Shadow War Armageddon General /swag/

Gunbeasts are more expensive than gw terrain edition

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>Shadow War: Armageddon Free Faction Rules::
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First for old dodge.


New dodge are fucking dogshit.

Does the "all terrain are open terrain" from the harlequins mean I can "teleport" over gaps without jumping?

what's the limit on new recruits when making a team?

docs.google.com/document/d/1R4E8OpylaBywRCICSUYctohNAwmySD2ZJ_B1hhgVnPU/edit?usp=sharing

Alpha version of an Adepta Sororitas Kill Team. Since it's still in alpha, any help would be good.

Only half, Rounding up.

50% of your team can be recruits. That is 50% in fighters, not points I think.

It's the same wording that jump packs have, so yes.

What's the new rule?

mh - that on the other hand means the 'agility' skill tree is in parts very redundant with innate troupe skills...
that's a shame

A generic 6+ Inv save. So it won't combine with the (Better in this than it was in necromunda) armour saves you get.

I would like to know this also
I've heard a lot of people asking today.

6++ save and only save against shoot.

Basicly if you roll on this skill, you won the special prize.

Still waiting on scans for Ambush mission.

Well, Orks like it. Well, they get use out of it. A little.

Except that all of them excep for 2 Orkz clan leader can take Agility skill.

Max half of your team can be recruits. If you have a total of nine units at the most four of them can be noobs for example.

ork list or something


boss with kombiskorcha and choppa

-220

spanna with big shoota and laser pointer

-235


1 boy with choppa
70pts

1 boy with choppa and stikkbombz
-95 pts
1 boyz with shoota and tactical red dot

100pts


5 shoota yoofs -55pts each =

275

995 points


probably gonna edit it to make it more focused or add more real boyz depending on how hard it is to get yoofs

What is a break test on 44 page?

Orks have a 20 unit max. Sure you don't want more guys?

Make a list with 20 guys.

Mark of Slaanesh: +1 Initiative

How do we take advantage of it? It increase your awareness to 10 inches but can't you only charge 8 inches anyway?
It also gives an edge if you tie in combat but the mark of Khorne would increase your output anyway.
Are there skills where it's a usable?
Does it help with falling and pinning?

I can probably ditch the big shoota, for MORE BOYZ but I'm feeling like I'll get shafted by any actually resilient army

which is why I want the full rules for campaigning so I know how much crap I can get away with leave at home until mission 2

It helps with falling and pinning, yeah.

boss with coppa
7 boyz with choppas
8 yoofs with choppas

am I blind or can chaos marines even get marks outside of special operatives?

Yes. All marines can get marks. Cultists can't.

oh right it says it applies to everyone but cultists

I was expecting you gave me the 20 guy list with Nobz + 9 boyz + 10 Yoof but it was still a terrible list.

Goodluck with not getting pin, all they need to do is pin the boyz because yoff melee are so terrible.

Shoota are one of the best basic gun in the game.

Well maybe not 20, but since being allowed more units than any other faction is a special trait for orks I'd personally try to field as many as possible without gimping them too much.

I'd already made a 20 guys list.

Nah, keep the big shoota. I'll see if I can work out a list. I've been wanting to do orks anyway and give all of them little chef's hats and aprons. Bork bork bork.

Hey guys, I played a few games of Shadow War Armageddon as Guard and I'm still trying to get the hang of the rules. They seem to be word for word like Necromunda's rules (which I have never played), so I'm sure anyone with experience with that knows how everything works!

I'm playing a Guard Army and I'm wondering how I should build my team for the first match. Should I go all out on well equipped veterans, or try and bring in as many recruits as possible and hopefully upgrade them later, or do a mix of some sort?

So far I'm going with something like:

Leader 120 + Plasma Pistol 50 (170)
Veteran Guardsman 60 + Hotshot Lasgun 40 + Carapace 20 (120)x5 (600)

Then the rest of the points go on either upgrades, a special weapons guy, or maybe I should mass a few recruits. 230 can afford 3 lasgun guardsmen with 5 points to spare, or 4 guardsmen who have to share a lasgun, who might be useful to grab objectives or flush out enemies.

I'd also appreciate tips on strategy! We never took advantage of the hide rule, and never used overwatch. Should I be hiding my guys and slowly moving them up instead of trying to have a long range firefight? Can I hide my guys even when they're only in partial cover? How do you flush out hidden enemies?

Thanks!

What's the default maximum size? 10 right?

Which war is this set in? 2nd or 3rd?

Yoof melee doesn't seem that bad desu. Orks get +1 attack when charging right?

Besides they would have to shoot your Yoofs first if they are closer.

What's peoples thoughts on red dot vs. photo-visors? And clips in general.

Running a GK list and have leftover points. Cam either snag two photo-visors or one red dot. (Or technically 3 clips)

I think it is third, but don't quote me on that.

Yes. Most factions have a max of 10 guys, Genestealer Cult 15, Orks 20, Tyranids and Grey Knights 5 iirc.

warhammer-community.com/2017/04/05/shadow-war-armageddon-rules-support/

It looks like nuGW understood that SWA is a thing their playerbase likes.

And they will still very likely to lose even when they charge thanks to WS3.

Not to mention if the opponent is smart they will set up a bunch of terrain and hide in high place so your orkz will have to foot slogging through all that while getting gunned down. Not to mention some faction can simply outrun ork, shoot, run next turn and they won't be able to catch up, Eldar are even better.

>Tyranids
> Lowest model count
Mfw the zerg ripoff faction can't actually do the one thing zerg are known for

How bad an idea is it to make melee specialists in a Skitarii list?

Taser goad+Radium/Arc Pistol. In my head he's a cool respecced arbite who was given to the ad-mech after becoming too much of a vigilante. He was then offered the choice, prison, or becoming a Skitarius

They're 30 points, and they have 2 attacks on a charge, that's pretty good. WS3 isn't bad at all for that.

Also you can like, hide your guys so they don't get shot at. You better be playing on maps with masses of terrain otherwise your army, and every other melee army, will just be at a disadvantage.

I'll just be that guy and say "Told you so".

Told you so.

That's because Tyranid warrior are the most customisable unit Nid have.

You want what? like Gaunt or genestealer with 0 custom potential?

BLIZZDRONES GET OUT

GEEEET OOOOOOUUUUUT

>Games all about units working in stealth, leveling, and your dudes getting gud.
>and here's Tyranids with 30 shitty units skree'ing up the field.

My only gripe is the Warriors are limited by their models. And no devourers.

I really, really hope they put some time into making the extra factions into something more substantial. I'm hoping for a little more variety for some factions, though I'm largely fine with each faction having multiple types of teams (ie Dark Eldar having both Wytches and Kabelite Warriors).

I also hope that the extra factions being a free PDF means they'll tweak and update them as needed, rather than putting them out and then having them be set in stone.

Actually Gaunts and genestealers had plenty of options in older editions, back when purchasing biomorphs was a thing and Carnifexes had a list of 12+ options to buy.

Ideally I'd like to run a few Warriors with a small swarm of gaunts backing them up. That's what I've been doing in HoR KT and I'm quite keen on porting that composition over.

You can be shot during overwatch if you move out of your hiding to your next hiding spot.

With no range weapon to back up, they will never look scary.

Gaunts, have like 4 weapon options +biomorphs?

Genestealers have at least 2 options +biomorphs.

Sounds like they have more options than your average Skitarius, Craftworlder, Necron, etc.

Bad idea. Skitarii "melee" is blasting the mf in face with Phospor and Arc Pistols.

Gaunts are also mindless.

Would need something like
>Synapse = unpinnable outside high impact
>otherwise termagaunts never rally after breaking
>Gaunts replace New-Spawn has new Recruits
>Gaunts can never become Troopers.
>Tyranid Kill Team is composed of 3-20 models. With a max of 5 Tyranid Warriors. * meaning yes Tyranids can ignore the new recruits max limit.

Gaunts would also probably not be able to advance. You're getting numbers, but only a handful of your models would be able to develop skills and improve stats.

At least they get -1 to hit on overwatch and you can force them to target the Yoofs that way.

That also assumes no line of sight blocking terrain but I get what you mean. That's why they're so cheap I guess.

Really, Nids could also do with having a Lictor Special Operative as well. I seem to recall them being pretty lulzworthy in 2nd edition as well.

That's why I said Gaunts can never be Troopers as only Troopers, Leaders, and Specialists get skills

>They'd be stuck as New Recruits forever.

>Skiitarii don't have option.

They do, they just had dogshit one.

>Eldar
Still waiting for a proper kit release.

>Necron
That's probably the most customisable plastic kit "troop" choice they can have (2 gun + change to death mark)

You can choose to overwatch when, and where you want.

Do holstered bits exist for those things? I want to start building my team soon, but they sound like excellent upgrade items later in the campaign.

>gaunts aren't customisable
>genestealers aren't customisable
fuck you too

I would've preferred Lictors instead of Warriors myself, but Resin kit with no options and all.

>look at the T-warrior kit
>Now look at your kit.

Pick one, yeah pick fucking gaunt.

If they don't shoot your Yoofs, then don't move your other important guys. Then they miss a turn of shooting right?

Right, I'm confused. I can't see how you add specialists to your kill team? There are no points by their entries.

I'd like to see aberrant as a spec ok option for have, much better than an acolyte hybrid, which should have been a troop option.

Sadly no. And both pistols are huge anyway, almost size of a radium carbine.

Also why isnt radcarbine sustained fire? And why is plasma caliver only sustained fire 1? Neither make sense.

I think Spec-Ops are bought for one Prometh Cache. They then fuck off after the mission

Then move back and shoot the yoof with full BS.

...what. yes there is. What entry are you looking?

Oh, cool, so if I had 5 warriors I can still buy a Zoanthrope to go with them on a mission by mission basis?

Also they can only move 4". Unless you're setting up bomberman map i don't see how they can being able to move and hide all the time.

"Special Operatives" should have been named "Mercenaries" to prevent all the confusion with Specialists.

Yes but the campaign is won by whomever gets 15 caches.

bro the tyranid killteam is literally the advanced space crusade/tyranid attack setup

all they're really missing is the genestealer and hunter killer as specialist operatives

I think you're still limited by the max team size. So say if your Leader or Specialist got captured and you wanted to rescue them, you might spend a cache to give you an edge. As a skilled Leader / Specialist >>> one cache

Ah, sorry, I meant spec-ops but has cleared it up for me.

I think I'll get some Genestealer Cultists for an old-school ganger feel.

Skitarii options are fine, Awesome snipers, reliable plasma guns, and great standard weapons. They could have made their Misc equipment a little bit more engaging but it's very servicable.

>genestealers sprue:
>rending claws
>scything talons
>normal claws
>extra carapace
>toxin sacs
>ripper familiar
>deployable hive-creep-thing
>flesh hooks
>acid maw
>implant attack
>feeder tendrils
this only looking at the things that can be displayed with a specific bit but we could go further with ranged spit; acid blood; lesser psychic powers; claws enhancements; chamaleontic skin; regeneration; leaping biomorph and so on

with the gaunts too we have 1 melee option, 2 ranged weapons; biomorphs ranging from leaping to wings or extra carapace without considering other possible biomorphs

what customisation do scouts have?

Same reason boltguns aren't sustained fire? I mean, would be neat if carbines we're sustained since then you'd actually have a reason to pick them over rifles but still.

Caliver, as far as I can tell is just a plasma gun that fires in max power mode without any extra drawbacks. That's pretty baller imo.

I was assuming you'd be on a map with a bunch of terrain you could hide in, because as far as I can tell that's how this game is supposed to be played. If it's an objective based game and they back away from the objectives, that's fine. If it's a kill the other guy sort of thing, I guess you have to slowly advance while they camp in the corner, something they'd probably do against any other army they can outshoot anyway.

Radium carbine are terrible.

Plasma Caliber are not more reliable, (unless you mean their special rule ) they're normal plasma on maximum profile with LESS range. normal plasma are more reliable due to them having the alternative "low power" profile that cause them to not explode.

Real Plasma Caliver should have been Sustained 2 with a heap jump in point coss. (Terrifying RoF as in the weapon description)

yes they do. Ironstrider Kit.

What is that dollhouse? Is it custom-built or is it whored from GW?

Now list the one go in the Tyranid warrior one. Go ahead please.

>what customisation do scouts have?
>Bolt pistol
>Shotgun
>Sword
>Chainsword
>Bolt Gun
>Heavy Bolter
>Sniper
>Rocket Launcher

Oh wow piece of shit scout kit have more "real" weapon option, i don't even bother to add add-on and "imaginary" add-on on like grenade (of various type), rocket ammunition, bolter ammunition, sniper round ammunition, sight (various type)

They can set up walk way on higher level with only one stair to access, you can, sooner or later, you find your team getting bottle in narrow hallway and getting fire, not to mention you can't hide if the enemies have clear sight of you (from above)

That kind of makes Lictors ideal for being Spec Operatives to my mind.

I mean, let's take a look at it's 2e statblock. There's nothing much here than needs changing. Make sure Flesh Hooks don't give him a ranged attack but the listed biomorph ability and probably remove the hiding ability since it refers to mechanics that don't exist.
Rename Exoskeleton to whatever the Genestealers dodge ability is called and Poison to Toxic.

Then class them as having a pair of Scything Talons and a pair of Rending Talons.

Definitely should generate a D3 bounty though.

Hell, if ALL of his attacks are Toxic, then it probably lifts this guy into Solitaire territory and you might need to rule that he can only operate operationally on his own in the same way.

so how well do the old necromunda armys stack up to new Armageddon kill teams? I wanna try scavvys

...or probably just say he get's the Toxin Sac's Biomorph and can reroll 1's to wound in CC. That'd be better.

So is it wise to jump in the hype train? I have never played any warhammer nor necromunda before but I've always like the fluff and followed it closely (more so lately). I've always liked the idea of IG as plain guys which happen to fight stuff way above their league but also their models are boring. On the other hand I also really like Tyranids and their models are really cool (which I would paint like shit because 0 painting skills and no modelling knowledge).

I'm leaning towards giving it a go and try with nids but I don't want to get burnt out super quickly by starting with literally one of the two elite teams.

Any recommendations?

In any case I'll try (and fail) to grab a box this Saturday as a present for my brother from my local GW

While i can't test that out for a while i appreciate the effort.
I'm just not sure if there is need to invent new units, though.

where are the space marine and ork rules, im guessing they are not in pdf because they are in the starter set right?

You do realize that unless they changed things drastically from Necromunda/2nd Ed., you get invulnerable saves on top of armor saves, right?

Nah, it's written very badly. RAW they need to have "mark of chaos" in their entry like the raptors, but it's very clearly RAI that everyone but cultists gets them

Hi guys sorry to bring this up yet again.

I am still struggling with the creating a kill team rules. People keep on referring to this 50% rule on New Recruits. but I cannot find it anywhere. Maybe I am just blind or the scan has not been upped yet of the page and so only those who have seen the book have seen it.

The Choosing a Kill team page discusses the 1000 point limit, and the model limit for Marines, Guard and Orks.

It goes through the various kill team fighters but pretty much just fluff explanation. It refers to the kill team recruitment lists for the rules to build teams (the 6? pages each army gets).

Well, the thing about this Hype Train is that it costs as much as you want to put into it. The Core box-set is is not 100% vital to it. All you really need is enough terrain and 2 kill-teams, which if you already have stuff from playing 40k then you'll have that covered already.
Then all you need are the core rules, and your options there are wait for an official PDF, wait for scanon to finish scanning everything, and rotatanon to rotate it into a readable format and compile it into a PDF for free, or get a core set.

But, there's nothing wrong with the core set, you get some scouts, some ork boyz and some decent modular terrain for about 80 quid.

If you were a britfag and going to SALUTE this year I'd say hold fire until then because I can almost guaruntee that you will see it there for 60quid, maybe even 50.

You unequivocally do not get them both. Its one or the other.

What the fuck? Why would they change it when everything else is the same?

Looks like it's made out of Mantic's Deadzone Scenery.

>piece of shit scout
user, you have an idea of SM scouts that does not match up to what they are.