There’s
a bunch of stuff that has to be sorted out whenever you want to play a game of Warhammer 40K Apocalypse: your friends
all getting the same day off work, transport, a venue, and Ork-glyph-themed cupcakes
(you’re the best, Mark).
The
thing is, the wargaming demographic crosses over quite extensively with the I couldn’t organise my way out of a wet
paper bag even if you gave me the Jaws of Life demographic. Concordantly,
amongst all that last-minute faffing, there’s one thing which is often left
behind.
That
thing is a narrative.
So,
when myself and three of my fellow Beard Bunkerettes* decided to head up to
Warhammer World for Nerd Thunder III (our third annual game of Apocalypse) we needed a narrative. To my
mind, the constituent components of a game’s narrative are as follows:
- The armies being used
- The battlefield being used
- The overall narrative concept (Last stand? Planetary assault? Hold the line?)
The
armies were Blood Angels and White Hands Space Marines versus Orks. The battlefield?
See below.
The twelve-by-six-foot table representing Helsreach Bridge (on the hilariously-named planet Armageddon, for those of you unfamiliar with the lore). |
This
gave us the overall shape of the game, but it put too much emphasis on the
middle of the table. We needed more objectives than that to break the game up
and stop it becoming one grinding ruck in the centre. At this point, we looked
at the photo of the board, thought about the scenery, and added two more
objectives.
Firstly,
the Imperial buildings in the photo were scatter scenery, which meant we’d be
able to cluster them on one side of the river to represent the outskirts of
Helsreach Hive. On the other side, we’d bring our Ork shanty town** to
Warhammer World and use that to represent the Orks building a forward base.
So,
we now had three areas: the hive’s outskirts, the bridge, and the Mek’s garage.
Maisey’s Imperial Guard Redshirts would attempt to hold the outskirts in case his
White Hands lost the bridge, and the Blood Angels, whilst coming to the aid of
the White Hands, would also attempt to knock out the Ork base.
You’ll
notice that’s only three objectives; we weren’t using the standard Apocalypse mission from the book (which
was, in fairness, intended only as a rough guide). To represent how badly
surrounded the White Hands were at the beginning of the game, the diagram below
shows the deployment/reinforcement zones.
Ork deployment in green, Imperial deployment in red (naturally). |
We
made certain other adjustments, namely, that the Blood Angels were allowed to deploy
as many units as they wanted on turn two, to represent their heroic
intervention, whereas the Orks would use the normal Apocalypse reserve rules. Furthermore, the Blood Angels could
deploy everything by deep strike, as
Thunderhawks came roaring out of the sky (Rhino-sized tanks would have to land
in pairs, back-to-back, to represent the Thunderhawk Transporters doing the
work).
One
final rule we introduced, to better take Captain Tycho’s background into
account, was to make him roll for Black
Rage every turn (for those of you who don't know their background, the Blood Angels have a flaw in their geneseed which can make them throw all their toys out of the civilisation pram; it's an awesome slice of backstory that I don't really have the space to explain here, but it's all in their Codex). After all, it was the Battle for Helsreach in which Tycho
finally succumbed to the Curse, and we wanted to game with the knowledge that
he could lose it at any moment.
To
further emphasise the narrative aspects, Mark and I agreed to deploy the Orks
in clans, so that the Orks in different parts of the board would all have
distinct colour schemes and look like
three different tribes rumbling around the same battlefield.
Oh,
and one final thing: as with pretty much all our other games, we would use only
finished models. It was so satisfying
seeing a bunch of armies that had benefitted from time and love all beating the
snot out of each other, and I can’t imagine enjoying the game half as much as I
did had Maisey and I not spend the previous night desperately slapping paint
all over my 'Ard Boyz.***
Anyway,
that was the theory behind Nerd Thunder III. In the event, having a story
encouraged us to play fast and loose with the rules if it meant doing something
cool, and as such, even the losers had fun. Who were the losers? I shall tell
you soon, via the medium of a battle report, as the last one seemed to go down well.
~Charlie
*The
Beard Bunkerettes sound like an Post-apocalyptic motown band.
**We’ll
do a showcase of the Ork scenery in another post, because we’ve not really
touched on scenery yet, and I fear that’s something of an oversight.
***Dear
sweet baby Jesus on a snowboard did that sentence sound less filthy in my head.
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