Shadow War: Armageddon general /swag/

Heavy Stubbers Edition
>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:

i.imgur.com/mPB8oVO.png
twitter.com/NSFWRedditVideo

Surely Pathfinder teams aren't that bad? Sure the special weapons aren't phenomenal maybe a bit of an understatement but the pulse carbines are so good for a basic weapon, S5 -2 rend is so juicy. Especially with ignores cover from the markerlights. The burst cannon really seems pretty gud too. Are they just really gimped that hard by 18" range?

What's rend?

Read the rules for creating tables - you take buildings and shit untill you are satisfied with the look of the table - so If you want you can have as much terrain as godly possible. SO in short 18" range is normal range for this game - if you play on open table you just play this game in different way that it was intended.

So I was thinking of starting a Shadow War game with some of my friends at the FLGS and was thinking of making a wych cult kill team, any tips for building the kill team and for setting up the game?

From what I've seen many people simply don't have the terrain unless they were already Necromunda players. I know I've spent a small fortune on creating an adequately dense table.

Kinda beat me to it
Wanted to get a few more opinions on Tau in SWA

Hit modifiers do nothing.

lul

it's going to be impossible to completely lock down a table to

hey guys me and my friend are looking into playing armageddon, i wanna do orks and he wants to do catachans/sly
whats the best way to get started? just grab the rule book and try to get some minis?

Yes. And terrain. Lots of terrain, multilevel and los blocking. Google "necromunda terrain" to get an idea of what you need. If you are short on cash you can build your own cheaply. Google "necromunda terrain tutorial" to find inspiration. Regular trash from your home can be used to great effect. Toilet cardboard rolls, pringles tubes, drinking straws. If you want to build your own I strongly recommend investing in a glue gun. The cheapest you can find is good enough.

Buy a rulebook.
If you have a GW near you then you can just play there using their terrain. Otherwise buy a 4x4 battle mat and a bunch of multi-level industrial terrain from somewhere.

For catachans I would buy the command squad x2 since that gets you 10 bodies and a bunch of weapon options. For orks just grab 2 squads of boyz.

>you can just play there using their terrain
This is good for starts. That way you can start playing sooner while you consider getting your own table.

Cardboard terrain works fine when you're starting out, too. Better than playing at home on an open table top.

Absolutely.

Why are Bolters Ap -1? Why are Chainswords -2? How come Power Axes don't have a save modifier?

Wyches are considered melee kings(queens?), largely due to chain hook, mirrorhelm, and blade venom spam. So, get a bunch of guys/girls with that.

If you expect another melee-heavy opponent like Nids to show up, equip your bloodbrides with shardnets and impalers for an 83% chance per combat chance to reduce them to knife use only.

Your charge is 12" - that means you dictate when HTH happens. Hug, hide, and climb cover or you will die before then.

Make something like this for your first 1000pts. Spend a cache after the first game and get 2x Wyches with hook + venom then after the second get venom on the syren and pistols for the new wyches. Make use of hiding alot until you can get into combat. Don't be afraid to use the debs as meat shields for the brides if you absolutely have to

Syren - Blast Pistol, Chain Hook, Mirrorhelm

2x Bloodbride - Shardnet + Impaler, Mirrorhelm

2x Wych - Splinter Pistol, Chain Hook, Blade Venom

2x Debutante - - Splinter Pistol, Chain Hook, Blade Venom

pls respond

because of brexit

I imagine the Bolter and Chainsword modifiers are to make them feel a little more like they're described in the fluff. No idea about the power axe. Axes, unpowered, weren't particularly great at getting through armor but I was under the impression that in 40K "power X" meant it just tore through everything that the field touched.

because in close combat the strength of a hit gives it a save modifier

a guardsman with a power axe would have a -3 save modifier

The strength bonus on the Power Axe means it almost certainly has at least a -3 modifier.

is there an epub or if the rulebook something other than a pdf floating around?

>when you know homebrew is largely pointless but the voices tell you to continue your work

You can order the epub or printed version now, yes.

well, I like it. I've heard of several people bringing necromunda gangs into shadow war, and this is a nice streamlining.

needs skill tables. Presumably divided by gang theme.

Mine arrived in the post this morning actually, along with my Skaven Mordheim Warband box.

Copy paste that from Necromunda.

Yeah I picked up my printed copy yesterday

It's a work in progress.

The funny thing is that this can be used as a base for fielding a Dauber gang.

You still working on weapon points values? Missile launcher and grenade launcher have the same values for all their options.

Because I want it to represent generic gangs, rather than the specific gangs of necromunda, I'd like to use generic terms rather than actual gang names.

If anyone wants to throw out what to call gang types please go ahead and do that.

Glaring mistakes like that are indeed, mistakes.

Ah, so you're planning to make individual gear lists based on the archetypes?

I think some equivalent to Diggas (from GorkaMorka) would be fluffy and sufficiently different; lads who think the invading orks are ded 'ard and seek to emulate them. Could get access to a limited amount of ork equipment. Somemething like muties would be good too (mutation rolls as "upgrades?").

Has anyone got a copy of the epub to share?

No that's way too much effort. Just sub-faction skill lists.

Alright, so what are the different archetypes? Melee+agility, shooty+technological, melee+shooty, stealthy+shooty, melee+muscle and religious fanatics?

What do you guys think of the old terraclip malifaux terrain for SWAG? the streets look like the would be a nice base for SWAG/40K terrain.

In the simplest terms, pretty much.

Doesn't look very industrial but hey, whatever bakes your potato. :)

Maybe if you already had some/could get a set for cheap? They make sector sigma for underhiving

I already have some. The sector sigma stuff looks cool, but I fear the costs of printing that stuff...

...

Please carry on! Its very much appreciated. Had one of our group use this list already and it went down very well.

just bought a genestealer cult neophyte hybrid box to use for shadow war
are they supposed to come with extra torsos?

Needs more cover.

That's pretty good imo. More cover seems to be overdoing it.

Need more fences around the ledge.

>That's pretty good imo.
What do you mean? There is hardly any, Anyone who stands on those buildings is a sitting duck. I don't mean Terrain, I mean cover to hide behind. You want railings on most of the edges for starters.

I approve! It's a good excuse for me to dig out my old Delaques

Yeah ok. Some railings and some scatter pieces would be good, yes.

A good reminder is that most dudes can only walk 4" to hide so if they have a lot of cover that's a couple inches in between they can mostly sneak, if it's a 6" jog from cover to cover it makes a tactical choice to run for it, but if it's like 18" of no-mans land with nothing to hide behind then there's no way anyone would risk it.

yeah, there's gonna be torsos left over since they give you options for hunched or non hunched guys.

ok i was reading the booklet at the same time, that's why they give you the alien heads too, I get it.

>When the Eldar players at my local group complain about how unfair it is that they don't get Striking Scorpions
>"It's fluffy!"
>"Everyone else gets cool stuff!"
>"Games Workshop just hates Eldar!"

Please, tell me more about how Games Workshop is biased against Eldar.

They have some point since right now it's the Tau being wanked harder than ever and have the most OP shit.

I'd believe that if Eldar hadn't JUST got a codex that essentially said "Take all the cool shit from every one of your faction. Now give it +3 OP-ness from formation rules".

And Wraithknights still exist.
And Wraithguard.

I'm not saying Eldar aren't bullshit, just that Tau are heavier bullshit. A lot of factions need a little more love because all GW is doing is fucking up the game's rules to sell models. And that should never be the case.

>all this crying about Tau wank
>in a general thread about a game where they get fucked pretty hard and have shit weapon choices
Seriously, pulse blasters are fucking DESIGNED for this kind of situation and anyone who actually plays Tau or knows a bitz reseller can lay hands on a couple

They have no customization options. You can't move and shoot burst cannons or fusion blasters. Their grenades suck and don't forget
>I2

So I have noticed that the top tier armies all have one thing in common, a way to avoid pinning. How did they think it was ok for 2 armies to avoid the most crippling part of the game, and nobody else?

>Can't move/shoot burst cannons or fusion blasters
I mean other people can't move and shoot their heavy weapons. It's a little weird coming from 40k and them being assault weapons to this but it's for the sake of balance
>no customization
I just get the feeling you don't really need much customization when your basic gun is so damn strong. Tell me you wouldn't put pulse carbines on your guard gang if you could Unless you were trying to cheese the point system for an extra model or two
>Grenades suck
No counterpoint here. What the fuck were they thinking?
It seems to me Tau have access to some pretty strong basic gear, and above average numbers for the gear they get at the start of a campaign. I think their special weapons are a little too niche, but in their niche they seem pretty baller. I really haven't played with my pathfinders yet, and I'm going to eventually anyway so it's not like I'm trying to be talked into/out of it. Just looking for a little more info on why most people seem to think pathfinder teams are bad

Quick question. Bulding wych cult kill team, is agoniser worth it on syren? As a general rule i love it as option in regular 40k, but in SWA i feel like blade venom + chainhook is not only twice as cheep but also more efficient

>b b but tau
Eldar players have no room to deflect to anything. Your shit is most OP by far and isn't even a contest

Eldar are still far more bullshit than Tau right now.
Tau don't have the ability to spam D, nor can they flood psykers on jetbikes.

There is a /40kg/ where you can shitpost about this long into the night. This is not the place

I disagree. For example, its BS eldar can just hide behind their shooting platform that counts as cover, and shoot like normal.

i'd give them all cultist improvised armor/ork squig hide equivalent armor to start with, for free. add 5 pints to the cost of carapace since that's what orks pay to boost their 6+ to a 4+ with the init penalty.

you're doing pretty good on the weapon costs, as it should be SWA costs take primacy and any not priced should kinda be eyeballed with NCE prices. you did miss the axe in the melee weapons though (an un-powered axe. it's statted in the chaos space marine list for cultists)

i'd also say for things not already statted, give preferential treatment to the NCE profiles.
for skill tables, if someone wants to use the necromunda gangs or use them as archetypes, the nce skill tables translate exactly, just that techno is now guerrilla.

MAssive sword/axe/club should use big choppa rules from swa(they're identical to the NCE massive s/a/c)

pick the name stub gun or stubber and stick with it, you switched between them in the armory. as well, why do they get a 5 point discount compared to their necromunda cost? (i'd also suggest using the NCE +1 close range bonus and dash longrange bonus for it, as even at ten points with those bonuses it's still hot garbage)

your hand flamer, web pistol, and autogun should use the SWA stats (as seen in CSM and GSC lists)

dum-dum's could just be +1 str and unreliable, as most things that did explosions are now simply unreliable

your manstoppers are way too strong. they'd just be slugs without the -1 to hit on long range for five points

consider adding in bolt shells. 15 points for your shotgun to have a 0-4/4-24. +1 short, - long, s4, ap-1, 5or6+ ammo roll. (i'd be inclined to say 6+ but bolters in SWA are 5+ and in necromunda bolt shells and bolters were 6+. however basic shotgun shells went from 4+ to 5+ so the 6+ seems like it would remain unchanged)

that's what i got for now from a quick glance through it, oh. one last thing, i really don't like the second rate gear rule.

What would you suggest to balance a team of five models in place of no pinning? Without some way to deal with pinning, they would pretty much automatically lose to anything that outnumbered Them.

Don't forget drones. Your BS 2 drone may be inaccurate but he costs 110 including a gun other teams pay 200 points for.

Also, remember markerlights are great for priority targeting. You point at the guy you want dead and he suddenly has less cover than anyone else and therefore can be targeted regardless of position. You should never be taking a shot at a regular dude if you can help it. People will be much more likely to choose to bottle when they realize they're risking their specialists and leaders to every shot and not just their grunts.

Does it? I thought he rules specified that models never grant cover.

Are you fucking stupid? Are you honestly saying tau are more OP than eldar? Jesus Christ lay off the 1d4chan memes you gigantic faggot.

1d4chan is cancerous. It's written by people who don't play the games with tactics from old editions and hey revert any changes to their often objectively wrong articles.

It should burn

I was merely correcting someone's errors and false claims

I agree that's why I told that faggot to stop spreading their bullshit

So my local club will be starting a campaign still, with none of us having played the game. Based on the models I already own and the potential for some creative models, I was thinking a Inquisition or Ork team (likely the former).

For both, is the principle of "boys before toys" still strong? How many starting models is a good number?

Made a wrack kill team a couple weeks back meant to be made from the box. Enjoy!
i.imgur.com/mPB8oVO.png

New and improved.

Proofread my work for me.

holy shit nice

Will do tomorrow (worked for several years with translation, linguistic testing and proofreading).

Why autogun changed?

>- Points gained by an Underhive gang
kill team are not lost if unspent at the
end of the Resupply step, instead they
are retained and may be spent during
Any subsequent resupply step.
"Any" is capitalized when it shouldn't be.

You also might want consistency in using capitals, in one section you have Man-stopper and in another you have manstopper.

That's all from my quick read through. Looks good, thanks for the work.

My space elves have been getting their butts kicked in the local SWA campaign. Everyone's got their damn Red Dots and Photovisors and Telescopic Sights. It's a nightmare trying to get across the board.

You have to take it slow and hide. Most of the game should be spent hidden while you position to strike.

Different user, but I'm also making a wych kill team, did I take boys before toys too far, then?


[b]++ Kill Team (Dark Eldar Kill Team) [1000pts] ++[/b]

[b]+ Leader +[/b]

[b]Syren [180pts]:[/b] Chainhook, Splinter Pistol

[b]+ Troopers +[/b]

[b]Wych [100pts]:[/b] Blade Venom, Chainhook

[b]Wych [90pts]:[/b] Chainhook

[b]Wych [90pts]:[/b] Blade Venom

[b]Wych [90pts]:[/b] Chainhook

[b]Wych [90pts]:[/b] Chainhook

[b]Wych [85pts]:[/b] Wych Knife

[b]+ Specialists +[/b]

[b]Bloodbride [135pts]:[/b] Shardnet and Impaler

[b]+ New Recruits +[/b]

[b]Debutante [70pts][/b]

[b]Debutante [70pts][/b]

[b]++ Total: [1000pts] ++[/b]

Hey, questions:
Can you hide while being observed?
If someone runs close enough to reveal a hidden character, can other shoot that person?

Oh God, copied the wrong paste type from Battlescribe, sorry.

Yes.
Aim for 7 guys armed. Try and bring both bloodbrides right off the bat- the deldar specialists are dirt cheap compared to most due to them only needing one weapon to reach full effectiveness.

if a hidden fighter is revealed by proximity or vision, they lose hidden status entirely

Thanks

This is 8 as I kinda wanna keep the recruit for whatever reason, but does it look more effective?


++ Kill Team (Dark Eldar Kill Team) [1000pts] ++

+ Leader +

Syren [215pts]: Agoniser, Splinter Pistol

+ Troopers +

Wych [100pts]: Blade Venom, Chainhook

Wych [115pts]: Chainhook, Plasma Grenades

Wych [100pts]: Blade Venom, Chainhook

Wych [90pts]: Chainhook

+ Specialists +

Bloodbride [155pts]: Mirrorhelm, Shardnet and Impaler

Bloodbride [155pts]: Mirrorhelm, Shardnet and Impaler

+ New Recruits +

Debutante [70pts]

++ Total: [1000pts] ++

yes, orks literally have their schtick as they have more boyz than you.

i start with 10 orks, which seems to be a pretty good number if you're not going full shankboyz

Your leader can do good work with a shardnet & impaler if you want to arm the rest of your guys.
Otherwise, maybe just spread your gear out a bit- Give the debutante a chainhook or the grenades- As long as your guys all survive game one, you can pass the gear around when you're buying more.

Believe me, I try. But when you're up against Scouts with Sniper Rifles and Grey Knights with Psilencers/Psycannons on overwatch, it's tough to get close.