Shadow War Armageddon General /swag/

Shadow War Armageddon General /swag/
Orks are a melee race send help there's 20 of them and i only have a lasgun, i'm sorry about laughing at you in the 40k general edition

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

>Rules Archive:
mega.nz/#F!mUtQAAxS!1fjZcUJ94veAvCRBREeifw

>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:

dakkadakka.com/dakkaforum/posts/list/291924.page
myredditvideos.com/
twitter.com/SFWRedditImages

(Cross-thread)
started out my guy with a bolter and carapace but i'm phasing it out now
when your whole team has a red dot they basically have the equivalent of bs10 when their shooting is unmodified, on top of that anyoen within 6 inch can use his leadership and initiative for pinning and break tests. the pinning is huge as that means he projects a 6 inch I4 bubble if he isn't wearing armor which is invaluable if you have carapace on your normal guys
once i play a few more games and roll some more skills on him im buying him a plasma pistol and a power sword and dropping the bolter so he can hide in the back lines and charge in melee if the line is threatened while buffing the fuck out of my gunline

After playing a bunch I believe one plasma, one grenade launcher and one other special weapon, probably another plasma, is best. Grenade launcher with frag for long range mass pinning, and with krak for dealing with Tyranids.

Overwatch plasma hopefully stops a charging tyranid, and the krak grenade launcher/hand held krak grenades will finish them. Gotta keep them in overwatch if there are pinned tyranids because they'll probably get up again.

Lasgun guys are just bodies to get in the way of your special guys, and to hopefully pin whoever they shoot. Give them krak grenades if you fight tyranids

I thought about that, hasn't happened to me but I would say that it turns into two one on one fights. New guy is fighting the new person he charged, and other guy is fighting the other remaining guy. Solves that problem well enough.

2 orks charge 1 guardsman, somehow everyone survives. You charge a guardsman in to help. Now it's two seperate one on one combats. No multiple attacks or +combat modifiers from extra guys.

Quick question what profile do you use for pistols in cc? I have people telling me to use model strength, cause thats how it works in 40k, but I can't find where in the book it says that.

GSC warband, fluffed (and converted, if I can't find better minis elsewhere) to be in-bred rednecks. Shotguns, shotguns everywhere. Chainsaw for chainsword. Yay or nay?

You use the pistol's profile in CC for the pistol attcks. Plasma pistols have S7 -3 Armour Save mod in melee. They don't get bonuses from model strength. They don't get attack bonuses from range modifiers. They can't be used if they run out of ammo. The book isn't well written and doesn't have anywhere near enough examples but that's how it's stated.

well it would be 2 two on one combats
the previously engaged guardsman and the new guardsman against the ork the new guardsman charged and the previously engaged guardsman versus the orks like last turn
that does raise the question of who gets to go first though i suppose that can be solved by resolving the guys in double combat at the same time , or saying that the player whose turn it is gets to fight his outnumbering combat first

Yes, though the genestealer spec operative needs a beer hat.

Mine are firebrand bolshevik revolutionaries.

The Hive Mind is the path to true equality! The Imperial bourgeoisie hoard the promethium for themselves! Seize the means of production, etc, etc

Wait what how did you even end up with that. Nobody is outnumbering anyone if there's 2 verses 2.

How would you settle one guardsman charging the 2 orks who are in combat with the one guardsman. You can charge more than one model in the same charge move.

The player whose turn it is gets to decide which combat goes first iirc.

well considering we have squatting orks in tracksuits at my store i'dd say go for it

Fuck me, I wish I had come up with your idea. But yeah, beer everywhere. Even empty bottles and cans on the bases.

Speaking of ideas, GSC made up as WWII Eastern Front partisans.

I'm in my local warhanmer store and asked my blackshirt about the harlequi n flip belt issue.

He said that despite the RAW, he will not allow ghosting from harlequins. The different between the flip belt and necron ghost gear is in the fluff, and it's pretty clear. "You can't acrobatics through a wall."

Everyone breathed a sigh of relief lol.

depends on the way models are placed
i was thinking about a situation like nr1 on pic related
no idea at all what happens on nr 2

I was going with, the new charger picks an ork he is in combat with, and now they are a one on one combat. The survivor guardsman who somehow didn't die against 2 orks, is now in combat with the remaining ork. If anyone wins combat, they can just consolidate into melee or walk away.

>After playing a bunch I believe one plasma, one grenade launcher and one other special weapon, probably another plasma, is best


Would you take all three straight off the bat?

>The different between the flip belt and necron ghost gear is in the fluff, and it's pretty clear. "You can't acrobatics through a wall."

More people should resolve rules queries like this when it comes to GW products.

>Want to make Fallen killteam using converted guard as cultists
>Want a guard killteam as well
>Dont want to spend more than I have because theres 2500pts+ of unfinished tau staring at me
Fug

Do you get multiple pistol CC attacks if you have more than 1 attack in the combat?

Anti-pin bubble.

Welp, getting rid of that carapace armor right the fuck now.

>Why does nobody like heavy flamers.

Okay, OP, Tag line made me laugh. Well done. Have a hopefully Harlie phasing argument free thread.

Hi fellas. Need advice urgently. I'm playing a game of shadow war tomorrow and I'm running dark eldar Wych cults. I was wondering, how should I equip them/run them? Cheers if you help out.

Agreed on the choice tag.

As for phasing Harlies, Magic gravity means they can jump forever. GG.

With how useless lasguns are at actually doing damage, yes.

I assume you mean more than one hit, but yes. You alternate between the pistol and the other weapon if you choose to fight with two weapons for +1 attack tho.

Yeah my main guy didn't have carapace for the longest time. DESU I really just take carapace as a fluff choice, if it fits the model.

I do! That's why I said other special weapon! But heavy flamers are more expensive than plasma and shorter range, which can hurt when you're against some armies or on some maps that lack terrain. Their D3 damage will help against Tyranids tho.

Oh my god today I learn I have been playing Kill Team all wrong.

You can not only hide your guys, but they can remain hidden while moving as long as they don't charge or run.

Not only that, but as long as someone is already hidden, they can go into overwatch aswell.

So you can sneak your guys forward slowly in cover without fear for overwatch, setting all of your guys on overwatch, and trying to bait charges or get close enough (probably 2-3 inches) to any hiding enemies to BLAM them with an autopistol, lasgun or grenade and let loose the dogs of war.

>With how useless lasguns are at actually doing damage, yes.
thats if youre up against t4 opponents, amirite? they should be good against eldar, r-right guys???

I plan on taking heavy advantage of this tactic during my local campaign. One of the lads is gonna be running big shootas with red dots and I expect another to gunline his skitarii, and I have zero desire for my GSC to get shot to ribbons.

On another note, is it always worth to start your heavies out with guns or is it better to leave one bare and see what advancements they get?

I've always wanted to convert some women guardsmen, so I'm modelling my veteran team after the YPJ.

Fluff is that they were originally a ceremonial regiment, intended to guard their planets female head of state. Due to an administrative error however, they where placed on the front lines, which is why a lot of their gear is mismatched and scavenged.

DESU yes Dark Eldar actually takes damage.

The thing about t4 opponents is that they usually have good armour saves and anti pinning mechanics too... or multiple wounds. Shooting an immortal with its t4, 3+ save, flesh wound on a 1-3 with a lasgun won't do a thing, but against a T3 6+ save Dark Eldar or something they'll get rekt. I imagine Eldar are similar.

Yeah I want a GSC team myself. Mass autopistols for the guaranteed point blank range hits, and blasting charges for surprise large templates. Just need the right sort of models to sort out a feral/fuedal guard team with Mac 10s and Uzis.

I'd say start your heavies out with guns. Heavy Stubbers look absolutely amazing.

.. That sounds great! I want to see pics when yer done.

As soon as an enemy sees you while moving you're no longer hiding and get to eat overwatch

Only if you don't have any cover.

>That sounds great! I want to see pics when yer done.

I'm mostly basing it on this dakkadakka.com/dakkaforum/posts/list/291924.page but adjusted to look a bit more pic related

I'll post pics of the test model when I'm done.

Also just looked through my bits box and found some unused metal weapon sprues from Necromunda

Ah that looks quite difficult to do! Time consuming, but I suppose if you only have 10-15 to do then it should be fine.

Yay Necromunda sprues! Perfect!

First time seeing this, where the hell are Guard and Ork rules? link

Is it any cover? Does partial cover count?

Yeah that's always what put me off making a guard army, I love the idea of converting my own regiment, but the amount of models needed makes it pretty unfeasible.

I keep wondering if I'm missing something in the rules, because gun lines should be totally impossible, and yet people here keep posting like they work. If I'm playing a melee army, what is stopping me from hiding my way into charge range of you?

Proper board set up, and probably TLoS

am i doing it right Veeky Forums?

cause you know, a 30'' plasma gun is gangster af

"Shadow War Armegeddon" is the most bland generic name ever. Couldn't they come up with something better?

Someone help out? I'd really appreciate it.

Shit, are you fucking kidding me? My biggest peeve has always been how dumb scopes look on minis because they sit on top where it's impossible to reasonably pose someone as looking through them. How did I never think to put the damned things on at an angle?

Proper board setup must be it. If there aren't buildings and crates and rubble and bullshit all over, the board is set up retarded. TLoS doesn't really matter, since you stay hidden until the enemy can "clearly see" you, which I would interpret as them flanking around your hiding position or similar. If you still have at least partial cover, you should still be hidden.

As far as I can tell, yes any cover. You can hide behind any 'concealing wall' or 'similar feature' Under the rules for cover it says in the 3rd paragraph "If the target is hiding either in cover, or partially in cover, then ..."

Same here, for collecting any other models desu. Making an army is a huge undertaking, but a small kill team is far more reasonable.

It depends on the board layout. Terrain matters a huge amount in this. If there's a lot, theoretically you can hide and close in slowly on your enemy. If there's none, you can't hide and he'll just mow you down from a distance.

If there is a lot of cover and like, actual objectives, hiding and closing in slowly with a melee army won't work when the shooters are sprinting in and running off with the objectives.

Furthermore a shooting army theoretically gets the first attacks no matter what. Overwatch on even lasguns can potentially stop a charging ork in its tracks. Sustained fire weapons can hold off shooting overwatch until 2-4 orks are in view and then shoot them. Grenades might scatter and hit more than the ork it likely hits in overwatch.

Bear in mind also that with the negatives to hit, long range shooting isn't really feasible on a proper map with terrain anyway due to the -2 to hit, -3 against a running target in heavy cover, -2 to -4 if it's an overwatch shot.. and so on.

Good guardsman! Nice idea with the scope.

So... Astra Militarum are shit in this?

By "fallen killteam", do you mean one of the regiments that sided with the traitor Von Straub and the orks? I love fluffy builds. No matter what game it is I always strive to connect to the fluff as much as possible. And if I can't I instead make sure that it doesn't conflict with the fluff.

haha, yea. I also play Orks, so I got the idea from Lootas...

SWAG is so much fun

i've won every game with them so far, guardsmen are better shots than everything but space marines in this who are equal to them , and at slightly more than half their cost to
i got red dot sights on my troopers and they rarely miss anything at this point

There will be three or four female guards in my team.

Red dot sights... huh

Can you tell me your list buddy? I'm trying to figure one out at the moment

Overwatch. If a unit is on overwatch they choose when to fire, so they can wait until you charge and not fire until you're within short range, for some sweet short range bonus.

So I play skitarii, any advice for me if I'm thinking about getting in on this?

well i can tell aproximatly (as i don't have the original list anymore) you what i started out with though i don't agree with some of the choices in retrospect so ill mention it when it's the case
leader: carapace boltgun, camo gear
i'dd drop the carapace and bolter though because specialists :
1: carapace, grenade launcher with frag and krak grenades, camo gear
2: carapace, shotgun, demolition charge,camo gear (demolition charge is kinda bad, though it's found use at clearing an exit path or blocking a charge, currently in the campaign this guy has also been equipped with a heavy flamer, consider getting a sniper with toxic rounds instead)
3 troopers : carapace,lasgun
3 recruits : flak armor , lasgun

for upgrades i've gotten a sniper with toxic rounds, carapace and a clip harness, trooper with carapace, chainsword and hotshot laspistol that exchanged those weapons with a frenzied recruit after playing a mission and a heavy flamer for my demo guy

oh and red dots for everyone as a rearm of course

Guys I am confuse. I think I may literally be retarded, cause none of this makes sense to me. Would one of you be kind enough to explain the basics in simple terms? Just enough to get started?

Uhm... there's a lot in the rulebook.. what.. what are you confused about? Have you read the rulebook?

Has anyone got a decent roster sheet that is printable and/or editable?

Just reading the rules was not enough for me, i had to set up with a few guys and we learned it through practice games

>Would one of you be kind enough to explain the basics in simple terms? Just enough to get started?

you need to take teams listed in the book (see OP)

minimum 3 men in your team.

um, thats all i know

Guardsboss 120 (195)
Power Sword 50
Carapace 20
Camo Gear (5 points left over?)

Special Guardsboy 70 (170)
Plasma Gun 80
Carapace 20

Special Guardsboy 70 (215)
Grenade Launcher Frag/Krak 125
Carapace 20

Special Guardsboy 70 (130)
Flamer 40
Carapace 20

Guardsboy 60 (145)
Hotshot Lasgun 40
Carapace 20
Frag Grenades 25

Guardsboy 60 (145)
Hotshot Lasgun 40
Carapace 20
Frag Grenades 25

Potential list, reducing the number of models I have and focusing on fewer elite guys I can sneak up close before unloading everything and wiping them out. Power sword because I have a cool model for it now.

drop frags on 1 guard and get your leader a bolt pistol at the very least

The wound and injury thing is doing my brain in for one.

And all these guys crowing about never missing with red dots makes no sense to me, though that wasn't a question from the book, that was just from reading in here.

Tell you what, why don't we start with those, if you would be so kind. Thank you for the response by the way.

Wait why a bolt pistol?

Well uh, I'll assume you've played 40k first of all.

When shoot a guy, you use the guy's ballistic skill as normal, so you theoretically hit on a 3+ with a veteran guardsman. A red dot gives you effecitvely +1bs, so you hit on a 2+. If you hit a guy, unless he has a special rule, he is pinned.

A pinned guy falls over, stops in his tracks/takes cover/is knocked off his feet and onto his back by the shot. He will recover at the end of his owner's turn, during the recovery phase, effectively missing a turn unless he can recover early through a special rule or having an appropriate friendly next to him to help him out.

Then you roll as normal to wound, if you wound then they have to roll their armour save. If they aren't wounded or pass armour, that's it they're pinned. If they fail both, you roll a d6 on the injury chart. A 1 means that they take a flesh wound, -1ws -1 bs. A 2-5 means they fall on the floor and are bleeding out and will roll this test again. A 6 means they are out of action, removed from the table.

Cover modifies your rolls to hit, rather than giving a save, running, overwatch and other modifiers may make it more difficult to hit your enemies.

If you just mean the injury chart, then: When you have lost all of your wounds, you roll 1d6 an get flesh wound, downed or out of action results accordingly. At the end of each of your turns, you roll again to see if he recovers. On a 1 he recovers, gets back up, and takes a flesh wound. 2-5 his situation does not change. A 6 he goes out of action and is removed. Downed people are effectively dead and can be discounted when you target enemies.

Alright. Thanks. I begin to comprehend.

25 points and it means you alternate between st 4 ap -4 and st 4 ap -1 attacks in melee instead of st 3 ap -

Christ. My list is vastly different. I'm running so far everyone as Veteran guardsman, my leader having a chainsword and a Las pistol. 3 specialists, one with a flamer and two with hotshot power packs. Rest of my dudes are regular veteran troopers with lasguns. Is that bad? Should I re-do some stuff?

So does the old adage boys before toys hold true here?

Yes.
All you need to disable an enemy model for an entire round is to simply succeed on a BS test.

Your BS is in the shitter, but if you can literally field double the amount of models, you can overcome that problem with sheer amount of dice.
>Toyz help tho. Gotta love that +1 BS from red-dot sight and +1 BS when you're within 12'' range.
>Sluggas and Shootas are pretty ok.

Do the red dot and dodge hit-saves stack?

It goes both ways, you can make an effective list with a few guys, or with a lot of guys.

What should I use my Thousand sons Soul reaper cannon as? Heavy bolter? Auto cannon?

im a fan of your sarge's build , just keep him hidden until you can charge and use his ability
i don't like the hotshot power packs by the sound of them but i haven't field tested them myself , there is no reason to take 3 specialists if you're not gonna take any special weapons on them yet, they're "only" 70 points and none of their weapons costs more than 100 points so you'll always be able to recruit one, 1 or 2 should do for the start especially since those lasguns are gonna be wasted unless you have your new recruits run around with only a knife for 1 mission

Looks like a heavy bolter to me.

I'm trying to figure the best way to run everyone. I'm seriously considering investing in carapace armour. How are plasma guns?

Plasma Guns have worked great for me so far

Carapace armour is iffy, given how much armour reduction there is, making it harder to recover from pinning and more likely to fall.

Plasma guns are great though, even if they run out of ammo every game. Always fire on high power, the only downside to the high-impact is a 1/216 chance to have the potential to backfire

So is Carapace not worth it and should I stick to flakk armour?

carapace is worth it if your leader is within 6 inch, haven't had much issues with mine

Ignore that madman, its an autocannon for sure

Question for chaos players
How do you equip your Terminator when you bring one?

>3+ on two dice

Who cares?

You still probably don't want to bring lightning claw termy though.

I was thinking about Cypher's Fallen but honestly I love SWA because of the potential for fluffy builds, I've had trouble finding motivation to finish anything lately but this has had me hyped nonstop for a while now and I haven't even played a game yet

I'm looking at Chaos right now.

I have an Aspiring Champion with Power Fist and Bolt Pistol

A gunner with an Autocannon and Bolt Pistol

Two Marines with Bolter, Bolt Pistol.

Everyone has Mark of Slaanesh, a combat knife, and a pistol.

1,000 points even.

I wanted to get my marines in before the games so I wouldn't have to spend as many prom cash to get them later.

I don't have anyone with the clip harness, which seems like it'd be necessary soon, because I'm relying on my +1 Init to keep me from falling. First game will see me buying those for at least my Gunner.

Any thoughts?

Losing 1 guy means you'll be bottletesting right away, might wanna downgrade some toys to bring a hypeman cultist to hide in the shadows.

Do you need to kill something in melee? Chainfist! The only melee weapon with an otherwise-impossible -7 save mod, it also has more than enough S to 2+-wound anything in the game so far. Even enemy terminators will fail their saves about 90% of the time. Give the termie Mark of Khorne; the other marks don't make anywhere near as much difference when you save on a 3+ on 2D6 anyway - maximizing DPS is all that matters (you might have a niche case where Slaanesh is more useful, probably depending upon who exactly your enemy is).

If you need shooty, you might take a combi-melta or a combi-flamer, depending upon what you lack elsewhere in your force; but if you don't actually need them, you're better off sticking with the combi-bolter. Nurgle is most worthwhile (especially if most weapons fired at you are low-strength), Tzeentch is OK if you're going to get hit with a lot of strong weapons, Khorne and Slaanesh are alright depending upon how you want to use him (mixed CC/short-to-medium ranged shooting). It's still an argued point as to whether he can make use of Inferno Bolts with a Combi-melta or Combi-flamer ("Can be purchased for bolt pistols or boltguns only" isn't exactly compatible with "fired [...] as a boltgun"), but if allowed and you're planning on using the Mark of Tzeentch anyway it's probably worth the points.

The Lightning Claws can stay home (why doesn't the RAPTOR get this option, and the termie get the option of a Reaper Autocannon, or at least a Heavy Flamer, wtf?)

Losing the first game doesn't seem too bad unless the dude dies.

With the first prom cash, I can get and equip at least three cultists, get a clip harness for my gunner, and start "playing for real", as it were.

The only other alternative is to basically do it in reverse order and run the risk of losing multiple cultists instead of potentially one marine.

Nurgle definitely seems like the most powerful mark early game; if not entirely.

I almost went MoN, but I love my Emperor's Children too much.

Galvanic rifles are better.
Arquebuses delete leaders, specialists, and tyranids.
Omnispex are brutal.

How do you guys handle campaigns? How do you decided who fights who in campaigns with more than 2 people?

My LGS is just letting anyone who comes in play whoever else comes in. It's casual and unstructured, but it also doesn't cost money, so people are just doing it for fun.

Generally speaking, when is it worth foregoing one of your caches to bring in a specialist? I have a painboy for my Orks who seems like he's be useful to field, but I don't have enough experience with the campaign-play to know how much of a disadvantage I'm putting myself at by doing so.

So my current Kill Team looks like this right now:

Nob Boss: 160
Kombi-shoota w/ red dot 55
2 x Slugga 20
PK 85

Boy: 60
Shoota w/ red dot 40

Boy: 60
Shoota w/ red dot 40

Boy: 60
Buzz-choppa 15
Slugga 10

Boy: 60
Buzz-choppa 15
Slugga 10

Boy: 60
Buzz-choppa 15
Slugga 10

Spanna: 70
Big Shoota 150


995
I still have 5 pts left over :-/

It's not a campaign if it's just random ass players joining in whenever.

You can either buy new dudes or buy equipment for old dudes but not both. So if you spend your first cache to get 200 pts then you can only hire cultists at 40 pts each plus gear. You can't trade any equipment from them onto your marines.

I'm new to the game and taking my Orks to the table soon. How does this list look?

Clan: Bad Moons

+ Leader +

Boss Nob [270pts]: 'Eavy armour, Power klaw

+ Troopers +

Boy [75pts]: Buzz-choppa

Boyz x2 [160pts]: Choppa, Slugga

Yoof x5 [275pts]: Shoota


+ Specialists +

Spanner Boy [220pts]: Big shoota
I figure I can use the shittier yoofs to form a backline of suppressing fire since they have the same BS as da boyz.

Da Boyz and Nob will charge across and around flanks while supported with supreme dakka being laid out from a big shoota and 5 shootas and 2 sluggas.

Should I drop troops to take another specialist? Is the Power Klaw worth it, or should I drop it for big choppa and another boy/yoof?

Even then, by spending one Prom Cash, I can get three cultists with autoguns for 180 points, which nearly doubles the size of the warband after just one game.

>It's not a war unless everyone starts fighting at the same time!

Ok.

It honestly doesn't matter because the win condition isn't like bloodbowl where you just need to do your best at set number of rounds.

depends on if you know the mission ahead of time, I say it's always worth it to bring at a minimum of one to Rescue missions, not for a Yoof but like if your Big Shoota is captured then I would bring a flash git and a Pain boy to get him back seeing as how he's worth more than 200pts (the "cost" of two PC)