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What does it really take to stage a true Apocalypse game in the modern era of Warhammer 40,000? In this episode of The Independent Characters, we tackle "Staging the Apocalypse" - a deep dive into running cinematic mega-battles at 3,000+ points per side without letting the game grind to a halt. We will talk about how to make colossal games feel epic rather than exhausting, and we break down ideas on how to design, structure, and pace large-scale narrative events so every turn stays snappy and every player stays engaged. From table setup and activation structure to personal objectives and dramatic end-game triggers, we explore how to think like a Game Master instead of a tournament organizer. How do you handle Titans and super-heavies without drowning in dice rolls? And how do you end a mega-battle with a cinematic conclusion rather than fatigue on turn three? We share practical tools, hard-earned lessons, and the philosophy behind making these games unforgettable. We also address the big question: how do you run Apocalypse-style events now that Games Workshop no longer actively supports the format? With the right mindset and a willingness to simplify, narrative mega-battles may be more accessible, and more rewarding than ever.
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By Carl Tuttle4.9
912912 ratings
What does it really take to stage a true Apocalypse game in the modern era of Warhammer 40,000? In this episode of The Independent Characters, we tackle "Staging the Apocalypse" - a deep dive into running cinematic mega-battles at 3,000+ points per side without letting the game grind to a halt. We will talk about how to make colossal games feel epic rather than exhausting, and we break down ideas on how to design, structure, and pace large-scale narrative events so every turn stays snappy and every player stays engaged. From table setup and activation structure to personal objectives and dramatic end-game triggers, we explore how to think like a Game Master instead of a tournament organizer. How do you handle Titans and super-heavies without drowning in dice rolls? And how do you end a mega-battle with a cinematic conclusion rather than fatigue on turn three? We share practical tools, hard-earned lessons, and the philosophy behind making these games unforgettable. We also address the big question: how do you run Apocalypse-style events now that Games Workshop no longer actively supports the format? With the right mindset and a willingness to simplify, narrative mega-battles may be more accessible, and more rewarding than ever.
Time Stamps:
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