The Apocalypse event is an invitation-only game featuring Adam's Orks with the assistance of Jason versus a conglomerate of Imperial forces owned by Alexis, John, Mike, and Phil. Of course, all of the players should help each other move their models.
Friday night, we'll get together after dinner at the store and set up the tables for our game. We'll also deploy our forces.
We'll get together Saturday morning at 9:00am and begin the battle. The plan is to play until early evening and then go out for dinner. We should try to wrap up our last turn by 7:00.
9:00 - 12:00: Turn 1 (1.5 hr each)
12:30-2:30: Turn 2 (1 hr each)
2:30-4:30: Turn 3 (1 hr each)
4:30-6:00: Turn 4 (45 min each)
6:00-7:00: Turn 5 (30 min each)
WAAGH! Drillteef hasn't been seen in the Ultima Segmentum since the Painboss was deposed by Warboss Krakbone after a series of rather abysmal defeats. Doc Drillteef's death has never been confirmed and, while remnants of his warband have been plaguing the southern fringe for decades, of Drillteef himself only rumour and conjecture have been found.
Since the emergence of the Cicatrix Maledictum, the imaginations of Madboyz and Weirdboyz throughout the galaxy have been piqued. The rank-and-file have been more keen to hear out their plans and aspirations. As such, Drillteef has been consolidating his power and has finally assembled enough boyz to gather some momentum. His WAAGH! has once again began its inexorable march to the galactic North towards Ultramar. Only the Fortress World of Ongrath stands between Drillteef and his conquest.
Ongrath is a hardened Outpost of Ultramar. Although it is a relative backwater, its defences are formidable. The world has repelled periphery threats for millennia. It hasn't always held, but the Imperium always returns to take it back. Any warlord bent on taking Ultramar from the south must first take Ongrath or risk having a major enemy in a position to strike their supply lines. What's more, the cache of materiel available at Ongrath is just too much for Drillteef to ignore.
The Bulwark and the Horde
The enemy forces have withstood the best that the defenders could muster at such short notice. They have powered through terrible bombardments and harrying attacks. Regardless, the enemy is at the gates and will stop at nothing to reduce to rubble everything that the defenders have built.
See Chapter Approved 2017 for the Apocalypse rules.
This battle is fought between a massive attacking force versus an entrenched defensive force. Each side nominates one of their Warlords to be their force's Warmaster.
Armies will generate 6+d6 Command Points per turn instead of using the normal Command Benefits from their Detachments.
The Battlefield for this scenario is split lengthwise down the middle -- there is no escape from this war! One half of the Battlefield is the Attacker's Deployment Zone and the other half is the Defender's Deployment Zone. The Attacking player's Deployment Zone is devoid of terrain. The defending player may set up a number of fortifications per 2' square of their Deployment Zone. They may only set up one Fortification the size of a Fortress of Redemption, up to two Fortifications the size of a Bastion, and three to four small Fortifications such as pieces of an Imperial Strongpoint or Defence Lines. The Attacker may not take Fortifications.
In this scenario, models may be deployed as close to enemy models as you like even if you have a rule that says otherwise. Note, however, that you still must abide by other deployment rules and that you still may not deploy models within 1" of other enemy models.
First, the Defender deploys all models with the Titanic keyword anywhere in their half of the battlefield. Then, the Attacker deploys all of their models with the Titanic keyword anywhere in their half of the battlefield.
Second, the Defender deploys all models with the Vehicle or Monster keywords anywhere in their half of the battlefield. Then, the Attacker deploys all of their models with the Vehicle or Monster keywords anywhere in their half of the battlefield.
Lastly both the Attacker and the defender simultaneously deploy all of their other models. Once all models have been deployed, the Defender may re-deploy one non-Titanic unit per 2' square in their deployment zone.
Make an effort to have a similar power level for both sides of the battle, not including fortifications.
Whenever a non-unique Attacking unit is destroyed, set it aside to be used as Reinforcements. At the end of your next movement phase, set up all Reinforcements within 6" of the Attackers' battlefield edge.
The Last Stand
The Defending units do not need to take Morale checks in the Morale Phase.
Casualties are not removed from a unit in the combat phase until they have had a chance to strike.
At the start of their shooting phase, the Defending side may elect to do a rolling bombardment against Attacking infantry. Select any number of Defending units that have weapons capable of targeting units without the benefit of line of sight. Add up the maximum number of hits and wounds possible with these units, counting any weapons with strength 8 or higher double. You may find it helpful to tally this number before the game begins and adjust it as units are destroyed.
Roll that many dice. For every dice that rolls a 4+, a Mortal Wound may be applied to an enemy Troops or Dedicated Transport. These Mortal Wounds may be split between multiple units.
Volley Fire and Choppa Frenzy
When firing Lasguns or attacking with Choppas, units may take the average of hits and wounds for their attacks rounding down.
The enemy Warmasters cannot be targeted by shooting, psychic powers, or close combat attacks unless they are the closest enemy model. Any rule which would normally allow a unit to target characters fails against the Warmasters.
Attacking units may escape the battlefield through the Defender's Battefield Edge by moving into contact with it in their own Movement Phase. Units that escape are not set aside as Reinforcements.
Units may enter and assault fortifications while an enemy unit is embarked within it. The defending unit may overwatch at full Ballistic Skill and use any character auras that may be occupying the fortification with them for that Overwatch fire. When fighting, all models are considered to be within range to fight and all character auras affect all units in the fortification as if they were on the battlefield. Units will occupy the fortification until one side retreats or until one side is slain. While both sides occupy the fortification, it may not fire weapons.
The game ends after the fifth battle round.
Defender Stratagem - Supernova Tactics (4CP): The Mighty Shadowswords of Ongrath have spelled the doom of many Titans and Xenos beast in their days. Their crews boast a long tradition of competence while their machine spirits hunger for the satisfaction of engine destruction. Use this Stratagem when three or more Shadowswords are within 6" of one another and have not yet fired their Volcano Cannons. Draw a line between one of the Shadowswords and an enemy unit with the Titanic Keyword. For each non-Warmaster unit (friend or foe) within 6" of that line, count the number of models within 6" of that line. Roll that many dice. For each 4+ rolled, that unit takes that many Mortal Wounds. Vehicles and Monsters instead suffer d6 Mortal Wounds on a 4+. After all Mortal Wounds have been applied, the targeted Titanic unit is instantly destroyed and, if it has an Explodes rule, that is triggered.
Defender Stratagem - No Further (3CP): Although the Bulwarks of Ongrath are precious to the Imperial forces, nothing is beneath the ultimate sacrifice. Long ago, these fortifications were packed with explosives in the event an enemy succeeded in taking them for themselves. Use this stratagem at the start of your Movement Phase. Select one of your Fortifications with the Magazine Explosion or Explodes special rules that is manned by one of your units. All models with a Wounds Characteristic of 2 or less embarked with or are within 6" of the Fortification are instantly slain. Any other units suffer d6 Mortal Wounds. Remove the Fortification from the battlefield.
Attacker Stratagem - Breaking Wave (4CP): The Orks of WAAGH! Drillteef have been whipped up into such a frenzy of joyous violence that their momentum cannot be arrested. Use this stratagem before consolidating with an Orks unit. That unit may consolidate up to 5" and it does not need to move closer to the closest enemy unit.
Attacker Stratagem - REDACTED (REDACTED CP): Redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted redacted.
- The Concert - Warp Charge 5. 8 successes needed.
- Da Gas Bomma - 55 dice on a 4+ each.
- Sista's Kunnin.
Throughout the game, record the units that are destroyed and units that escape via the Escape Route. Players are welcome to decide their own level of victory. At the very least, allowing no units to escape is a total victory for the Defender while not allowing any vehicles to break through is at least a minor victory. For the attacker, if Doc Drillteef escapes, they have scored at least a minor victory. If they manage to occupy at least half the fortifications and/or get a decent number of units off the battlefield, then they can consider that a major victory.