Warhammer at HobbyTown Lincoln

Play Warhammer and more at HobbyTown Lincoln!

HobbyTown Lincoln has open-play for Games Workshop games on Tuesdays ay 6pm!

Play Warhammer 40k, Age of Sigmar, Kill Team, Warcry, Necromunda, and more on our gaming tables and ever-expanding selection of terrain!

With the release of Age of Sigmar 4th Edition and its fast and fun Spearhead format, HobbyTown Lincoln now offers multiple play-ready Spearhead armies to try out in-store; just ask an employee at the games counter to use them!


40k Apocalypse 2025

Brings as many points from a single faction as you can carry to HobbyTown Lincoln’s free July 5th Apocalypse game!

Deployment starts at 10:30am sharp, so be here early to get a drop zone assigned.

Special Rules:

  • Missions and Scoring
    • The only way to score in this massive battle is through the Primary Mission Take and Hold, with the caveat that Objective Markers will only exist in No-Man’s Land.
      • There will only be four (4) total turns, so score normally on Turns 2 and 3, Turn 4 the team that goes second scores at the end of their shared turn.
    • No Secondary Missions
  • Deployment and Reserves
    • Players will be assigned a Drop Zone.  Whatever you can fit, you can deploy.  Everything else goes into reserves, which can only enter via the back edge of your Drop Zone starting on Turn 2 (Deep Strike works normally).
  • Teams
    • Each opposing half of the battlefield will form a team.  You do not have access to any resources of a teammate, as alliances are shaky when a world is ending, but you can treat them as Friendly Models for Movement and Shooting purposes etc. (e.g. no stratagems outside your army, no sharing Command Points, can move through allies as if they were your own units, no shooting into combats involving a teammate’s unit)
  • Timed, Shared Turns
    • Each team will share a turn cycle with the following time limits:
      • 30 minutes for Command Phase, Movement, and Shooting (45 minutes on Round 1)
      • 20 minutes for Charging and Fights First (10 minutes on Round 1)
        • after all  Fights First resolve (Charging units etc.), can go straight to alternating fights in Fight Back
      • 10 minutes for Fight Back (defending players and ongoing combats) (5 minutes on Round 1)
    • Once the time in each part of the cycle is up, all dice are set down EXCEPT to finish saving throws.  If a unit has not finished its activation, the apocalyptic nature of the battle has snatched away its opportunity (this time)!
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