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.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.