Shadow war /swag/

Shadow War Armageddon General /swag/
Dis planet is ours, Humie! edition

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>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:

thingiverse.com/thing:1481146
heralds-of-ruin.blogspot.ca/p/kill-team-rules.html
twitter.com/SFWRedditImages

About to start my Ork gang with just about my favourite model in the Ork line.

A little worried about the WYSIWYG aspect as he'll have a power claw modeled... or maybe I could magnetize it... but magnetizing pewter tho... not sure.

Played the hit and run mission today, I was attacking and my friend was defending. He rolled high and I rolled low for models coming in, so he had his entire army on the board whilst I only had half of my guys. We deploy and he gets first turn and shoots my leader off the board before I can even do anything. I have to take down one of his guys but there's no way to get into charge range without first stopping in the open and taking shots from all of his guys. I'm running dark eldar so I've only got pistols, so that's no help.

What am I meant to have done? I feel like it only takes a couple of bad rolls for me to have basically no control of the outcome of the game.

first, add more terrain

second, keep in mind that this game seems to be aimed at churning out campaigns in a single day of gaming

some matches will not go well for you, just shrug it off and get on to the next mission

You just have to roll with the punches in this situation I'm afraid.

It's a similar scenario to 40k, I played a game where all my reserves came in on turn 2. His reserves all stayed off the board until the fourth fucking turn and it put him in a foul mood, even though I said they could come on automatically in the third, he refused. Shitty rolling vs good rolling controlled that game as well.

I would suggest however you probably need more terrain.

This game is not, imo, supposed to be played running across vast open spaces / killing grounds.

You can magnetize metal minis, I've done this with my second edition warriors. It just sucks ass and you need to make it so the magnet is heavily recessed so there's some friction to keep things from rotating.

It wasn't that the terrain was vast by any means. It was just that the guy that I had to kill was on a long walkway, and I couldn't get onto the walkway without having him overwatch shoot me and then shoot me again.

not more than 20% naked board.

A good solution I have found if you just have standard 40k ruins (or similar) is to get a couple sets of aegis-line-alikes and some shipping container like items (think the armored container sets) and scatter that stuff around in the open spaces to create more LoS blockages and medium height cover.

for those that want an extra twist, try this for barrels: Can be attacked under 'attacking terrain' rules as a small target, T3, if wounded no save goto table: 1-2 dud (empty or something like that), 3-4 minor (use flame result with small blast centered on barrel), 5-6 fuel explosion (largeblast frag effect centered on barrel)

We tried this on saturday over a few games and it added a fun little twist and made the terrain itself more engaging, especially as one mission was centered around a 'resupply dump' with several barrel stacks! It works especially well with the stray shots rule.

Also use the strongest magnets you can get.

So my shop started our swag league this week, one of our players is running elder, and that support turret is stupid. Any way to get around it besides drowning it in bodies? Or are we reading the rules on it wrong. It does not say anywhere that it cannot be deployed on the other side of a wall, and that LoS is drawn from the turret not the specialist.

Yeah use N52 grade magnets, lower won't work out.

lul two threads

Making errain today, I feel like there is a sweet spot of too much detail and not enough.

I've been going through blogs and pintrest getting ideas but its too high level for me.

Other thread has no title, use this thread.

Yeah also this is one minute older. :)

Pretty sure that would fall under the unwritten "stop playing like a cunt" clause.

For a more specific fix I'd say go with something like the gunner having to be within line of sight of the turret to fire it, and be within a 2" move from it as opposed to just anywhere within 2".

Dude! Your terrain piece looks great. My personal recommendation for using pinterest as inspiration is just to try and see what kind of components they've used. Like "oh, this person used a toy tractor for xxxx" and such. Don't worry to much about copying terrain builds. Let it come from your own creativity. You clearly are on a roll with that piece in your picture. Don't be intimidated by some of the stuff on pinterest. Some of those people have years and years of experience.

Thanks, I'm basically seeing what level of gribble looks like it's enough, for the most part layers of textures look nice as well as even regular industrial shapes. But I'm a sucker for flat places to stand even though it looks boring and sometimes people go overboard with the catwalks and uneven places.

I was thinking about basing my or on the 32 mm bases instead of the 25 mm because I hate how small the 25 mms are. Is this ok? Would you still play with me?

There are no real rules about base sizes even in regular 40k.

Anyone who would not play you over the size of your model's bases is to be avoided like a case of fucking super-aids.

you draw LoS from the gunner anyway, treat the support turret like a token.

"Does not count as a fighter for ANY rules purposes"

Sure go ahead. Makes Your Dudes look more individual anyway.

I agree in part. It's nice for the visual experience if it's cluttered, but you need to find a balance, since it's going to be played on. However, that can be used as a feature as well. A combination of areas where you can move somewhat freely, and other areas that are so narrow that only one unit can pass it. Creating narrow passes can present a tactical challenge later in the game, when you have to decide - do I take this shorter bottleneck route or do I take the longer path where I can move several units in bredth.

It looks like the edges are somewhat uneven. I'd recommend buying a scalpel with exchangable blades and a cutting mat (or a regular cutting board works fine as well). When you cut the edges, work your way through with a new blade. Don't force the blade through to cut it through in one go, but rather make a cut, then trace that cut over and over until you're through. That way you'll get sharp and clean cuts. And even if you get a rough cut, you can go over it and trim the "fluff" with a scalpel afterwards to make it neat and sharp.

No it specifically says you draw LoS from the platform, which makes perfect sense considering that's where the bullets come from.

kick cheesemongering faggot in the balls then.

Argh my fucking eyes and my back. Two arms and one ammo pouch left to clean the mould lines from. Then my starter nine is done.

How well do Tyranid teams fare? Got a trio of warriors I'm looking to dust off.

Tyranid Alpha - Deathspitter, adrenal glands, extended carapace (320)
Tyranid Warrior - Deathspitter, adrenal glands, extended carapace (270)
Tyranid Gun-beast - Barbed strangler, adrenal glands, extended carapace (400)

generally you want to turn your alpha into a CC-monster, adrenal, extended, flesh hooks for wall-climbing, and some choppy (go for paired boneswords later)

strangler and VC both have uses, but the VC is by far the better of the two, regular warriors seem to do just fine with deathspitters and talons

It's not totally dumb to capitalize on his BS4 and use a lower BS regular warrior for CC.

>hivemind

i just looked at GW sector imperialis bases and 60 32mm bases for 26€ is pretty cheap in comparison to like micro art studio ect. and i was just about to ask /SWAG if its "legal" to field GSC on 32mm

I think the worst that can happen if you base your minis with 32 mm is that you can't fit as many on the board in tight spaces. Also a larger base can fit more smaller bases in contact for cc purposes.

Necrons was my favourite factions since 3E.

> Initiative 2; 33% chance of not falling, get out of pinning or successfully overwatching fleeting targets.
> No High Impact weapons outside spec-ops.
> Specialist has worse weapons than troops.
> Most powerfull gun is S5.
> No CC weapons.

But why would I want to play Necrons in SW:A?

It's your punishment for 4+ reanimation protocols

I've learned to simply not use the decurium formation against friends.
Losing from time to time is actually pretty ok.

Playing as guard, is it best to start out very barebones and add upgrades later (I have a sergeant, five vets, a flamer, plasma and grenade launcher specialist, no upgrades for anything) or to drop one of the vets and mix in red dots and shit like that?

Could you sneak up and kill the rest of his army instead?

Amazing terrain.

Cause you can get naked warriors with phase shifters for 95pts and play metal zombie attack.

Good BS, sure chance to wound with the high strength reroll wound weapon, good AP, good armour save, good toughness, gets back up from downed on a 1-3.

At least yet better than guardsmen.

That sexy 1A though.
Hope you don't enjoy consistency when skitarii hits you 32'' away at a 2+, through full cover due to clip-harness, Red-dot and Photovisors/omnipex.

Do magnet + pin method.

Basically the magnet is there just to hold the bit onto the pin.

What did you make the ladder from and what did you use for the slatted walkway?

Preorder info for the separate rulebook is out.

It's $40.

Preorders start the 22nd. Release date is May 6th.

They are 3d printed.
thingiverse.com/thing:1481146

Finally I'm fucking done with the mould lines.

Link please?

okay, so I ordered 5 grey knights off e-bay, and I've made two list out of them:
List 1
Justicar+Daemon hammer with psybolts and a melta bomb
2 grey knights with force halberds and 2 storm bolter reloads each
OR list 2:
Justicar+hammer+psybolts +melta bomb
Gunner +pcislencer +clip harness
and a Grey knight +warding Stave + psybolts
Which list is better

I just hope we get more options for our kill teams. Fire Warriors, regular marines etc. Also I've always wanted an excuse to get Kabalite Warriors.

Are you playing on an empty board or something?

Which model is this?

Boys>toys

Take as many dudes as you can to start. Only load up on gear and shit after a few games.

You the guardsman? I salute you m8, now I'm gonna go finish mine

I am indeed. I'll assemble them and go over them to see if I need puttying any gaps or such. Then once that's done I'm giving them a basecoat and then I'll post a wip pic.

With these kind of sales I think its reasonable to expect a "Shadow Wars: Expansion", featuring new terrain and a new troop choice for each faction

noice, lookin forward to it. I might post my Fallen to once I'm done

Just the little spreadsheet they send to retailers.

I've expected them to release more terrain since the announcement. Unfortunately, I don't really like GW's terrain for the game. It's too tall, doesn't provide nearly enough cover, and doesn't really fit with the terrain they've already made for 40k in general.

Is that the usual codex price? I don't speak freedombux.

Smaller codex's typically are ~$40 USD.

Larger ones are ~$50+.

So yes.

Pull up either MWG or GuerillaWG batreps. MWG alone got 12 different SW:A videos using Orcs, GK, Skitarii and GSC.

>Notice their terrain.
>Notice how skitarii still gets their 32'' range.
Boards may be cluttered to all hell, but smart positioning goes both ways. If you got chokepoints or high elevation on your gunline the enemy still have to pass through one way or another. if you go the long way round, the skitarii aren't exactly immovable even if they might prefer to be.

So -probably- somewhere around £30. Thanks m8.

I think the SWA terrain goes well with the promethium pipes and shipping containers they sold.

Those fit, I agree. However, the actual buildings and such they sell are completely out of scale with it.

Phase shifters allow you to pass through terrain making it harder for the skiitari to set up fire lanes and chokepoints. High vantage points can still be a problem so deepstriking deathmarks could help.

You should. It's always fun to see what others have come up with.

Thanks

Nob from Ork Kommando set

>mfw watched an absolute madman run the Green Tide across the board and envelope the Scout player who got the right fucking hump.

glorious as shit famalan

Spending points on specialists with inferior weaponry in order to get a single round of clear fire before getting shot or charged to shit doesn't really sound too appealing.

What I find hard to understand is why the specialist gun absolutely had to have less range and AP then the standard trooper's without any special abillities.

>Fallen

My Nigga! Are you running as CSM, what Mark are you going with?

That reminds me of the title the other /swag/ thread had: "orks are a melee race, send help theres like 20 and I only have a lasgun" or something like that

Yeah Brother! Here's my starting list for my melee focused Fallen, have you built yours yet?

++ Kill Team (Chaos Space Marines) [1000pts] ++

+ Leader +

Aspiring Champion [280pts]: Camo gear, Mark of Chaos Undivided, Power sword

+ Troopers +

Chaos Space Marine [150pts]: Camo gear, Chainsword, Mark of Khorne

Chaos Space Marine [150pts]: Camo gear, Chainsword, Mark of Khorne

+ Specialists +

Chaos Gunner [150pts]: Assault blade, Camo gear, Mark of Nurgle

Chaos Gunner [150pts]: Assault blade, Camo gear, Mark of Nurgle

+ New Recruits +

Chaos Cultist [60pts]: Autogun

Chaos Cultist [60pts]: Autogun

>mfw when my brain is running through all the awesome kill team ideas for multiple different gangs, all the different conversion ideas and paint schemes.

Brain please... I can't decide, stop.

warriors and GKs are more or less the exception to this, since your limit is 3-5 you can barely squeeze in 4 and not be very effective, or you can take 3 with useful stuff and then work on getting troopers afterward.

I know man, swa is killing me too but it's a good death.

It's the Your Guys effect.
I don't even play 40k, I'm using my brother's leftover bits, and I'm feeling it too, lookin on the GW store website.

Is there a way to field Deathwatch as a proper Kill Team rather than just a Space Marine specialist ?

as of now, no

I am working on a homebrew set of rules, but easter's been getting in the way.

So what's the consensus?

>overall SW:A rating (out of ten or five or whatever you want I'm not a cop)
>best part(s)
>worst part(s)
>number of players in group
>house rules in use
>house rules you wish were in use
>most fun faction to play
>most fun faction to play against
>least fun faction to play
>least fun faction to play against
>strongest faction
>weakest faction

Nice.

I was toying with Ranged (and a melee, but less so)


++ Kill Team (Chaos Space Marines) [1000pts] ++

+ Leader +

Aspiring Champion [280pts]: Camo gear, Mark of Chaos Undivided, Plasma pistol

+ Troopers +

Chaos Space Marine [160pts]: Boltgun, Camo gear, Mark of Tzeentch

Chaos Space Marine [160pts]: Boltgun, Camo gear, Mark of Tzeentch

Chaos Space Marine [160pts]: Boltgun, Camo gear, Mark of Tzeentch

+ New Recruits +

Chaos Cultist [60pts]: Autogun

Chaos Cultist [60pts]: Autogun

Chaos Cultist [60pts]: Shotgun

Chaos Cultist [60pts]: Shotgun


I'm thinking I might just switch the Cultists with Shotguns to Autoguns as I have an idea for a Cultist model.

I was also toying with swopping one of the CSM to a Gunner to an autocannon dude and dropping 2 cultists to deal with bigger threats.

The logic behind MOT is that when big bad weapons do puncture my dudes, the +1 from a MON will be ignored anyway and I'll have another chance to save that damage.

Camo gear would be guys in the full gowns and cowls, side stepping in amongst the shadows in their black armour.

Gah, so excited to start.

Your crazy assault list looks a really interesting concept, 5 Space Marines charging across the board... wew

Count as Chaos Space marines :)

No proper necromunda gangs because GW wanting to sell 40K kits.
Wargear lists are too restrictive due to GW wanting to sell 40K kits.

I give it a perfect 5/7

THere is no consencus.
But my opinion is as following:

>overall SW:A rating
7/10 (It's necromunda)
>best part(s)
But now with 40k armies.
>worst part(s)
Non-box armies were probably ported without more than an hour each for figuring out details.
>number of players in group
5
>house rules in use
2 advancements per game
>house rules you wish were in use
n/a
>most fun faction to play
not mine
>most fun faction to play against
Orks/IG, you get to feel like your armor actually matters and that the enemy doesn't always hit on 2+
>least fun faction to play
Probably not mine
>least fun faction to play against
Skitarii & Harlequin
>strongest faction
Skitarii & Harlequin
>weakest faction
IG?

Make the jump to Heralds of Ruin.

Interesting point about the MoT, I may have to swap out depending on what kind of threats are in my local meta. And yeah it starts with 7 charging (cultists are there to pin and dogpile) but after the first game I buy the specialists plasmaguns with telescopics and let them overwatch while the other five do the dirty work, cool thing is that I can give the blades to new marines to join in the fray. I am using cadians with converted lasguns as my cultists and the work is easy enough, what did you have in mind?

What is the Heralds of Ruin excluding the obvious Chaos jokes.

Its a well (enough) written homebrew for Killteam that has a lot of flexibility in unit and wargear options and is updated frequently by the community

Sign me the fuck up, playing IG without weapons specialists are a pain.

IG has excellent specialists at their disposal as well as enough dakka to at least pin half the enemy team.
I'd put Necrons below them on the tier list.

heralds-of-ruin.blogspot.ca/p/kill-team-rules.html
sent ;^)

Just google "kill team heralds of ruin"; it's a community modification of kill team with optional campaign and vehicle rules.
It's more closely based on modern 40k unfortunatly, but still well expanded, fun and balanced. There are also army lists for unsupported armies like arbites and squats.
Unit count is roughly double that of SWA, with maybe a single APC thrown in.

TFW your friend is a Skitarii/Harlequin player. :c

>So what's the consensus?
>>overall SW:A rating (out of ten or five or whatever you want I'm not a cop)
ten outta five

>>best part(s)
new terrain

>>worst part(s)
power armour factions, product scarcity, seeing people "make" terrain by gluing cardboard into cubes and calling it a day

>>number of players in group
20 in the store, 2 in my home league

>>house rules in use
none really

>>house rules you wish were in use
more necromunda scenarios, necromunda area control

>>most fun faction to play
orks

>>most fun faction to play against
orks

>>least fun faction to play
'nid warriors

>>least fun faction to play against
'nid warriors

>>strongest faction
grey knights or harlequins or craftworld eldar

>>weakest faction
between 'nid warriors and imperial guard

I've only faced 'nids while playing my GKs which completely fuck them, if you have two psycannons you can't ever lose to 'nids

IG seem in the weak tier because taking 10 guardsmen would get shit on by 10 csm, or heck even 10 space marine scouts, and I'll take 20 orks over 10 guardsmen any day of the week.

GK and harlies seem strong because they have so many sustained fire dice to chuck at you.

campaigns definitely work better only with scouts/ig/orks

>Unit count is roughly double that of SWA

No ples no moar fscking mould lines ples

>but still well expanded, fun and balanced

>balanced

>community rules

HoR has become a bloated unbalanced monstrosity as anons and neckbeards constantly tweak and fuck with rules

HoR has all the negatives of gw's official kill teams (murder squads of t5/t6 nurgle marines) and then weird bloaty nonsense from unbalanced advancement and experience gain

There's no escape from your fate!

I am going rusted Industrial.
Basecoat Mournfang Brown,sponge black brown then xv-88. Use 2-3 coats of hairspray. Paint
Tamiya Light Blue in a patchy fashion. Remove top layer with flat brush and water.Filter Wash with Mig Fresh Rust fluid.

...

Can I assume the core rules stay the same as SW:A or is it 40k Melee rules and shit.

That's too bad,last time i played ( roughly a year ago) it felt very balanced. Has anything in particular caused this change?