Tyranids in Shadow War: Armageddon

Thoughts on the rules for the Tyranids in Shadow War: Armageddon? I think they sound pretty neat, though, the lack of shrikes is kinda disappointing.

They can't take devourers.

That's got to be a misprint.

Effectively being only 20 points baseline helps them a lot, I feel

Shrikes don't even have models so it's to be expected.

Thought that gun was an enormous dong for a second.

Tyranid guns are alive and experience pleasure when fired.

This is from canon fiction written by Andy Chambers himself.

Maybe it's an upgrade you can buy in the main rulebook or some shit.

so for anyone with the main rules, are there any restrictions on new recruits when making a list? I'm not really seeing much of a downside with taking all New-spawn (except the leader) to save a whole bunch of points

All we've heard so far is 1000pts with 1 leader and no more than 2 specialists.

I (gather) after every game you get to roll an upgrade for one model - this upgrade CANNOT be given to a recruit until they've survived 3 games.

So making a team of all new-spawn/yoofs/whatever will give you more boots on the ground at the start of the campaign, but after a couple of games, your opponents will have more elite dudes than you do

How long will we have to wait for a rulebook sold separately from the box?

If it's like old necromunda only 1/2 models in a starting band can be recruits.

word is they're gonna sell it as a digital book... and that's it. They didn't expect it to actually sell out

yeah, saw the rules today, only 1/2 your starting team is allowed to be "new recruits"

>Shadow War: Armageddon?
You mean poor man's version of Necromunda that came out 30 years ago

its defitely a missprint.
There's rules for them in the wargear section.
They've just been left of the cost lists.

probably around 35 points i reckon.

i think you actually better version of necromunda updated with all factions like we've always wanted.

possibly not a misprint. the ravener spec op can use one and spec op gear gets statted in the armory of their associated team

Played a small learning campaign with a bunch of my gaming group today. Played 4 games with them and we learned a ton about the power levels in the game.

I really hope that the no devourers thing is a misprint, as well as the ravener entry only has 1 wound instead of its normal 3. That shit is ridiculous.

Advancement is fun, and challenging in a campaign where you need to balance spending prometheum chaches for points and saving them to win the campaign.

Things I've noticed: shooting is still ridiculously powerful. Grey knights are rediculous on the tabletop, despite only having 3-4 1w models on the table. If you can take them out by shooting, great. Otherwise their swords and psychic powers can mulch anything. And their shooting is ridiculous. Psycannons and psybolt ammo storm bolsters ate through my nids. I won eventually, but he nuked my gunbeast before it could do anything.

Skitarii are excellent and I think the best at shooting. Most of their weapons gain bonuses at long range, especially the transuranic arquebus, which can one shot most things in the game at BS6-7 while all of their weapons can ignore the first failed ammo roll. Meanwhile tau has strong strength and weapons, but the lack of saves hurts.

Tyranid warriors are great if you use them right. I won our mini-campaign with 4 undefeated rounds and here's what I used:
Leader alpha with 2x scytals, extended carapace
2x new recruits outfitted the same
Gun beast with scytals, extended carapace, and deathspitter (would have chosen devourer if I could, the re rolls to wound are better than the armor mod in my mind, but the mods help immensely vs. power armor)

New recruits with 2x scytals gets +1WS in combat, making them the same as normal warriors for 25 points less. The only thing is they can't advance at the end of the match. Oh well. 2x scytals on everything is incredible. +1 WS, an extra attack from 2 ccw, a bonus attack for being a tyranid with 4 ccw arms brings it to 5 dice to roll, rerolling to wound.

Extended carapace is absolutely necessary; in almost every instance you can, you MUST take it. The armor mods in this game are brutal if you have anything lower than a 4+ armor, and your warriors only have 5+ armor to start!

Advancement is still up in the air for me, but getting a gunbeast with a venom cannon (or barbed strangler if I'm up against a lot of shooting teams that bunch up like skitarii or tau, but the venom is so much better), 2x rending claws on a new recruit (soon to be normal warrior), and 2 boneswords on my leader with adrenal glands.

Warriors are incredibly strong if you use them right. Very strong in combat, extremely fast on the field, and survivable enough to withstand most shooting attacks as long as its not from a dedicated kill-weapon like an arquebus or psycannon. In melee they tear through most things with their basic scything talons. -2 armor for every wound is nasty, essentially negating a lot of armor (-1 from weapon, -1 from s4, even better with rending claws)

Weaknesses are being large models. Your opponent gets a +1 to hit them in shooting (and maybe combat, but I don't remember), 4+ saves only are hard to deal with if your opponent is packing modifiers. Ambush is the perfect mission for us as attackers. Any time we have to trudge across the field getting torn apart from shooting hurts.

Only thing I dont like about the game is trying to slowly get up from being pinned /knocked out. With an impact weapon its even worse. I would get hit with an arquebus, get knocked down, spend a turn getting back up and not moving, then he would shoot me and knock me down again and we would repeat.

>a bonus attack for being a tyranid with 4 ccw arms
What?

from the kll team list for nid warriors
>– If a fighter has more than two pairs of arms and carries a hand-to-hand weapon in each hand, then the fighter rolls one extra Attack dice in hand-tohand combat. Any hits are inflicted
by cycling through the weapons they are using in an order chosen by the controlling player.

So you need three pairs for a bonus attack, which only the ravener does.

Been thinking of doing a similar list for my warriors when my local league starts up. Though trying to squeez a in a gun on the leader aswell with its BS 4.

fleshhooks also look very attractive given how dense and multilevel the terrain will be.

Do you not get an extra attack for having 2 ccw in this game? If thats the case, most of us were playing it wrong. Leaders with pistols and ccw, dark eldar wyches, my warriors all had 2 ccw and we gave them an extra die. Then the warrior team has a specific rule that grants them another attack for having all their arms in ccw.

you do, just the dude stated an additional attack on top of that, which was wrong

They really need to do consumer research.

yeah I heard that from my local black shirt today.

apparently they've all been emailing head offices basically saying that the rules can't be limited release, demand is high for it.

Don't they also not do any kind of QA either? So to compensate the help-line will just agree to send in any sprue you like if you claim you bought a box set and X or Y was missing?

The point of Necromunda was that it was smaller scale and involved unique minifactions that otherwise wouldn't get any attention.

yeah but it was cool and doing it with our regular armies would be even cooler.
Hence everyone started trying to house rule in the other factions using guard vs gangers as a sort of conversion reference.

they do do QA.
It's just not feasible to actually inspect everyone single sprue as it leaves the plant. Its cheaper to just replace any occasional reported defect than the logistical nightmare that would be.

And how do you imagine that working?
"You gonna buy this?"
"Sure!"
Doesn't buy it.
"Well, that worked well."