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Second Edition Apocalypse: What We NEED!

3 Minute Read
Apr 18 2013
Warhammer 40K
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So the rumors are rampant that Apocalypse is the July Games Workshop release.  What do we need to see?


Well, it makes sense that Apocalypse would get a new edition.  The original Apocalypse rule book is six years old and released at the end of Fourth Edition 40K, so it needs a facelift. Plus, Apocalypse is the most successful 40K expansion, being played all over the world on a regular basis and driving GW sales.  In fact, the Baneblade/Shadowsword and Stompa releases were only usable in games of Apocalypse.  Plus, Apocalypse is so popular it spawned a blog and a forum dedicated to it! (OK, shameless plug).

The most important aspect to Games Workshop of course is the financial one, and Apocalypse has driven not just 40K, but Forge World sales.  In fact, Forge World’s enormous expansion the last 5 years is due to the ability of players to use those models in games of Apocalypse.  And now, with the advent of the new Imperial Armour: Apocalypse rule books that allow Forge World models in games of 40K, even more players will be fielding Land Raider Achilles, Lucius Pattern Drop Pods and other Forge World goodies.  Let’s face it, Apocalypse drives sales, and Games Workshop doesn’t ignore sales.

So what are we looking for in this new edition of Apocaalypse?  Well here are some thoughts from the team on the Apocalypse40K forums.

1)   More missions.  Give us more ways to play and more scenarios.  Maybe even flyer-only games.

2)   Re-release the Formations and Datasheets and give every race some new ones.

3)   Revise the Strategic Assets and limit ones that need to be limited like Flank March, or Blind Barrage which should only be for the team that goes second.  Change units that slow the game down (Pulsa Rokkit is outlawed by just about everyone).

4)   Some basic Force Org Chart to limit super-power spam and ridiculous allies.  We don’t need anything too strict, but just something to help guide players towards building their armies rather than ridiculous spam or mix and match.

5)    Psyker Battle Formations  –  Kick the psykers up a notch in groups!

6)   Require a minimum # of troops or create formations that increase the power/benefit troop selections.

7)   Titan Weapon Costing  –  A Vulcan Mega Bolter should not cost the same as a Turbo Laser Destructor!  

8)   Super Heavy Damage chart – Bring it back and remove hull points.  Just a pain in the butt in big games!

9)  Fix Gargantuan Creatures.  These need to take damage (e.g. injuries) like a war machine (which they effectively are).  They cannot stay fully operational until killed and simultaneously should not be killed by lots of small wounds.  

10)  Fix weapon Strengths on the top end  –  One big problem with APOC currently is a wide gap between S10 and D, and D and Vortex.  Further, with the new AP rules, a melta weapon is better than a destroyer, which makes no sense (because of the AP1 improvement).  

And finally limit the Strength D templates.  Most big Apocalypse groups use the “D” Weapon Template Reduction Rule, which makes “D” shots one size smaller so you have to use them against Super Heavies and Titans and not kill troops with them.

So those are just some of the thoughts.  Check out the Apocalypse40K for even more info.

What would you think Apocalypse 2nd Edition most needs to get you onboard?

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Author: Alec Peters
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