Huge“Apocalypse” 40k Battle 2008
(6th Annual Event)
“For anyone who has not been involved inone of these battles before it is an opportunity for you to dust off all thosespare models you never use in your standard army, and put them to good use in atwo sided battle for control of the Imperium. The
The date of the battle is set for Saturday 17th May (Heriot Watt Week 5).
It will be an all day event meeting at Heriot Watt University,Edinburgh at 9:30am and starting deployment at 10am prompt, and will likely continue late into the evening (7 to 8pmish!). Management Building G20.
v Warhammer 40K 4th Edition & Apocalypse 40K Rules.
v Allies according to the Apocalypse chart.
v Maximum point armies (please don’t abuse)
v 2 Sided Multiplayer Game.
v All models must be painted (no raw plastic)
If you are interested in participating could you drop me a note(or see me) of what your army is and its points value rounding up to thenearest 250pt.
(I.e. Army cost 750pts = 750pt list, Army cost 751pts = 1000ptlist).
Nick Brigg (Event Organiser)
Ifyou have any queries please contact me at the below address: -Nbrigg@...
Subject: HUGE APOCALYPSE 40KBATTLE (All in capitals!)
If it isn’t in this format im likely to miss it so take care
Huge “Apocalypse” Battle2008
Rules Handout
Victory Conditions
The game will consist of two combinedforces equalling the same total points (roughly).
Each side will place five objectives (one in each deployment zoneand three in no-mans land).
Side with control of the majority of the ten objectiveswins.
Allies(Apocalypse), Data Sheets (Apocalypse), Deep Strike (40K/Apocalypse),
Deployment(
ForcedMarch (
Ø Allies – Seeallies’ matrix on Pg198 WH40K Apocalypse.
Ø Data Sheets –
If you conform to the requirements then you can use the sheet at the pointscost indicated.
See WH40K Apocalypse, Forgeworld Apocalypse & GamesWorkshop website for Data Sheets.
Ø Deployment – 24”from your side’s table edge.
Ø Force Organisation Chart –
DoubleAll Movement, No Leadership Tests for Damage or Loss, No Shooting or Unloading,
You cannotstart or complete a forced marchwithin three feet (36”) of any enemy model.
(Note– You maypass within three feet during the movement)
Turn One: No units may be committed
Turn Two: Up to half (rounding up) of the unitsthe player has may be committed to the battle.
Turn Three Onwards: Any remaining units the player hasmust be committed to the battle
Ten or Fifteenminutes for Movement, Fifteen or Twenty for Shooting and Assault.
There will beabsolutely no leeway on this, once the time is up finish the rolls you’re on.
(Note – Starting half a dozen things at thebeginning of a phase and leaving them unfinished does not allow you to finishthem all.
These rules are to increase the speed of play and are not subject tobending anyone found doing so will be dealt with harshly.)
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