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apoc games advice

1640 Views 10 Replies 6 Participants Last post by  MidnightSun
ok so i just got the apoc book off a friend as i wanna plan a game its been suggested we do the good old imperial vs traitors so atm it looks like

blood angels , dark angels , space wolves
Khorne daemonkin , (traitor)guard and they want 1 guy running chaos

now i think chaos are soo far behind now having no formations to speak of unless u wanna buy the black legion / crim slaughter books which this person does not have. so i saw this when looking in the book

forcing a narrative
(thanks to the freedom of apocalypes chaos players should feel free to use traitor versions of pretty much any
imperial formation, for example its perfectly reason able to see chaos pred assasin squads or renagade baneblades
with traitor guard , just add the appropriate blasphemous signs and the skys the limit.
a renagade chapter could even use a space marine company data sheet - simplt exchange the captain, chaplin and command
squad for a lord , dark apostle and chosen respectively. )

Now from this would it be fair to say that this person could run chaos versions of current marine formations for eg a sky hammer using raptors and havocs , or a libby conclave with sorcs ( i know there is 1 in the crim book but its really crappy ) and run a a traitor legion with chapter tacs on stuff that is unmarked making it a chaptor on the turn is does this seem unfair/broken

thx for reading and any comments welcome
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i know i trying to include everyone in a themed game but the marine players as like we want full as wriitten rules with no changes and you guys to play chaos which in my eye is they wana play a complete 1 sided game coz 1 on the marine players has 5 knights and no1 on the other has any superheavys
Yeah this'd be a very quick way of suddenly finding yourself uninvited from my apocalypse games. Apocalypse is about the spectacle, not rules lawyering. If the person/people on the forces of order side are already being this difficult about army selection and trying to impose their will on what their opponent can/can't play with then they'll probably be an absolute nightmare once the game starts. Expect hours of nitpicking arguing how the apocalypse rules interact with 7th.

Actually unless i'm missing something and they've changed the rules (I play 6th ed apocalypse) page 18 of the apocalypse rulebook pretty much blows their argument out of the water.

pg 18 Apocalypse rulebook "Armies may include any number of units from any codex, plus any number of fortifications and apocalypse formations. No force org restrictions apply to the army. In addition ignore unit restrictions that are normally limited 0-1 or that say you must field one of x to take one of y.."

pg 19 Apocalypse rulebook "Remember you can bring along units from more than one codex."

Heck there's nothing to stop your CSM player from fielding say a helldrake and then running the marines using loyalist rules.
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