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Apocalypse Formations (Warhammer 40k) List & Rules Part 2

Updated on April 11, 2016
Apocalypse Formations Warhammer 40k
Apocalypse Formations Warhammer 40k

Introduction

Hello again. Murphy, here (@BenMurphy), back to look at more Apocalypse Formations for the upcoming release of Apocalypse 2nd Edition for Warhammer 40k 6th edition. Whew that's a lot of editions! In my last article, I covered the Apocalypse Formations for Blood Angels, Chaos Daemons, Chaos Space Marines, and the Dark Angels. You can find that article by clicking below:

For this article, I will cover the next couple of armies on the list. Remember that the Apocalypse book is not out yet, so I will come back and edit these lists with each Formation's special rules as soon as they are available. For now, we can look at what models are needed to bring the Formation to the battlefield.

Also remember that you do not need to bring models in a formation. You can bring basically whatever you want, however, the formations give the models in them special bonuses or advantages; so if you have them, bring them!


Apocalypse Formations Dark Eldar
Apocalypse Formations Dark Eldar

Dark Eldar Apocalypse Formations

One of my favorite armies, the Dark Eldar. While I don't see them exactly creating a million-man army and meeting their opponent on the battlefield, I could image a giant raid to inflict massive punishment upon their enemy before disappearing back into the webway. Let's look at their Formations.

Carnival of Pain:

  • Urien Rakarth or Ancient Haemonculus
  • 0+ Haemonculus
  • 0+ 3 Grotesque units
  • 0+ Wrack units
  • 3+ pain engines
  • All enemy units within 12" of a pain engine are at -1 Toughness. Dark Eldar units within 12" of this formation who already have a pain token have +1 to their Feel No Pain. Units with 4 pain tokens have +2 to their Feel No Pain.

Dark Olympiad:

  • Lelith or a Succubus
  • 1+ Hellions unit
  • 1+ Reaver jetbike unit
  • 2+ Wych units
  • 0+ Beastmaster unit
  • 0+ Bloodbrides
  • Beastmaster units and their beasts have combat drugs. Roll twice for Combat Drugs results and keep both. Also, whenever a unit from this formation gains a pain token for killing an enemy unit, another Dark Eldar unit within 24" also gains a pain token.

Kabalite Web Strike:

  • 1 Archon
  • 1+ Incubi unit
  • 2+ Kabalite Warrior units
  • 1+ Ravager
  • 0+ Trueborn
  • All models must be mounted in a Raider or Venom
  • Formation must be in Strategic Reserve and can enter any friendly turn. On the turn they enter, they may re-roll failed To Hit rolls. Also, set up an Arterial Webway Portal, which is just like a normal Webway Portal, but it is a large blast marker, can be used by vehicles, and is set up at with Fortifications anywhere outside your enemy's deployment zone.

Ravager Titan Hunters:

  • 3-5 Ravagers
  • Ravagers within 6" of the command vehicle gain Shrouded (combined with Jink is nice!). Also, the command vehicle has a special attack that shuts down any void, power, or titan holo-fields for this formations attacks.

Sickle Squadron:

  • 3-5 Razorwing Jetfighters
  • They can Vector Strike an enemy unit when moving over, suffering d3 Str 8 AP 3 hits for each Razorwing in the formation and you can allocate 1 of this hits yourself for each Razorwing, the rest are random allocation.

Murphy's Take:

Dark Eldar forces are always brutal affair, designed to hurt their opponent with many small cuts that just keep coming. They completely lack heavy armor and rely on maneuvering, cover saves, and special wargear to keep their units alive. I really like the Arterial Webway Portal you get with the Kabalite formation, as it can be used to set up the rest of your Dark Eldar army to enter the board. Also, there is a synergistic element to these formations, with the Dark Olympiad giving free pain tokens and the Carnival of Pain enhancing Feel No Pain to those that have pain tokens. Also, with the Titan Hunter formation, you can actually put a hurting on enemy super-heavies . . . no void shields and 9-15 Lance attacks every turn. Yikes!

Apocalypse Formations Eldar
Apocalypse Formations Eldar

Eldar Apocalypse Formations

The latest 6th edition Warhammer 40k release, the Eldar have a list of Apocalypse Formations all of their own. Fast, deadly, and bringing forth arcane technology, they should be a force to be recognized (not to mention that they have titans of their own!).

Cloudstrike Squadron:

  • 3-5 Falcon grav-tanks
  • Gains Deep Strike. If the formation moves Flat Out, they gain Shrouded. If they don't shoot in a Shooting Phase, then in their Next Shooting Phase, all pule lasers and bright lances gain twin-linked and Lance.

Farseer Council:

  • 5-10 Farseers
  • Psychic Choir. As long as there are 3 members, they do not get Perils of the Warp on a double-6. If they roll double-1's they can either ignore the wound and fail the test, or take the wound and cast it. Special Power Warp Charge 3. Place a token within 24". Friendly models attacking enemy models within 12" of the token may re-roll failed To Hit and To Wound rolls against that enemy unit.

The Phoenix Court of Khaine:

  • 1 Avatar of Khaine
  • All 6 Phoenix Lords
  • The Avatar gains Eternal Warrior and his powers and weapons extend to 24". He also gains bonus attacks equal to the number of Phoenix Lords within 6" of the Avatar.

Phantom Titan

Revenant Titan

Sunstorm Squadron:

  • 3-5 Fire Prism grav-tanks
  • Models may combine fire for a special attack which is Twin-linked, with multiple profiles including a 120" Destroyer attack using the Apocalyptic Mega-blast.

Wraithknight Dreamwalker Squad:

  • 3-5 Wraithknights
  • Models gain a bonus to Movement, charge range, WS, and BS equal to the number of Wraithknights in the formation. i.e. 3 Wraithknights would all get a +3 to those stats.

Windrider Host:

  • 1 Autarch on jetbike
  • 2 Windrider jetbike units
  • 1 Vyper unit
  • 3+ units of either Farseer, Warlocks, Windriders, or Vypers.
  • Gain Scout. All models within 18" of the Autarch re-roll To Wound rolls or Armor Penetration rolls with shuriken weapons.

Murphy's Take:

These are some great formations that take light vehicles and gives them some major firepower, or combines arms using characters to really enhance the rest of the army. That special Farseer is pretty powerful, especially because any friendly units can re-roll To Hit and To Wound rolls, so it works across armies!

Apocalypse Formations Grey Knights
Apocalypse Formations Grey Knights

Grey Knight Apocalypse Formations

Daemon Hunters. Grey Knights. Whenever they gather in force, Chaos need be wary. In a standard game of 40k, the Grey Knights almost operation in Formations, in that every unit has some sort of special rule and the units synergize with each other in the hands of a skilled general. Apocalypse can only bump this up to greater levels.

Brothers of the Flame:

  • Castellan Crowe (or any Castellan)
  • 5 ten-man Purifier units with no dedicated transports
  • One model in the formation may make a special attack every Shooting Phase: Hellstorm template, Str 2 AP 6 Assault 1 and Psi-flame... The Str and AP both get 1 better for each unit from this formation within 12" of the model using this power.

Dreadknight Brethren:

  • 3-5 Dreadknights
  • Pick one Dreadknights at the start of the game. That model and every Dreadknight within 12" gains Shred.

Extermination Force:

  • 1 Dreadknight
  • 3-5 Stormraven
  • The Dreadknight every turn can fire a special attack instead of shooting normally. 48" Str 7, AP 4 and the target is marked for the rest of the battle. From then on, all shots from the formation's Stormravens hit automatically. Yep. Also, against Daemons the mark halves their Toughness or Armor Value versus mindstrike missiles and psybolt ammunition.

Murphy's Take:

I really like the Extermination Force. What's not to like about auto-hit Stormravens? Well, maybe that Hellstorm attack from the Brothers of the Flame is pretty good too . . . if you have 4 units within 12", you have a Str 6 AP 2 attack on 16.5" template weapon. Heldrake say what?

Apocalypse Formations Imperial Guard
Apocalypse Formations Imperial Guard

Imperial Guard Apocalypse Formations

If the Legio Astartes is the scalpel of the Emperor, then the Imperial Guard are the sledgehammer. Bringing forth millions of men onto a single battlefield, they are a swarm of Imperial technology and grit.

Imperial Guard Baneblade:

  • 1 Baneblade super-heavy tank
  • pick one of 8 Baneblade variations

Catachan Ambush Patrol:

  • 1 Infantry Platoon
  • 1-3 Veteran squads
  • Infiltrate, Move Through Cover, Outflank. The formation has Shrouded until it moves in open ground, shoots, or assaults. Also, due to traps, enemies assaulting through cover must make dangerous terrain tests.

Emperor's Fist Tank Company:

  • 10 Leman Russ Battle Tanks
  • The formation leader and all tanks within 12" have BS 4. The formation may also Thunder-blitz like a super-heavy vehicle.

Emperor's Talon Recon Company:

  • 1 Command Sentinel
  • 3 three-man Sentinel squadrons
  • Outflank. Preferred Enemy versus one unit of your choice. Formation leader and sentinels within 12" have BS 4 and Stealth.

Emperor's Wrath Artillery Company:

  • 1 Chimera
  • 3 full ordnance batteries.
  • The formation can make a special ranged attack instead of firing separately. 24-240" Str 9 AP 3, Apocalyptic Barrage, Ignores Cover, Ordnance X equal to the ordinance models firing.

Imperial Shield Infantry Company:

  • 1 Command Squad
  • 3+ Infantry Platoons
  • During each Break, every unit with at least 1 model automatically gain d3 models replaced.

Imperial Sword Heavy Weapon Company:

  • 1 Command Squad
  • 10+ Heavy Weapon Squads
  • Nominate 3 enemy units every Shooting Phase. Shots from this formation against those enemy units are twin-linked.

Lord Castellan's Supreme Command:

  • Lord Castellan Creed
  • Color Sergeant Kell
  • 1 Command Squad
  • 1 Imperial Bastion
  • Creed can give Orders to any friendly Imperial Guard unit on the board. The Master of Ordnance may make d3+1 bombardments. Also, this Supreme Command unit gains 2 bonus Strategic Assets instead of the normal 1.

Sanctioned Pskyer Battle Elite:

  • 1 Primaris Pskyer
  • 4+ Sanctioned Psykers
  • Psychic Choir. Special power is Warp Charge 3 and can be a Blessing or a Malediction. If a Blessing, the friendly unit adds 6 to its Run and adds 2d6 to it's charge distance. As a Malediction, the enemy unit may not charge.

Steel Fury - Baneblade Company:

  • 3 Baneblade super-heavy tanks
  • If "combining fire" they get a bonus to their vehicle damage rolls equal to the number in the attack. If they are in a broadsword pattern, then enemies wishing to charge the formation must make a Morale check with -1 LD per each Baneblade in the formation.

Murphy's Take:

Goodness gracious! The Imperial Guard, rightfully so, have a lot of Formations at their disposal. They have everything from foot sloggers to an entire company of super-heavies. The amount of firepower, from small arms, heavy weapons, to tank cannons, is just unbelievable. The Imperial Guard will truly be an Apocalyptic force!

Which army has the best Formations so far?

See results

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    • murphy80 profile image
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      Murphy 4 years ago from Florida

      Ha, so true! Apocalypse 40k: where the rules are made up and the points don't matter!

    • SomeEldarGuy profile image

      Alex 4 years ago

      it'll be a quagmire of guardsmen's corpses by turn 3 anyway, that comes with the scale of it, but a veteran RTS/tactical gamer like myself would revel in such an encounter, as the armies have no clear advantage in terms of firepower, all hail tactics!

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      Yep, you got it! We have to keep the points down, though, as with out D weapons, those squads and vehicles wont be killed as fast.

    • SomeEldarGuy profile image

      Alex 4 years ago

      more like an 'epic clash' than a 'who's got the most strength D shots?'

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      Right! It seems like the Apocalypse rules just make more sense... whether its scoring, reserves, or army composition. I can't wait to get a game in, and I think we are going to try a small one without super-heavies just to get started.

    • SomeEldarGuy profile image

      Alex 4 years ago

      yea, the FOC does limit a lot of the game, and I like the idea of any unit being scoring, I mean, a few fire warriors can oust a monolith? Oh please... But I do prefer the old flyer rules, they made more sense to me.

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      I actually think that using the Apocalypse rules for a standard 40k game (aka no super-heavies) would be very satisfying. Say you limit each side to 3,000 points and go at it using the more flexible Apocalypse rules. Honestly, I think 40k would make more sense this way :)

    • SomeEldarGuy profile image

      Alex 4 years ago

      basic troops in apocalypse are sometimes really underrated, as long as you move quick enough and fly under the radar, you can really be a pest. Jetbikes are great apocalypse units, as their movement can get them exactly where they're needed. However, once you catch a big bad's attention, well, you know what's gonna happen...

    • murphy80 profile image
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      Murphy 4 years ago from Florida

      We are slowly organizing an Apocalypse game at our local store, but the only super-heavies anyone has are Imperial or Ork. I might still throw my Eldar in there, but it will just be basic troops :)

    • SomeEldarGuy profile image

      Alex 4 years ago

      I've got a pet Revenant (kill count in progress, yet to be destroyed in action). I'd even consider saying that the Eldar are the best army in apocalypse as of the moment, their super-heavies are outstanding, and the Nightwing's just as good.

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      Oh yes! The Eldar are looking very nice in Apocalypse. I love their Titan rules... and I only wish that I actually, you know, owned a titan!

    • SomeEldarGuy profile image

      Alex 4 years ago

      Wahey! Finally got the Apocalypse book, and I never thought I'd say this, but the Eldar have been overpowered! xD

      A Revenant Titan moves 36" a turn, and can still fire everything, ignores cover, and the new strength D rules mean it can destroy a Necron Baleful Necropolis (8 monoliths+ Tesseract Vault) in a turn of good shooting.

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      Ooo, that's a nice Flyer :) I couldn't normally afford an airbrush, but in the States we tend to get a nice tax return every spring (we pay taxes through the year, and certain tax credits cause the govt. to "refund" some of that tax money later). I've been using it to great effect on some Daemons, Eldar, and WWII models. Check them out at http://forever-war.blogspot.com

      I need to get some pics of my Eldar airbrushing up... just Daemons and WWII so far!

    • SomeEldarGuy profile image

      Alex 4 years ago

      Gah, airbrushes are out of my price range, I wish I could get my hands on one, it'd make painting something like this MUCH easier for me: http://4.bp.blogspot.com/-PACG86QFJFE/Ua7xOdZd3wI/...

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      Totally! I don't have anywhere near enough models to really run many of these vehicle formations, but I agree that they will be a destructive force with a surprising amount of defense! I need to post photos of my new Eldar forces... I'm loving that airbrush :)

    • SomeEldarGuy profile image

      Alex 4 years ago

      Ayup guys, thought I'd say a few things about the Eldar stuff here (I've heard a few things from the rulebook now.), on the whole well, Eldar have become very, VERY powerful. Actually, I'm not sure if I need say anything else, all round, the Eldar are getting buffs, Holo-shields work while not moving now, and the Phantom gets some very nice AA capabilities...

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      I'm back from my work-seminar :) I guess it's back to work for me writing articles! Thanks for the info, SEG. Also, Tanuvein, I was also excited that I could field a couple DE formations right off the bat!

    • SomeEldarGuy profile image

      Alex 4 years ago

      it depends on the formation, normally it'll be worded like "1+ units of..." or "1-5 units of..." sometimes specifying the number of members in a squad, obviously that's not the case for characters or independent characters.

    • profile image

      Tanuvein 4 years ago

      Wow, I can actually field all of the Dark Eldar formations except the flier and ravager one. Kinda surprised. I might take my Dark Eldar/Eldar buddies to war together.

      So with formations, is that a minimum squad size or is that exactly what you need? I'd like to run more Hellions in my list.

    • SomeEldarGuy profile image

      Alex 4 years ago

      You deserve a break from that full on Eldar review! (not that I didn't prolong that in any way xD) And I'll look into the Sunstorm squadron, I know it's out there somewhere...

    • murphy80 profile image
      Author

      Murphy 4 years ago from Florida

      Wow those are great sounding! I assume that they will mostly be the same in the new book, but of course the Wraithknight one will be new. Thanks for sharing! I am excited to get the book in hands. BTW, I'm taking a three day break :( I have some work I have to do that is going to be keeping me busy! I will return with more Tau and Apocalypse articles after my break!

    • SomeEldarGuy profile image

      Alex 4 years ago

      Ok, these are the Eldar special rules. Cloudstrike squads can act as flyers for a turn, but not fire weapons,also, when a falcon does not fire it's pulse laser in a turn, the next turn their pulse laser gains Lance. Wind Rider squads get the "Strategic redeployment" and "outflank" stratagems, Phoenix court (there's 7 Phoenix lords including Irillyth), for every PL still alive, the Avatar gains an extra attack. The Sunstorm I can't remember haha... And the Wraithknight and seer council thingy-s are completely new, so they'll get new rules.