Shadow War: Armageddon/General

Please tell me this is an April Fool's Joke edition

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>Shadow War: Armageddon rules:
games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf

Other urls found in this thread:

youtu.be/O5wTHZuk9mQ
yaktribe.org/community/vault/categories/rulebook-editions.3/
twitter.com/AnonBabble

I want Burna Boys!!!

wheres that faggot that said he would take us some shitty photos at his game store today!?

youtu.be/O5wTHZuk9mQ

Miniwargaming played a game and recorded it. They mention some of the ork points costs and rules

and unlike their gorkamorka run they didnt change the rules for no reason.

So the rules are necromunda or a simplified version of 40k?

Necromunda. It's 2nd ed. with a few tweaks here and there like the stats of certain gear.

Grabbed from other threads

Shooting

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Assaults

...

...

I gotta say that I love the way Movement and Charging has been rolled into one action, that would be a great addition to normal 40k.

Are the rules in that PDF all the kill team choices or is it incomplete?

I cant believe how quickly this game sold out. Ive preordered with FLG, but, we will see if they get enough stock to provide.

I guess that means rules will be free or pdf purchase down the line?

Its all the KT choices, SM/IG/Orks are in the main rulebook.

There are more in the box. (IG, Orkz, and Space marine for the least)

Can't wait to try out my Harlie team in a match, Already made a special Troupe Master with Embrace and Neuro Disruptor.

Ah, cool. I'm hoping SWA might be a chance to use my Tempestus Scions for something other than regular 40k Kill Team games.

Look like it wont be cancerous like KT : mass dude spam with no limit, transport, Tomb blade spam. ugggh

Armour really seems shitty with all these amour modifiers.. Guess it will be alot like Necromunda and Mordheim after all

...

sweet!

Is it just me, or did they nerf the flying fuck out of Eldar weapons compared to their 2nd edition stats?

In 2nd edition, shuriken weapons had the same ranges as bolters, and a -2 armor save. (However, the shuriken pistol did not have a sustained fire die.)

Also, swooping hawk wings were a 24" move and jump packs were 16".

>No Dark Eldar Warriors
>Just shitty Wyches

Wtf I hate Lellith Hesperax now.

Now you know why people have been trying to modify new stuff to 2nd edition rules for ages...

Seriously, the only problem with 2nd edition is that the hand to hand combat takes forever. It's fine for Necromunda, but doesn't work for 10 on ten.

Yeah, armor is useful against small arms fire and troopers in melee but generally just folds to heavy weapons or a character.

>orks
>but without the latest rules


Can I finally play orks without wanting to cry?

I hope you like not being able to see jack shit, because sight ranges are based on initiative in this.

gw posted on social media that there would be digital rules for purchase

they took down the post due to negative comments

they also said that local stores will be getting boxes so you should try and get a box in store if you want one (they took the post down due to rage)

If I remember right that's just for spotting stealth, which is a scenario thing, not normal shooting.

you can buy scions for promethium as one-mission-use mercenaries

>Europe gets it for basically $100 USD
>US had to pay $150 USD

Nevermind how its actually selling out. I just want to collect the box, I don't want to take it from people who are actually going to play the game actively and make use of the terrain.

From what I remember of necromunda rules you can go into sneak mode to not be seen behind cover but can't run or shoot

Eh, it'll be a use for wyches and people won't bitch I'm playing Ynnari. The Wych weapons seem solid too.

Only if the target is hidden otherwise line of sight applies as normal.

it's also used for charging around corners

makes sense thematically, orks are more concerned with shit infront of them, not trying to listen to soldiers footsteps around a corner

>Ynnari

heh heh heh

>play a friendly game of Necromunda
>SUDDENLY AVATAR OF YNNEAD

Are we really getting buttmad about house rules for tabletop games in 2017?

>shotgun blast
>kill three guys
>soul burst
>shoot three more guys

to be fair, they took a ruleset which was pretty solid and complete, and then back ported it to make it a weird mess that didn't work and then they realized how shit most of their changes was

Ordered 2 boxes of Shadow War. 4 minutes later it was sold out.

How jealous are you?

Wow that after-action table sucks. It's way less interesting than the old d6+d6 versions.

Lame. Regular KT and small pt games for them.

I got my box, I'm happy

Guardsmen veterans can have hot shot ammo packs and carpace armor, so you can have rookie stormtroopers being led by your spec ops stormtrooper.

Yeah, I think I'll stick to the original Necromunda rules for advances and serious injuries.

With this table the only way to advance more than one troop a fight is to get lucky with out of action troops.

At the very least they could give a bonus advance for winning and a chance at bonus advances for fighters that successfully wounded enemies.

No. The game looks like watered down tripe and not at all like Necromunda. The only interesting thing is the terrain.

I'll keep my odd bananabook and be happy.

I want to play either tau or eldar. Can anyone recommend which one might be more fun or tell how they would play? I don't need a whole paragraph, just a brief reply. Thanks!

do both, you can easily paint 20 minis in a day

Pre-ordered it at my LGS, I might have been to late with how hard it is to find online, any chance we will get the rules soon?

do you like anything

Is there a FoC for this? How many specialists to new recruits can you have etc...

Why oh why would you leave out the original fun tables for advancement and injuries?

As written, half your warband's going to have frenzy as their only injury, since half the results are literally just that! That's really dumb. Do the 1d6 + 1d6 roll tables, that's half the point of these games.

One of my old Mordheim games had a Dwarf (slow movement) who lost both legs (mv became 1) but yet, kept levelling up in toughness and durability. And had a gun. So the guy who had him modelled a dwarf in a wheelchair, holding a shotgun. And he was amazing, he'd roll down main street each game and just soak fire.

That's what fun advancement and wound tables do for you.

how many specialists you can have depends on the faction i think

There's not anything listed in the pdf for my faction. It does say there can be only one leader.

The only restriction I've heard is building to 1k points. Which seems easy to do considering gear is expensive.

I like the new weaponized mustache dorfs.

you're probably not late, physical stores with trade accounts have extra stock which wasn't part of the online webstore pool

The default is something like 3-10 guys, max of 2 specialists and only half your team can be new recruits.

rough and dirty is 3 to 10 models min/max, with max two specialists and you're required to have a leader

faction rules modify this (ie up to 20 orks, 15 GSC, 3-5 'nid warriors etc)

Store owner gave me his demo copy.

SCAN IT

Scan please?

does anyone have a working link to that Necromunda sourcebook PDF that GW released for free a few years ago?

yaktribe.org/community/vault/categories/rulebook-editions.3/

thanks m80

TAKE PICS OF SOME PAGES

oh man, pics of the rules plz

The real question is, why are there no Sisters, Deathwatch, or Inquisitorial kill teams?
I really want to run a minor inquisitor's retinue

Are they going to release the rule book in solid form outside of the box? If they did, with all the army rules (seeing as they made them public before the actual rules), that would be great and all.

ebook confirmed iirc

deathwatch marine is a merc space marines can hire, sisters will probably come with plastic ones or be mixed with general inquisition.

Then there's the fact that instead of giving them Striking Scorpions the eldar infiltration specialists par de joure, they've given them Dire Avengers, the most homosexual of all the Aspect Warriors.

Swooping Hawk wings were a 6 and 36" in move in a straight line and jump packs were 18" with a 4" charge after landing.
And nearly all weapons have been changed. Lasguns used to have a -1 save modifier now they dont.

Hmm, so tyranid warriors just can't recruit new gunbeasts.

Only unit who can move 24" in the game are Solitaire, and dude only work alone. which mean 1vs10.

Autarch are fucking scary already : 4+ Sieze with 12" in any direction ignoring everything and have a D6 Fusion Pistl, basicly one-shot everything in CC. Give it 24" would be broken as fuck.

Miniwargaming actually recorded 2 games.
The second one was Scouts vs Orks.

Please pics of orks and SM rules

You can make them as shaky as you want user, I'm so hyped up that I'll take it anyway

Forget SM, what about the Guard rules?

this

Numbers are going to be huge in this. In the one game I played then Chaos really struggled despite what's basically a whole team of specialists - 3 Cultists, four T5 Marines. Most of the Cultists died fairly quickly, but even then the Marines only need to fail one save and then I could just shoot them over and over. 4+ armour isn't an eternity worse than 3+ armour, which is a nice change from regular 40k.
I think my team does need a special weapon though - I would have been screwed against terrain, a Terminator specialist or Warrior squad. Arquebus may be best, even at 300pts for a kitted out one.

Bear in mind that multiple wounds aren't always as huge as they look, since each wound you take before you go down removes 1 WS/BS. Unless Tyranids are default 5/5 or something l, or immune to pinning, they're going to struggle against ranged teams.

>11 - Bitter Rivalry: The player who rolled this randomly selects a fighter from their kill team and a fighter from their opponent's kill team. These fighters hate each other.
...so, no game effects? Just "two guys really hate each other"?

They're immune to pinning from anything that isn't a high impact weapon.
They also have a sustaned fire 1 s5 save mod -1 gun available to everyone and a s6 mod -2 sustained fire 2 heavy weapon, their ranged game isn't lacking.

hatred against each other probably.

Hatred is a rule.

Reroll failed hits in CC on some level usually. Either in the first round of combat or all the time.

Hatred and Frenzy are effects that gives them compulosry movement and stuff.

Think forced to charge/run towards enemy killzone because one of his dudes called you a faggit.

Stay classy shitlord

Holy shit, you're right. And since warriors are so expensive, you can't start with more than 1 gun-beast either.

I feel these rules, while interesting, are really showing they were dashed off in an afternoon and never playtested. I think my group is going to stick with Heralds of Ruin.

True, but they have the defensive stats and Ballistic Skill of a Scout, tops. They take a couple injuries and they're shooting like very expensive Orks. Not saying they're bad, just that they'll need some skill to use right with maximum T4 4+.

>Only unit who can move 24" in the game are Solitaire, and dude only work alone. which mean 1vs10.

Ummm, no. They stand alone. They fight with their troupe or where ever appropriate. They even fought with imperials in The Gathering Storm.

Keep your "authoritative" (re: superficial) understanding of the lore to yourself.

Get a load of this faggot.

it says in the rules they must fight alone.

so its just the solitare vs the enemy.

>you can charge any enemies you are aware of
>you are aware of them if you can see them
>you are aware of them if you cannot see them but they are not hidden and are within double your initiative
Did I read that right? So you can charge enemies you cant see?

he called you on assuming lore 100% matched up with game mechanics without reading the rules.
pretty fair if you asked me.

lore and rules dont match up that well usually.

Go read the rules.
>The Path of Damnation - If you expend a promethean cache to hire a Solitaire, he is the only model you can use for the duration of that mission! The Solitaire counts as your kill teams leader for all purposes when playing the mission.

Yes, the exclamation point is in the rules. Yes, he fights alone (1v1mebro). Yes, with a 3+ invun and a 24" charge he can probably kill an entire team by himself.

i think this is to reflect that you may not know exactly where he is, but he is just over there somewhere, and there fore can locate him during a charge.

wat. thats retarded.
stupid game mechanic.

>Go read the rules
do you have the rules?

could you possibly take some pics of the orks roster?

>Bear in mind that multiple wounds aren't always as huge as they look, since each wound you take before you go down removes 1 WS/BS.

Oh? Wounds before you fall down count as Flesh Wounds? I missed that one.

I must admit, I'm rather disappointed with the advancement table. It's rather short and goes with 'You can only advance a given stat once'. That and for a game with a lot of leadership rolls...you can't advance leadership.

Nah it makes sense. Its basically allowing for you to hear that there's a guy just around the corner so you know he's there and can charge even if the wall stops you shooting.

>wat. thats retarded.

It's the balancing factor for it being the single most powerful model in the game. It is well worth that factor.

>do you have the rules?
Here's the supplementary kill-team rules, which GW put up for free. Very few people have the main book. If I did, I'd be posting shitty iphone pics of it.

>Rules for Adeptus Mechanicus, Chaos Space Marines, Dark Eldar, Eldar, Harlequins, Grey Knights, Necrons, Tau Empire, Tyranids and Genestealer Cults in PDF form.
www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf

pics of space marines and guard gangs please?