The Debacle on Caldor IV

Adept Kain’s tentacled machine links withdrew slowly from the interface panels surrounding him. He had to cogitate, quietly, outside the noostream for a moment. Would this be his failure, or a last minute recovery from failures made by those before him? Magos Ferdinand was a fool. This whole expedition had been a miscalculation from the start. From the poor research findings Kain had reviewed so far, he doubted their quarry had ever been more than a myth to begin with. And now the expedition’s position had grown untenable, with incalculably valuable resources being thrown after a madman’s quest. Slowly re-interfacing, he assented to the sector governor’s request for exterminatus. Time to end this throne-cursed debacle.

Yesterday PAGE organized a campaign tournament at Redcap’s Corner: The Debacle on Caldor IV. The core of the event was a fairly rigorous tournament, the missions, scoring, and rules for which we’d hold up against pretty much any tournament around in terms of being fair and formally specified. Around that we wrapped a team event with a light storyline, with the Forces of Order and Legions of Discord working to carry out a strategic mission in the waning hours of the planet’s existence.

All in all it seemed to go really well. Ten players showed up and divided neatly into the two teams. Order carried the day handily, but individual player standings were reasonably balanced.  Our victors:

  • Overall Winner—Order: Patrick S, Imperial Fists (78/100 points)
  • Overall Winner—Discord: Mike P, Tyranids (72/100 points)
  • Best General: Byron D, Grey Knights + Inquisition (45/60 points)
  • The Artiste: Rob W, Imperial Guard + Inquisition (23 votes)

Full details, including the mission packs and other rules, are up on the event webpage. Full results with breakdowns are in the final spreadsheet. More photos are up in the Flickr gallery.

Rob W's now "award winning" Imperial Guard.

Rob W’s now “award winning” Imperial Guard.

Background

Caldor IV—once a luscious knight world, now a smoldering husk. Both The Dark Ages and The Heresy it outlasted, but the paranoia and isolation of those times set the kernels of future failure. Over the following eons the houses ossified and turned inward, gazing at all about them with mistrust, then fear, and eventually war. Centuries of infighting eventually slagged the verdant paradise into a charred wasteland. In recent centuries the Mechanicum has resettled the planet, though their motivations for doing so are unclear. Intrigued, the planet has since been the target of continual raids and exploratory incursions by the more intrepid and curious pirates, heretics, and xenos. Weary, stretched to the breaking point, the defense forces have finally all but collapsed after decades of unceasing combat. Sensing the weakness, foes of the Imperium have all piled in, lusting for blood or other, more secret, goals. Beseeched by the Mechanicum, loyalists throughout the sector have poured in to match, deepening the ever swirling maelstrom of the planet-wide conflict. But time and resources have run out.

The Forces of Order and the Legions of Discord are fighting over the war torn Caldor IV and whatever spoils it may have. The planet has three continents: Apollon, Hermea, and Juno. Each of them has a variety of areas—city, industrial, raw wastland, etc.—represented by the different tables in play. Apollon contains the Mechanicus headquarters and primary forges. Hermea has a disproportionate amount of the population. Juno… is not a place people go lightly.

The Legions of Discord have formed an uneasy alliance seeking The Scythe of Unbound Light, a war machine of incredible power believed to be still buried amid the planet’s vast fields of rubble and dunes. Their scryers believe it’s on Juno but will not stake their lives to it, and the precise location is necessary to retrieve it anyway.

The Forces of Order are simply trying to extricate themselves as cleanly as possible from a rapidly worsening quagmire. Originally the Mechanicum came to the planet in search of the Scythe as well, but by this point only fools believe it still exists or ever did. Magos Ferdinand, head of Mars’ expedition, is such a fool and refused to leave the planet until it was too late. Preparations are now underway to virus bomb the planet, the situation having been deemed irrecoverable. However, despite his foolish belief in ancient myths, the Magos’ vast machine knowledge is too valuable to throw away easily. Any effort necessary should be expended to retrieve him if at all possible before Exterminatus. He is assumed to be on Apollon, but his location has not been confirmed since the last round of heavy fighting began.

Mike P's Tyranid swarm sweep the skies clean.

Mike P’s Tyranid swarm sweep the skies clean.

Mechanics

First round pairings are randomly assigned. Starting with the Legion of Discord, the teams alternate assigning a pairing to a continent and the other team picking a table for that pair. In the second and third rounds, the teams alternate putting forward a player and continent, beginning with the team currently leading in total victory points and descending down the win/loss brackets. The other team responds with an opponent and table. The two players must not have already fought, and must be within the closest possible win/loss brackets.

The point of choosing continents is to achieve each or block team’s campaign objective: Discord is trying to locate and retrieve The Scythe of Unbound Light, while Order is trying to do the same for Magos Ferdinand. Two sets of envelopes are prepared with search result cards for a campaign divided by the three continents. Cards reveal the precise location of the target, a clue as to its continent,  a false lead, or nothing. At the end of each round both teams draw search results for each continent they control. Control is determined at the end of each round by the accumulated sum total victory points earned in that continent so far.

The Legions of Discord stare into the abyss after a rough first round.

The Legions of Discord stare into the abyss after a rough first round.

At the end of the day, the team has achieved its campaign objective if it has found the precise location of its target and controls that continent. It still achieves this if it reveals the location in the last round and controls that continent. If one team achieves its campaign objective and the other doesn’t, it achieves a strategic victory. If both teams achieve their campaign objectives the war has been a strategic draw. If neither team achieves their objectives, they have both failed. Tactical victory over the planet is determined by total victory points earned toward the campaign: Match results plus potential bonuses.

To those bonuses, there are a variety of covert missions available. In the second and third rounds the bottom players on the team behind as well as the bottom player on the leading team are given covert missions from a random pool of them. If they achieve these they receive a boon for their team irrespective of match results, such as additional points toward continental control or extra search results.

The Forces of Order discuss their strategy of "We don't know what we're doing, but we're doing it well, so let's keep doing it."

The Forces of Order discuss their strategy of “We don’t know what we’re doing, but we’re doing it well, so let’s keep doing it.”

Narrative

With an all out press to secure the Magos and any other retrievable resources before the planet befalls Exterminatus, the reinvigorated Forces of Order rebuffed the Discord aggressors and took a resounding lead. Control over all of the continents yielded possible clues to the Magos’ location, while the Legions did not advance in their campaign.

Concentrating on the wastelands, in the second round Discord retook control of Juno but learned no information. A successful Night Lords covert mission on Hermea infiltrated the Order tactical networks through an exposed data port revealed the disposition of Order forces on the continent and substantially closed the gap for control. On Juno Discord managed to capture an Order Dark Angels sergeant alive for interrogation but he knew nothing. Meanwhile, Order firmly secured the primary Mechanicum installations on Apollon and was able to scour the data records, learning the precise location of Magos Ferdinand: Cowering in hiding among the hab blocks of Hive Promethe on Hermea.

Barreling toward Exterminatus, Discord locked up control of Juno but to no avail as their scryers had failed: A daring Night Lords covert raid through Apollon actually located The Scythe at the last possible hour but it was irretrievable, buried in the previously lost Library of House Etrakus, deep in Order’s stronghold on the continent. Simultaneously, a contingent of Space Marine commanders forcibly picked up Magos Ferdinand and carried him into a waiting shuttle as the virus bombs began launching, ending his “foolish” quest. Perhaps fortunately for him, none were the wiser as to what had been right under his forces through all the years of the Mechanicum’s expedition…

Tom M's terrifying Night Lords mutants lurk in the shadows...

Tom M’s terrifying Night Lords mutants lurk in the shadows…

Outcome

In the end Discord controlled the mysterious wastelands of Juno, found but did not secure The Scythe of Unbound Light, and claimed 123 victory points. Order controlled the Mechanicum headquarters on Apollon and the population centers on Hermea, secured Magos Ferdinand, and claimed 175 victory points to take the day. Along the way:

  • A regiment of Imperial Guard was sent to an unimportant continent to be literally fed to a Tyranid onslaught in vague hopes of achieving absolutely no strategic import…
  • The Night Lords carried out several successful covert missions under cover of darkness, winning their true objectives while harrying Order forces.
  • Grey Knights took desperate risks to decisively battle and expel Lord Typhus, Herald of Nurgle in a wall of reality ripping psychic attacks.

And many other acts of bravery, treachery, and foolishness were undertaken.

Patrick S' Sentinels of Terra will hold any ground.

Patrick S’ Sentinels of Terra will hold any ground.

Next Up

All in all the event seemed to work out well. The rules and scoring capture the crew’s current consensus on how to balance 40k a bit, as well as incentivize hobby aspects and casual social play, without being subjective, informal, or applying outright bans. I think that has already had effect on who came out and what they brought, mostly on the hobby aspects as balance isn’t generally a huge problem at Redcap’s. We noted several minor tweaks to make to the specific missions used and their basic template, and have a good number of thoughts on further tuning these campaign mechanics to keep the narrative competition a bit tighter. Comments and suggestions are more than welcome.

The most tragic outcome of course though is the virus bombing of Caldor IV, a regular setting for PAGE events, in several game universes now. We’ll undoubtedly have to quietly retcon that to avoid actually coming up with a new planet…

Again, full details, including the mission packs and other rules, are up on the event webpage. Full results with breakdowns are in the final spreadsheet. More photos are up in the Flickr gallery.

We are scheduled to run another 40k event at Redcap’s on December 20th. That is tentatively planned to be a skirmish campaign tournament using our Recon Squad variant on the traditional 40k Kill Team rules and ending with our Cataclysm mini-Apocalypse pile-in. See you then!

Never fear, the Maynarkh are here! Lovell H's alternate Necrons for the Forge World dynasty.

Never fear, the Maynarkh are here! Lovell H’s alternate Necrons for the Forge World dynasty.

Berks PA Doubles @ Railyard

kingbreakers-iconSaturday the dynamic duos of Colin and Brett and John L and I went out for a Berks PA 40K Doubles Tournament at Railyard Hobbies. First of all, that place is amazing. I haven’t been to the Railyard before, and it blew my mind.  It’s ridiculously huge, and the terrain building supplies are all but endless. Definitely a good tournament venue, and though a bit out of the way from Center City Philly, potentially worth the trip for terrain materials and tools.

Armies were 1500 points per player, battle forged but no other restrictions. Both players on a team fielded a warlord. All partners were treated as Allies of Convenience. A single psychic warp charge pool was shared.

Eight teams showed, with various Marines, Imperial Guard, Daemons and Chaos Marines, a small Eldar presence, Necrons, some Imperial Knights, a couple more Knights dropping out of a Thunderhawk, and oh yeah a C’Tan and his buddies who just happen to also be Knights. Photos are in the Flickr gallery.

For the Emperor.

For the Emperor.

Armies

John and I fielded what I feel is a well balanced and relatively normal army. Originally we were going to divide into John on offense and me on defense. But then we were both busy and didn’t coordinate at all, so we wound up with a combined thrust across backfield, midfield, and the frontline.

On the Raukaan side:

  • Epistolary w/ The Gorgon’s Chain
  • Ironclad Dreadnought w/ Drop Pod
  • Sternguard x5 w/ 5x Combi-Melta, Drop Pod
  • Tacticals x10 w/ Meltagun, Lascannon, Lascannon Razorback
  • Tacticals x10 w/ Meltagun, Lascannon, Lascannon Razorback
  • Stormtalon Gunship
  • Stormtalon Gunship
  • Centurion Devastators (Grav-Cannons and Grav-Amps, Hurricane Bolters)

On the Kingbreakers side:

  • Captain Angholan (Vulkan)
  • Squad Harmon (Sternguard x5 w/ 3x Combi-Melta, Drop Pod)
  • Squad Scolirus (Tacticals x10 w/ Powerfist, Flamer, Missile Launcher, Drop Pod)
  • Squad Harbinger (Tacticals x5 w/ Combi-Melta, Meltagun, Meltabombs, Drop Pod)
  • Scouts x5 w/ Sniper Rifles
  • Devastators w/ 2x Plasmacannon, 2x Heavy Bolter
  • Knight Errant Greenheart (generic melta Knight)
  • Inquisitor Hersch (Coteaz)
  • Imperial Bunker w/ Void Shield

The few “gimmicks” in there are the Knight, Coteaz, the Void Shield Bunker, and the Librarian with The Gorgon’s Chain hanging out with Centurions hoping to cast Invisibility on them. Well, ok, maybe that’s a couple of gimmicks.  But it’s no re-rollable 3++ on a 6 HP model or a world-ending god shard. And it’s a solidly fluffy, Marines-out-for-a-stroll force composition.

IMG_9026

Come get some!

Round 1

First up we faced Ethan and Dustin with Imperial Guard and Space Wolves with a Knight. Mission was Dawn of War (12″), five objectives, double value Slay (effectively quadruple if you tagged both opposing warlords), Linebreaker, and bonus points for killing both opposing warlords while losing none of your own.

These guys did a good job deploying, in part through simply having so much to field. We had no juicy, vulnerable alpha strike targets and wound up taking risky drops against the opposing Knight, tucked hard into a corner and surrounded by Guardsmen. One Combat Squad went well off course but luckily toward our own forces, and bunkered down in ruins on an objective until it had a chance to pop out late-game and help slag a Punisher. The joint Sternguard attack put five hull points on the traitor Knight but didn’t manage to take it down before being summarily blown off the board. A lone surviving veteran did tie up the enemy Knight in combat for a turn or two, though this mostly just protected it from our lascannons.

Our Knight meanwhile trudged forward dropping melta on Terminators and Guard tanks, eventually walking onto an opposing objective. Centurions defended our center table and wiped out Terminators that made it to threatening positions. Squad Scolirus and Raukaan Tacticals burned out Creed and the Guard’s Company Command, but paid for it when Captain Angholan was forced to face the full withering fire of a Punisher at point blank and was mortally wounded. With things looking grim in the mid-game,  the Space Wolves and Guardsmen  started taking chances on risky reserve drops with terrible results teleporting in and dropping from flyers, further boosting our momentum.

Scoping out the battlefield.

Scoping out the battlefield.

Creeeeed!

Creeeeed!

Notes

We wound up with all the objectives and secondaries, only missing out on max points by losing my warlord. Unfortunately I took a bunch of chances on Angholan withstanding the Punisher, trying to tank wounds on him rather than his squad. He actually made it through the main gun pretty ok, but I forgot it would also then be shooting heavy bolters and a stubber at him and it was just too much. On the upside, it seemed like almost nobody got this bonus either.

The big thing here was that we had a bunch of weapons to fight Terminators, enough alpha strike and mobility to pen their army up against their back line, and nothing especially fearful of the Guard’s large blasts or heavy weaponry. Our small Combat Squads all over the place made for inefficient blast targets, and a combination of good line-of-sight blockers and the Knight’s shield rendered the missile launcher and lascannon teams largely moot until we could take them out.

Aaaaaahhhh!!!

Aaaaaahhhh!!!

Round 2

Next up was Zack and Brad with Imperial Guard and Grey Knights. Mission was Vanguard deployment (corners) for table quarters control with bonuses for Slay, surviving friendly Warlords, and no enemy units in your deployment zone.

Joint Sternguard blew up a Landraider, dumping out the many Purifiers inside on foot, far removed from our central area. The Sternguard along with reinforcing Raukaan Tacticals and an Ironclad Dreadnought spent the battle in an ongoing fight with them before eventually prevailing.  Our Knight got an early lucky hit torching the Grey Knights warlord and his bodyguards. Greenheart and our lascannon teams then wore down a squad of plasmacannon Sentinels before they could target our Centurions. Squad Harbinger put a lot of wounds on a Dreadknight, which then shunted right into the middle of half a dozen Raukaan lascannons. Captain Angholan and Scolirus spent the battle in assault with a group of Bullgryns protecting their Lord Commissar, eventually smashing her. A late arriving Vendetta and Valkyrie harried a thinly held rear table quarter, but were slowly attrited away by Stormtalons and lascannons.

No further!

No further!

Aaaahhh again!

Aaaahhh again!

Notes

We wound up with max points in this one, controlling all the quarters and picking up the secondaries. This battle was very similar to the previous one given the matchup. Again we were fortunate to have many tools, especially the Centurions and Knight Errant, for taking out Terminators. Zack did a great job of drawing it out with his Guard via harrying thrusts all over the board, but with us largely taking out the Grey Knights early on we just had too much momentum.

I really liked this mission. I wouldn’t want to replace standard objectives with table quarters, but it’s a good mix-in. One thing I liked was that because it’s harder to calculate on the fly, and in some ways easier to swing at the last minute, it can be much less clear who’s ahead and by how much, raising the tension throughout.

You're following the wrong path, commissar!

You’re following the wrong path, commissar!

Round 3

Finally we faced Mike and Al with their four Imperial Knights and Necron C’Tan army. Mission was Hammer and Anvil deployment (long axis) for a combination of kill points and objectives, with bonuses for Slay and each surviving troop unit.

All three objectives wound up placed in a short line along the table center cross axis. We mostly positioned far forward, as near to them as we could, and held on as long as possible. Join Sternguard got a good drop on one of the opposing Knights but its rerollable save via the Adamantine Lance formation shrugged it all off. The Knights and C’Tan hung back for several turns pinging away at our threatening weapons before coming forward supported by Night Scythes. From there the forces of good got slowly rolled up.

Yep.

Yep.

Notes

We picked up a single point for the Raukaan zapping a Night Scythe, and otherwise gave up an obscene amount of points as all our units except one lonely Drop Pod got obliterated. We felt it was a moral victory that we lasted until Turn 7, but the outcome was pretty much foregone from the start. Four Knights with three in an Adamantine Lance, a Transcendant C’Tan, and four Night Scythes with Warriors is a rough force to be looking at across the board. Playing the long axis didn’t help, as it enabled them to lurk out of range of our lascannons for most of the game. I really don’t know how we could have done any better against this army though.

Hands up!

Hands up!

Outcome

We didn’t come in with any tournament bonuses (early list submission, fully painted, etc.), but it seemed like few people did so that didn’t matter. Despite the third round drubbing, John and I held on for second place by a reasonable margin. First place, our Knights+C’Tan opponents, were ridiculously far ahead. A couple people quietly cheered us as the “non-cheese real winners.” I was happy with how we played throughout, and the final results. Depending on how you consider the NOVA Trios (we got crushed on games but got the 2nd best prize), that maintains what I believe is still a straight record of 2nd place results for me throughout 2014.

Thoughts

A couple more general thoughts.

Meta

I’m always hesitant to single out individual units, but it seems very plausible that the Transcendant C’Tan is a gamebreaker. Talking afterward I asked Al what could beat it. He replied “Well, you could buy a Warhound.” I had to work pretty hard to keep a straight face. Eventually he did come up with some other ideas, but they were all generally very specific and substantial purchases.

The Adamantine Lance formation is certainly a huge problem. It makes absolutely no game design sense to take an extremely strong, somewhat undercosted unit like the Imperial Knight, and give a collection of them huge bonuses for no additional points cost. Sure, they have to stay within 3″ of each other to get the effects, but that’s barely a limitation for the group in practice. Some of GW’s formations make rules sense to me as a way to fix or buff underpowered units and armies, like the Stormwing formation. A huge problem in frequently being a deliberate cash grab, like the Tyranid supplements (1, 2, 3), but otherwise solid. Others like the Lance though are definitely detrimental to both the game’s affordability and its play.

Lords of war.

Lords of war.

Tournament

The final mission highlighted issues with the scoring approach being used here, and I gather in several of the Berks PA events. Rather than determining games by victory points and then giving tournament points for wins and losses with bonuses for some special conditions, points earned in missions were simply summed throughout. In that last game the entire opposing army would have only given up fourteen kill points total even if we’d somehow managed to destroy everything. Meanwhile, John and I were each fielding that many units. That’s one thing in terms of the problems inherent to kill points missions, but a huge problem for a tournament if that goes directly into the tournament standings. It wouldn’t have mattered, but those last guys got a massive points boost off John & I between the kill points, objectives, and bonuses, unfair to everybody else. In general, tournament points should always at least be capped, preferably normalized.

That matchup was also a good example of where optional continuous scoring can really help balance the game. If we could have scored points throughout by holding objectives then we could have played a more tactical game, sacrificing units to try and hold up the oncoming tide with no expectation of lasting to the end. We all but certainly would have still lost, but potentially we’d have stood at least a chance of not being completed wiped on points, given that our opponents had so few units with which to attempting claiming and holding throughout.

On a final note, three thousand points total is probably too many points for a doubles game. Somewhat counter-intuitively, they tend to run slower anyway. At that many points there’s just a lot going on to begin with, and doubles games can take a very long time. That’s particularly true if at least one side is active in all the phases. It seemed like Colin and Brett really suffered from this, with several of their games cut short when they would have benefited from more turns.

Conclusion

Despite those concerns about the scoring and the serious balance problems built into 40k itself right now, this was a super fun event, well run in a low key but smooth manner and with a great crowd. Berks is going to run another team tournament in January, and I’ll definitely try to make it to that.

Again, more photos are in the gallery.

Wwwwaaaaaahhhhh!

Wwwwaaaaaahhhhh!

Apocalypse Planning

One of the challenges in hosting a Warhammer 40,000 Apocalypse game or similar mega-battle is simply the sheer size of it. With some 9,000 to 50,000 points or more on the table and a handful to dozens of players, these fights need a lot of space and potentially a huge gaming table. This article goes over some recommendations and rough calculations on table sizes and space requirements for such events.

Part of the deployment zone for the Forces of Order in the 2014 PAGE Apocalypse.

Short Edges

The biggest determinant in the required venue space is of course the game area itself. Easiest to establish of that is the short axis. In a pinch, Apocalypse battles can be played on a 4′ wide table just like standard 40k games, particularly at the lower end of the points spectrum and with relatively regular armies. However, the table should be wider once there’s more than ~9,000 points or so in play or players start fielding more apocalyptic units like Titans and large flyers. Apocalypse is where all those weapons with 48″, 72″, or infinite range really shine! Increasing the width also creates more surface area and lowers the density of models on the table, affording more mobility and tactics, without having an excessively long table.

Critically, deployment zones generally must still be kept at least 24″ apart. Otherwise a vast array of game assumptions start to break down. Most obviously, much under that and many assault units will be able to reliably enact Turn 1 charges. Less obviously but just as important, many short-range, high power shooting units that would normally be forced to move into no man’s land for maximum effect will be more able to simply camp out and shoot from Turn 1. Consequently, on 4′ wide table there isn’t really space to increase deployment zones beyond the standard Dawn of War 12″. At higher points values there may simply not be enough space to deploy everything in that space, particularly with a fair bit of terrain or players bringing hordes or large quantities of superheavies.

On the flip side, deployment zones generally must not be much more than 24″ apart. Beyond that and the opposite assumptions start breaking down: Assault units won’t get into combat quick enough, and short-range shooters won’t be able to move forward and start pounding.

A pause in the action to score the ongoing battle and a view of half the 6×17 table in the 2014 PAGE Apocalypse.

Similarly, for tables much beyond 6′ wide, many units and even whole factions just won’t have the mobility to reliably cross the table and contest objectives or assault the enemy. Asking armies to advance units much more than about 5′ across the board in a 4–6 turn game—fighting bad guys all the while, diverting around units of both sides, and slogging through terrain—is a tall order. That’s true even of armies with many transport, deep strike, outflanking, and other mobility options, but especially true of the less fortunate factions.

As another critical but potentially overlooked note, beyond 6′ wide it will be very difficult to manipulate models at the center of the play area. Most people can somewhat reasonably reach about 3′ across a game table.

All in all, 5–6′ wide probably makes the most sense for medium to large scale Apocalypse tables. That enables spacious 18–24″ deployment zones, retains the 24″ no man’s land buffer, and makes crossing the board a transport and mobility challenge but not overly so.

Theaters of battle and deployment regions for the 2014 PAGE Apocalypse, on a 6×17 table.

Long Edges

The long edge of the table is much more flexible. There are several variables that can be adjusted to grant some leeway: Greater or lesser density of models, more or less terrain, etc.. Some battles may also just require less space depending on the factions in play: A classic Ork vs Imperial Guard showdown will have insanely more models and require much more space at a minimum than a Grey Knights vs Chaos Terminators matchup.

A rough but good rule of thumb is 1′ in table length per 750–1500 points on a side. Even at the low end this is quite a bit more dense than a standard 40k game, though using a wider table compensates greatly. That increased density does have some consequences on mobility and tactics. However, it strikes a balance between relatively standard play and effective movement with the sheer feasibility of the physical table size and associated venue space. Much more dense than this and games will be very cramped. Much less dense and an extraordinarily large table and venue will be required.

Another way to think about this calculation is that the table realistically needs 2–4′ in length per player on each side. Anything less will be too cramped to be comfortable or efficiently playable as they keep bumping into each other and have no room to move around, as well as having absolutely no personal space for a long day of gaming. Anything more and, again, a massive table and space would be required.

In the early going of the 2010 PAGE Apocalypse, a mid-size mega-battle.

Logistical Space

Beyond the core table dimensions, a good amount of space is needed for players to move around as well as to set out models, books, food, and other items.

To be able to comfortably move around and have some personal space, players realistically need 2 to 3 feet of space surrounding the table. Both the long edges and at least one short edge, ideally both, require this buffer.

In addition, 2–4 square feet per player or 3,000 points is needed to arrange reserved or removed models during play. This doesn’t necessarily need to be immediately by each player’s zone. It could be tables or shelves off to the side. Shelves in particular will minimize the venue space required by utilizing vertical space. Similarly, benches, boards, or crates under the table can provide this logistical space in an efficient manner. The latter is typically not ideal though due to more difficult access, limited light, models getting kicked or otherwise krocked, and higher chances of simply forgetting about reserves!

Beyond all that, a few miscellaneous tables or other surfaces should be available to set down food, scoring sheets, rulebooks, and other communal and miscellaneous materials.

Total Numbers

Taking that all together, some very rough but reasonable figures for differently sized games are:

  • 3 players and 9,000 points per side
    4×6 to 6×12 table
    8×12 to 15×20 venue
  • 6 players and 18,000 points per side
    5×12 to 6×24 table
    9×18 to 15×32 venue
  • 10 players and 30,000 points per side
    5×20 to 6×40 table
    9×26 to 15×48 venue

A view down the whole 6×17 table in the early going of the 2014 PAGE Apocalypse.

Successful dimensions for some of the more notable Apocalypse battles held by the Philadelphia Area Gaming Enthusiasts club include:

  • 11 players total, ~11,000 points per side, 5×16 table in a large ballroom—notes:
  • 14 players total, ~13,000 points per side, 5×15 table in a dance/theater parlor—photos, notes
  • 11 players total, ~21,000 points per side, 6×17 table in a large unfinished basement—report, notes
  • 17 players total, ~25,000 points per side, 6×20 table in a large unfinished basement (planned)—notes

Each of these matches featured great tabletop action with epic fighting and room to maneuver, had enough space for both models and humans to survive, and made great use of a variety of venues.

Conclusion

All of these are of course rough and flexible numbers, but hopefully they provide some useful guidance for planning Apocalypse games.

This guy would have never made it across the table to start bashin' our dudes if we'd simply made the no man's land 8 feet wide...

This guy would have never made it across the table to start bashin’ my dudes if we’d simply made the no man’s land 8 feet wide…