03 Aug 2012
Finally got the book in my grubby little hands, and I thought I'd share some highlights for you all. I'll do this in dribs and drabs, probably by army (assuming I can be that organized), and I'll try to answer any questions. Note: I'm not going to just post entries whole-sale, since that's a great way to get in trouble 
Quick note: There is STILL a restriction between Apocalypse and normal 40k. However, that restriction is basically this: "Everything with Structure points is Apocalypse only. Anything else fits in 40k."
So, starting with everyone's favorite, the Imperial Guard.
Thunderbolts and Lightnings are both heavy support choices, with the Thunderbolt being 3HP and 11/11/10 and the Lightning being 2Hp and 10 all around. The Thunderbolt has a Repair rule similar to a Rhino's and comes with an Armored cockpit (negate shacken/stunned on 4+), but the Lightning gets the Agile rule, which adds +1 to it's Jink save. Both have options for Night-Fighting, Chaff Launchers (4+ invul to missiles), and both can carry Skystrike missiles (T.bolt 4, Light 6) which are Twin-linked vs flyers/fast skimmers, 60" range, S7 AP3.
However, the REAL potential winner of the IG section is the Vulture Gunship. Rocking 12/12/10 and 3HP, it also boasts Strafing Run AND Vector Dancer, and is SIGNIFICANTLY cheaper than the other two mentioned. Unfortunately, it's a fast attack choice, and all the options it can take will probably drive the points up. That being said, it can be configured for not-bad anti-air, or OH-MY-GOD-MAKE-IT-STOP anti-ground. Weapon options range from 4 missile pods, 6 hunter killer missiles, TL las, autocannon or missile launchers, bombs, or a pair of hellstrike/hellfury missiles (one is S8 ordance, the other is S4, large blast no cover). Plus it comes with extra armor and searchlights.
I'm not quite sure what to make of the new Avenger Strike Fighter. It seems to try to combine all three. It takes up a heavy support slot (for both IG and Sisters of Battle, interestingly enough), and has 12/10/10 with 2Hp. It can rock more guns than the T.bolt after upgrades (athough it's 2 autocannons aren't twin-linked), and is the only thing with the Avenger bolt cannon, with is a 36" S6 AP3 Heavy 7 gun. With the strafing run rule, it definitely seems like this is more for ground work.
Finally, the highlight of the ground forces is the Air Defense Manticore. Nicely priced (but no squadron rules), it hits like a brick, firing Sky Eagle missiles up 120" away, which will swat flyers like flies with a Twin-Linked S9, AP2 Ordnance missile. Only 4 shots, but you shouldn't really need more than 1 per bird.
Infantry platoons can also buy Sabre weapon batteries, which are just heavy weapon teams with Skyfire and Interceptor, taking the place of regular heavy weapon teams.

Quick note: There is STILL a restriction between Apocalypse and normal 40k. However, that restriction is basically this: "Everything with Structure points is Apocalypse only. Anything else fits in 40k."
So, starting with everyone's favorite, the Imperial Guard.
Thunderbolts and Lightnings are both heavy support choices, with the Thunderbolt being 3HP and 11/11/10 and the Lightning being 2Hp and 10 all around. The Thunderbolt has a Repair rule similar to a Rhino's and comes with an Armored cockpit (negate shacken/stunned on 4+), but the Lightning gets the Agile rule, which adds +1 to it's Jink save. Both have options for Night-Fighting, Chaff Launchers (4+ invul to missiles), and both can carry Skystrike missiles (T.bolt 4, Light 6) which are Twin-linked vs flyers/fast skimmers, 60" range, S7 AP3.
However, the REAL potential winner of the IG section is the Vulture Gunship. Rocking 12/12/10 and 3HP, it also boasts Strafing Run AND Vector Dancer, and is SIGNIFICANTLY cheaper than the other two mentioned. Unfortunately, it's a fast attack choice, and all the options it can take will probably drive the points up. That being said, it can be configured for not-bad anti-air, or OH-MY-GOD-MAKE-IT-STOP anti-ground. Weapon options range from 4 missile pods, 6 hunter killer missiles, TL las, autocannon or missile launchers, bombs, or a pair of hellstrike/hellfury missiles (one is S8 ordance, the other is S4, large blast no cover). Plus it comes with extra armor and searchlights.
I'm not quite sure what to make of the new Avenger Strike Fighter. It seems to try to combine all three. It takes up a heavy support slot (for both IG and Sisters of Battle, interestingly enough), and has 12/10/10 with 2Hp. It can rock more guns than the T.bolt after upgrades (athough it's 2 autocannons aren't twin-linked), and is the only thing with the Avenger bolt cannon, with is a 36" S6 AP3 Heavy 7 gun. With the strafing run rule, it definitely seems like this is more for ground work.
Finally, the highlight of the ground forces is the Air Defense Manticore. Nicely priced (but no squadron rules), it hits like a brick, firing Sky Eagle missiles up 120" away, which will swat flyers like flies with a Twin-Linked S9, AP2 Ordnance missile. Only 4 shots, but you shouldn't really need more than 1 per bird.
Infantry platoons can also buy Sabre weapon batteries, which are just heavy weapon teams with Skyfire and Interceptor, taking the place of regular heavy weapon teams.
). Both have added benefit of having their anti-air missiles be twin-linked with 48" range and interceptor, giving space marines some decent ground-based teeth against flyers.