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APOCALYPSE
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Race to DestructionIt’s not uncommon for two armies to stumble across each other during a campaign. The first thing the commanders will know of the opposing force is when breathless scouts report having sighted the enemy. Whichever side is able to organise their attack the fastest will be able to grab the initiative and strike before their opponents are fully prepared.
THE ARMIESSelect two armies using the rules found in the Fighting an Apocalypse Battle section. Each side must select one of their Warlords to be their force’s Warmaster. THE BATTLEFIELD Set up the terrain for the battle in any mutually agreeable manner and then roll-off. The winning side divides the playing area into two roughly equal halves, by drawing a line from the shortest table edge to the opposite table edge. The border between the two halves does not have to be a straight line. The opposing side decides which half of the table each side will deploy in. Finally, Strategic Objectives are placed. DEPLOYMENT Both sides secretly bid (and write down) the number of units they will deploy on the battlefield. Neither side’s bid may be less than a quarter, or more than half of the number of units in their army. For example, an army with 24 units would have to make a bid of between 6 and 12 units. Independent Characters, embarked units, and Dedicated Transports count as separate units when working out how many units there are. The side that bids lowest deploys first (in the case of a tie, roll-off to see who deploys first). Units may deploy anywhere in their deployment zone that is more than 12" away from the border between the two table halves. The number of units deployed must equal their bid. Any units not deployed are placed in Strategic Reserve. Once the first side has deployed, the opposing side does likewise, deploying a number of units equal to their bid. After both sides have deployed, Infiltrators may deploy and Scouts may redeploy using their special rules. FIRST TURN The side that deployed first has the first turn, unless the opposing side can Seize the Initiative. GAME LENGTH The battle continues until the time limit is reached. VICTORY CONDITIONS The side that has the most Strategic Victory Points at the end of the game wins the battle. If both sides have an equal number of Strategic Victory Points then the battle is a draw. Divine Intervention, Finest Hour, Mysterious Objectives, Strategic Assets, Strategic Objectives, Strategic Reserves, Strategic Victory Points, Unnatural Disasters 2
APOCALYPSE
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The MeatgrinderSome Apocalypse battles start out small, and grow into massive engagements. Such conflicts often begin when two quite powerful forces engage each other. As the battle rages and victory hangs in the balance, the commanders desperately call for reinforcements . Both sides start to release carefully hoarded reserves to swing things their way, and very quickly, the battle escalates into a huge life-or-death struggle, the outcome of which may decide the entire campaign.
THE ARMIESSelect two armies using the rules found in the Fighting an Apocalypse Battle section. Each side must select one of their Warlords to be their force’s Warmaster. THE BATTLEFIELD Set up the terrain for the battle in any mutually agreeable manner and then roll-off. The winning side divides the playing area into two roughly equal halves, by drawing a line from the shortest table edge to the opposite table edge. The border between the two halves does not have to be a straight line. The opposing side decides which half of the table each side will deploy in. Finally, Strategic Objectives are placed. DEPLOYMENT Both sides secretly bid (and write down) the amount of time they want to take setting up. Bids must be in whole minutes. The amount bid is the time that side will have to deploy their army. The side that bids lowest deploys first (in the case of a tie, roll-off to see who deploys first). Units must deploy anywhere in their deployment zone that is more than 9" away from the centre line, or may be kept in Strategic Reserve. Any units that are not deployed when the time limit runs out must be placed in Strategic Reserve. Once the first side has deployed, the opposing side does likewise, and has an amount of time to deploy equal to the amount of time that they bid. After both sides have deployed, Infiltrators may deploy and Scouts may redeploy using their special rules. FIRST TURN The side that deployed first has the first turn, unless the opposing side can Seize the Initiative. GAME LENGTH The battle continues until the time limit is reached. VICTORY CONDITIONS The side that has the most Strategic Victory Points at the end of the game wins the battle. If both sides have an equal number of Strategic Victory Points then the battle is a draw. Divine Intervention, Finest Hour, Mysterious Objectives, Strategic Assets, Strategic Objectives, Strategic Reserves, Strategic Victory Points, Unnatural Disasters 3
APOCALYPSE
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Crossroads of DeathA battlefield is a confusing place, especially at night, when it is not uncommon for forces to be unsure of where other friendly forces are located, let alone the enemy! The resulting battle will find the two sides dangerously intermingled, with friends and foes scattered across the landscape in all directions.
THE ARMIESSelect two armies using the rules found in the Fighting an Apocalypse Battle section. Each side must select one of their Warlords to be their force’s Warmaster. THE BATTLEFIELD Each side must set up three markers anywhere along an edge of the table, for a total of six markers. The location of each side’s markers determines where they will be allowed to deploy the units in their armies. Any suitable object can be used as a marker, as long as it is possible to tell one side’s markers from the other side’s markers. Roll-off to see who places the first marker, then alternate placing markers. Markers must be placed on the edge of the table, more than 48" away from any other marker. Always measure the distance to markers along the table edge, rather than directly from marker to marker (see map). Finally, Strategic Objectives are placed. Designer’s Note: This mission is designed to be played on a table at least 8 feet by 4 feet in size. DEPLOYMENT Each side must be split into three contingents, each with roughly a third of the army. These do not need to be exactly the same size, as long as none contains more than twice as many units as any other. Independent Characters, embarked units, and Dedicated Transports count as separate units when working out how many units there are. Roll-off; the winning side must deploy one contingent. Each unit from that contingent must be placed wholly within 18" of one of its side’s markers (see map) and more than 18" from an enemy marker, or in Strategic Reserve. If it’s impossible to fit all of the units in the contingent onto the table, any units that won't fit must be placed in Strategic Reserve. The opposing side sets up one of their contingents in the same manner, and so on, until all contingents have been deployed. Models must deploy at least 1" from enemy models. Each contingent must deploy using a different marker. After both sides have deployed, Infiltrators may deploy and Scouts may redeploy using their special rules. FIRST TURN Roll-off to see which side has the first turn. GAME LENGTH The battle continues until the time limit is reached. VICTORY CONDITIONS The side that has the most Strategic Victory Points at the end of the game wins the battle. If both sides have an equal number of Strategic Victory Points then the battle is a draw. Divine Intervention, Finest Hour, Ill-met by Moonlight, Mysterious Objectives, Strategic Assets, Strategic Objectives, Strategic Reserves, Strategic Victory Points, Unnatural Disasters 4
APOCALYPSE
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Pincer AttackArmies of the scale used in planetary battles are massive and cumbersome, which can make them vulnerable to smaller, more agile formations. In such circumstances, the smaller armies will often split up, to attack from both flanks at once. The only chance for the larger force is to keep one foe at arm's length, while delivering an overwhelming attack on the other.
THE ARMIESSelect two armies using the rules found in the Fighting an Apocalypse Battle section. Each side must select one of their Warlords to be their force’s Warmaster. THE BATTLEFIELD Set up the terrain for the battle in any mutually agreeable manner and then roll-off. The winner of the roll-off picks two table edges that are opposite each other and are further apart than any other pair of table edges. These two table edges are the attacker’s table edges. All remaining table edges are the defender’s. Finally, Strategic Objectives are placed. DEPLOYMENT First determine who will be the attacker and who will be the defender. If one side has less points than their opponents, then the side with less points is the attacker. If the points totals of the two armies are exactly equal, then roll-off; the winner of the roll-off is the attacker. The attacker’s army must be split into two detachments, each with roughly half the units from the army. It is not vital that each detachment is exactly the same size, as long as neither contains more than twice as many units as the other. Independent Characters, embarked units, and Dedicated Transports count as separate units when working out how many units there are. The units from one of the detachments must enter play from one of the attacker’s table edges, while the other detachment must enter from the opposite attacker’s table edge. Designer’s Note: In this mission, Strategic Objectives can be placed within 12" of a table edge; however, they must still be more than 12" apart. The defender deploys first, anywhere on the table that is more than 24" away from the attacker’s table edges, or they may be kept in Strategic Reserve. Attacking units deploy second, anywhere on the table that is within 12" of their nominated table edges. Alternatively, attacking units may move onto the table from either of the attacker’s table edges on their first turn, or may be placed in Strategic Reserve. After both sides have deployed, Infiltrators may deploy and Scouts may redeploy using their special rules. FIRST TURN Roll-off to see which side has the first turn. GAME LENGTH The battle continues until the time limit is reached. VICTORY CONDITIONS The side that has the most Strategic Victory Points at the end of the game wins the battle. If both sides have an equal number of Strategic Victory Points then the battle is a draw. Secondary Objective At the end of the battle, each side looks at their roster and totals the number of units that have been destroyed or have fled from the table (any that have been 'killed' and returned to play are not included if they are still in play). The opposing side receives one Strategic Victory Point for each unit which has been destroyed or fled from the table. Divine Intervention, Finest Hour, Mysterious Objectives, Strategic Assets, Strategic Objectives, Strategic Reserves, Strategic Victory Points, Unnatural Disasters 5
APOCALYPSE
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Final AssaultA campaign will sometimes come down to a single final assault designed to crush the remains of an enemy's army. The only hope for the beleaguered defenders is to weather the initial attack and then launch a furious counter-offensive; with luck they will be able to turn almost certain defeat into an unexpected victory.
THE ARMIESSelect two armies using the rules found in the Fighting an Apocalypse Battle section. Each side must select one of their Warlords to be their force’s Warmaster. THE BATTLEFIELD Set up the terrain for the battle in any mutually agreeable manner and then roll-off. The winning side divides the playing area into two roughly equal halves, by drawing a line from the shortest table edge to the opposite table edge. The border between the two halves does not have to be a straight line. The opposing side decides which half of the table each side will deploy in. Finally, Strategic Objectives are placed. DEPLOYMENT Roll-off; the winner of the roll-off is the attacker. The defender deploys first. Defending units can be deployed anywhere in their deployment zone, or may be kept in Strategic Reserve. Once the defender has deployed, the attacker does likewise. Attacking units may deploy anywhere in their deployment zone that is more than 12" away from a defending model, or may be kept in Strategic Reserve. After both sides have deployed, Infiltrators may deploy and Scouts may redeploy using their special rules. FIRST TURN The attacking side has the first turn. GAME LENGTH The battle continues until the time limit is reached. VICTORY CONDITIONS The side that has the most Strategic Victory Points at the end of the game wins the battle. If both sides have an equal number of Strategic Victory Points then the battle is a draw. Divine Intervention, Finest Hour, Mysterious Objectives, Strategic Assets, Strategic Objectives, Strategic Reserves, Strategic Victory Points, Unnatural Disasters.
Strategic Resource 6
APOCALYPSE
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Exterminatus!Apocalyptic battles are terrifying affairs, and sometimes the combatants will utilise weapons of such unimaginable power that they can destroy the planets on which they fight. The two armies have become so enraged by the desperate fury of battle that they care nothing for the consequences of their actions, even if it means their own destruction.
THE ARMIESSelect two armies using the rules found in the Fighting an Apocalypse Battle section. Each side must select one of their Warlords to be their force’s Warmaster. THE BATTLEFIELD Set up the terrain for the battle in any mutually agreeable manner and then roll-off. The winning side divides the playing area into two roughly equal halves, by drawing a line from the shortest table edge to the opposite table edge. The border between the two halves does not have to be a straight line. The opposing side decides which half of the table each side will deploy in. Finally, Strategic Objectives are placed. DEPLOYMENT Roll-off. The winner of the roll-off deploys first. They may deploy anywhere on their half of the table that is more than 12" away from the border between the two table halves, or may be kept in Strategic Reserve. The opposing side then deploys. They may deploy anywhere on their half of the table that is more than 12" away from the border between the two table halves, or may be kept in Strategic Reserve. After both sides have deployed, Infiltrators may deploy and Scouts may redeploy using their special rules. FIRST TURN Roll a dice. On a roll of 1-4 the side that deployed first has the first turn. On a roll of 5-6 the side that deployed second has the first turn. GAME LENGTH The battle continues until the time limit is reached. VICTORY CONDITIONS The side that has the most Strategic Victory Points at the end of the game wins the battle. If both sides have an equal number of Strategic Victory Points then the battle is a draw. Divine Intervention, Finest Hour, Mysterious Objectives, Strategic Assets, Strategic Objectives, Strategic Reserves, Strategic Victory Points. |
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