Posted by Ranillon on 18. February 2009 21:50
I really like Apocalypse. I like the concept, I like playing with super-heavies and titans, and I just like the idea of seeing a large table covered with models. However, given its scale there are going to be potential problems. Heck, you can have an argument over a regular 40K game. Something many times that size is bound have troubles. Since 40kOrigins is running an Apocalypse game at Origins -- hopefully, the World's Largest Apocalypse Game -- avoiding problems is a prime concern of mine.
Well, here is one obvious and painful problem -- the Chaos Conclave.
At first glance the sheet looks powerful, but still reasonable (at least for Apocalypse). However, a closer examination (especially if you are devious) reveals a nuclear bomb of rules cheese. Every special character taken as part of the conclave counts as a Distruptor Beacon. For those that don't know a Beacon causes any enemy reserves that enter within 48" to have a 50% chance of ending up wherever the Beacon owner wants them to enter the board. That means, for instance, that instead of jumping into the shorts of the enemy general your expensive group of maxed-out assault terminators has a 50/50 chance of ending up across the board in some remote corner far away from anything of value.
That's pretty darn powerful, yet still (barely) reasonable if there is only one Beacon. But, here's the kicker -- the Chaos Conclave comes with as many as eight. Worse, although the fluff (weakly) implies that the conclave is meant to operate as a single group the actual rules state no such restriction. Therefore, for the devious minded you could split up all eight, start them spread out across the board, and effectively negate your enemy's ability to Deep Strike, Flank March, or some other entrance from reserves over the entire board!
That's huge. Gigantic. Monstrous. And, not just because of your normal come-in-from-reserves troops, but also because many Apocalypse data sheets bestow special abilities that do the same thing. Thus, when interpreted liberally the Chaos Conclave also negates many possible enemy formations.
Here is a rule I use when figuring out whether a particular squad or formation is "cheesy" -- would you be insane not to take it? By that standard the Chaos Conclave is clearly broken. Badly so, in fact. Therefore, my instinct is to ban the formation from the Origins Apocalypse game.
However, maybe I am missing something that makes this more reasonable than it seems. Anyone got a good counter argument to this?
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