The apocalypse is looming…
What to bring to the game…
Let’s talk about building a Warhammer 40,000 Apocalypse army specifically for the rules of the game. Most players will just take their regular Warhammer 40K army and bump it up by X number of points to bring it to 2500-3000 points (usual per player points) and call it a day. You can do this, but I really feel one is then missing out on the opportunity an apoc game can bring. This is your chance to move beyond the limitations of codex, allies, and the constraints of 6th edition. This is your chance to build and play some interesting combos, field some super heavies if you have them, or run some apocalypse formations.
As much as each apocalypse game is different at the gaming club I play events are usually around ten players on each side at 2000-2500 points per player. To give you an idea on how big this can be…
So what are the Eldar going to bring to this game?
Besides the personal challenge to Warmaster Black Matt I personally want to focus on some key units on the table and really push what they can do, in addition to setting the personal goal of not losing a single drop of Eldar blood in such a massive battle- let the mon-kei sacrifice themselves…
The key to this is going to be running multiple farseers to support each model group on the table- taking advantage of no force org chart means I can do this! The first farseer will have fortune, guide and stones, and the second will have the same powers + 2 and stones that will be swapped out for the psychic cards with invisibility being the key to making this work.
Both have runes of warding and witnessing- runes of warding are broken in apoc as they effect the entire other side of the table. For this game I’m taking them to help my team due to the lack of models, but normally I wouldn’t take them in an apoc game since it could spoil other players fun in trying to get off psychic powers etc.
My army build is going to be one of support- plinking away at the incoming forces with its core being two weapon support platforms and a unit of pathfinders. First two groups are a shadow weaver platform for the range and a vibro cannon for the ability to hit multiple units along the way- perfect for a packed apoc battle field. To them we add a conceal warlock to 100% get the 2+ cover save (invis + fortune) and the two farseers.
For these two units positioning is key and I might have to be out in the open to get the best lane of fire so that is why I’m bringing my own cover. If I can get cover then I hate to say it, the warlock peeks out front to take the incoming shots, not that I’m planning to lose a single model.
Third group is again two farseers, same plan only with ten pathfinders which will be a ton of fun to play with the range and elevation. I can’t infiltrate them, but why would I want to do that? I just need a nice slightly elevated bit of terrain on my side of the table with a field of view to the center and I’m in business picking out IC’s and sniping flying monstrous creatures. The fortune farseer is also going to be a big help throwing up guide when I need sixes to hit- plus they are AP 1 with the ranger rifles- boom!
And finally the fourth group I’m brining is swooping hawks with a skyleap exarch to drop templates on the table each turn along with being a delivery system for my Autarch in the last turn to issue a challenge to Black Matt’s chaos lord…
So based on the idea of bringing the most un-killable “units” along with having some range to reach out and kill the opposing sides that is about as hard as I can bring based on models. Also keeping track of only four units on the table makes managing them much easier so the day can be more social over pushing around hundreds of models just because I can. I’ll leave that to BC James and his Tyranids…

















