So here’s my take on our mega battle. There will be two equal sides, it’s probably a good idea to assign teams before the game day so that it will be easier to coordinate. I see one side as the planetary defender and another as an invading space force.
The main battle will happen on a large board. This is where most of our points and players will be playing on. And they will be fighting over objectives.
Now there will be two supporting tables one for each side. A Planet Strike table, which will act like the Planetary Defenders artillery support. The other will be a Zone of Mortalis that’s a Space Ship of some kind supporting the invading space force. Both will act as fire support bombarding the main table. The opposing forces will be attacking each of these support tables in an attempt to silence the guns blowing up their allies.
Each table will award a certain amount of victory points depending conditions to be met.
Here’s a rough break down of each table for what I’m thinking.
Main Battle:
Each player will have 3000 points per normal Apocalypse rules. Unique Characters per apocalypse rules can be fielded only once per side but may be fielded on opposing sides before anyone asks if they can have 3 Vects or 3 Draigos on one side.
Each player may select one super heavy which can be bought using their allowed 3000 points.
(or whatever we decide)
Each Player will be allowed to have 1 strategic asset and no restrictions on datasheets.
Any table wide effects an army possesses will only affect one 4X6 table chosen at the beginning of the game and the source producing it must be deployed on it as well. We planned to put 3 tables together, I’m just not sure how yet.
The mission type will be objectives. 4 markers will be placed evenly across the center line before the game starts, they then will scatter 2d6 to determine final placement. 2 more will be placed per normal capture and control rules. Each controlled objective at the end of the game will award one Victory Point
A secondary mission will be kill points, and it will award to the wining side 2 Victory Points.
Planet Strike:
Composed of 1 Table. Probably only 1 person per side.
Each player will be allowed 2500 points per normal Planet Strike rules.
The defender will be allowed 4 buildings to defend. These buildings combined will generate d3 missile strikes on the Main Table of any combination of darkstar or icefire warhead attacks, as per apocalypse reload (but they do not remain in play). If two of the buildings are destroyed they generate d3-1, if three d3-2, and if all then the guns are silenced.
The objective of the attacker is to destroy these 4 buildings receiving 1 Victory point per building. The defender will receive one Victory point per building left standing.
A secondary mission will be kill points, and it will award to the wining side 2 Victory Points.
Zone of Mortalis:
750-1000 points, 1 person per side. Whoever plans to play on this table needs to be fully aware of the rules before the game day.
The defender will be allowed 4 control boards. These boards combined will generate d3 missile strikes on the Main Table of any combination of darkstar or icefire warhead attacks, as per apocalypse reload (but they do not remain in play). If two of the boards are destroyed they generate d3-1, if three d3-2, and if all then the guns are silenced. These control boards can be destroyed by and enemy model making base contact with it. How these are placed should probably be decided by the people playing on it so that it’s fair for each person playing.
The objective of the attacker is to destroy these 4 boards receiving 1 victory point per board. The defender will receive one Victory Point per board left.
A secondary mission will be kill points, and it will award to the wining side 2 Victory Points.
Like I said rough break down. Feel free to elaborate.
P.S. for those that don’t have reload.
Both Darkstar and Ice fie use a 10” apocalypse template and both roll a d6 for all units underneath. They also have a rule to stay in play but I think we should ignore that part.
Darkstar: 1-2 = no effect, 3-4 = causes d6 wounds, 5-6= causes d6 wounds that ignore armour and cover.
Icefire: 1-2 = no effect, 3-4 = causes a glancing hit, 5-6= causes penetrating hit
We can play with this if anyone wants. This is just what I remember Drew bringing up to use.