Before I go any further, I feel it is needed to discuss how holding objectives has changed. Before you start your game, you must decide when "breaks" will take place. This is usually 10-15 minutes, and can be longer to allow for a meal(So if you have a huge all-day Apocalypse game, you would likely want a break at 12:00 and 5:00 etc). During each break, you gain a point for each objective you hold. On the first break, you gain one point per objective, on the second break, you gain 2 points per objective etc. The end of the game is considered a break for the purposes of totaling up Victory Points. So if first break you hold 2 objectives, second break you hold 1, and at the end of the game you hold 3 you end the game with 13 points. Additionally you gain 1 Victory Point for each Super Heavy/Gargantuan Creature killed. Lastly, you gain one point for each Warlord killed, and an additional point if the Warmaster was killed.
1. Losing Isn't So Easy
In the old Apocalypse edition, there were many games when, in a single turn, often the third, the game was decided, and the one who fared worse was often just fighting for survival after that. In the new rules this has changed in 3 major ways:
Finest Hour - This rule lets you, once per game, let your Warlord roll on the Finest Hour table. The table is alot like the Warlord table from the big rulebook, but on steroids (much like Apocalypse is like 40k, but on steroids). The personal traits are meh, as often your warlord will not be in the thick of it in a game-breaking manner (unless he is in CC with the enemy Warmaster...). The benefits include Temporarily Unkillable, which bestows T10 and a 2++ Invuln to your Warmaster, one that allows reroll to Hit, one that allows reroll to Wound, and some others. Strategic, however, can do things like allow one unit to come back into play without expending a Victory point. In short, go for Strategic.
Lastly, during a break you can "spend" a strategic point in order to bring back a unit from reserves after a break.
2. Last Ditch Efforts Aren’t as Important as Consistent Performance
Formations are Even More Pivotal Now
Warmasters are Vital to Kept Alive
Super Heavies/Gargantuan Creatures Got Meaner
Finest Hour is a once per game thing that can be triggered to evoke a random benefit. Unless your Adeptus Astartes(loyal or not). Each chapter has their own fixed Finest Hour they can use depending on their Primarch(If the Primarch is unknown you choose which Primarch to use). This adds a great level of knowing what to expect, and therefore knowing when to use it. For example, as an Ork player you might use your Finest Hour super early, roll on the Strategic table, and get Reinforcements, allowing you to bring on a destroyed unit. However, if you had not lost anything super valuable, you may find your Finest Hour used to bring back a 120pt Battlewagon.
On the other hand, if you were Dark Angels for instance, you would know that when you called your Finest Hour, all Bolters, Bolt Pistols, and Heavy Bolters used by Dark Angels become Twin-Linked. You then wait for a turn that is most advantageous, and use it to the best effect possible. As you can see, the knowing of what you get allows for far better results.
Divine Intervention
Divine Intervention is somewhat like Finest Hours, except that they have conditions that must be met first. For instance, for Eldar and Dark Eldar you must have lost a certain number of models, for Orks you must have a certain number of Orks that are on the table engaged in combat. If the conditions are met, you are able to invoke Divine Intervention, where your men ask for aid from their deity. The bonuses granted here are often USR's, and can greatly help your fight for victory. If at any point you meet the conditions for Divine Intervention I would do so immediately, because if it is something like Orks who require a certain majority to be in combat, that condition can change. Take advantage of it while you can!
Closing Thoughts
Apocalypse has changed, but having played nearly a dozen games since its release I have found myself loving it way more than the old edition. I have not discussed any strategies or tricks in this article, but will be doing so in the coming weeks. I apologise for the lengthy article, but the changes were long and I felt they deserved a larger amount of attention. Next time will be a look at Strategic Assets as a whole
What armies do you have that are Apocalypse worthy? For those who have played the new edition of Apoc, have you enjoyed it or loathed it?