Shadow Wars: Armageddon General/swag/:

Spec Ops Edition
Post units that you think would be good candidates for each faction you play.

>GSC:
>Magus and Aberrant.

I think they would add more than the doubling down on the Acolyte Hybrid and Hybrid Metamorph.

Magus buffs units, Aberrant is like the Bullgryn.


>mega.nz/#!0tcUTSLI!CbZfDWqYYe0C2sIDLNlHCh1Wj9I6uihERaaGEb6wk3c

Kill Team rules:
>games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf

Blank roster sheet:
>games-workshop.com/resources/PDF/ShadowWar/ENG_SWARoster.pdf

New mission for 3+ players
>17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/04/40k8_SW_Armageddon_Grab_the_Cache.pdf

Old thread

Other urls found in this thread:

17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/05/ShadowWarArmFAQMay2017.pdf
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Fürst..

Holy crap I got worried when I showed up and there was no SWA. I thought it had gone out of style.Or GW had already dropped it.

Anyone using Necromunda gangs to fight Kill Teams? Its a lot of fun and the gangers are pretty competitive.

So I know it's Veeky Forums but even I thought we were better than that level of retardation.

In any event, I agree with OP on the GSC units, but only in the event that GW actually releases the Abberant kits so I'm not spending 30$ friggin dollars on 4 dudes. I completely fucked up not grabbing those guys for 12$ last March.

Anyway, other units

>Tau
-Kroot, obviously (or give them their own faction, whichever works)
-Vespid, they got all the urban terrain rules already, good mobility
- Battlesuit hardcapped at 1.
- Firewarriors/Breachers because what the hell were they thinking

>Eldar
-Rangers
- Warp Spiders just because that would be really fun to play
-Spiritseer since we already have Wraithguard/blades.

>CSM
-Obliterators so my Iron Warriors can go maximum siege warfare.
-Heretek. He could buff ammo rolls or supply alternative rounds, I dunno.

>Inquisition
- Even more gear
- Even more, even weirder gear.

>Necrons
- Flayed Ones, maybe here they won't suck.
- Wraiths because they were made to terrorize SWA
- Trayzn as a 1-man KT like Marbo or an Eversor who excels in trolling the living fuck out of your opponent.

GSC should have acolytes rolled into their default roster with metamorphs as the acolyte specialist.

Then have magus and aberrant as special operatives.

Also patriarch as a lone operative.

It's being overshadowed by 8th edition ravings.

Chaos Space Marines, Alpha Legion. All marines have undivided for +1 Ld.

Aspiring Champion: Plasma Pistol

Chaos Gunner: Autocannon, Photovisor

Chaos Gunner: Plasma gun, reload

Chaos Cultist: Autogun

Chaos Cultist: Autogun

Chaos Cultist: Autogun
Goal is to get a couple of bolter marines early on then start pumping points into giving them all laser sights, camo, etc. Will play the cultists fast and loose. If they die, they die. If they live, awesome, they're around for next game. As campaign goes on I'll probably get more and more ballsy with them as I try to just let them die to make room instead of having to retire them (don't want the lower ranks getting all uppity and thinking he can start his own band elsewhere) break tests won't really effect me much as I have LD 10 on the leader and LD 9 on the regular guys, so I can afford to be really aggressive with the cultists and brave bottle tests if need be.

Really torn on the Aspiring champion though. I really don't think I should be throwing these guys into melee, but we get a big benefit to killing enemy leaders in combat and we do get some nice close combat gear. If I did spec him for close combat, what would I even give him? Plasma pistol/fist or plasma pistol/power sword? I honestly just want to give him a scoped bolter and call it a day, but it feels like a bit of a waste to keep a model that is potentially that powerful sitting in the back.

Lictors were made for this game.

So, how are wyches now that the game has been out? I got caught up in the hype and forgot that people might have actually played them.

Haven't played them myself but we have a league going on here and they are kicking ass.

honestly, i think the call of the prometheum sprawl rules should be more of a thing, like it'd be super easy to use it to make, for example, a commissar or tempestor prime your team leader for a guard team. 15 points for each characteristic advance, 25 for each skill. call the commissar's fear me but follow a skill or have it replace voice of command completely if it's your leader or something. wham bang zoom, commissar leader for +30 points if replacing voice of command, +55p if not. wanna attach a commissar, upgrade a veteran guardsman trooper to commissar profile, pay for fear me but follow as a skill, +85p (and bending the rules slightly by upgrading LD twice, but that's not that big of a deal in this specific case).

What's the general layout? Are poison chain hooks as good as they look? I was probably going to have a whole team of poison hooks, pistols, and one or two Shardnets

The guy running the has been putting chain hooks with venom on the normal mooks and Shardnets on the leader and specialists.

also, reading the gladiator weapons rules... looks like you can carry other things (like a blast pistol on the leader) you just can't mix your pistol and the gladiator weapons when doing close combat. is how it reads to me

That sounds about right. Shardnets are brutal, and i was going to use them in my 40k games anyway. He use pistols?

Yea, that's how they are in normal 40k, too. Honestly though, GW dropped the ball here. The only gladiator weapon that Venom Hooks don't trump in virtually every way possible is the Shardnet + Impailer.

That has been the general consensus here as well.

I'm not really sure. I haven't seen him use them at least.

Damn. Oh well, I'm 90% certain my draft list included them anyway just because they're useful. I basically traded a single model to give my whole team pistols

One of players in my LGS made a good point yesterday:
does weapon with S that doubles T of target, gets instant death rule (like in 40k), or it works just like any other target?

The rend 3 has to be a typo.

It qualifies for high impact I think.

It might be. I don't know.

It works like any other target. Granted S7+ does count as high impact and causes models to be taken out of action on a five or a six. But there are no rules for instant death... yet.

No, there is no instant death in this game.

Any of you guys fluffed out your warbands yet?

These gentlemen are Inquisitorial initiates, former Armageddon Ash Waste Militiamen who've been seconded by my unnamed Inquisitor for use as meatshields.

My Inquisitor is part of an Ordo Xenos taskforce to defeat the Greenskin menace, but he has a secret agenda to find out the origins of planet Armageddon.

Why does he have an Abaddon-style topknot on his helmet?

Ork top-knot taken as a trophy.

So it's literally a flesh-eating squig, forced to gnaw eternally on an armor plate? That's cruel. I can dig it.

There's a SWA campaign at my FLGS that I'm thinking of joining. I want to make a Craftworld Eldar Kill Team but I'm not really sure what to go with. Should I pick up a heavy weapon or fill the field with Guardians? Melee or Ranged? Any advice from other Eldar KT players?

>ripped a hair squig out of an ork's head and stuck it onto his helmet

nice

I'm the kind of guy who loves letting the unit write it's own stories, but that's because I'm a guard player at heart. Honestly surviving from mission to mission is an achievement.

I am working on a bit of a fluff idea for my Nid and chaos teams though, at least to justify them being around Armageddon.

Nids it makes sense that some kooky black market trader smuggled them in as pets for some crazy ass noble. Nids escape and decide to get to work on luring the swarm to a planet absolutely teeming with biomass.

As for my chaos team, they're an alpha legion kill team. I could honestly say they're here to steal some hive ganger's lunch money so he goes postal and kills the planetary governor's janitor so he's 2 seconds late to his office and it would work.

anyone uses cawdor gangers as inqusition acolytes ?

Cheers, if I was better with GS I'd make it more squiglike.

I'm reading up on the rules still, so the fluff for most of my warbands is going to have to wait till I figure it all out. But I do know the fluff for my 'nids...

We were underground all along!

Rule link doesnt work. It tells me that the encryption key is wrong.
What the hel

one thing you dont understand retatred american fuuk is that this game is supposed to be small NON elite squad with few exceptions (GK - Harlies and so on) Adding thing like obliterator - warp spiders and so on is just a way of reducing the size of warband in question or gimping rules for those models. I know that brain raised on humbugazz cannot understand that but pleas bluewhale yourself ...

>Any of you guys fluffed out your warbands yet?

Not really, but my warband is gaining fluff the more i play it

>sniper gets 3 plasma shot in the face and gets kicked out of the game
>roll a 6, he gains fear
>he's probably burned and a good bit of the gas mask has melted on his face turning him into the ig equivalent of darth vader

Guard mould lines guy here. My team where originally deployed in the forrested area outside hive Acheron on recon duty, hence the forest camo pattern on their fatigues. Upon returning with intel they recieved a new assignment in the innards of the hive.

Is this some epic level trolling? Is Ivan becoming an even bigger faggot than usual?

He seems to have decided that the best response to a bad post is a worse post and really went all out.

>camouflage not just a logistics fuck up
Come on now.

No it's still a fuck-up. Outside of Hive Acheron is Desert.

Well, they're veterans and recon troops so why can't they requisition special equipment?

Not everywhere. Read the fluff and look at the map in the rulebook.

17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/05/ShadowWarArmFAQMay2017.pdf

New Faq up

>harlequin cannot go through wall, but can jump up ladder.

>Pistol clarification for retards that keep asking.

17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/05/ShadowWarArmFAQMay2017.pdf

New Faq up

>harlequin cannot go through wall, but can jump up ladder.

>Pistol Melee clarification for retards that keep asking.


Like some questions are literally for retards. I.e Can i spend more than 1 PC for resupply despite the fucking rule said you can only spend 1.

An Oblit would make a pretty neat IW special operative. I'm sure it would be fine in casual games if you up the promethium cost to 2.

Finally.

>Necron are unliving.

>Tyranid with 4 bonesword get 4 parries!!!!!!

>Devourer are 40 pts and still fucking useless.

>Ravener are now 3 wound, RIP Sniper team,

>Plasma pistol melee cannot use maximum profile.

Eat a dick, "two bone swords takes up four arms" faggots.

>devourers
More options are never useless... That extra 5 points might be the difference one time in a million

>Two bone sword and bone sword and lash whip get 3 parries.

>2 bonesword make up 4 arms.

People were arguing that using two bone swords meant you couldn't use other melee weapons because people are waac bitchmuffins. Because "pair of talons" couts as one weapon but "pair of bone swords" counts as two.

Those sad retards just got told.

Inb4
>My interpretation is better. The FAQ is wrong

>FAQ still didn't address that Drones don't ignore difficult ground, take fall damage, and must take fear tests

>playing Tau

I wish people would spam them more with "Should Tau weapon have 8+ ammo roll" so they include it in the Faq with a fix or just tell people to fuck off. That's the kind of retard question i want them to answer.

As long as they are writing a rules FAQ I have a doozy they can deal with:

On page 31 and 32, To shoot a ranged weapon the player performs a "To Hit Roll" of a d6 and consults the chart to see if you hit. The next section lists some Hit Modifiers based on cover and running etc. However the rules nowhere explicitly state that you apply hit modifiers to anything. Therefore the Hit Modifiers exists but are never used in the game, rules as written you roll a d6 you only use BS and consult the chart. Running/cover/range penalties etc. do nothing.

Fuck you, autist.

No, he's bringing up a legitimate concern. That concern is "How does this poster survive daily life?"

He's the reason we can't have nice things.

>Devourer are 40 pts and still fucking useless.
>re-rolling failed to wound rolls is useless

>Deathspitter be like :"I'm over here you blind niggeroid"

Lets hear your theory how hit modifiers work then.

The devourer is better against anything T4 or lower.

And not wearing any armor. And probaly will be replaced with the Deathspitter.

You roll the dice and apply the modifier to the roll.

Fuck, that was tricky.

How do you know?
Quote me the rule that says that.

The FAQ doesn't address that question at all and doesn't even fully answer questions about quantity of parries because you have to infer what happens if you have two pairs of boneswords because it was apparently too hard to add another sentence saying you get 4.

So that's going to be an ongoing argument.

I will take this fucking retard'd bait.

Page 33

>Because of the modified, it quite possible that you will end up needing a score of 7 or more to hit the target...Follow by a fucking example of Ork shooting with Hit modified.

But it's alright, keep pretending to be a retard, like seriously this is the reason they have some stupid retard FAQ that was already in the rule.

>Because of the modified, it quite possible that you will end up needing a score of 7 or more to hit the target.

Why would you "need" a 7 to hit? The chart goes from 6 to -3. If you modify the dice rolls, you would simply roll the dice, subtract the Hit Modifier, and consult the chart. Why would there even be a concept of "Needing a 7+" That's not on the chart.

The rules simply never state that modifiers are applied to anything, either a dice roll or to a "needed" result. The example is some non-sequiter that contradicts the rule of rolling a "To-Hit" d6 and consulting the chart.

Dumbest thing in the FAQ
>if I charged do I count as running
Did you fucking run in the movement phase? No? Then why the fuck would you count as running?

Oh, look. An example. That spells out even for retards how it works. Shocking!

2D6 bell curve for 40K when?

>Reading is hard.

>Ork BS is 2, need 5 to hit normally without modified

>Modifield is -1 and -1, now need to roll 7. Because 5 +1 +1 is 7, inb4 negative hit modified made you shoot better, OMG it's 5-1-1 =3!!!!!1111!!

>Dice only go up to 6.

>Rule say in these situation if roll 6, look on table.

>Roll 6, look on table, need 7+, on re roll a 4+ count as hit.

>"Oh no i can't understand it, too hard, Because I'm pretending to be a fucking retard. hurr durrr Look how retard i am people!"

That example doesn't make any sense according to the rules.
If the modifiers effect the dice roll, then you don't "need" anything, you just roll and subtract from the dice and look at the chart.
However if the modifier effects the "needed to hit" number, then a -2 to hit would mean that he requires a 3 to hit.

Ultimately, these are pure guesswork because the rules actually do not explain exactly how this is computed. This example actually just contradicts the only written rule for resolving shooting.

The rules never explicitly state in what manner the modifiers are applied to anything.

Basically just quote me the rule in the rulebook.
You can't because there is no rule. They give modifiers but never describe how to apply them. They give a shitty example that is unsupported by any real rules.

Act retarded just as expected.

>Sav mod -1 mean they Gain more armor people, Oh yeeeeeaaaaah!!!!!!1

Now you're just being wilfully obtuse. Either that, or you're such an autist you can't go outside without a minder.

It's obviously some bore retard from /40kg/

Or maybe it's the fucking cheetah user.

Ironically they actually do explicitly write exactly how to apply modifiers to armor, I checked.

My point is the rules are poorly written and just assumes some critical aspect of how to play without mentioning. Sure you can devise some reasonable approximation of what you assume they meant by the rules. My point is they should address this in the RUle FAQ since the point is to clarify vague rules.

I perfectly predict your retarded reply
> inb4 negative hit modified made you shoot better, OMG it's 5-1-1 =3!!!!!1111!!


>Sv mod -1 mean they gain more armor people!!!! OMGGGG!!!

After 2 fuckups, lol.
Even then that doesn't address the core argument, there is no actual rule for applying to hit modifiers.

Just admit they wrote sloppy rules. It's blatantly obvious.

The only point i see in your post is poor fucking retardism that just a waste of space on any FAQ, same as the fucking asshole that ask if they can spend more than 1 prmothium cache pre resupply phase.

>Even then that doesn't address the core argument,
It's just you who refuse to understand any basic, even with the example showing how it applied.

This must be the same asshole that ask if GK get free shit because they "replace" their stormbolter not "buying" them.

There is literally no rule in the rulebook that says to apply modifiers to To Hit rolls.

>53081565 (you)
Except that in the example to hit roll increase to 7.

You really want that (you) didn't you.

The example contradicts the rule for rolling the To Hit d6 and consulting the chart.

If I could recommend a change, they should call the Hit Modifiers "Negative Required Roll Modifiers", since according tot eh questionable example, the seem to be applied to the second line of the chart showing what number is "needed to hit" but in negative values, also assuming that the chart flows past the limit of 6.

>53081619 (retard) (you)
>The example contradicts the rule for rolling the To Hit d6 and consulting the chart.

Except that right above the example there are the rule for anything to hit above 6.

All they would have to do is put in a single sentence that says "Here is exactly when and how you apply Hit Modifiers:", then they would clear up everything.

It's clearly an issue because there is a clear source of confusion considering thinks that it is applied to the dice roll.

Instead they use vague natural language which assumes that the players is thinking what numbers he "needs" and then the Hit Modifiers are invisibly negated... They should just spell this out. Just sloppy.

>Except that right above the example there are the rule for anything to hit above 6.

Why would that ever come up? It's not on the chart.

And they made an example covering both that problem and how it work for anything above 7. You know what they should do. They should write in big letter on 1st page "Our game are not made for fucking retards" There we go.

>53081733 (retard)
>Why would that ever come up?

I just change it to (retard) for you to track it easier, at this point look like you have a severe case of dyslexia, because look like we are back to this

There is only one no-kidding real actual cogent rule for determining whether or not you hit and it is the section on page 31 called "Hitting The Target" that says roll a D6 and check your BS and consult the chart to see the "minimum D6 roll needed to hit".
Fair enough, we have established a gameplay mechanism for determining hits. Lets keep reading.

The next section talks about some theoretical discussion about trying to shoot someone, followed by a list of modifiers, representing situations associated with a -1, -2, or +1 value, and how to determine if the conditions apply.

So here we would expect some explicit instructions for how this list of modifiers is applied to a game mechanic. Are they applied to the To Hit d6 roll result? Are they applied to the second line of the Chart for determining "minimum d6 Roll needed to hit"? Are they applied to the Ballistics Skill of the shooter model? The rules omit any mention. According to the rules as currently written, Hit Modifiers exist as a chart but there is no way to determine which game mechanic they apply to.

Then there is a mysterious "Example" about an ork boy. They say he has a BS of 2 so he "needs" a 5 to hit. Then they claim that "because of modifiers", "a score of 7 is needed". Why? According to what rule? Never in the rules is it established that modifiers actually effect anything. So the example assumes that modifiers are effecting the "minimum d6 Roll needed to hit". But exactly why? It's unclear in the breif example how they computed this increase of the "score needed", especially since the cited modifiers are negative.

Ultimately, any careful reading of the rules must admit that they skip over the explicit instructions for how to apply modifiers.

Especially obvious given later the modifiers to armor saves are spelled out explicitly.

>53081990 (retard)
>mysterious
>careful reading of the rules
>dyslexia
Sure thing Bub.

Jesus christ how the hell do people like this survive life in the real world?

>Hey user excuse me for just a second
*One second passes
>YOU HAD A SECOND, GET THE FUCK AWAY REEEEEEEEE

Take 1 shuricannon. And then just spam shuricat DA or Guardians. The shuricat is an amazing basic weapon.
But be prepared to be bored at the rearm stage of the game. You have very few options.
I would try to get guerilla -> scavenger a.s.a.p. Then you can buy 1 DA + shuricat without using promethium.

They probably get along just fine, feeding off the tears of the people they bait online.

No need to shitpost and be mad, just admit that GW wrote bad rules. That's not impossible.

Why not just play warmahordes at that point?

Do you need written instructions on how to take a shit?

Yes, also a flashlight and a map.

Well, I shit in my pants until I was old enough to be shown how to sit on a potty with my pants down.

no that's the thing though, I've met people like this in real life who really would argue about something like this.

It's perfectly clear what it's supposed to mean, maybe it isn't autistically stated to the letter how it's supposed to be but the example makes it blatantly obvious how it's supposed to be used.

There are plenty of other things that needed clarification, like climbing, flip belts, etc., but this is not it.