Shadow War Armageddon General /swag/

Iron Jaw is bullshit edition.

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

>Rule Archive:
mega.nz/#F!Pg0nmCTb!gLkbxonP3bWUpjj8Cscr6A

>Complete Rule: (page 54 fucked, check archive)
docs.google.com/document/d/1xvgryrNiMFoLYiaX8o6Y-Q0q1GLRvwWnvbrSL7omZXo/edit?usp=sharing

Other urls found in this thread:

mega.nz/#F!mUtQAAxS!1fjZcUJ94veAvCRBREeifw
docs.google.com/document/d/1xvgryrNiMFoLYiaX8o6Y-Q0q1GLRvwWnvbrSL7omZXo/edit
youtube.com/watch?v=4uNOVICrOPo
twitter.com/NSFWRedditImage

Going to try and pick this up tomorrow morning. My lot have been playing HoR KT for a while now so we're primed to give this a shot.

Mini Wargaming has been posting a few battle reports and it looks pretty good. Almost insane how different it is from 40k, since merely being hit is a big deal.

Anyone got a pic of the authors page? I wanna know who wrote it.

Midnight launch in 1 hour here.

There a GW opening at midnight, or your FLGS?

FLGS. My local GW isn't doing a midnight, they only got 5 copies. Oddly my FLGS got 20, and they all sold out on pre-order. I don't normally do midnights, but there was so much demand and I don't want my copy to be "accidentally" sold to a regular who forgot to pre-order.

Anyone got a good scan or pic of the rescue mission?

Exactly. They're there as overwatch/ ambush support as well, but mostly Marker lights.

I disagree. I had two recruits with just markers, but they're even more useless that way. With carbines, in the first mission, theyre able to be effective. The markerlights are there for opportunities, and have been added as extra points. I'd MUCH rather have two dudes with carbines than one extra rail shot. It makes them a lot more flexible, especially if the rifles fail their ammo.

Hopefully after the first game everyone will have markers.

Having a gun is better than none because they can be used for supporting fire in opponent turn if somebody else got charged.

Is there a difference between pathfinders and pathfinder cadets apart from the points?

Recruit can't help with pinning test.

they also cant gain skills or advancements until they have completed the 3 matches to be promoted

Yeah but it doesn't matter for starting list because you won't be upgrading any of them for the first 2-3 mission anyway.

well it matters a tiny bit, people who are out of action get a decent chance of getting on advancement, can really help you out early on especially if you get +1 wound or +1 toughness

that, or all of your troops go down and you cant upgrade anyone.

if all of your troops go down and you only have recruits left the team is instantly disbanded, new recruits cannot be converted to leader and you cant recruit without a leader

Exactly. As far as I'm aware, markers can't be used for supporting fire (not that they would be useful)

This doesn't matter too much anyways. Bonding ritual let's anyone in 12" of the leader recover from pinning as if they had someone there

no, that is if they all die or are captured

fighters who go down have a good chance of recovering, they just cant get the one allted advancement you get after each battle.
they might get an advancement on the injury table though. but it's a wasted advancement non the less.

Obvious and predictable Kasrkin list:

Veteran Sergeant [190]
+Carapace Armour
+Bolt Pistol
+Chainsword

Special Weapons Officer [170]
+Carapace Armour
+Plasma Gun

Special Weapons Officer [170]
+Carapace Armour
+Plasma Gun

Veteran Guardsman [125]
+Carapace Armour
+Shotgun
+Red Dot Laser Sight

Veteran Guardsman [115]
+Carapace Armour
+Lasgun
+Hotshot Laser Powerpack

Veteran Guardsman [115]
+Carapace Armour
+Lasgun
+Hotshot Laser Powerpack

Veteran Guardsman [115]
+Carapace Armour
+Lasgun
+Hotshot Laser Powerpack

Total 1000 pts

for this reason i think i'm gonna need a boy to babysit/bully the yoofs.

Ok, so I've read through the rules, and I gotta say that when I compare them to the old Necromunda rules the changes they've made looks good. Really look forward to playing this.

Yeah. Considering how common pinning is and how much it can fuck up a scenario I think people are underestimating how much of a pain that is for the factions that are not space marines.

Yeah, I agree. Miniwargaming has a video on the differences as well if you want another opinion

Nid had the best pinning resistance,

Harlequin are 2nd best.

Pinning is the key to win vs horde army for elite faction with low model count.

Oh, I meant the whole 'Raw Recruits don't count for recovering from pinning' part. What with marines being able to recover regardless of allies.

How are Harlequins worse than Tyranids for pinning? They both have immune to pinning, besides high impact.

Welp that's probably the thing that make SM scout team unique, otherwise they would be very similar to AM team.

Nid can recover early by themself.

Harlequin can't.

Getting pinned would be Harlequin worst nightmare. So getting the skill in the Ferocity would be nice (also +2 on charge and True Grit)

Which seem more fun to play, Scouts or Grey Knights?

I play Exorcists in 40k and wasn't sure what to pick, since they're both Scout-heavy and grey knight successors.

Hi guys, spent some time going through the threads, and have created I believe the most complete rules set so far, it is built primarily or the major work put in by the creator of the google doc, and the mega, I have not got my book yet so credit goes to all those various anons I havent already named for the pics

mega.nz/#F!mUtQAAxS!1fjZcUJ94veAvCRBREeifw

The file I have attached to the post is a contents page with all pages clarified as far as quality goes. It also highlight the various pages that are still missing.

docs.google.com/document/d/1xvgryrNiMFoLYiaX8o6Y-Q0q1GLRvwWnvbrSL7omZXo/edit

Why not both? This game seem to be the most fun when you get to play all the team.

Yeah, especially since a lot of us aren't I4, so gaining ATSKNF isn't as huge. Skitarii need to pick up an Enhanced Data-tether sharpish, I think, since it gives you a 6" ATSKNF bubble in addition to the one your Leader puts out. I'm making sure that my magnetised squad has the ability to take an Omnispex, two Tethers and three Arquebi at once.

Which I took, deleted duplicate pages, added 4 missions from the mega to and scoured for additional pages including the bols contents page, Ending up with the mega link.

I also included the split files with appropriate page numbers. (if not file names)

I see no reason why you have just linked back the document I credited for most of the file I linked.

If you feel I have not done anything then all I can say is now people have a choice between google docs and Mega.

Ah. I see. Thanks for the clarification.

It's going to be horrific for orks/tau if they run too heavy on Yooths/cadets. I2 does not make them happy.

I suppose it wouldn't be very expensive anyways. Perhaps I will.

Gunline army will want to shot first or hide until they can shot first.

Necron are the most vulnerable to pinning, but at the same time they have the Deathmark which can cause opponent to go paraoia on overwatch in fear of them show up and take a pot shot at the leader, they would still rely on lucky die roll though.

>sometimes roll 1d6
>sometimes roll 2d6 or more
>but not too many dice! Some might be 1s! or 6s! or double 6s!
>sometimes you compare against a stat
>sometimes you compare against a chart
>sometimes you compare against a "score"
>sometimes you want to roll OVER a characteristic
>but not too high!
>sometimes you want to roll UNDER the characteristic
>but not too low!
>sometimes you want to reroll
>sometimes the bonus is to your characteristic
>sometimes the bonus or penalty is to the chart number after comparing characteristic
>sometimes the bonus is to the dice result rolled

>some actions are called "Check"
>some actions are called "Test"
>some actions are called "Roll"
>some actions are called "Throw"
>some actions are called "Save"

It's like we never evolved past the 80s

>It's like we never evolved past the 80s

>Did.

>It's like we never evolved past the 80s

Fitting for a system ripped from the 90s

are there rules for allies? say I wanted to make a squad of guardsmen with maybe a single space marine to represent tyrant list from badab books.

no allies, you have a gang and you have the rules for that gang

Just ask your opponent if he would allow you to include the Space Marine, if he disagrees just roll for it :^)

I'll check that out. Thanks.

You mean this one?
youtube.com/watch?v=4uNOVICrOPo

Have the Guard specialists been leaked yet?

ya,
Commissar
Ogryn
Techpriest
Scion

Oh, that's kind of lame.

Not neccearily for us tau. Shas'ui has the bonding knife ritual, which allows anyone within 12" to recover from pinning as if they were within 2" of a friend. So this effectively helps against break tests too because you only need to be within 3" for supporting fire, and break tests affect models within 2".

So you roll guys in pairs or trios, 2.5 inches away from one another and keep all the cadets in the 12" bubble.

You are still I2, though, so you'll only take 1/3 of the pressure off with that bubble. Hiding is good for you, though. My Skittles hate that, since they can't use their superior range, but if I can cause a Turn 1 casualty then they have to move, and if not I get free run of the board. Against GSC I will probably take a beating, but whatever return fire I get will decimate them with BS5 against T3 6++.

I don't think Orks will have many problems. Even rolling off walkways and getting stuck won't hurt much when my Skitarii can pin 5 or 6 Orks and maybe down two, they have another 15.

What I find strange is that there's no way to give medical attention to a downed comrade. I was expecting stuff like medkits that let you spend your shoot action to boost/cut the downed guy's rolls to heal, so you either double your dude's rez chances and eliminate the death thing, or shove a needle of poison into the enemy and do the opposite. Was a bit odd when I was holding the line against Orks and my Skitarii couldn't do anything about the guy who got shot. Would be more thematic to drag the casualties away from the barricades to the medic.

Would also make CSM cultists worth something, since they were kind of worthless despite spending a lot of time around their wounded masters because I had better things to shoot.

Chaos space marines cant make more marines with recruits.

Does this mean I have to save up and buy each new non-cultist member of the team?

Also if my flamer equipped gunner buys a new gun, can he hand his flamer over to the cultist?

Yeah, I'd have really have liked to have seen medkits or something. Rerolls on the recovery table or -1 or something.

>enslaved to an immortally 12 year old tool of war
>he goes down
>now he asks you to support a ton of his weight and help him back up.

yes

yes

yes

Yeah, maybe something to give the Omnispex/Markerlight chumps to do while they're standing around or if the guy they're spotting for goes down.

Also provides funny mental images, yeah. But some aren't enslaved, and they'll probably jump at the chance to win favour from an Astartes.

Check the skill.

Shotting down guy mean go out of action, down in melee mean go OOA instantly, charge a down guy mean OOA, no need to inject him with poison, just hit him with your weapon.

Cultist are not useless. Did you know that other elite team need a cheap body so badly but they can't? having a cheap body are useful for many thing, but mostly to keep enemy out of hiding and can be shot at.

Cultist can't be armed with a flamer, so no.

What's the difference between a trooper and cultist? Just the name? There isn't anything about it in the PDF.

Yeah, it's a horrible system, but it mercifully is limited unlike mainstream 40k where it just gotta bog down on more units with more snowflake rule resolutions.

Why not just use the chaos rules?

There's nothing really chaos-exclusive about it, and the cultists have guardsman stats.

They can help with pinning and can be advance, which mean now everytime you have them down in combat they can come back better and stronger...or they're gone for good.

New Recruit cultists who upgrade to Trooper cultists don't count against your limit of half your army being New Recruits.
That means for each cultist who lives for three battles, you are allowed to buy another New Recruit cultist.

>refluffing Chaos Space Marine Kill Team as Deathwatch Kill Team
>refluffing Chaos Marks as Codex Astartes Chapter Tactics
>refluffing cultists as attendant serfs

Ah, missed that rule. Just healing, then. Cultists were largely useless in the games I played because I can easily gun down a couple and start him bottle testing. On the downside, he now has a very angry cultist who wants to beat my Veteran's face in. Serith is going to have to spend a while shooting him every game.

Looks good! Good amount of plasma and guys to stand in the way.

They are vulnerable to pinning but they will still get up at the end of their turn, you're unlikely to pin all of them, and they will still outshoot my guard team :<

.... These rules are great and not hard to follow at all?

I expected a medic for guard. I even had a medic model ready...

You can't save points. Everything not spent in rearm/recruit is lost.

Bottle test was never a bad for CSM team, (undivied leader, always), having bottle test every turn mean the team can do a tactical retreat and deny the winning team of the extra reward from objective if they still didn't complete that.


getting pin mean losing 1 turn, how is that NOT a bad thing, that is terrible. Necron are elite army with few model count at start. Lose one turn could mean they're closer to getting charge, which they will not want.

>attendant serfs
inquisitorial acolytes, more like

Inferno bolts also work well as specialist ammunition. The only hanging point is the lack of ATSKNF/the crit buff against aliens in CC.

So without spending promethium every game I'm stuck buying slaves and equipment.

Get the Guerilla skill that give +50 pts.

Cadets can't have pistols, which are a straight upgrade in vac for tau (in the unlikely event that they actually win the roll)

Yup, better win it.

There's no way to cause loss of Prometheum cache is there? Person at 14 pc can just bail out at slightest hint of trouble and get the campaign win right?

What does the laser sight do?

Might forgo the Hotshot packs for something else it makes the lasguns cost the same as a bolter but without the -1 save modifier and a worse ammo roll. If ammo rolls affected the ammo and not the weapon it would be much more worthwhile

must have 15 and then win. 15 are the max cap of PC. Which mean in last game you can't use any PC if you want to win.

+1 to hit, give 6++ for the target.

No to both. One of the missions (the raid I think) can cause the defender to lose a cache depending on how they are defeated. Getting 15 pc's doesn't get the win, winning a mission while you have 15 does (and you can't have more than 15, so no spec op for the final mission, explicitly in the rules)

+1 to hit but if the target if facing you they get a 6++ save
have it on the shotty because it's -1 to hit past 4" and the buckshot can ignore cover modifiers

There's a mission where you can lose a cache.

Expecting the last game to be very chaotic because the opponent will use 5-6 cache to get 5-6 Special operative on the field and try to murder the leader and specialist.

You can only have 1 spec op at a time, and if you buy the solitaire, he's the only unit you can have on the field.

Read the rule again.

>A player may take more than one special operative at a time and may take more than one of the same kind.

Solitaire are special case because he had his special rule.

You still need to follow the model count cap right?

No.

So for tomorrow, I need to make a Skitarii list with no special weapons aside from Plasma Calivers (because my special squad isn't ready yet).

How would you recommend I do this? Take SpecWeps and buy them caches ASAP after the first games? Take no special weapons and 7 other guys with a couple kraks, then try to recruit Arquebi over the course of the campaign?

And then they win d3...
So a net loss of -3 to -5.
Next game the other player can still win.

Unless you went ham and killed all his important dudes

> try to murder the leader and specialist.

Which part did you miss? You would lost that game anyway if you don't spend your point.

You could still snipe with the rifle.(tele scope give it a whooping 45" range) But the Arquebus will be extra useful against Nid and Harlequin since it can Pin and insta gib them.

Plasma Caliver...ehhh what.. 18" plasma...meh.

Rip. What the hell was I thinking of, other than the solitaire?

>knock knock, the 1st company is here!

What am I going to do, charge my guardsman in to fight necrons? If they're pinned, they stand back up and fight in melee at WS4.

I hardly ever fail the ammo roll but I guess being more expensive than bolters is pretty bad.

The part where setting you back 5 points, where your opponent is still on the winning one.

One where if someone showed up with that much, probably just bottle out and conscend ASAP and start another one.

They'll eventually run out of Caches if they keep spending 3+ and then you'll have an easier time.

Looking for feedback on my list:
Pathfinder Leader with Pistol - 170
Specialist 1: Stealth suit (do specialists weapons cost points if they come with the model?)
Specialist 2: Fireblade
2 Pathfinder Cadets with Markerlights - 130
1 Railrifle Pathfinder specialist with extra ammo - 240
1 Ion Rifle Pathfinder specialist with extra ammo - 210
3 Pathfinder Cadets with Pulse Carbines 240

Got an extra 10 pts still floating.

what did you expect?
Leman Russ?

This is why you don't go for the win at 15 without their leader and at least 1 specialist down. which would make the last game more manageable.

They won't if they're down in melee

Then do the objective, and count the model, if objective is done then they can feel free to bottle out. Win 1 game mean creating some space. Play next game spending only 1 cache. Or you could just be a quitter and surrender.

That's not how special operatives work man, you get then for one mission each time you pay a promethium cache, points aren't involved in any way. So the steal th suit and fireblade wouldn't be on your list

If you make sure you wipe the winning opponent off the board (and by that point in the campaign you're sure to have some neat skills to make his/her injury rolls worse) they will have to recruit more units to be able to win a game. And if you gimp the winning opponent enough, even if it sets you back, others in the campaign can keep stomping them to the curb. Assuming there are more people in your campaign than the two of you.

You need more troopers if you want that many cadets, new recruits can't be more than half your models, not including special operatives (who technically aren't part if the kill team anyway)

OK, I've had an idea. Starting list has a Specialist with a Clip Harness and then 7 other Skitarii. End of the first game, spend promethium for an Arquebus with Red Dot for him, and I'll bring the larger base just so if the games carry on I can do a filthy proxy. By the time I'm ready to recruit Arquebus #2 I should have magnet squad ready.