Shadow War Armageddon General /swag/

Tricked an user into thinking pdfs were viruses edition

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

>Gallery of compiled rules
imgur.com/a/v8qF4#DSfgSc8

>Funny virus archive (no actual viruses)
mega.nz/#F!Pg0nmCTb!gLkbxonP3bWUpjj8Cscr6A

Other urls found in this thread:

wh40k.lexicanum.com/wiki/Genestealer_Hybrid#Ork.2FGenestealer_Hybrids
twitter.com/SFWRedditVideos

special operatives photo someone linked somewhere

do pistols give any advantages in close combat?

Unfortunately that's our one and only trick. And it doesn't even work all that often, and probably gets the Deathmark killed for his trouble. And you can't even deploy him normally to spring out from around a corner, he HAS to phase in near an enemy.

My poor faction ;_;

you get to roll an extra attack dice in melee ( only if you aren't equipped with any non melee compatible weapons , so a bolter , boltpistol and a knife don't count) and an user in the previous thread swore you can use their profile when hitting in melee to, though i'm not to sure about that as it would invalidate melee weapons

Let's talk endgame.
The first to 15 wins, campaigns will last about 10 rounds, maybe 12 if people spent caches, maybe less if someone got extra bounties.
End teams will be around 2000 points, with maybe +400 for the guerrilla skill, if taken early, not even a dozen of skill ups, minus captures or kills.
I don't think it's enough points to fully develop most teams, which ones do you think will have an advantage in the late stages, assuming everybody has a pretty even development?

I would say that the midrange teams would probably do less. Around 2100 points is enough to get yourself a Skitarii team with three Sniper-Omnsipex pairs, a chunk of visor/reddot vets and probably an Enhanced Data-tether (ATSKNF bubble) and maybe a couple sets of Kraks. Afterwards, you don't get much beyond just buying everyone a billion extra toys that will basically never be used, since you can throw Krak Grenades and almost always do better than using a pistol.

Also, am I right that you could theoretically put a red-dot sight on a Krak Grenade? I kind of want to model one of my dudes aiming that.

What was that ammo thing grenades do? Autofail or autopass ammo checks or something, but I can't remember which as it never came up in my game.

>tfw no "counts as Necromunda Gangers" army

You can fire them in CC, you alternate between any hand to hand weapons. So if you scored three hits and have a bolt pistol and chainsword, you'd resolve one with the chainsword, one with the pistol, and pick the 3rd. It doesn't really invalidate melee weapons, few of the pistols get the crazy armor mods that some of the melee weapons get. But it is a net benefit to tau, and it is great with the web pistol IMO

That would probably be GSC / Cultist only Chaos

Proof of the rule saying you get an extra attack if you wield two cc weapons please.

Yeah that user is me. You only get the extra attack dice if they aren't holding a lasgun or a boltgun or something like that. If you guys can get the hand to hand rules page for how that plays, from the actual book, I'm sure you can find the part that says what weapons you can use in hand to hand and see that melee and pistols are under that.

People don't die often, someone in a campaign will consistently get high rolls/lucky on prom caches, so I'd say about 7-10 games.

I.. have to double check grenades. I read in one place that "You are assumed to have as many grenades as is needed for the battle" or something like that, as if they never run out, but I believe you do take ammo tests for them...

Genestealer cult. Or just go ahead and make the gang using Necromunda rules what even stops you the points and stats are all the same.

Yea that's how we ran it, so it was plasma pistol, then knife/sword, then plasma pistol. But I only needed one hit to kill the near invincible necron!

If I just play what comes in the box, will I be at a complete disadvantage to people who already have some armies built?

Run them as Guard, seeing as one of the gangs is literally a Guard regiment.

Can someone with access to the rulebook please find and take pictures of

1)the rule saying you get an extra attack if you wield two cc weapons

2)the rule saying you can at most have 50 % new recruits, with exeptions if any?

>I read in one place that "You are assumed to have as many grenades as is needed for the battle" or something like that, as if they never run out,

That sounds similar to the blurb for ammo reloads.

You get an extra attack if you have two cc weapons, two pistols or a ccw and a pistol as long as the model doesn't also have a rifle or something. A veteran guardsman with a ccw and a pistol has 2 attacks, but give him a lasgun or a bolter and he goes back down to 1.

I don't have screenshots of any of this but I'm sure you could go into a store and check out their rulebook there.

Scouts? Not really, you just won't have models for the spec ops, but they're not super op mandatory or anything. Boyz? You will want an additional box so that you can hit the 20 model limit and get more than one big shoota, and the spec ops thing applies to then too.

Can you confirm if my Chaos Space marine comes with a Combat Knife and then I buy a Chainsword do I get the extra attack?

You have infinity grenades until you fail an ammo roll which means you just threw your last grenade.

Yes, but if you scored more than one hit, every other hit will be with the knife

Yeah no, I'm lying in bed so that will have to wait until tomorrow. I want picture proof so we can settle this discussion once and for all.

Yea you get extra attack but what this guy said, as long as you don't get them a bolter or something that they gotta hold with 2 hands. If it just chainsword and knife, 2 attacks. If you add a boltgun, 1 attack. If you add grenades that's fine.

Yea I thought so, thanks for confirming. What's the ammo roll for them though?

I sort of get what you mean, I just wanted to tell people what the rules are and like, if they don't want to believe me then that's fine. They can just go see what the rules are themselves I guess?

Does the pistol thing mean that if you have two pistols, you can just shoot them both, Cypher style, or do you alternate between both AND the knife? If so, I'm kind of tempted to make a team of Grammaton Clerics, probably using the Harlequin rules, and roll everything to get a Gunslinging Fusionpistol leader and probably some shooty specialists, since they did use swords and all kinds of guns. Would shooty Harlies work?

Of course, the Solitare is in white.

You declare which pair you're fighting with before the rolls start, and you have to stay that way until one of you is defeated or breaks combat

Nice, so I can shoot a man on the face with a Fusion Pistol.
Now I just have to find some minis in suitably sharp suits.

Newest version. After understanding how theres literally no difference between tau troops and recruits, I shaved off 10pts per Shas'la and used those for two Marker lights (which are useful, given the opportunity) and a photon grenade to say fuck you to leader hunts. Kinda. The Recon Drone got a new name.

I haven't seen the page yet. What happens when recruits level up to troops? Do they get skills? Even though we haven't seen page 71 yet, my list still complies with the 50% max.

Also I think specialists are listen in the army supplements. I've seen the wording on the other pages, but Tau have no specialist restrictions.

Pathfinder kill team v4.5

Shas'ui Sa'cea Kio'tor [140]
+Carbine [30]
+Clip harness [10]
+Photon grenade [10]
(190)

Shas'la Sa'cea Ra'vaal [50]
+Carbine [30]
(80)

Shas'la Sa'cea Qi'tan [50]
+Carbine [30]
(80)

Shas'la Sa'cea Su'tra [50]
+Carbine [30]
+Marker Light [15]
(95)

Shas'la Sa'cea Pa'nam [50]
+Carbine [30]
+Marker Light [15]
(95)

Shas'la Sa'cea En'kal [60]
+Clip harness [10]
+Photo-visor [15]
+Rail Rifle [120]
(205)

Shas'la Sa'cea Xa'kal [60]
+Clip harness [10]
+Photo-visor [15]
+Rail Rifle [120]
(205)

DX-22 "p1p'sKw33k" (Pulse Accelerator Drone) [50]

Keep in mind the only model who gets the fusion pistol is the autarch, which is a spec ops character.

The difference is recruits can't have pistols, which for tau are a straight upgrade in cqc. When recruits level up you can start advancing them after any subsequent missions, and you can freely trade equipment among models who can equip it (not a huge deal for tau). Pistols are also good for tau in that they can roll gunfighter

If you take the time to name them at least include their in-game designation as Troop or New Recruit.

Clowns shit fusion pistols

The supplement army rules all have this "A (whatever) kill team follows all
of the normal rules, with the following
exception:" which means that unless noted otherwise (like in the GSC rules), they have the default limit on specialists (up to 2)

Sorry, I was looking at the Craftworld list, I didn't see Harlies also got them

The ammo roll for grenades is in one of the documents in the mega. Check there. I can't be arsed to check it myself 'cause I'm in bed.

Harlequins can take them on the leader and special weapons, who can shoot for Gunslinger to double-tap them if you REALLY want a 500pt mini. It would be too funny not to do, though. Sadly they can't roll for that on the basic dudes, so no double-tapping cleric gunmen troops. I'll have to make do with one, and then swords on most guys. Although with leader and two specweps I can theoretically make an entire team of them. I keep trying, but I can't fit enough bodies in. Think you'd have to start with Leader, 1 specwep and two Mimes.

I want an ork gunslinger with a stetson, a deerskin poncho and a cigarette butt in the corner of his mouth.

How do I explain to my roomate that this is a re-skinned Necromunda and not the basis of 8th edition 40k.

>user in the previous thread swore you can use their profile when hitting in melee to, though i'm not to sure about that as it would invalidate melee weapons

yeah, fukken plasmaguns would hit as hard as my nob with a PK.

I hope that's not how it works.

And the old gw stub pistols that looked like revolvers

Show him/her both rulesets

for chaos, cultists are only recruits, not leaders or troopers.
so cultists only is not possible.

shame really.

you need the gunfighter skill to shoot both guns.

Hey, gorgeous. You know Ork Pantstealer Cults totally used to be a thing, both fluff- and models-wise:

wh40k.lexicanum.com/wiki/Genestealer_Hybrid#Ork.2FGenestealer_Hybrids

Yeah, that's why I'm sad the troops can't take it. I suppose I can have them melee while the 3 main dudes dish out 2+/2+ automatic armour-ignoring wounds or just firing meltaguns into people's faces, and maybe eventually do that twice per turn. Advance is before rearm, so I can avoid buying a second useless gun.

I really would like to start a harlequin kill team but I think a ward-save-army might be a bit cheesy.

Except it wouldn't? Your nob would swing at S7 with at total -7 armor mod doing D3 damage per unsaved wound, where a fusion pistol would be S8 -5 armor d6 per wound, so you'd do better against termies than they would

How many troopers do you need for a minimum Chaos warband?

Sorry, that's wounds per hit, not damage per wound.

Harlequins are really strong. 4++, immune to fall damage, -2 To Hit a running clown, Solitaires!

Shame I wanted to do them. Still might

>Planning on doing a big magnetize set for each faction with all options, starting with GKs.

Rules when? I need to use these three unironically. They're too cool to me

they already have rules, as part of the IG team

I keep trying to make a Kill Team for them, but they just have no bodies at all. In order to have Fusion Pistol Master to breach hard targets they start with four bodies, which is just not enough at T3 4+.

lol 4nites

Yeah but as far as I've seen in these threads nobody has been able to snatch a scan. Share if you've got it? These might be my favorite minis I own and having a chance for them to be DECENT let alone good is mind blowing.

I'd probably start with boyz and upgrade to toyz.

>Starting my GK KT with 4/5 guys: one Leader, two Specialists, and one Trooper (or shifting to two Troops and one Specialist if illegal). With literally no upgrades. First two games should pimp them out.

whoops the gunner is a Specialist not a "Trooper"

My starting list looks like:
>Justicar w/ Falchions
>Grey Knight w/ Falchions
>Gunner w/ Falchions & Psybolt Ammo
>Gunner w/ Stave & Psybolt Ammo

Since a GK Gunner is 225pts min, figured starting with both would be my best plan.

Don't know how good the Falchions are, but I dig their looks and the two Parry concept.

Why pay for gunners but don't give them a special gun?

Mate, they should be in the MEGA. But they're not. Shame, because I posted some in an earlier thread, but I'm pretty sure I deleted them (not an IG player, I'd done my job). Let me look.

no minimum afaik, just enough to not have more than half of your team be recruits.

so troops+specs+leader >= recruits.

To upgrade them next time around.

Something like this is the most you can do.

>just enough to not have more than half of your team be recruits.
This isn't a rule, that guy was making it up.

prolly the best way to do it.

get as many GK as you can to start, because upgrading them is a lot easier than recruiting them pointswise

do you need to pick one shot or the other with the shotgun?
i thought you had both.

seriously its on the team creation page under the heading "new recruits" . A couple other anons said it was page 71. We dont have the scan yet, but its completely real. go into a store and look/take pics yourself.

I have seen this with my own two eyes.

Because Gunners cost 200+melee weapon. Cheapest is 25 so 225 minimum.

Personally I want them with Psycannons so 175 additional points. 375 is too much for starting model.

Plus they have Astral Aim (Ld Test to Ignore Cover modifers) on Sustain Fire 1, S5 seems okay. They can trade ammo to Troopers once they get the big guns.

I'm still waiting for pictures of the rules on page 71 so we can settle this discussion once and for all.

I also would like picture proof of the rule that you gain an extra attack if you wield two cc weapons/pistols

Ah ok didn't catch that.

so i can bring as many yoofs as i want?

seems unbalanced.

I could drop giving them shootas to max out my team fast, then buy 4 shootas each rearm.
at 30 points each i could easily bring 10 of the, and still have 700 points to buy nob, big shootas and boys with choppas.

Aaahhhhh. Okay, that makes sense. I noticed they couldn't take pistols, but I wasn't too concerned. Do you think this list will be good enough to start with?

Fair enough; will do.

Oh, okay! Cool. That makes sense. I was questioning the absence of it.

Would it be better to just recoup the 40 points and make them troopers vs recruits so that they can have pistols and skills faster?

Shhh anons i dont have this yet :^)

New to shadowwar/necromunda and going to be using GK for my stores season starting saturday

how is this for a list?

Justicar - warding stave - 275
Grey knight - Halberd - 255
Grey knight - sword - 235
Grey Knight - sword - 235

1000/1000

i'm fairly confident alot of GK players will fall for the psilencer 2+ ammo trap early on and only have 3 models, am i in dire need of grenades starting out or is just getting 4 model GK teh way to go?

Not really needed.

As only one Fighter may advance and that will probably be the Leader or Specialist(s)

Yeah i wanna go with 1 champ, 2 melee Marines and then just various cultists

Did we figure out if Marks are specialist only? i assume not

Is this the right page 71?

For the sake of better dudes and potential for pistols, recruits are now troops. Again, there's only a 10pt difference between them. I think this is the best path, as it's not really worth me waiting for a recruit to upgrade. This way I have a stronger team faster as they get pistols and skills sooner.

Pathfinder kill team v5.1

Shas'ui Sa'cea Kio'tor [Leader: 140]
+Carbine [30]
(170)

Shas'la Sa'cea Ra'vaal [Trooper: 60]
+Carbine [30]
(90)

Shas'la Sa'cea Qi'tan [Trooper: 60]
+Carbine [30]
(90)

Shas'la Sa'cea Su'tra [Trooper: 60]
+Carbine [30]
+Marker Light [15]
(105)

Shas'la Sa'cea Pa'nam [Trooper: 60]
+Carbine [30]
+Marker Light [15]
(105)

Shas'la Sa'cea En'kal [Specialist: 60]
+Photo-visor [15]
+Rail Rifle [120]
(195)

Shas'la Sa'cea Xa'kal [Specialist: 60]
+Photo-visor [15]
+Rail Rifle [120]
(195)

DX-22 "p1p'sKw33k" (Pulse Accelerator Drone) [50]

Marks aren't specialist only. GW just worded it really fucking poorly.

Looks solid. Only concern might be is a GK KT only has 5 dudes and you bought 3 Troopers, so if you wanted two Specialists you'd need one to die. I feel with four stormbolters we don't need grenades as much.

My list.

That's a matter of personal preference, IMO new recruits are for when you want to shave points to keep a relatively high body count and still afford the big shiny things, like drones, heavy weapons, etc.

If I built tau I would want the recon drone over the pulse accelerator, you'll almost never need the extra range with an appropriate amount of terrain on the board, but that burst cannon gives you sustained fire: 2 S5 with a 5+ ammo roll. In other words, it kicks ass

Post IG Specialists and p 71 (how many rookies to Troopers you can have)! Thanks user!

chainsword and powerfist., how many arms u got

oooh thats a really good point, i'll have a think about this and probably go half way and have 1 gunner, thanks user

Half of all models may be new recruits.

I think on quick inspection going 2 gunner early is vital for GK, so for me i'll go

Justicar - Stave
Grey Knight - Sword
Gunner - Sword
Gunner - Falchions

skipping psybolts to get swords out early also moddeling wise i can always give the sword GK falchions after the first match once ive bought either another Grey Knight or the psilencer

Yeah, I think that with an Embrace I can S6 down an objective reasonably well, and I can start with two Specialists and then a bunch of chumps feasibly. Just worried that missions 1 and maybe 2 would basically be instant losses compared to my more numerous Skitarii team.

It's balanced by yoofs being shit.

...

Can we have the rules section for attacking terrain, please? Would be nice to know how hard the "Heavy Weapons Threshold" is for new teams.

...

...

>he bought scout and boyz sprues and a free rulebook and a terrain kit

Eh i dig the terrain, and had no scouts for my IF force. To each their own though

Thanks. So pretty much as expected. Arquebus, a couple Kraks or some Harlequin smacking away should handle that reasonably well, just an incentive to start with something over S3/4. Arquebus may actually trivialize those missions, depending on how the terrain's laid out. Getting a shot on something like the Ferratonic Furnace wouldn't be too hard.

Could we get the detailed sections on hand to hand? I'd like to be able to prove that you can use your pistols profile when using it in CQC, along with the extra attack die for having two weapons

This

The kit itself is disappointing as fuck

Would it have killed the cunts to update the Boyz sprue at least, would have been the perfect time

HOW HARD IS IT TO LAY A BOOK FLAT AND TAKE A CLEAR PICTURE

>Being a dick to people who took the time to help us