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INTERVIEW·WHITE DWARF 334

Apocalypse: Design Notes

October 2007·pp. 40–63

THE SHORT VERSION

Jervis Johnson explains how removing conventional army limits makes room for entire collections, super-heavy machines and unusually ambitious multiplayer battles. Timed deployment, strategic assets and formation datasheets address the practical demands of that scale without replacing the core game. Interviews, vehicle examples and two expanded armies show the design extending beyond rules into collecting and scenery. Its central aim is to give players permission and tools to stage the vast conflicts described in the setting.

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Find this article in White Dwarf 334, pp. 40–63.

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