Shadow War Armageddon General /swag/

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

>77 pages of rule: some pages missing bottom part, check archive.
docs.google.com/document/d/1xvgryrNiMFoLYiaX8o6Y-Q0q1GLRvwWnvbrSL7omZXo/edit?usp=sharing

Other urls found in this thread:

youtube.com/watch?v=bTX4ZA0v-W0
twitter.com/SFWRedditGifs

Anyone have the rescue mission rule? I hadba guy kidnapped and don't know what to do

Plz

it's like the raid but instead of loot you put your guy down

Yes but in french

Are Inferno bolts even worth considering or should I just stick with Nurgle for CSM

Trash and overpriced. Maybe with S5 or some special rule like Soul Blaze then it would be viable.

Anyone played some games with the starter yet? Is ork shooting worth even bothering with? The BS modifiers seem like they'll make it useless.

Red dot sight and substained fire.

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

GW Design Team.

don't they have individual writers any more?

So here's my real dilemma. Which models do I paint up for my kill team?

Nob A or B? Both have Big choppa and Kombi-Skorcha

Spanner Boy C or D?

Here's my list if anyone is curious. Comes up to exactly 1000

Nob (225)
-Big Choppa
-Kombi Skorcha

Spanner (220)
-Big Shoota

4x Boy (70 /ea)
-Slugga

5x Yoof (55 /ea)
-Shoota

Not since Ward left.

they do but they wirte "design team" to stop the blame
also it may not be true for SW:A

B and C

I have a question of my own, what's the best Cultist load out?

Personally, I'd keep them cheap. Autoguns or Autopistols and that's eat. Treat them like the meatshields they are.

that's *it*

Sweet. I've been thinking using Tzaangors for my cultist models for my TS kill team

>WHY ARE TS ALWAYS SO BAD

I'm trying to get my head around the rules here regarding the power klaw vs the big choppa. It seems that at S7 in combat... a klaw is already giving a -4 to armour... so why does it need to have a -3 modifier to armour?

Considering it's so crazy expensive I'm guessing the big choppa is really the way to go considering that at S6 you're gettin a -3 to armour automatically for 10 pts.

Because according to GW every other faction only exists to advance the plot of Space Marines or Eldar.

Because of stuff like Terminators.

Terminators roll on 2d6 for a 3+ save. So it scares the piss out of them and guarantees no save for anyone else.

PK is also god-tier at damaging terrain.

Big Choppa is also 15 pts. But I don't think PK is worth an extra 70.

Thanks for that.

how's the gk incinerator?

Also, for a gk team should i try to start with four dudemans? (leader, 2gunners, 1 trooper. all melee weapons?)

What are the space marine special operatives?

Apothecary, veteran, terminator, deathwatch veteran.

No unless you face a lot 3+/4+ teams. MoT is also worse unless you get spammed with stuff like psycannons/plasma/krak.

4 guys. Leader, 2 specialist, trooper. Unless you houserule it, GK cant hire new specialists.

>I'm trying to get my head around the rules here regarding the power klaw vs the big choppa.
klaw can benefit from a second close combat weapon
big choppa can't

throwing an extra attack die all the time is usually better than denying your opponent one attack die (if you charge)

they can, just not every mission. 100 base, +100 for prometheum cache maxes out at 200. they just need any other source of points to get the 25 points for the basic warding stave. scavenger skill will do it, sometimes mission bonuses can do it, etc

So like a 5 point knife? How do multiple weapons work when you've got modifiers like on the power klaw?

"fighting with two weapons"

if you use two weapons, roll an extra attack die, but you have to alternate hits between the two weapons. so if you win by five, even hits have to be with weapon one, odd hits have to be with weapon two

Not with how fighting with two CCWs works in Shadow war.

You have to alternate attacks between both weapons.

For example, a nob with PK and slugga where you hit 4 times
>1st attack with PK
>2nd with Slugga
>3rd with PK
>4th with Slugga

It's a tradeoff. Sure you get an extra dice, but then you have to divvy hits out to each CCW.

>Not with how fighting with two CCWs works in Shadow war.
>Sure you get an extra dice, but
did I stutter?

the klaw can get an extra attack die
the choppa can't

when carrying a S7, -7mod, D3 damage weapon, that extra die (even when charged) is super relevant

Call the Arbiters.

Wew lads, that was an experience.
My local GW only got 2 copies in, and the manager had reserved one for a bloke who tried to pre-order but couldn't get one. The store opened at 10 so I got there for around 9:15 and just hung around outside. Another guy turned up and we had a little chat about old specialist games, necromunda in particular, and then the manager turned up. I was there first so I got the last box but I felt really guilty about it, but luckily the manager sold the other guy the store copy of the rules. At least I have it now, going down there next Friday to try it out, should be fun.

If you want cover fire while your orks advance within charging distance, get a spanna with big shoota and arm a couple of boyz with shootas. That should be enough to buy you some time. My list is somewhat different, in that I have very bad shooting capability but more units so I half expect a couple of my yoofs to drop before I can start windmilling with the big choppa.

Hard to say. I go a completely different route with my list.

I agree. I start out with just a big choppa on my nob and then I'll upgrade to a klaw later if needed. Use strength of numbers to get in close and start windmilling.

>S7, -4 mod, enemy -1 dice, get to hit with all hits
>S8, -7mod, you +1 dice, only get 1/2 hits

Yeah, PK is better than Big Choppa, even though it doesn't get all the hits, the ones it gets are massive his.

The Big Choppa is still going to eliminate all armor saves from almost anything that isn't a Terminator (2+ saves get a 6+).

But for 70 more points, I don't think it's worth it. That's a another boy with a Slugga.

Boys before toys

and I fucked up my math, it's too fucking late.

>S6, -3mod
>S7, -7mod

Still, reducing something in power armor to a t-shirt save while denying him a dice isn't bad

Well, actually any remaining odd hit can be dealt with either weapon as per your own choosing. But yeah, apart from that you're correct.

yeah but it functionally works out that way.

The important thing with fuckoff weapons like that is actually winning combat in the first place. The amount of overkill you do isn't as important. Losing on draws and only getting the die advantage if you charge ain't great draw cards.

>But for 70 more points, I don't think it's worth it.
Granted, especially since that's like one and a half kitted out boys. It's something you'll only want partway through a campaign.

>only space yiffs get flamers

Fuck. I wanted to run a Salamander squad with as many flamethrowers as possible.

That's why I'm planning on skilling up the Nob whenever I can. Dice-willing, headbutt is a game changer.

Then say they are salamanders. Nobody cares really if you fluff up Your Dudes.

I personally use Tanith veterans and play them as Cadians. Stealth, shooting, guerilla. 100% Tanith.

Salamanders have an actual entry in the core book though.

Fluff theem uuuppp.

Although Salamanders do follow the Codex and scouts do not use any flamers outside of seargeants combi weapons.

Agreed, and the PK is within the 100 point rearm span so you can upgrade later as needed at a point where your opponent starts to field spec ops and such. But there's really no point in starting out with a PK in the first round when your opponents units are still fairly squishy.

let me get this right:
every model starts with a knife
so when i give a dedicated melee guys one special hand-to-hand weapon every second hit does still have BS stats?

A sergeant with a flamer is cool enough imho

You declare when you start combat which weapon(s) you're using ,so if you don't want the knife hits to interfere with your fancy weapon then don't use it and give up the extra die.

>not sticking to the basics of CQC

But it's not a flamer. It's a combi-weapon.

One shot is not near enough fire.

You're not in Darwin are you?

How would I start a Grey Knight team?

Wow, this guy is good:

youtube.com/watch?v=bTX4ZA0v-W0

Best is probably leader, trooper and 2 specialists. You cant buy special weapons at start but atleast you get those specialists and Astral Aim + Stormbolter is not a bad weapon, not at all.

Are Wyches as bad in this as they are in 40k, looking forward to dusting them off?

Alright, any particular choices for melee weapons?

Nah sorry mate, just outside of London in the UK.

Couple of rules questions:
If I have weapon with two ammo types and fail the ammo roll for one eg: a grenade launch with frag and krak and I fail the roll when shooting krak. Can I continue to use the weapon with the other ammo type?

I'm going with no but I know that some autist is going to challenge me on that

One part of the rules says
>if and alternative ammo is bought for a gun the fighter will still also have a supply of regular ammo
But earlier it says
>If you roll less than the number indicated the weapon has malfunctioned or run out of ammo and is useless for the rest of the game

Other question.... is irrelevant actually as I was trying to find the text there was a passage that made it clear nm

>did I stutter?
Don't do this.

That's an interesting question. You can still use the combi half of a combi bolter if the bolter runs out of ammo, so that's not unprecedented.

>Can I continue to use the weapon with the other ammo type?
they point it out on a weapon to weapon basis

for example
shotguns cannot
inferno bolts can
hotshots, hellfire rounds and toxic rounds replace the standard ammunition entirely

The grenade launcher doesn't mention how it handles things, but I imagine it functions identically to the missile launcher in that a failed ammo roll means you can't use the weapon any more.

Using Death Jester as a principle, Death Jester continues using his other form of Ammo if he fails an ammo check.

In necromunda I believe you could still use the weapon with the alternative ammo if you failed an ammo roll for the first ammo type. Don't know if it's carried over into SW:A, but imo it should. You pay for the extra ammo type, just like you pay for a weapon reload so it would make sense logically.

>hotshots, hellfire rounds and toxic rounds replace the standard ammunition entirely
oh shoot, ignore this, I missed the opening section of the ammunition page

it's early pls don't bully me

k np, I was about to question it but you caught yourself.

Need good terrain placement to combat gunline army.

They still had that horrible RNG combat drug (while CSM get to choose their own buff for each dude)

They have rather cheap body and equipment. Splinter Pistol are really good at both range and melee. Altho their Gladiatorial weapons are kinda boring and they lack long range weapon, so better set up that terrain wisely.

what made it more embarrassing was you quoted it in your post

Anyways, the safest bet is the grenade launcher functioning exactly like the missile launcher, even if it doesn't make a ton of sense.

All of them are good. They hit hard regardless because of hammerhand and two cheapest are both very viable. 3++ in melee of staff and two parries+rerolls to wound of falchions do good job. I personally like the falchions due model reasons and those two parries that can really save you in melee if you roll badly and he rolls hot.

Thanks guys, I'll have a look at the death jester profile and work with shottys specifically not being able to.
My particular problem is that they start off saying the WEAPON has "malfunctioned OR run out of ammo"
if they had said:
>If you roll less than the number indicated the weapon has run out of that type of ammunition and you cannot use it for the rest of the game
I'd be a lot happier

Salamanders, Space Wolves, they're all furries.

Struggling to work out how to play IG as their lasguns ping off of everything. Any advice guys?

With a 4 guys GK starting list the only Melee weapons you could take are Falchion or Warding Staves.

I like the warding staves better because they have the Str bonus.

How do sustained fire pistols work in melee?

same as every other pistol

the attack dice determine the hits, sustained fire never comes into play

they get more special weapons than anyone else aaand while they're not great against marines, they're plenty good enough to hurt c/gsc cultists and Tau. You can always buy hotshot packs to bring them up to S4 if you need to and remember that you need not kill the enemy, pinning them is useful in itself.

Also shotguns, while the get -1 to hit after 4" the slugs hit like a bolter and the buckshot ignores cover

Well Grenade Launchers (Imperials at least but those are used in SWA) actually use twin set of ammo: pressure and fired grenades. If they run out of pressure-ammo the gun is useless.

Skitarii or Tau? I already have the models for Tau but really like the Skitarii Ruststalkers

Rustalker are special operative and not include in your main roser. Like them or no you can't field them every turn (they cost 1 cache which you'll need to win)

Ruststalkers are one of those special operatives that really make me think the game needed 'Special Weapons' and 'Specialist' as two separate options to take for the main force. As they are really not potent enough to really feel like a worthwhile specialist but could have been cool as an extra option to take for the main force.

Sorta like Grots for Orks.

SWA: Upside-Down Doors edition

Played another game with my Skitarii today, went Ok. Really dense board, there were three shots fired all game and two of them killed a guy. Lost one Fresh-forged to shooting and another to the Monster Roll, shot a scout and then he grabbed the objective and legged it.

He got 3 caches and a Frenzied Melee scout, plus a Crack Shot sniper. I traded Promethium, bought my Specialist his Arquebus and a red dot and rolled Scavenger for my leader, and my recruits made full recoveries. All together a pretty good game, hoping to play on the board not set up for insect's Zone Mortalis next. Literally all 2-inch corridors and barricades, we just had to slog through overwatch.

Yeah I get them hotshot packs already, still doesn't help much!

If I fail an ammo roll with a hotshot lasgun, does it revert to a lasgun, or does it become completely useless? Thinking it becomes a lasgun, as bolters are better but cheaper, but not sure.

>hotshot
don't know see:
who're you up against?

What about psybolts?

3 shots? Damn, played my first game, Skitarii, vs IG. Must've been 50+ shots fired.

Necrons are the ones I am most scared of atm. Their immortals wound on a 2+ rerollable and -2 to my armour save so one hit and that guy is dead. I shoot them and wound on a 4+ with hotshot, then they get their 3+ armour and have a good chance to stand up again after anyway.

You won't have enough point, melee weapon are mandatory. unless you run a 3 guys list.

honestly I'd work on trying to keep them pinned, you should always out number them and with an initiative score of two they'll only be getting up a third of the time, then you should just be playing whakamole until you complete the objective.

(I mean obviously it's not that easy and the dice will always contrive to fuck you but you get the general idea)

Planning to start a Grey Knight Strike Team for Shadow War with a three man squad.

Justicar
- Storm Bolter
- Power Armor
- Melta Bombs
- Nemesis Daemon Hammer

GK Gunner
- Storm Bolter
- Power Armor
- Nemesis Force Sword
- Red-dot Laser Sight
- Psybolts

GK
- Storm Bolter
- Power Armor
- Frag/Krak Grenades
- Nemesis Force Sword

The general idea is to have the all three move in a standard V formation, with the Justicar in front, GK in the center and the Gunner behind. Outside of long range engagements like Tau and Skitarii, can this work viably against most Kill Teams?

Yeah that was the plan, I tried my best to keep them pinned, but a 1/3 chance of standing up at the start of each turn... they still managed to outshoot me, even though my guardsmen were in a trench.

When my guards get hit, anyone within 2 inches has to take a break test if I have that correctly. If I don't keep them in 2 inches, then if someone in my army is pinned, they can't test to get up early. Necrons don't have that problem and they're leadership 10. It feels like I'll need to load up on some melee guardsmen to make sure the necrons stay down.

... And maybe masses of frag grenades would help? Even if I miss it will probably hit something and pin them automatically.

Yeah, my previous game was much more bloody. That was literally"meet, exchange a couple bullets, retreat. No real downsides suffered by either side, war for fun and profit.

Remember: Necron Warriors are Raw Recruits. They don't count as real people and thus don't help for standing up.

Necron never need anyone, they can test to recover early, all of them.

What this guy said. They don't even need a friend to help them. I2 isn't so bad when you can always test.

He also only takes flesh wounds on a 1-3, instead of just a 1. I found out that was only supposed to be for the recovery phase though.

Right, my bad. I forgot that fact.