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>Shadow War: Armageddon Free Faction Rules::
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We can't be star wars general so we gotta be swag
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>Shadow War: Armageddon Free Faction Rules::
>games-workshop.com
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Weapon and strength armour modifiers stack
Another dude with style.
OI, YOOZ TOO PURPLE TAH WEAR DOZE RAD SHADEZ
What's the best ork starting 1000 points?
We don't know yet. Big shootas are dope, Yoofs with shootas, Power Klaw for busting terrain. I might do a Rokkit with a red dot, if that's legal.
my guess is
5 shoota yoofs, nob with choppa and slugga, specialist and three slugga boyz.
Dont remember if you can buy a big shoota for the specialist.
So ranges. Anons who've had a crack at this so far, how has the combat worked out? Could you establish crossfires and make use of those sniper rifles, was it boltgun-to-boltgun standoffs or were you right up in shotgun and shanking range?
Personally, it's been a bit varied, but there's certainly been more shooting than melee even after forgetting the Pin When Hit rule. We had about three close combats, and lots of CSM running through rifle fire to get to bolt pistol range. I had a good two turns in Galvanic Long Range (>15).
I also found it takes a lot to outright kill someone (presumably unless you're pointing a Reroll-injuries High Impact D3 weapon, anyway, where they're taking two or three rerollable 5+ to take OOA), but very little to disable, since you can't combat rez downed fighters. There were a couple Skitarii and lots of Cultists and a CSM crawling around in agony for most of the game but not dying.
You'd think the"after-battle recover or die" roll would be a little better than 50/50. Surely they're getting at least slightly better chances with medical care than being left to die in the mud/sump/whatever your boards are (my bases will be brown mud with a good few wrecked beams and crates and things - a destroyed settlement on the flats).
>Surely they're getting at least slightly better chances with medical care
Weapons in the 41st millennium are pretty scary. Most of the injuries your Kill-Team are likely to suffer are an order of magnitudes greater than the sort real solders would endure.
I'm pretty much locked into playing Carapace guardsmen with hotshot lasguns, seeing as I love me some Stormtroopers (I have about 50 of the fuckers already, and this is an excellent excuse to buy even more). I was thinking about using the Skitarii team to represent them, but the lack of the right special weapons rules that out.
Maybe I could squeeze in a few more guardsmen, let's see here
Veteran Sergeant 120
-Carapace 20
-Plasma Pistol 50
-Assault Blade 15
-Camo Gear 5
Special Weapons Operative 70
-Carapace 20
-Plasma Gun 80
-Camo Gear 5
Special Weapons Operative 70
-Carapace 20
-Flamer 40
-Laspistol 15
-Camo Gear 5
Veteran Stormtrooper 60
-Carapace 20
-Lasgun 25
-Hot-shot Laspack 15
-Camo Gear 5
Veteran Stormtrooper 60
-Carapace 20
-Lasgun 25
-Hot-shot Laspack 15
-Camo Gear 5
Guardsman 50
-Lasgun 25
Guardsman 50
-Lasgun 25
Guardsman 50
-Lasgun 25
You can pick up the special weapons on eBay/from a Bitz supplier. I have some Inquisitorial acolytes that I bashed together using Scion bodies and Skitarii heads for a more Medieval look, but if you're talking about Kasrkin you might be shit out of luck.
shotgun range is 16 inches man, fire those slugs
Can someone please post the differences between Regiments (Cadians/Catachan/Steel Legion)
I need to know if I should get these guys started!!
recover-or-die isn't 50/50
on a 4+ you're fine, on a 1-3 you roll on another chart
1 is dead or captured (50/50)
2 is headwound (gain frenzy skill)
I forget 3/4, one of them is gain hatred of the enemy who downed you
5 is a full recovery
6 is full recovery and gain an advance
The weapons in the list that is, not the models per se. I need hotshot lasguns, and flamers and all that. Plus the flaregunthingy that Skitarii have is a poor substitute for a plasma pistol.
I've taken the liberty of consolidating our links so far.
drive.google.com
Um, Steel Legion have the best models. That should be reason enough.
>Some close combat weapons have an Armour Save Modifier of their own, which applies on top of the modifier for the wielders Strength.
So, that makes, like a Power Fist on a Str 4 guy have an armour mod of -7?
Yeah, I can see how that could peel a Terminator out of his armour.
I *think* all the CC weapons with their own listed strengths all have Armour Penetration values pre-calculated for this as well, to reduce confusion.
Yeah, I meant take your Skitarii bodies and call them Stormtroopers. Give them IG weapons. Just make them look different enough so people can tell the difference between your dudes and Skitarii.
I've been painting up a Steel Legion Sentinel, but I don't see it getting any play in this game at the moment. Plasma Cannon OP.
The difference is purely skill-based. Guessing Catachans get access to more Ferocity/Muscle while Cadians and Steel Legion get something else. Steel Legion might get Guerilla/Stealth, seeing how they are on their home turf. Again, we don't know exactly how, but the difference is purely in the skill department.
This. Let's not forget that bolters fire basically miniature rockets that are supposed to explode inside a person. Not to mention Lasguns that can cook you inside your armor or outright shoot through your body, Shuriken weapons that slice easily through your body, Orks making their choppa meet your face and Gauss flayers that rip the very atoms off your body.
Ah, looking at the Servo Arm reveals they don't, but if I'd bothered to read properly, I'd have noticed them saying that rule only applies when its a weapon that adds to or uses the users strength.
Huh...that's kinda silly. I'm not 100% sure I'm a fan of that.
Ah, I don't lack the models. There was another guy suggesting I use the Skitarri rules to represent Stormies.
And let's not even get into what the Nid weapons will do to you.
Old Warhammer player here, nah it's a good system. Adding armour penetration mods on TOP of that is a little weebly, in oldhammer you either had your strength based armour roll penalty or the thing just out and out ignored armour because it was that 1 magic weapon everyone has access to that does that for 50pts.
Nice! Now that we have that answered, we need to know if a weapon that provides a Strength bonus counts towards this as well.
posted in orevious thread and didn't get any replies.
ok, so I'm trying to piece together what models i need to assemble and in what config to have what i need for a campaign
thinking so far:
7 shootas for yoofs, as no more than half can be yoofs.
6-7 slugga boys, to fill out the squad
1 nob, possibly with Power Klaw, not sure.
big shoota boy, maybe two.
also maybe rokkitboy if i feel i need one as the campaign progresses.
I'm thinking I'll make a mek with KMB and a painboy after the other stuff is done. nice to have specialists options.
i wont bother with runtherd as i dont have nice grots, only shitty goblins.
think this would last me a casual campaign, assuming i recycle dead gits?
I find the ork pants way to 'spandex' looking, so I'm experimenting with greenstuffing more cloth as well as pockets for more of a cargo pants look.
I might try sleeves too.
any tips?
Whats a good end goal for tyranid warriors with upgrades?
Alpha with scytals and boneswords, carapace + biomorphs
2x trooper warriors with 2X scytals, carapace, and biomorphs
Gunbeast with venom cannon, carapace
Gunbeast with barbed strangler and carapace
Should I take a second venom cannon for the sf2 damage? Or the large blast gun for mass force pinning? (I think this would be great against tau, orks, and skitarii)
Do the 2 biocannons need to be stationary to fire like heavy weapons? I'm not seeing anything that would point to that (just like the codex equivalents)
>I might do a Rokkit with a red dot, if that's legal.
Looks like it is, according to this.
>Dont remember if you can buy a big shoota for the specialist.
Of course you can. Not cheap though.
I'm thinking that for a campaign, it might be worth taking several tooled up spannas in the initial team, because you can easily afford a shoota boy after every mission.
Probably big shoota, red-dot sight, eavy armour on each one, so 260 points each. Nob only needs 'eavy armour and a choppa to be effective, although the kombi-skorcha looks tempting.
Recruiting presents a bit of a dilemma; it seems wasteful to buy boyz just to use shootas when youfz do it just as well, but a youf with a shoota and red-dot is 90 points, which doesn't really leave you anything useful to buy with the other 10. Alternatively, you could get a shoota and eavy armour, wait until you have six and then buy a bunch of red-dot sights.
Or you could get a proper boy, with shoota and red-dot, or buzz-choppa and eavy armour.
I feel that running shooty orks might be playing to their weaknesses. Maybe melee is the way to go; just rely on the to-hit penalties for running and cover to protect you until you get close enough.
>Old Warhammer player here, nah it's a good system. Adding armour penetration mods on TOP of that is a little weebly, in oldhammer you either had your strength based armour roll penalty or the thing just out and out ignored armour because it was that 1 magic weapon everyone has access to that does that for 50pts.
No, that was my point. I'm not 100% sure on 'Strength + Weapon Mods'. I'd have preferred Strength OR Weapon Mods.
Or 'Strength over Toughness' or something. As it's looking like basically anything that can wound a Nid Warrior/Nurgle Marine in combat makes the armour a complete non-issue as the armour penalty is independent of the guy you are hitting.
I mean, can you afford it in that list.
350 for 5 yoofs with red dot.
240 for three boyz with slugga and choppa
??? Nob with slugga and choppa
235 for a spanner boy wwith big shoota and red dot
That's 175 points to spend on the nob.
it clearly says yes otherwise thunderhammers don't do anything
nice
I'm very interested in optimal recruiting setups.
so i can make models that represent that..
i want to go as WYSIWYG as i can.
Starting thoughts for Wych list
Syren 150
-p-sword 50
-pistol 20
Wych+pistol x2 200
Wych+pistol+hook 110
debutante+hookx2
debutante+pistol
debutant+nothing
bloodbride+hyrda gauntlets+mirrorhelm
1000 even, 9 members, 4 new recruits.
Yeah, but it's only for CC weapons where this applies. Unlike in OldHammer where it was pretty much universal across the board for ranged and spells.
Well, those spells that weren't save or die anyhow.
8th had it's problems.
True. I guess whatever downed my Skitarii has to punch through armour that's significantly beyond anything we have today, all the augments and modded flesh beneath, then do enough damage to put down a soldier that can flat out ignore pain from any non-critical wound. That's going to be a tad hard to fix.
True, but you get the gist. I have 30" rifles, I want to be exploiting those BS5 at over half range boltguns with cover negation as much as possible.
Massed pinning may not be as good as it looks against Skittles and Tau, since we/they have wargear and specialists that put out ATSKNF. Doesn't help that much on Tau I2, but Skitarii will be shooting you in the face half the time.
Yeah, not saying it breaks the game.
Just that I think it could have been done a bit better to make armour more useful.
like, 70% of the game is still lasgun/shoota shots
so armour is still amazing
>getting excited for a throwaway standalone game with no future support
Just realised that carapace and 'eavy armour (but not scout armour) both give -1 I. I think anyone wearing that shit should pack a clip harness too.
Well, consider where the game is coming from. In Necromunda and certainly Mordheim, without houserules the best anybody was generally packing was a 5+ save, and with copious -1 or -2 it usually wasn't worth the cost, so in Mordheim you'd see people without any armour at all a lot of the time.
So the fact that you have armour that does ANYTHING here is a concession.
Fuck off, will ya. Let the people who want to have fun be left alone.
Well I didnt mean the "pinning" special rule, I meant the fact that if you are hit by a shooting weapon you get pinned whether you're wounded or not. And with only 5 models you want to try and maximise the number of hits you can get, right? Pin half of their force to the ground and they can't run back from your 10"-12" charges that turn, and you have to opportunity to negate their shooting (unless they can get up early from an unpinned model nearby)
>on and strength armour m
If they migrate this to 40k, characters with swords are suddenly viable again!
So I see Ripper guns in the master weapon stat sheet but I dont see Ogryn rules. Only Guardsmen propper. What gives?
Ogryn are going to be hired guns.
Well looking at the Shadow War site it lists Guard special operatives as:
"Special Operatives:
Ogryns
Tempestus Scion
Officio Prefectus Commissar
Tech-priest Enginseer"
Somebody have those rules?
Might need to cut some of the x2 weapon to get Blast pistol. or give that poor Debutane something, hook are only 10 pts.
End game goal : You have tanky unit that will absorbed fire and attention, while your gun-beast pin them from the back-line.
That Tyranid Prime look like it could be the Ace in the hole of Nid army early. He is another gunbeast with ability to take all item from the biomorph
The specialist prime? Or the leader alpha? The area of effect ws/bs buff would be interesting in a gunline nid list. 3-5 death spitter warriors, or 2 venom cannon gunbeasts are cool. And the whole force basically still has ws6 scything talons, they just lose the bonus attack and rerolling to wound.
the x2 isn't weapon, it's models.
so 2 pistol wyches, and 2 hook debutants.
A ton of basic weapons have -1 rend, that's one 4+ save your marine has to pass or he gets to eat shit.
Dark eldar are the worst with swarms of -3 rend guys, that should terrify grey knight players.
4+ armour sounds completely unimpressive, if buy it for my nob maybe, when I'm upgrading his weapons.
I was playing PC mordheim and it's pretty much the same. Even master crafted heavy armour is worthless due to negligible benefits and MASSIVE penalties.
Light armour can be ok if you don't plan to dodge anything ever.
Looks like people are excited about Orks. The bundle for them sold out.
I can't remember the last time Orks were actually good, I now have a chance to try the boyz!
>PC mordheim
as in the video game?
heavy armor is useful if you take the skill and possible a shield and parrying.
in this game, I want to see how it plays. There is no cover saves, so even if saves go down to 5+ or 6+ they keep your guy fighting.
bundles "sell out" when one thing from the bundle is missing
People bought the mek, people bought the solitaire and a few other thingsq
So, the Eldar weapon platforms can't be shot but block line of sight to the gunner behind them.
This seems... good?
These are the two lists I am looking at, which do you think works better?
I am thinking #1
Sergeant - 200 --- 300
Sniper Rifle - 40
Toxic Rounds - 20
Melta Bombs - 30
Photo-visor - 15
Camo Gear - 5
Scout - 100 --- 160 x2
Sniper - 40
Photo-Visor - 15
Camo Gear - 5
Scout Jr - 75 --- 140
Shotgun - 20
Krak Grenades - 40
Camo Gear - 5
Scout Jr - 75 --- 120 x2
Sniper - 40
Camo Gear - 5
--------------------------
Sergeant - 200 --- 295
Sniper Rifle - 40
Toxic Rounds - 20
Melta Bombs - 30
Camo Gear - 5
Scout Jr - 75 --- 135 x2
Boltgun - 35
Telescopic Sight- 20
Camo Gear - 5
Scout Jr - 75 --- 140
Shotgun - 20
Krak Grenades - 40
Camo Gear - 5
Scout Gunner - 110 --- 295
Heavy Bolter - 180
Camo Gear - 5
3 - hatred
4-5 - full recovery
going out is actually not bad
more likely to get an advance than die
nice!
the CW eldar seem super boring. And I say this as someone who likes eldar.
CW eldar things is each unit has basically one load out, but you can get different units for different things. This doesn't combine well with a game about taking basically 1 type of unit.
Worse they don't even include the storm guardian options which would at least allow some options.
Big shootas are HUGE, 2D3 shots puts out some serious dakka.
Might want some Heavy armor on my Nob and the shoota/Yoof combo is great and cheap
So what do Red dots and telescopics do?
Should I go for max melee Blood Axes with sluggas and choppas? Or max shooting with shootas and a big shoota? I want to use these guys for my 40k army as well, so I dunno.
Or a Rokkit Launcha if I decide to go with shooting dudes?
>throwaway
seeing as how the tiny "Lost Patrol" game got three articles in WD supporting it and THIS game sold out in less than 10 min EVERYWHERE, I don't see nuGW not supporting this. They're too money hungry to not add more ways to buy more models and terrain.
Red dot is +1 BS or to-hit modifier but targeted model gets a 6++ if in your front 90 degree arc and telescopic extends your long range by whatever your short range is.
There's also something about sometimes being able to raise an alarm if you save on the 6++ but I didn't get to look at the missions involving that shit to know what it means.
Yeah this is a great game as far as losing a battle doesn't equate to losing the war. You still get 1 PC and rearm/recruit AND 1 advancement AND possible advancement through Serious Injuries. Losing is Winning!
red dot is +1 to hit, but gives everyone a 6+ invuln as they see the red dot and have a chance to get out of the way
Honestly, I sorta prefer it that way.
I mean, yeah the injury tables were interesting in Mordhiem but they don't feel fitting for 40k. In 40k cybernetics are easy to get your hands on for an actual military. The sheer number of marines, guard or SOB in images with a cybernetic eye or limb and no loss of function would make it kinda silly if you could lose stats easily and not be able to fix it.
>chaos cultists can't purchase a stubber
Fuck this stupid game
As Skitarii, should I focus on numbers or elite troops? And is it worth giving my Alpha pistol+ccw?
equal chances of getting an advance roll as death, but 2-3 are mainly about missing a battle.
which I kinda like as you don't have worry about getting rid of fighters that have become useless.
Having fighters build up injuries can be fun, but that's a different style game than I think this is going for.
it's not quite that far. The advancement from wounding is unlikely, and you can't choose to advance someone who goes ooa, and new recruits don't move forward. so there is something to keeping guys from going out, but it's not as worrying.
Also, look at the hunt table, there are several things that benefit the winner more. but you're mostly right it that the losing doesn't feel back breaking. Winning is just better.
Autocannons any good?
I think the weapons choice will change depend on who you're fighting. Deathspitter are good against armies that you can pinned down, while ScyTa are good against chargin one (that usually resistant to pinning )
Take down anyone that can deal more than 1 damage first should be absolute priority for Nid, you don't want your distraction Nid to die by just one dude.
No, seriously injured will very likely cause your dude(the good one) to miss the next mission. This is fucking bad because now you go to battle crippled and will have to choose to bottled out ASAP or hire a Spec-op in hope to weight the battle in your favor, or at least be a bullet-sponge for your team (yes you give them a PC if he die but it's better than having more dude crippled)
What are the rules for hot-shot las pack?
stronger las
less ammo
+1 strength to a lasgun or pistol, but the ammo roll becomes a 6+
>seriously injured will very likely cause your dude(the good one) to miss the next mission.
Only on 1-3...4+ is full recovery and they don't miss a mission so 50/50 Ser. Inj. then 50/50 Miss next Mission. I'll take those odds.
So no Armor Save modifier though? Sad.
Doesnt S4 give you a better save modifier than S3?
that only apply to hand to hand weapon.
no because death is only half the time when you roll a 1
therefore you're more likely to get an advance than a death
Note that the first roll only happen to downed fighter. If they're taken out of action in the mission (down in melee mean out of action, no roll) you will roll the serious injure table. Also OOA dude can't advance.
In short, don't let your dude go down, only time this is only ever useful is if you have "100 pts dude team" that can easily be replaced.
Sniper Rifle is "silent" and "Sniper Weapon" do we know what this means?
Raid mission : noisy one will raise alarm, so i guess this is the opposite?
Idk how these "alarm" thing will work for normal weapon (one without "noisy" or "silent")
Some missions start in stealth, lik ethe raid. Normally firing a weapon will raise the alarm, as will a noisy cc weapon like a chain sword. A silent weapon won't raise the alarm if you make a 4+, and you can stay hidden in normal missions even if you shoot on a 4+
Sniper Weapon is "can't move and shoot"
Have we got the cost for Ork Nobz yet? Only image I've seen is skewed so that his cost is out of view. I think I've got everyone else:
Yoof: 30
Boyz: 60
Spannaz: 70
Is that right?
Wrong image. Although an assassin would kick ass.
How's this for a Skitarii list?
RANGER ALPHA - 220pts
Galvanic Rifle - 35pts.
Photo-Visor - 15pts
Red Dot Laser Sight - 20pts
SKITARII SPECIALIST - 305pts
Transuranic Arquebus - 180pts.
Photo-Visor - 15pts.
Red Dot Laser Sight - 20pts.
SKITARII RANGER - 200pts
Galvanic Rifle - 35pts.
Red Dot Laser Sight - 20pts.
Omnispex - 40pts
Photo-Visor - 15pts
SKITARII RANGER - 135
Galvanic Rifle - 35pts
Red Dot Laser Sight - 20pts
SKITARII RANGER - 135
Galvanic Rifle - 35pts
Red Dot Laser Sight - 20pts
I feel like the model count is way too low honestly.
get a flunky vangaurd with just basic stuff, your giving everyone addons, a cheap guy is always handy. he will either eat it early and save a nice guy or get ignored completely and get some work done.
do we have a list builder yet? who makes those sorta things anyway?
Im looking at genestealer neophytes, im thinking a few second gen guys loaded with basic melee weapons sounds like a fun thing to model.
that or commando cultists, kinda like pic related.
my Scions/Cadian mixed Team