Shadow War: Armageddon general /swag/

Remember to cheese the shit out of your local league edition.

Old thread >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

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

One man army shit
>warhammer-community.com/2017/05/03/shadow-war-armageddon-one-man-armies/

Other urls found in this thread:

40kaddict.uk/2011/02/terrain-is-everything-standard-template.html
40kforums.com/vb/showthread.php/40142-FREE-printable-buildings-and-stuff
twitter.com/SFWRedditVideos

I know I'm a bit late, but this is the most retarded list I've ever seen. For starters, boltguns can't deal with everything, get some bloody variety in there. Then there's the fact that a Gunner can't actually start with a boltgun, read their wargear properly. Then finally
>Sister with no guns at all
>just a fucking combat knife
You realise pistols aren't free right?

How viable are Imperial Guard/Astra Militarum ?

Is it best to get 2 plasmas from the get go and keep everyone else a basic bitches until you can upgrade?

With the wargear shit, does that apply to starting list building or the entire campaign?

It seems to imply that a unit can never use weapons outside of their wargear in the Resupply option, but I don't really understand why I can't have a Chaos Marine with a power fist or somesuch. Also, where the fuck are lightning claws?

Holy shit you're right though.

At least stick a meltagun with red-dot on that gunner. Drop the unarmed Sister and replace her with a Novice (and for the love of god at least give her a bolt pistol).

This was my base list. Novice has since been promoted and has boltgun, Meltagun specialist has Rapid Fire (1d3 shots), Battle Sisters now have red-dot sights.

Leader
Sister Superior
Chainsword, Plasma pistol

Troopers
Battle Sister
Boltgun

Battle Sister
Boltgun

Specialists
Gunner
Meltagun
Red-dot laser sight

Gunner
Storm Bolter
Red-dot laser sight

New Recruits
Novitiate
Bolt pistol

You can have up to two gunners, and I recommend taking them both. A novice can be promoted to battle sister after 3 missions. If you're going to go all bolt guns you're going to have a bad time.

What are you asking user ? Will you have chance with Harlies that are build around idea of cheese and dip - nope. Will you have fun if all players in campaign want to have fun and not grow their dick by winning - sure IG are GREAT at fun - lods of weapons to choose from, accest to heavy flamer, Ogryn that is added, very cheep reinforcment and so on - and you can easly go with heads from other empire wfb guys to keep the veteran feel.

If you want to play something competative go guild ball, rune wars or malifaux - or if you are dumb warmahordes

What sort of terrain is needed for SWA? Is there anything more or less mandatory?

Depends on your local meta. I run my guard with three snipers.

More than one level high, so at least two levels, but three is nice. A lot of los blocking terrain, walkways and bridges. Dense terrain. You want to build a literal 3d maze. If it's too open and flat you need more. Google "Necromunda terrain table" and you'll get some ideas of what you need.

Where's your heavy bolter, you need it, it's great.

Slippery slope fallacy. Autogun/Lasgun is pretty much the same.

This is what I wanted to see. Juve should be 3rd, Heavy should be 4th in the list. They should also get the same income and experience as everyone else desu.

I am one of the (You)s from yesterday mentioning the FAQ not going over the more than 2 boneswords thing. I am all for the idea of more than 2 boneswords being used in melee, but I was simply pointing out how the FAQ doesn't address this and therefore how people will continue with "Sure you can have 3-4 parries with 3-4 boneswords, but can you attack with them?"

DESU it really doesn't matter on a warrior with that many attacks.

They're mot good, lasguns are worthless, bring as many spec weapons as you can.

Better but I'd really really recommend a Heavy Bolter. It's the best weapon in SW:A I'm sure.

Basically just lots of it, and for it to have varying elevation.

>Slippery slope fallacy. Autogun/Lasgun is pretty much the same.
Did you even read my post? I said it might not be relevant in the las/auto example, but one thing quickly leads to another. I've experienced it first hand with Necromunda and lazy players more than once.

Bretty gud.

I still do want to see actual buying lists for SWA though.

I have some nurgle chaos space marines, are they any good in shadow war?

They're pretty good. Needs cultists for meatshields.

Heavy Bolter is 180pts and I'm too tight arse to sell a PC.

Nurgle seems to be the widely agreed on best option in most cases for CSM. Being the only T5 basic units in the game outside of random advances is pretty damn useful.

But Undivided should always be the choice for the leader. +1 leadership is great, and can often win games.

You'd be annoyed if someone had a lasgun that was an autogun. Why would you be annoyed? Because you believe that might make them think it's okay to do counts-as with more extreme examples that actually matter?

I did read your post. What I said still stands. Autogun/Lasgun counts as is perfectly fine.

It's worth 180 points. I mean look at it, it'll wreck everything it touches.

>Autogun/Lasgun counts as is perfectly fine.
Unless it is a lasgun with a hot-shot power pack represented by an autogun.

That's terrible.

Any point in buying melee weapons for cultists or will they be fine with an autopistol?

I agree that the heavy bolter is pretty godly. Question: Would you consider it a better buy than an Autocannon in a chaos list?

Autocannon is cheaper, high impact, and multiwound. It fires half as many times though. I'm torn myself.

Also, how useful are frag grenades?

Melee weapons are overcosted for what they do. If you want a melee guy, you can spend 15 points on a sword, or 15 points on a pistol. Go for the pistol. I personally run mine with autoguns or shotguns, and toss them in melee only really to soften up targets for my marines in multi-assaults.

Depend, Iron Jaw Muscle Skill at T5 are no joke. At T6 he's basicly boss in melee. Considering The Chaos leader will be doing lots of melee.

>Because you believe that might make them think it's okay to do counts-as with more extreme examples
Yes, exactly. I would be annoyed at someone doing the las/auto switch just because that tells me that later they'll be asking to do more extreme counts as and they'll be pissed off for me saying no to that but not to auto/las. Again, talking from personal experience. It's happened more than once.

Yup I don't let my opponents get their foot in the door of "counts-as" unless they're my friends and I trust them (and I know they're not just being lazy)

Is it worth taking shotguns over lasguns? I was thinking lasguns with scopes might be good for keeping enemies pinned

being tough doesn't help if 2-3 guys die, then a bottle test is failed. Also, against any list designed for CC, T6 doesn't help. Wyches laugh with poison, Tyranids have enough Str to negate it, and Harlies use neuro-disruptors.

Did you even know what Iron Jaw is?

against dedicated melee, really only MoT matters. Maybe MoK or MoS, but often are corner cases. I feel like Chaos Undivided is the right choice for the leader basically all the time, unless you have a fluff reason.

Yeah. Its a tougness test to avoid being wounded. Its also a skill that needs to be rolled, so I don't build a list expecting to get it. What I do expect to be taking is bottle tests. In almost every game I've either played or watched, it ended with a bottle test. So moving one step up the bell curve is the best thing. Also, for Iron Jaw, T5 is the same as T6, you are still failing on a six.

Exactly. Like, if I know a friend actually is working on a model with a certain loadout, then it's a nobrainer. But a random person showing up at the lgs hoping to get away with even a small thing is a warning signal.

T5, fail on 5,6

T6 fail on 6.

A Stat test is passed if you are equal to or less then your stat. Not less than.

...

It also has a better ammo roll. You'd be more likely to run out of ammo with the Heavy Bolter.

I'd still prefer Heavy Bolter myself, but if you're worried about those ammo rolls and want to go cheaper, autocannon is good.

Well hotshot power packs are worthless untill late game anyway. You'd be better off buying anything else you can before that.

That's why I said slippery slope fallacy. Did you read what I said?

In general they're both worthless, but on veteran guardsmen with red dots they'd be pretty good for pinning. Shotguns ignore cover with blast shot to my memory, which can help. You probably shouldn't be on maps or playing scenarios where you expect to be shooting over 24 inches.

>slippery slope
It's a fallacy in informal logic, yes. But to ignore common sense and experience is a real life fallacy.

Extremely. But less life-savingly amazing than krak.

IDK if you necessarily need to go full underhive, but it definitely needs to be dense - I could see running a game with lots of forests and small hills, for example. Less than 24" of LOS from any given angle is your goal.

Whoops, forgot Iron jaw added a +1.
Doesn't change the fact that hoping to roll a skill up and then a 6 on 2 dice is a stupid thing to loose several games over due to bottling.

I mean sure I know there's no way to agree to counting autoguns=lasguns but also disagree with a bolt pistol=melta gun... I mean it's basicallly the same thing right.

What's the best skill table to be rolling on for SoB Gunners?
I've only just realized that fully half the shooting table is useless to them. Is it still worth it to aim for crack shot/marksman/ammo hound, or would prioritizing guerilla or ferocity skills work out better in the long run?

>That's why I said slippery slope fallacy
And I explained twice why it isn't. Because I have experienced this multiple times. It's actually fairly common among those who try to get away with it once to try it again. Even adults acting like children in this case.

I've tried Necromunda with 40k terrain. It sucked balls. We didn't have any munda terrain around at the time of those two games we ran, so we tried using regular rulers as walkways. Still sucked balls. You need at least two levels imo.

See

I've yet to build my team or any terrain for a game, but some user asked for signs last time and I don't think anybody gave them to him. Gonna be dumping some stuff.

This game looks really fun

Hope you guys find these useful

...

No. Because it escalates. Children do this. They test limits. It's natural. For some reason plenty of adults do this too and I've experienced this first hand on several occasions in gaming.

more terrain

40kaddict.uk/2011/02/terrain-is-everything-standard-template.html
40kforums.com/vb/showthread.php/40142-FREE-printable-buildings-and-stuff

Can you expand your kill team beyond 10 models (20 if ur a git) when resupplying? Also wondering if the limit of no more than 50% of the kill team being new recruits applies during this resupply phase too.

You can't, 10 is the hard limit. 20 for boyz.
50% recruits applies at all times, as well- You can't buy a recruit if it pushes you over the limit.

Okay, thanks.

I was gonna go with 3 guys with bolters, 2 with plasma guns and champion with power sword and bolt pistol

Both those things are questions I hoped would get answered in the FAQ. Regarding the 50% rule, what happens if one of your troopers die putting you over the 50%? It's one thing that you can't recruit over the limit, but what if it's out of your control?

The expanded rulebook came out today so I finally got to play a game!

But, what happens when your fighter breaks but there is nowhere on the board where he can be out of sight?
Does he die of stage fright?

>Q. If a whole team is down or out of action, does it automatically fail its bottle test?
>Yes, so long as the mission allows the kill team to bottle out

It upsets me somewhat that GW felt the need to clarify that. It implies someone asked the question.

>Should Adepta Sororitas have access to a clip harness?
>No

Wait, why? Do they hate the sisters that much?

>Q. How exactly does the Orks' 'Ere We Go rule work? We can't figure out if you get an extra Attack dice or get to add 1 to the initial attack rolls (implying you could potentially roll a 7 and that you'd never roll a 1 on the turn you charge).
>‘Ere We Go provides an additional +1 Combat Score modifier in a turn in which the Ork has charged (this is in addition to the normal +1 Combat Score modifier for charging.

RIP best rendition of 'Ere We Go ever.

He goes away from the threat at full speed (run). Doesn't the rules say that tho?

You mean the digital version? Because I preordered the printed and that shipped today.

So I am planning on making a wych cult kill team for a campaign at my FLGS, however in the rules it doesn't let the min and max model numbers for a wych cult. I assume 3-10, but all it says is that wych cults follow the normal rules for kill team generation. Where can I find the min/max model numbers for them.
Also any advice in building the kill team as well?

I thought they had to run towards to a position where they can't be seen?
What if there just happens to be nowhere that can't be seen by the enemy?

No, they had the printed book.

3-10, says in the FAQ.

This is racist

You can't buy recruits until you get your numbers back up.
If the only people left in your list are recruits, you need to start a new team, as recruits can't be promoted to leader, and you need to have a leader to continue.

With Wych the most important thing to you is proper terrain placement.

Splinter pistol are the best weapon to get for everyone, it's the only gun for the Wych and it's good in melee. But it's expensive. Get a handful of these in your starting list.

Chainhook + venom are cheaper and really shine when you have +1str from drug. A good filler weapon when you need more body but don't have point for the pistol.

Shardnet and Impaler are the best specialist weapon. Razorflail are fucking garbage.

Blast pistol are also good, is amongs the best pistol in the game, but sadly it is not High-impact. Leader with Blast pistol + power sword + mirrorhelm is the Ultimate build you want to aim for.

ePub get posted anywhere yet?

So if a nid gets three parries by having three swords, though you claim he isn't using the third sword, by your logic I can give a harlequin two fusion pistols to use in combat and strap two swords to his back to get two parries as well.

But he only has two arms while tyranids have four.

Is there as part of the faq that says he does?

You can only do something like that if they can reasonably use all those in combat I'm sure.

Around genestealers, watch yourself

they heavily depend on your meta, but they have a tool for nearly everything. Lasguns lack punch but they're cheap and reliable at pinning as long as the target doesn't need high impact. Snipers are great, as are plasma. grenade Launcher seem good too but I've not used them much. Meltas can be situationally useful but I prefer plasma.

The big thing that will hurt you is LD for bottle tests. You should be advancing your leader asap and trying to get some sort of morale skill or ld boost. Most of the games I've lost have been bottle tests. Commissar is very helpful for preventing that, I found him well worth the cache just to make sure I didn't bottle out.

Well swag it's that time of the week again...

Does anyone have the GW ebook yet?

Is a Shimmershield worth the price for a starting DA Exarch?

Should I have my 'Eavy nob lead my team or my Kommando nob?

E'avy nob, his gun makes him super deadly at short range I think, he has as many shots as the big shoota. 255pts
'Eavy armour
Combi-shoota
Red dot
Big choppa

Kommando nob, I wanna go all stealth skills with this guy so see what comes of it. 255pts
power klaw
slugga

for 30 points? Na.

Go heavy. The kommando nob is too likely to get charged and die unless the meta is Crawling with tau.

But rapid fire does not work with special weapons, it's basic only.
Best you can do is a rapid fire sniper rifle in those teams that get it as a basic weapon.

Is this a good start for a team? I'm thinking I just sit them with eachother and move around in relative safety for the first couple games until I can recruit a solid meat wall of cultists in my second and third matches

Where's the Ebook faggots? Wtf is Veeky Forums even good for anymore.

I have a copy user, but just for that comment I'm not sharing it.

Sure, but you can't field a team with more than 50 % new recruits, so.. Do you have to leave some out in your next fight?

Literally no idea what I'm doing and haven't played my first game yet. From what I'm reading this seems sensible. Tell me what I'm doing wrong.?

Nice ad at the bottom of your list there.

I think our nascent league is over before it even really started. We had a fairly diverse group with necrons, tau, guard, skitarii, marines, and orks, except for the one tyranid guy. He got lucky and got scavenger on one of his guys, and stomped two or three people pretty hard. Now he has a full team of warriors all skilled up while most of our kill teams are out of action. Not very fun.

Thanks won't pay for it

At least it's not a penis enlargement ad.

Any list advice?

> red dots on lasguns
No

Why not? I literally do not have any experience and they seem to be useful for getting pins.

Lose the camo because you can buy it easily later on. I'd rather have the red dot on the vet sarge's bolter instead of the vets' lasguns.

Also you need more bodies on the table, guard have low LD and are squishy and you don't want to have to take bottle tests too soon.

Anyone else homebrewing some terrain this weekend?

Because they cost 40 points. You could instead downgrade your vets to regular guardsmen with laspistols to start out with (and bring more than just two). I'm guessing your nade launcher spec op and your plasma gunner will be doing the supporting fire and you need front line guys to get hit before your specialists and leaders.

Guard troopers are extremely weak, disposable cannon fodder that are pretty much good only for that.

Spend points on specialists or extra bodies, don't waste them in faceless mooks who don't add much value.

The only time I'd say put a Red Dot on a Lasgun is when it's on a Trooper that's managed to score +1 BS, then you pop a Hotshot pack on as well and you're rocking with a poormans LongLas that's hitting on 2+ base.

He a gud genestealla. He dindu nuffin

Any hints for a new player running a Tau kill team