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[GW] [40kA] Apocalypse game lasts a year

 
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JohnPaulPontiff

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Since: Jan 08, 2008
Posts: 97



(Msg. 1) Posted: Tue Jan 08, 2008 7:14 pm
Post subject: [GW] [40kA] Apocalypse game lasts a year
Archived from groups: rec>games>miniatures>warhammer (more info?)

Hey,

For all those players that moaned about large games taking too long:

http://us.games-workshop.com/Lucky13s/default.htm

A year-long Apocalypse campaign to prove them right.

Good luck with that, guys . . .


Playa

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Blackheart

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Since: Apr 19, 2007
Posts: 153



(Msg. 2) Posted: Wed Jan 09, 2008 12:26 am
Post subject: Re: [40kA] Apocalypse game lasts a year [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 8, 10:14 pm, JohnPaulPont... RemoveThis @gmail.com wrote:
> Hey,
>
> For all those players that moaned about large games taking too long:
>
> http://us.games-workshop.com/Lucky13s/default.htm
>
> A year-long Apocalypse campaign to prove them right.
>
> Good luck with that, guys . . .
>
> Playa

it's a campaign.

and probably not a very good one.

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JohnPaulPontiff

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Since: Jan 08, 2008
Posts: 97



(Msg. 3) Posted: Wed Jan 09, 2008 9:37 pm
Post subject: Re: [40kA] Apocalypse game lasts a year [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hey,

On Jan 9, 12:03 pm, Myrmidon <im... RemoveThis @home.com> wrote:
> Wow - a patch for a backpack

A lot of people type 'lol', but I literally laughed when I read that.

> make 'Lucky 13' army specific decal sheets as prizes

Yeah, especially as they've got over a year to produce them.
Forgeworld follows-up with resin Characters, and cha-ching!

I got a mixed impression from the 'fluff'. Here's a summary:

+++

The Mordant 13th


A world situated to the galactic north of the Eye of Terror, Mordant
is classed by the Adeptus Terra as a night world, its surface a barren
wasteland, but with strains of luminescent bacteria that grow beneath
the surface. These strains live off the phosphorite content in the
rock, secreting a corrosive acid that breaks down the rock into a
digestible form. Over the millennia, this process has formed a vast
chain of caverns and tunnels that connect across the entire world.
Within these tunnels, human mining clans extract the bacteria,
culturing it in vast cavern-vats, to bleed off most of the corrosive
acids known to the Imperium. These extracts are shipped to Forge
Worlds across the sector, where they find uses in all manner of
esoteric purposes.

The Imperial Guard regiments drawn from Mordant are raised from
amongst those citizens disaffected with life on their world. They
cannot live on the pittance paid by the mining clans, and will not
sink so low as to leech off their people like gangs. Mordant regiments
are often fielded on night worlds, and are known to make excellent
tunnel fighters when the need arises.

+++

So, I had my hopes up for a Space Hulk-like tunnel expansion.
The dungeon crawl 'linked caverns' yoink is pretty blatant.
But, no; it's a bimonthly GWUS 40kA promotion. [shrug]
Maybe there'll be some kewl new Datasheets released.

FWIW, here's Mr. Taylor's input on the campaign:

+++

08-01-2008, 19:29
The Lucky 13s

Hi everyone

Here's the real story of The Lucky 13s, a Games Workshop US, year
long, in-store, Apocalypse Campaign!

Like many of our hobbyists, we've become very excited about the
freedom offered by the Apocalypse format. No Force Org chart, sweeping
Battle Formations, and crazy datasheets like Brass Scorpions, Warlord
Titans, and Ork Submersibles. To keep the enthusiasm rolling here in
the US over the coming year we're proud to announce a pretty open and
free-form promotion called "The Lucky 13s". Based around six story-
driven Mega-Battles, the campaign is designed to give Apocalypse
enthusiasts a chance to build on the story and inject their own
efforts into making what is a national story into something local
hobbyists will remember for years to come.

It is not "a Summer Campaign" and has no interactive web-based
component or reporting facilities for individual games (nor will it).
It is something quite different, an experiment that will hopefully
simmer away on the back burner until we can bring it to a boil later
in the year.

It isn't for everyone, some people just won't be interested. That's
just fine. Our Hobby Centers and participating Independent Retailers
will be running their usual events and schedules and club nights too.

It is intended for Apocalypse enthusiasts of all ages, basically a
series of opportunities for pushing vast swathes of really cool toy
soldiers across the rubble-strewn battlefields of the 41st millennium.

Just a bit of fun that we hope plenty of you enjoy.

Cheers
Dave Taylor
GW US Community Development Manager

+++


Pla - Ork Submersibles? - ya
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Kevin Milner

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Since: Oct 18, 2007
Posts: 106



(Msg. 4) Posted: Thu Jan 10, 2008 11:31 am
Post subject: Re: [40kA] Apocalypse game lasts a year [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

<JohnPaulPontiff RemoveThis @gmail.com> wrote in message
news:a5e0e251-dc24-4c29-8223-232fc5306848@f47g2000hsd.googlegroups.com...

>
> The Mordant 13th
>
>
> A world situated to the galactic north of the Eye of Terror, Mordant
> is classed by the Adeptus Terra as a night world, its surface a barren
> wasteland, but with strains of luminescent bacteria that grow beneath
> the surface. These strains live off the phosphorite content in the
> rock, secreting a corrosive acid that breaks down the rock into a
> digestible form. Over the millennia, this process has formed a vast
> chain of caverns and tunnels that connect across the entire world.
> Within these tunnels, human mining clans extract the bacteria,
> culturing it in vast cavern-vats, to bleed off most of the corrosive
> acids known to the Imperium. These extracts are shipped to Forge
> Worlds across the sector, where they find uses in all manner of
> esoteric purposes.
>
> The Imperial Guard regiments drawn from Mordant are raised from
> amongst those citizens disaffected with life on their world. They
> cannot live on the pittance paid by the mining clans, and will not
> sink so low as to leech off their people like gangs. Mordant regiments
> are often fielded on night worlds, and are known to make excellent
> tunnel fighters when the need arises.
>
Hmm, throw in some talk of trade taxation disputes and it will be as
interesting as The Phantom Menace. :-/
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