look coherent with the rest of the force.

10) An entire unit must be completely painted at the start of the game to benefit from the USR.  If a unit consists of 9 painted models and 1 unpainted model to start the game, it can never benefit from the additional USR—even if the unpainted model dies during the course of the game.

Personal Objectives

11) In order to justify a diverse collection of armies being at the battle, each player will be assigned a “personal objective.”  This is a mission that applies only to your army, and provides an “alternate win condition” for you.

12) Personal objectives should not be shared with any other player (including friendly players).   Do not let them look at it, give them hints, or otherwise tell them what your objective is.  While they may be your allies, who knows what devious plans they are up to…

13) Each objective should be clearly defined as to what you need to do in order to accomplish it.  For the most part, there is a series of events you can do throughout the game to increase your likelihood of achieving your personal objective.  In most circumstances, if you can do it enough throughout the game, you will automatically achieve this moral victory.

Psychic Phase

14) During each team’s psychic phase, one player will roll a dice and not the result.

15) Each player at the game will add the total number of psychic levels they have and add it to the original number to determine the number of warp charge they have for that phase.

16) When a spell is cast, one member of the opposing team may attempt to deny the witch on that spell using the dice available in his pool.  It is up to the team as to who decides to roll the dice.

17) Bonuses for “Deny the witch” due to talismans, inclusions of psykers, etc. only affect the player with the models that are affected by that bonus.  For example, if Blaine targets Rob’s psyker with a spell, but Rob is out of dispel dice, so Simon rolls for him.  Simon would not receive any bonus to his dice rolls for Rob’s benefits.

18) Each spell may only be attempted to be dispelled one time.

19) Players may not combine dice pools.

20) Warpstone, being magical in nature can also be expended during the psychic phase.  At the beginning of a psychic phase (either friendly or enemy) any player can expend a harvested warp stone token to earn an additional d3+3 warp charge tokens/dice for his army to use.  Please note: permanently claimed objectives may not be expended in this manner.

Timed Turns

21) To keep things moving and ensure that players get equal time, we’ll be using chess clocks to time our turns.  Play is scheduled to start at 10am and end at 6pm.

22) Each team will be allotted four hours of time.  At the end of each of their turns, a representative from their side will punch the clock to start the timer for the other team.

23) We will not break for lunch.  Food, bathroom breaks, etc. are to be taken at the player’s convenience.

24) Since we’re all adults, please do not feel that you have to wait for a specific opponent to watch your dice rolls, during a given phase.  If you can’t find the owner of a model you wish to fight (or they’re otherwise occupied), feel free to grab another member of the opponent’s team.  That player can watch dice rolls, and even make armor saves/etc. for other teammates.

25) If you’re not comfortable with someone else making saves for a particular unit, you should pay careful attention to that unit throughout the game.

Generic Apocalypse Changes since Last Edition:

26) Warmaster:  Each side will need a warmaster.  During the setup phase of the game, each team will nominate one player to be the warmaster.

27) Strategic Reserves: Units in reserve can come into the game based upon their unit type.  For the purposes of this game, the end of every full turn is considered a “break” for the purposes of reserves coming on (though it will not stop the clock)

28) Scoring Units – All units score in apocalypse.

29) Seize the Initiative:  This rule is in effect for the game.

30) Divine Interventions:  Each warlord can attempt to call a unique (once per game) Divine intervention at the start of their turn–the effects vary greatly by army, but all last for a game turn.  These require certain conditions be met before they can be invoked.

31) Finest Hours/Sons of the Primarch:  Like divine interventions, these are army specific traits that can be used by each warlord once per battle and last for a game turn.  They don’t, however, require any other specific conditions other than to be done at the start of the turn.

32) Bonus Points: Extra points are awarded for killing Super-heavies, Gargantuan Creatures, Warmasters, & Stopping Finest Hours.

33) Strategic Victory Points:  The points you tally to win the game can also be spent during the game.  They can be used to bring back destroyed units or be used to fuel some strategic assets.

34) Strategic Assets: Each player can choose a single strategic asset at the beginning of the game before deployment.

35) Unnatural Disasters:  We will be using the masters of disaster table for this game.

MorrslebTable (Medium)There’s not a lot of radical new options here that we haven’t at least played with in the past, but they’re worth noting the differences in this particular game:

  • Chess Clocks – The time was pretty well neck-and-neck throughout the game until around the final turn, where the first team fell woefully behind.  I’m not sure if this was due to poor time management, or the fact that the master of disaster ate into the first team, or just happenstance.  In the future, we should pause the clocks for the master of disaster and any other between turn effects.
  • Personal Objectives – We re-used a few from the previous time and created some new ones as well.  This really deserves it’s own post though, so I’ll try to remember to do so in the future.  As a whole, I think they were rather successful–just like before.
  • Changes to Psychic phase – This wasn’t anything we’ve done before, nor was it a big radical difference, but since 7th edition added the phase, I think it was a good way to handle things.  It did mean that certain players really took a lot of time in the phase, and at least one player complained that having so many opponents gave him the feeling like he never got any powers off–but I think that’s just the way the psychic phase works in general.
  • Scoring Objectives – There was confusion about how this works.  I don’t think that people were necessarily going into base-to-base contact with it the turn prior to harvesting the objectives.  In short, this needs to be clearer for future games–but I think the underlying idea of scoring only at the end and dropping objectives on death is a good thing (though I don’t recall other people doing this much.  I do know that whenever I saw Simon pick up an objective I immediately pummeled his squads until he dropped them).

As a last minute change, we also brought back Strategy Cards.  The thought was that in every Apoc game I’d been to prior to this, people always seem to choose the same assets and, since I hadn’t gone through the new ones, I wanted to prevent that from happening again.  So, in a pinch, we just dusted off the old strategy cards and used them again.  They did have a few tweaks required to use them in 7th Edition (and in Apoc as well), but I think they went over fairly well.  I do need to go through and modify some of them to eliminate super heavies from being targeted–at least for those that are ridiculously powerful, like “reinforcements.”

So those are the basic rules we used for this game.  In my upcoming posts, I’ll try to go over the personal objectives, terrain, armies, players, and a bit about the significant events that went on for the game.  But that’s for another day…

The Fall of Morrsleb (The Rules)

It’s been far too long since I’ve played in an Apocalypse game (fifteen months, to be exact), and even longer since I’ve hosted one at my house (almost a full three years ago).  So, with our friend Blaine coming back to town, it’s time to have another throw-down.

I’ll work on fluff for this particular world/theme in the future, but for now, I thought it best to get the rules out in advance.  So, without further Adieu: here are the preliminary rules for the game:

  1. Full Moon with Clouds at NightArmy composition:
    1. Player should make an army that comprises of no more than 4,000 points using the most current edition of rules available for each respective unit.
    2. Players should bring copies of the rules for all units in their list (PDF, Print-Out, digital copies, are all valid—just so we can reference them if need be).
    3. Units, formations, and detachments from GW (including Forgeworld) are allowed. Home grown units/formations are not. There is no limit to the number of detachments or formations that may be included in an army.
    4. All armies must include a valid “warlord” (HQ) unit.
  2. Rules for the psychic phase during a multiplayer game:
    1. Determining available Warp Charge:
      1. During the psychic phase, each team will roll a single die to determine the amount of extra warp charge.
      2. Each player on the team will generate warp charge per the number of levels of psychic mastery in his/her army.
      3. Each player will then add an additional amount of dice as dictated by the roll at the start of the phase to their total to determine their final amount of warp dice.
    2. Deny the Witch
      1. Each player will have their own set of dice with which to attempt to deny psychic powers.
      2. Only one attempt may be made to deny each casting of a psychic power. Teams are expected to collaborate as to who will attempt to deny each power.
      3. Players can only benefit from modifiers to their dice roll if they are the target of the spell. If attempting to nullify a spell that is affecting another friendly unit, you would need a 6 to deny—regardless of whether that friendly unit had any bonuses.
      4. Excepting above, players can combine dice to attempt to deny psychic powers. If different rolls are required by different players, please make note of that before any dice are rolled.
  3. Rules for painted models:
    1. Each player will be able to choose from a short list of available Universal Special Rules (USR). Each completely painted unit with in his/her army (determined at the time of deployment) will benefit from that USR.
    2. It is up to each player to determine what constitutes “completely painted unit.” In general, it should include multiple colors of paint and a base job. We are all adults, so we’ll be using the honor system.
    3. The rules apply to entire units and are checked at the beginning of the game. So if a unit is painted except for one model, and that model later dies, the squad will not benefit from the USR for the entire game.
  4. Personal Objectives:
    1. Personal objectives will be in use for the game.
    2. Personal objectives are missions that apply to each player and will help to set the theme (explaining why a diverse group of armies have appeared to fight on a single battlefield) and gives players an alternate method to achieve victory.
    3. The actual objectives will be unique for each player and will be dealt out randomly to each player before deployment.
    4. Players are not allowed to share their personal objectives with any other participant (including team-mates) until the game is over.
    5. Players are encouraged to coerce their team-mates throughout the game to help assist them to accomplish their personal objective. For example: If my personal objective was to destroy all super heavies on the table, I should encourage people to kill those super heavies even if it might not be the best move for my team mate at that particular time. Coercion should be done in such a way that it’s not obvious that I’m trying to get them to complete my objective for me.
  5. Changes to Objectives & Victory Points:
    1. The objectives for the game will not be static.
    2. Objectives will have a way of potentially enhancing the psychic phase of the game.
    3. Unlike previous Apocalypse games where we used to score points at the end of every player turn, we will only be scoring victory points at the end of the game. There will be an additional method where players can score victory points throughout the game, but it will require effort to do so.
  6. Time Tracking:
    1. Please plan to play an eight hour game (not including setup, deployment, tear-down, etc.)
    2. Chess clocks will be used for the game, each team will be configured to have 4 hours of play time.
    3. When time runs out for the first team, the other team will have the option of calling it or having one more player turn for their side.
  7. Extras:
    1. Food & Drink:
      1. In my experience, these things work best when they function as a pot luck.  People can bring a dish to share with everyone (crock pots work great for this).
      2. We won’t have an official break in the game for eating, just eat when you feel like it.  That way, we can keep the game play continuous and get out as early as possible.
    2. Miscellaneous:
      1. We’ll need at least one additional table, and if anyone has a spare grass matt (or suitable table covering) that would also be appreciated.
      2. I can provide six chairs, but it would be best if someone could bring an additional two folding chairs.
      3. We’ll be playing on a cement floor, so please wear comfortable shoes.  Standing for 8+ hours can be hard on your feet.

If you have any questions, please let me know.