Shadow War: Armageddon

Big Shootas are really good edition

Why is Plasma Caliver worse than Plasmagun sub-edition

previous thread

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

>have great Deldar kill team
>can't use it because Warriors arnt playable for some reason

Just wait, I'm sure GW will keep supporting this game. This is the first minigame they have sold out so fast and nuGW isnt retarded. No point of not milking the cow when there is clearly milk to be had from the playerbase.

Blood Axes can't get camo, but they do all get Stealth skills, so maybe there's something similar to it in there?

Can somebody please post the skills please?

What's the difference between the Plascal and the plasma gun? I can get a kitted Plasma specialist in one cache trade rather than an Arquebus for the same over two missions, so I was considering one.

I plan on getting into this with my friends over the summer. I currently have Tyranids and GSC and was wondering which did better in SWA?

Or at the very least, is either irredeemably shit?

I shitpost of the old ones.

List goes as following.

Immortal leader w/Blaster and Photo-visor (275)
Immortal w/Blaster and Photo-visor (185)
Immortal w/Blaster and Photo-visor (185)
Immortal w/Blaster and Photo-visor (185)
Warrior w/ Flayer, Photo-visor and Mindshackle (155)

An even 1000 points, as it should be.

I also find it disconcerting that the Necron leader and the Necron Trooper has identical stats, loadouts and equipment selection, yet costs 90pts more.

The difference as best I can see is that the Plascal has less range (0-6 6-18) compared to the Plasma Gun, get's no +1 for short range like the Plasma gun, and can ONLY fire in the Plasma Guns equivalent of maximal mode.

The Caliver costs 75pts, and the Plasma Gun costs 80. So, for 5pts more you get more range, more reliability and better close range accuracy.

Thing is, Skittles don't GET Plasma Gun access, the PlasCal is as good as it gets for them. The Plascal isn't bad per-se, it's a rapid fire Str 7 -3 Armour Tyranid Warrior Deleter. It's just not AS good as a CSM or Scout with a Plasma Gun, which you can't take.

Like said. In normal 40k, Plasmagun is 24" rapidfire. Caliver is 18" Assault 3. Caliver is also twice as expensive as Plasmagun. So according to fluff Plasma Caliver should be sustained fire 2 and cost way more.

Yeah, the Skitarii stuff was clearly just phoned in. Radium Carbines are so much worse it's not funny - SF1 and a slash to 12/18 over 12/24 would actually make them good, Plascals are shittier plasma guns for hardly a discount, Arc Weapons are just S5 versions of the Radium Weapons and the Arquebus is a third more than a Tau Rail Rifle for extra long range which won't help at all and extra short range which is an actual detriment. Omnispex is a worse Markerlight, straight up.
Re. the actual guys, they're all pretty damn balanced.

I'm working on a fan-list. Already got the basics just need to add in the final close combat weapons and finalise the formatting. Using word for this is however a massive pain.

ALL of the lists outside of the core rulebook ones were phoned in.

Except MAAAYBE the Genestealer Cult one. That seems pretty cool.

Hey Harlies are pretty good. Caress is worse by a fucking long way, but everything else is cool. Fusion pistols now have a purpose! Death jester got overshadowed by the Solitaire, but the shrieker cannon is awesome.

>implying that the Solitaire can overshadow anything while facing the "the optimal play is to not play" stratagem.
But hey you just won, so congratz on that I guess.
Just take the Solitaire every match from now on untill you win the campaign.

How to break shadow war
>play harlequin trope
>get 3 units.
>get ass load of CC attacks
>ignore all terrain when moving for free
>get a 4++ for free
> if you run enemy has a -2 modifier to hit in the open
>space marines will need a 6 to hit you if you are In cover
>anything with a BS of 3 or below can't even hit you if you are in any form of cover

Seriously harlequins are broken as hell in Armageddon, the only thing I think that can go toe to toe with them is a terminator.

>Just take the Solitaire every match from now on untill you win the campaign.

oh god.
hired dudes need to have a one game cooldown or something.

good thing my chances of facing harlequins is slim to siltch

what do orks have?
all i've seen is flashgitz.

HAH! Terminators are the worst response to Harlies. They loose one v one by a long way, and ain't got the dakka. Any harlewuin player will have at least 1 neuro, which will wound basically every turn if the harly player is a tiny bit lucky.

>>anything with a BS of 3 or below can't even hit you if you are in any form of cover

SWA is like fantasy in the sense that you can have 7+ and even 8+ to hit.

chanses are slim, but dont band on not getting hit on 7+ if you are runnish straight at a whole squad of dudes. especially if they have sustained fire.

So how does Spec-Ops recruiting work?

whoops meant to ad this for tone.

Exactly, nothing can really stand up to harlequins in the game.

Maybe tau if you just sit in the back and wait and hope to god you can shoot them.

The way you beat them is you mob them in close combat to overwhelm their dice and WS advantage. 3 Guardsmen are about the equal of a Troupe Master on combat res

Admech stand a decent chance with long range accurate fire out the ass on every model and not paying for useless armour and CC stats. If you down one or two on the way in, you can reasonably get two or three guys beating up on each Harlequin without difficulty, and he won't knock you OOA just down. Tau have low range, they'll get two turns of fire max until the Harlequins are on them, and at BS3 they pay for save mods that do nothing. Burst cannons can do work, though.

How do you figure? Assuming the same role, of x, the guards men gets a +3 for their WS, and +2 for each guards men, so +5

The harlequin will get its WS, a +6 +1 for the charge, ontop of the fact they have parry so they can force your highest dice to reroll if the beat you.

It's possible but even throwing 3 guard at them it's not in your advantage.

Burst cannons I can see being useful and the admech guy that just says ignore cover on you.

Harlequins are squishy enough that templates can wreck their face. I'm curious how the solitaire will do against GSC, if he gets hit with a webber or a web pistol he's pretty much done.

They still get a 4++ no matter what. Haveing a 4++ that can't be changed in a game where the average save is a 5+ before modifies is a pretty big deal.

3+ invuln. Nuff said.
I might have mathed it a bit wrong. And they only have parry if they took swords, and not embraces for quick kills, or caresses for easy damage.

So, are Transuranice Arquebi good in this? How good are they?

Always loved the look of them but they're just so useless in core-40k. Generally, is there something in the AdMech team that should be avoided like the plague or can I normally do mediocre-ly fine if I go with rule-of-cool and give my dudes what I think sounds alright?

Omnispex is a tad useless most times since a Photovisor does the job almost as well while still allowing the Omniguy to shoot. Although if you're blobbed up raining fire on one Solitare or something I can see it being helpful. With photo-visors and everything math it as adding 16.66% to your rolls - probably getting you an effective +1 To Hit, so if you're firing seven other shots at him it's worth over just shooting Omnigoon, if they're all the same BS. So yeah, not normally worth in any way.

yeah yeah, harlequins are OP.

can we get back to discussing the real teams?

All of these are assuming clear visibility. Any harly player worth their salt can hide a solitaire behind something so that only a handful of shots can get a good chance to hit. Also, default -2 modifier at all times to hit him, unless he charges.

Does someone that has the book want to grace us with some scans?

The real team is picking harlequins lol
Your forgetting the real power for that tool though.

Rules state you must fire at the easiest to hit target, generally meaning the closest one or most visible. Which means your oponant could be hiding their sgt in the back. But with that, you can remove his cover now making him the most visible target meaning you can now start pumping shots into him making your opponents bubble wrap useless.

They're certainly the best special weapon the Mech have, but they're so expensive they need to be bought over two missions with one cache trade, or two to rearm everyone. Start with one, probably, and speedily recruit a couple 100pt goons after mission 1 to bolster numbers.
A fully upgraded team would probably have 3 of them, and then everyone else Rangers with Galvanics, Harnesses, Photo-visors and Red Dot, plus Kraks.

No I wasn't. You're probably going to have visors anyway, so that's -1 cover. I realised I fucked up with my maths, on a fully obscured target it's adding half again, so it's worth if shooting more than 2 weapons.

Either way, he's got to charge to do any damage at all. He won't have that modifier past T2 or 3 if Skits are turtling, at which point he's in the middle of a line of guys with full visibility on him.
In fact probably better to wait for the Overwatch round 2.

Oh snap, I completely missed that. It even says - Designate as Priority Target. May be worth now, although that encourages forming a firebase with the leader carrying that and the Arquebus Dude, with another vet for guard purposes and then sending all the expendable New Recruits out for objectives. I may include one now, since then I can put BS5, cover-ignoring fire at S7 D3 wound -3 saves on whoever the hell comes into LoS.

Webber KINDA ignores that 3++. The initial effect doesnt ask any questions, into the cocoon you go. But when failing the strenght roll he gets his ++.

painboy, mek, runtherd (presumably with attendant runts)

Can anyone confirm if you can still use shoot with pistols in close combat? I'm looking forward to dropping a terminator with a web pistol/power weapon combo in close combat. Who cares if he's got a 3+ on 2d6 if he can't move or shoot most of the time?

Yeah. It's a really good thing to take because of that. Most people forget the rule that says you are forced to shoot the easiest target.

The -2 is from running. If he isn't charging, hes running. And with a 24" move each turn, either from charging or running, you think you got 3 turns of shooting, before he hits your gunline?

Updated my Kabalite kill-team from last thread. Any truely retarded ideas are probably just oversights or typos.

Lemme know what you think

I get one, then Overwatch, then one more -1 guy if I assembled the formation right so he can't scare my dudes off and still can't move through them to the Arquebus. Two of those are at -2, but the last one is at full and probably out of cover.

Anyway, because he's horrible cheese I'll just leave if there's nowhere on the board I can get proper angles of fire. I'm not obligated to get half my guys killed because you turned oil into stilton.

Really hope we get a full scan of the entire book soon with all the campaign and recruitment rules and all that.

Wanna start building some Teams to decide on what to go with and what I'd need to have everything available to me.

dont think so.

if so my boys are in serious trouble against bs4 and bolters all the fucking time.

you cant shoot at characters thatare in cc. so i would assume you cant fire out of cc either.

whats with all the eldar power fantasies here?
are you all cheeselords or are there players here who actually want a fun and balanced campaign?

looks like you all just want a stompfest.

No you can shoot into cc in Armageddon, thing is you need to randomize your shots if you hit, might shoot your own guy.

Fun and balanced what, right now the teams don't have enough variety to have a strategy.
You try to do your thing, and that's it. Each team has a single thing to do.

ok kool.

painboy could be cool if you know you are in for a heavy match.
i assume he helps out with injuries and such?

grots could be fun to flush out dudes and screen for da boys.
no trouble losing them either since they are hired anyway.

there are no vehicles, so i guess the mek has access to dangerous stuff like kustom mega blasta and such.

Its a combo of Harly players realising that they get to be more than allies and people not realsing that Harlies suck at the objective game. If there is anything requiring the Harlies to move to multiple points they loose hard, cause they can't mug specialists then.

They're good, but they are still T3 with 1 wound and ANY casualties have to have a Cache spent to replace them.

Eventually weight of fire will out.

Best response to Harlies are massed shoota boyz.
Best response to a lot of things is massed shoota boys come to think of it.

Harleys would be completely ridiculous if they didn't cost quite as much as they did. You will never start with more than 3 or 4 in a starting team, and if you ever want to expand that, you will HAVE to spend a promethium cache, and if you do, you won't have much left over to arm him pointswise. So realistically it's hire after one battle, arm him in the next battle.

I get they are low count but as I have said the issue is not that, is that they are getting a -2 hit modifier in the open, and in cover at BS you need a 6 to hit, and weapon str does not matter as they all get their 4++.

They can be beat of course throw enough of anything and eventually they roll ones but the amount you need to throw at one unit is way unbalanced

to all niggas that say that solitare will wrack face - you are week minded - any decent player will pull out as soon as he takes a few pot shots at him - then he wil ADVANCE their whole gropu and you dont get ADVANCEMENT - you dont see this niggas ?

They take two full games to get a new trooper equipped well. That is balanced in the long run.

also, if you rely too hard on specialists, you will lose the campaign. its about amassing the most promethium, right?

judging purely from the leaked weapon ref sheet, he has a plasma-pistol-like weapon and a spanner (+1 S weapon, I recall).

Some leak mentioned that the Enginseer helps teams with their Ammo rolls, so I suspect that the Mek does the same. Whatever that is.

They don't get the -2 if they charge, only if they run though.
Also Strength of weapons wouldn't matter with regards to armour anyway. You want something Str4 with at least 1 sustained fire dice.
Remember the old Imperial Guard Adage!

>1 Lasgun does diddly
>20 Lasguns however is a whole lot of diddlin.

Weight of fire and overwatch is the key. Don't worry about armour penetration, don't even worry about range, they'll come to you soon enough, the key thing to dealing with Harleys is 1+ Sustained Fire dice on something that's Str4, maybe Str3 in a pinch.

All these user talk about Solitaire like he is the winning ticket while he's only every useful if your leader and specialists can't take mission.

Look at Death Jester: large blast pinning machine that can disrupt formation, especially Ork who like to bundle up together for the pinning test, off the cliff you go.

Shadowseer : Large Blast pinning machine that cause Necron to forever stuck in Pinning without escape. Also Bubble that -8' for any range weapon

Just making sure, no one has scans for building an orks list?

Or, you know, the whole thing?

Can somebody please post the skills please?

How many times are people going to ask the same retarded questions? Books not going to get scanned till Saturday at least unless somebody is willing to steal a copy from their FLGS

So how does replenishing your guys work between games?
Also, how many guys are you allowed to deploy in a game? Is there a limit?

How so? You can convert 1 promethium to 100 points even if you loose.

>limited to 10 models
>you were already in over watch
>charging into a gun line rather then running around the side then charging forcing them to roll to see if they shoot their buddy in the head.

Anyone charging into a gunline like that is a moron from the get go, again you can run up the flank and still. Lets say they have 5 guys in a line ready to over watch, ok, I'll run again to the side, they are all hitting on 6's they now have 2 options either reposition and shoot me, still needing 6's and then get charged with out an over watch, or stay in a line and over watch my charge but, every model except for the first one is going to need to roll to see if they shoot their buddy in the head, which each further model haveing a higher chance to do that.

...

Only sustained fire weapons can shoot their buddies. And that happens 2.7% time anyway.

Whatever, Aeldari Grey Knights aside, who else are good? Orks seem good from weight of fire and Skitarii seem like the normal midpoint, with little heavy firepower but excellent medium infantry and good staying power due to basically not worrying about Ammo Rolls ever.

Or thay can bait with 1 model and charge solitare with 6 guys taking theirs ws to 10 and attacks to 7 EACH ffs why you cant understand that he is not op ... fagot amuricans

10 Guys : no more than half is recruit, 2 specialist unless state otherwise in their own rule.

No, any weaponyhat you over watch with who's line of fire is within, I believe half an inch you take the test for. I'm not arguing about him, im talking harlequins overall. No one model is over powered, but a group of them is what's broken.

Chaos gets terminators.
Do orks get meganobs? FUCK NO!
Gotta leave enough room for that grot herder.
FUCK
YOU
G
W
U!

Awesome thanks. So does that mean that you're always deploying all of your team in a mission?

They don't even get kommandos.

Are regular space marines verboten in SW for some reason, or an I missing something obvious? It looks like scouts are in, and GK are in the army list in OP.

> TFW not wanting tarpit.

>Terminator.
Die to Rokkit launcha.

Promethium Cache well spent.

You can bring a space marine veteran as a special operative at a cost of one Promethim Cache per mission

Side note tempted to look at doing a cultist army, troops with a stat line of 4 with a 4+ is pretty saucy

Wayland games told me that more boxes are expected in next few weeks.

i was thinking that too, bur as far as im aware the cultists are all recruits and you can only have up to 50% recruits.

or do you mean genestealer cult and not chaos?

Can somebody post a pic of the skills please?

fuuuuuck, i cant find my kommandos nob.

Chaos Cultist or GSC? Chaos cultist focus list are pretty bad because you can't upgrade them unless you go through 3 mission to promote them.

What do Clip-harnesses do?

Nah I'm talking chaos for flavor if you wanted you could run all marine models and just say these guys only have a 4++

True, but at the same time, cultists so who cares if they die.
Prevents you from falling out of a building which can happen.

could be

prevents falling from buildings.
i think you need to spend some sort of action to attach it though.

on the falling rules, do railings/handrails do anything at all?
i saw a game on youtube and it seems that railings are as good as nothing.

i would have thought they would let you reroll the initiative or something..

still got no rules, so i dont know.

If they die and you need to get new ones, you need to keep them alive for longer until you can upgrade them. Unless your battle plan consists of mobbing the enemy with the new recruits in a desperate attempt to keep the experienced ones alive until they can be upgraded, there's a problem.

How muh are they per cultist?

MY GSC will be like this 5 guys with autoguns, 2 heavies 1 with flamer other one with heavy stubber and chief with blade and web pistol - OP as shit - harlequins dont stand a chance - cant charge because hidden - death masked fools

the stock was ridiculous, my flgs usually order around 20-30 units of all games that have released, but with shadow war only could order 5 box.

You know not everyone is an elite melee team? Something like Skitarii will gun you down fairly easily once you reveal yourselves, no save and T3.

I think I'm gonna start mine like as leader with web pistol and power maul, heavy with seismic cannon, 4 troops with shotguns and one troops with a hotshot lasgun. Gotta grab the seismic cannon at the start if you want it at all, only other way to get it is to win a mission where you rolled the bonus cache and spend a promethium cache.

with ork ballistic skill?
I'd think big shoota and mass shoota fire would be better and wait for snakeeyes.

do termies still get pinned just by being hit?

>tfw snapped up one of the last boxes they had in stock at 2am GMT last night

wait, when cultists get promoted, what stats do they get?

is there some non recruit cultist entry?

Each cultist is 40 points.

Post pic of the skills please?

No. Chaos Space Marine faction rule. Cultists never upgrade, they just get access to skills.

i need to stop asking questions and just read the pdf.

Their stats don't change, they can just accrue skills as normal. You are gimping yourself if you want to run all-cultists. Just use GSC or Astra Militarum rules if you want to run a baseline human killteam.