40k Apocalypse – Demo Game


July 7, 2019 by Lee

Battlebunker’s Backstory…. 

Ghazghkull Thraka eager to return to the planet Armageddon as he has unfinished business with his arch enemy Commissar Yarrick, as their last engagement didn’t go according to plan for Ghazghkull Thraka…….

Ghazghkulls` Goff clan, battered after their last Waaagh on Armageddon were in no shape to go back and finish the job. So, in true Ork fashion Ghazghkull turned to the Deathskullz clan for that much needed support.

Ever vigilant though, Ghazghkull decided to send only a small mob to seek out the whereabouts of Commissar Yarrrick and if the opportunity presents itself destroy him and if not to return with more boyz to finish the job….. 

Our game today is an introductory demo of the new Warhammer 40k Apocalypse rules and is only going to be a single battalion detachment of 60 power points. The standard power level is 300 and so as you can see we are way off the mark.

The reason for us playing at this level was not only to learn the rules, but to see if the game can be played as a normal 40k sizes game but using the apocalypse mechanics.

Our forces for the game are as follows :


  • Ghazghkull Thraka (Warmaster in game terms)
  • 20 Ork Boyz with sluggas and choppas (1 x Big Shoota, 1 x Rokkit Launcha)
  • 20 Ork Boyz with Shootas (1 x Big Shoota, 1 x Rokkit Launcha)
  • 10 Ork Nobz
  • 10 Gretchin with Runtherd
  • 3 Killa Kans
  •  Battlewagon
  • 3 Warbikers


Astra Militarum (Imperial Guard for us older folks)

  • Commissar Yarrick
  • Company Commander
  • 10 Militarum Tempestus Scions (Stormtroopers for us older folks)
  • 10 Cadian Infantry (1 x Heavy Bolter)
  • 10 Cadian Infantry (1 x Missile Launcher)
  • 3 Armoured Sentinals
  • Hellhound
  • Basilisk
  • Leman Russ Battle Tank

Jamie was playing the Astra Militarum and I was playing the Orks, below you will see how both forces were deployed: As we were using small forces, we adapted the table size to 4 x 4 and place 3 objectives. The mission was to capture and hold more objectives than the other at the end of the turn in order to score victory points.

At the start of each turn, both sides roll for initiative. This initiative is then used to alternate activating your detachments between each other, starting with the initiative player. Also at the start of the turn, both sides place order tokens face down and reveal them all at the same time. Next you drawn command asset cards depending on the number of warlords in your force and 1 for each turn. There other ways to generate more command cards through abilities of some leaders. Command asset cards can be used in a number of ways depending on the action on the card.


The deployment

Turn 1

The Orks had the first turn and were given an advance order and this was the same for the Astra Militarum. The Orks advanced to take up positions around 2 objectives and began shooting at the enemy. Orks being Orks find shooting difficult and this was no different in these rules. I fired many shots, but could not hit a barn door at 10 paces, except for the battlewagon which fired with everything and caused many blast tokens on an infantry squad. (Units with blast markers on them does not take damage until the end of a turn, which I think is better than normal 40k as you still get a chance to use your units).

The Astra Militarum again advanced to capture an objective and then began to return fire, causing some big hits on the bikers.

At the end of the turn the Astra Militarum failed their saves and the squad was taken out of action and this was the same for the Warbikers.

Victory Points:

  • 1 Astra Militarum 
  • 1 Orks



Turn 2

The Astra Militarum had the initiative for this turn and dropped in the scions, which had a free shoot action thanks to a command asset card. Jamie advanced the Leman Russ and the Hellhound to take up better firing positions. The Astra Militarum shooting was poor apart from the scions fire against the shoota boyz which caused many blast markers.

The Orks, not known for their shooting decided to Waaagh!!! and was given an assault order. This meant all movement was doubled and if contact was made they could fight a round of melee. The Nobz burst out of the battlewagon and straight into the Lemon Russ. The shoota boyz (with many blast markers on them), along with the slugga boyz slammed into the scions ready for vengeance. The killa kans and the gretchin however, not wanting to be left out, advanced to take up positions around an objective.

The ensuing melee seen the nobz damage the Leman Russ, but it passed its leadership test for now. The scions couldn’t stand against the shear numbers from the shoota and slugga boyz and they were overrun. Unfortunately, in the damage step the shoota boyz were unable to save any blast markers and too were removed from play.

Victory Points:

  • 2 Astra Militarum
  • 2 Orks






Turn 3

The Orks had the initiative this turn and they were issued with an assault order. The killa kans assaulted the hellhound, which proved to be ineffective this turn. The shoota boyz consolidated their position around an objective point. In the action phase the nobz caused many blast markers in the Leman Russ, which in the damaged phase it failed its saves and was destroyed. The killa kans assault on the hellhound.

Jamie issued an advance order to which he moved the sentinels so they could get a better angle at my battlewagon. They took aim and shot at the battlewagon causing some damage. The basilisk continued to fire at the battlewagon, but was ineffective. Other than that the Astra Militarum reformed to better positions.

Victory Points:

  • 3 Astra Militarum
  • 3 Orks


Turn 4

Again the Orks had the initiative and again issued an assault order. The nobz unit ploughed into the basilisk and destroyed it in the damage step. Then turning their eyes on the company commander, who felt brave and tried to hold up the advancing nobz unit. The killa kans continued their assault on the hellhound causing a wound.

Ghazghkull Thraka screamed “WAAAAAGH!!!!” and assaulted into Commissar Yarrick, who also countercharged, (changing their order to an assault order via a command asset card) beleaving this to be his finest hour. The two heroic leaders facing each other fought with great tenacity but the final blow came from Ghazghkull as he slammed his power klaw down onto Yarrick. A cold deathly silence fell over the vox network, until a loud WAAAAAGH!!!! was bellowing through the channel. This turned out not to be Yarricks finest hour……

Victory Points:

  • 4 Astra Militarum
  • 4 Orks





Turn 5

The Astra Militarum gained the initiative this turn and issued an advance order, putting as many shots from the remaining infantry and the sentinels into the battlewagon. In the damage step this proved to be too much and was destroyed. The hellhound and the company commander failed to damage anything.

The Orks however became overexcited and assaulted everything they could. This meant moving the gretchin away from their objective (crap!!!! I forgot you had to be within 6″ to hold an objective. Never mind the battlewagon can hold on, ooops guess not).

The slugga boyz and killa kans continued to put damage on the hellhound and Ghazghkull assaulted the sentinels. In the ensuing damage phase the orks lost the battlewagon, this meant I wasn’t holding the objective on my side, I needed to take out the hellhound in order to capture the middle objective and force a draw.

The critical saving rolls from the Astra Militarum came down to the hellhound, could Jamie save the large and small blast. Jamie said “I’ll only roll the d6 for the large blast as he only has a 6……”, he did it, he rolled a bloody 6, surely he couldn’t be lucky again. Jamie rolls the d12 for the small blast, knowing he needed a 6+, and guess what? Yep, he rolled a 9 saving the hellhound. Surely luck wasn’t on his side for a third time, Jamie rolled for the leadership on the hellhound and passed with flying Cadian colours, denying the Orks the objective. A loud shout roared over the vox network “FOR THE EMPEROR!!!!!!!”.

Victory Points:

  • 5 Astra Militarum
  • 4 Orks






So what did we think to the new Apocalypse?

Wow, what a game, I know these rules are intended for very large games, but the rules can equally handle smaller actions like this with relative ease. We played with only a single detachment, but I think if you are playing with just 2 people, then it would play better as a small game if you played with 2 detachments each.

Our game lasted about an hour and it would seem that the ratio is for every 100 power will take approx an hour to play, although more experience will lead to quicker times.

Will I play these rules for normal 40k, you bet I will as I feel they give the pacing that I enjoy, without all faff of regular 40k. That said for some games we will also play the standard 40k rules and kill team.

If you are interested to know more about the basic mechanics of these rules, then please click the video link below to see Games Workshop’s tutorial.




……..bleep……… bleep……… “I’m in position, for Kau’yon, for Mont’ka, for Tau’va, FOR THE GREATER GOOD!!!”….


Jamie and I hope you’ve enjoyed this after action report, if so then let us know what you think in the comments box below.

Please feel free to Like, Share and Follow us as we continue our journey in this hobby…….thanks again

3 thoughts on “40k Apocalypse – Demo Game

  1. Anonymous says:

    Would you try it using the order tokens in each unit individually?


    • Lee says:

      There is no reason that you couldn’t do it individually, but I would think it would slow the game down. That said it could certainly work if you played a smaller game like we did above and see how it fits your narrative.


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