Echoes From the Warp: Creating Apocalypse
October 2019·pp. 46–49
THE SHORT VERSION
Robin Cruddace explains four goals behind the standalone mass-battle game: familiarity, shorter play, reduced downtime and an opportunity to use every unit before it is removed. Unit-level resolution, detachment activations, orders and delayed damage all serve those aims, with playtesting adjusting blast markers to prevent armies disappearing too quickly.
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Find this article in White Dwarf 447, pp. 46–49.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.