Shadow War: Armageddon General

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:

mega.nz/#!m9BTkKCC!7k0JPHqH0hQpcdV9ZjX5CqrHIRR-ujkDsrVKdmDKrcc
forgeworld.co.uk/en-US/Inquisitor-Lord-Hector-Rex-and-Retinue
twitter.com/NSFWRedditVideo

Would you say this is easier to play than 40k (Kill Team)?

Absolutely

Anyone have the PDF with printable terrain handy?

Slightly more complicated, but you're getting much deeper game play.

It's much more complicated, but because the rules actually cover most of the situations that come up, it plays much faster.

It's kind of weird, but everyone in my group agrees that it plays faster even if the rules are more complicated. I think it helps that the rules feel very natural for the most part.

It takes a bit longer to learn, and list building takes longer, but I've noticed once you get in your first game and build your first list, the game speeds up dramatically.

What do you guys think is the best choppy weapon for your ork nob? I'm torn between a basic choppa and the power klaw. The big choppa is cool and all but it has a lot of downsides that really drag it down, especially with how you can't use a pistol to get the two handed bonus and it loses in draws.

I think I'll just go basic choppa to start and then upgrade to a power klaw later on.

So now that we know 100% that SWA and Necromunda are clone systems we can begin to use material from both systems interchangeably and learn from the large body of community built expansions like Inquisimunda and Ash Wastes.

This pretty opens up the whole 40K galaxy to skirmish gaming and allows for competitive campaigning with players everywhere for a marginal entry cost.

Further, by putting irregular humans in this combat system and linking it to the elite forces of the 40K galaxy it has provided a plausible baseline for the entire rules body. This combat system now becomes an actual tactical representation of the technology and methods of the 40K setting. It goes a long way to suspending disbelief and credibly acknowledges that gaming outcomes are built on player decisions and not broken rules sets or troop types.

In other words, if you lose it's your own damn fault. Your victories will be built on the decisions you make on the gaming table not in the broken lists you build or the elite troop types you buy.

I know this is going to be difficult for a lot of 40k players to deal with.

>this shit again
It's not a same system. get fucking over it. Your game's dead and never ever coming back.

>used last edition's edition
Also, what teams have you all made/are excited about making?
I'm sitting here with a GSC team, CSM team, and Pathfinder team staring me in the face, and I'm thinking about homebrewing a breacher team

>IG Cadians and Catachans
>CSM Alpha Legion
>Orks Blood Axes with maximum dakka
>Tyranid Warriors
>Skitarii Rangers

I basically am providing diversity for the store. I've been building a variety of teams and plan on running whatever the store runs low on. All of them have been fun in our demo campaign where we've been learning the rules and how the system works. We plan on doing a proper campaign in the fall when most of the college students come back and we have time to do a full run.

>dat variety
This is what I want. I'm the kind of guy who played the opening tutorials of the Elder Scrolls games more than any other part of them because I could never decide on a character for the most part. I just gotta get to work on making this terrain soon, or I know I'll be putting it off forever. Hopefully the great stack of garbage in the corner itself will be enough motivation

Well I'm kind of the de facto demo guy for my community. I shit you not I probably give a new player a game at least once a week. Recently with Armageddon I've been getting demo games in almost 2 or 3 times a week. The local card and board game crowd have seen the absolutely insane tables we've been making and have been eating it up. A local came up with an idea to use popsicle sticks as gangways and walkways and we've been having some pretty crazy looking tables as a result. It has done wonders for building up excitement for the 40k universe among the shop and many players are getting hyped for 8th indirectly because of it.

Hence the variety in kill teams. I can hand a new guy a pre built team that scratches most itches and gets him a good feel for the game (as long as they don't care for melee too much) and still have my own choice of team for playing games against the regulars. I often end up handing 2-4 teams for newbies to go against each other and just end up watching and being a living rulebook as I show them how to use the rules and what pages to check.

It is pretty rewarding seeing people who have never played tabletop wargames in their life just fall in love with the system. The rules make sense right off the bat and I've yet to have a person hate the game. I've seen matches end in 5 minutes due to a stupid decision and both players just laugh it off once they realize it's a campaign game and they can easily just set up another match in a few minutes after they've advanced a guy and bought more gear.

>MFW they can't help but have a great time and inevitably join me in the hell that is plastic crack addiction

multiple newbies have straight up called me a drug dealer in the way that I get new people into the game. First hit is free and all that.

if you can afford the power klaw, it's undoubtedly the best hand to hand weapon possible
the nob's great at melee anyway and it basically ensures you're going to get a kill every time you land a hit
i've been using the big choppa because it's cheap but its drawbacks are pretty painful.

I started homebrewing a breacher team for my brother. It'd be easier if I actually knew what the fuck a pulse blaster does(some kind of Tau shotgun? worse than carbine, but really good at 0-4 inches?). Otherwise they're just +15 point pathfinders with combat armor and gun drones that can buy pulse carbines instead of new recruits.

People think of it generally as a Tau shotgun but I'm not entirely sure how accurate that is. As in I'm not sure if it actually fires a bunch of miniature pulses, or one great pulse that dissipates rather quickly at any kind of range. I was definitely going to give them the option to purchase either a blaster or carbine, since only blasters would get pretty useless pretty fast. Also, an option for a guardian drone would be pretty interesting. Perhaps even haywire grenades, for taking out objectives and such. I was thinking that statting pulse blaster would be pretty weird, and then I remembered the GSC seismic gun, so I could use that format for a guideline. I think it has a lot of potential. I have just honestly never liked Pathfinders. Fuck GW

Will you fuckers stop leading the general die?

This general is pretty inactive most of the time. If you're not gonna help, don't bitch either.

So far I'm giving it shotgun ranges with 0-4 being s6 -2/3 armor and +1 to hit with 4-18 being s4. I have no idea if it'd be any good and didn't want it to just be a straight upgrade vs a carbine. Maybe I'll up it to 0-6 being the good range, but I'm not splitting the ranges any more than the game already does.
and then once that's done I'm going to be making acolyte hybrids a specialist choice for genestealer cults and making sure the kroot, gretchin, and expanded ork special weapons don't break the game

I read the rules just today and yeah, it is simpler.
Like, the individual rules are more complicated in some places, like you need to consider your range more since long and short ranges can give you modifiers, Close combat is weird if you asked me (like you roll your number of attacks and add your weapon score to see who actually wounds who or something like that, so hitting in Close combat isn't just I hit you you hit me), there are ammo rolls where your weapon can explode or be worthless for the rest of the mission, you don't get killed automatically after losing your wounds but more or less have to see if you make it and can fight on (with negative modifiers but still) or if you are out of action, all this stuff... but while I read it I never once thought this was harder to play than 7th Edition 40k.
It is very weird but I guess the rules are just kinda natural and you may need some helpful charts (Like common modifiers and when they take effect and stuff) but not 19 Pages of tables and shit just to play the base game.
I like SWA. Need my dudes to play it.
Think I'll field my harlequins

The rules are alot shorter too. Maybe like 40 odd pages?4
It pales in comparison to 7ths bulk of 300 some pages of shit

Close combat is definitely the most annoying part of SWA overall, but if both players know what they're doing it goes pretty smoothly. I think it's a fairly good system that allows a melee focused fighter to completely dominate another while still allowing for close calls and upsets.

Since you mentioned charts, I'll use that as an excuse to post this quick rules pdf again. It covers the basic rules of moving, shooting, hand to hand, and leadership and has been pretty helpful to have around in my games.

Hey /swag/, I'm super green when it comes to 40k, never actually played before, was hoping to get some pointers for team creation. I've seen boys before toys so I'll keep that in mind. Should I shoot for a full ten man team? Or keep it around 7-8 and leave some room for recruitment? What specialists are good to take? I was hoping to do a grenade launcher with frag/krak grenades. What about snipers?
This is the current lineup for my Catachan Kill Team, only have a heavy flamer and sniper left to paint. Also, apologies for the shitty pic.

>that paintjob
>those models

NOICE

I hate to rain on your parade a bit but you won't be able to take all those special weapons, you're limited to 3. I would take the GL, Plasma, and Flamer (preferably the sniper) They're all handy weapons for different roles.

As for boys before toys, IG needs it because we're squishier than most. However, getting all 3 specialists armed up right off the bat could give you a good chance at picking off enemy leaders and specialists right off the bat. If you can keep enemy specialists out of action and force them to roll on the nasty tables quite a bit, you can cripple other teams and buy yourself time to gain a lead.

Plus, with how cheap our guys are, even a 100pt rearm easily gets you another regular vet, so even with a fairly tooled up starting team you'll have maximum guardsmen relatively quickly.

Eh, it was my first go on making a SWAG, the last thread had 404'ed so I just copied and pasted everything from an old tab.

Please confine your autistic retardation to yaktribe.

Thanks user, the SWA rulebook isn't as obnoxious as the main game, but it doesn't have an index page which sucks. The reference sheets is nice to have since I'm to lazy to do it myself.

Thanks! Yeah I couldn't decide on what specialists to take, so I just started painting all of them up. Next on the list is a ratling sniper and I'll definitely put him on my team.

Most of the special weapons are good for something.

Grenade launchers and plasma guns seem to be the most generally useful though. Heavy flamers are great too.

How important are grenades? Are they an essential part of the kit or is it better to spend the points elsewhere?

Also, I'm sure it doesn't matter, but if I wanted to play Ravenguard scouts which Sub-faction would make the most sense to use fluff-wise? I was thinking either White Scars or Space Wolves.

>all team leaders barring Tyranids have 2w, and are recosted to show this
Good? Bad?

Frag grenades are good if your dudes have low BS. Krak grenades are good for killing multi-wound models.

They're not really "important" though.

I'd say for IG they're a good force multiplier but that low strength hurts.

That said if a tyranid warrior is bearing down on you they're better than a lasgun or shotgun at least.

>give models that don't have 2 wounds in any other game 2 wounds because [no given reason]
bad

frag grenades can really help against Tau, weirdly. Because they tend to be short-ranged unless they take a pulse accelerator drone... and if they do, they have to bunch around the drone.

A better version of pdf for epub, enjoy.
mega.nz/#!m9BTkKCC!7k0JPHqH0hQpcdV9ZjX5CqrHIRR-ujkDsrVKdmDKrcc

thank you very much, friend

Anyone have ideas for building a thematic Emperor's Children army? I'm building a 1,000 pt army for all 4 gods, and they have all been easy except for slaanesh.

Wish they could take Sonic weapons with the MoS similar to Inferno Bolts with the MoT :/

[Asks a mundane question that's clearly answered in the rulebook]

[Gives sarcastic reply with the sole purpose of validating one's intellectual superiority across the anonymity of the internet. Doesn't actually answer the question, though]

thanks user, printing off multiples to give to some people

to be fair many people are just now getting their rulebooks in that they ordered.

I know at my store we have had one rulebook that we all had to share that came with the league kit. Nobody playing there got a box in time so we've essentially had to pour over the book as best we can in the store and memorize it as best we can.

Now that the book is finally available for purchase seperately and a scan worth reading will be out soon I hope you should see the stupid questions less.

There's a pdf right in the OP.

some of the pages in it were very difficult to read, with the edges warped and blurred. Have they uploaded a new version and I just didn't notice? I haven't bothered to check since I ordered one of the new books and should get it sometime this week.

bro

Seems plenty readable to me.

Oh, well fuck me then

Dumb questions, but can you take a pistol and regular weapon on 1 unit?

yes
you could take two pistols, two swords, two basic weapons, and a heavy weapon if you wanted to

The only limit is one heavy weapon and then it's just whatever you can actually fit on the model.

A fighter can be armed with an infinite number of weapons. However they can only shoot one in the shooting phase, can fight with no more than 2 in close combat and lose the +1 attack dice bonus for having 2 close combat weapons if they have a basic, special or heavy weapon.

Thanks, playing my first game tomorrow didn't want to fuck up before I even got there

>it doesn't have an index page
Wat

There's an index page in the rulebook. I'm looking at it right now.

What page? Because there's no section in mine labelled Index or one with a list of terms and corresponding page numbers

There's Reference pages but not index pages.

>can fight with no more than 2 in close combat
can fight with no more than one in each hand in close combat

Page 2: Contents

...

Oh wait, you meant by terms. Ok, no there's no index. Then again you can just make a registry yourself with little postit-strips on any pages you want to access quickly.

pondering using the genestealer cultist rules for a pure Chaos Cultist force, but swapping the specialists over. Think it'll work?

This was pretty much the solution I figured since there's no index, although the reference pages are pretty helpful anyways.

It's one of the biggest pros of printed books.

I'm considering playing Orks for SWA. I've seen comments of 'boys > toys' and I was wondering: has anyone made a starting Ork Kill Team of as many Orks as possible without equipment? I think with 1000 points you could field the Nob, eleven Boyz, and six Yoofs.

You can field nob, nine boyz and ten yoofs naked with shanks for exactly 1000 pts. It's been done and successfully too.

Ork shooting is actually good. Not because of quality obviously, but due to their enormous volume of fire.

Spanners with big shootas and red dot sights are great, boyz with regular shootas a good too.

the shankboy list seems like fun but i've been playing this list and it's been working pretty well for me
i think you have a pretty wide array of options with them but shootas are cheap and effective

what do you mean swapping the specialists over?

Think user means special operatives

Even yoofs with shootas.

But user asked about naked orks with shanks. :)

I've got Steel Legion and Mordian Iron Guard teams in the works, Skitarii, Genestealer Cult and Inquisition Arbites I'm working on painting right now.

Just put these inquisition fuckers together using that henchmen conversion that was floating around here the other day (got the stuff for it a while ago actually).

Been painting my buddy's Krieg team and just bought a bunch of Orlock guys on ebay for use as more biker Catachans or maybe just a ported necromunda gang using that one user's cool pdf.

that head looks like Immortan Joe

Hows this look for a beginners list? Havent played yet.
CSM all with MoT
Champion (Power Sword, Bolter, Bolt Pistol, Inferno Bolts) 360p
2 Marines w/Bolter, Inferno Bolts 2x180
Gunner w/autocannon 280p

Too much shit, not enough bodies.

Also don't give models basic weapons and close combat weapons at the same time if you actually want to get the bonus for having 2 close combat weapons.

...

I suppose i could Cut the sword and pistol, what du you recommend instead? A cultist?

that's really something

The inferno bolts are unlikely to do you much good right out of the gate.

Any chance anyone has the newer version of the rulebook with all the army lists? Epub prefered?

Really? Thats a shame. I wanted to create Mini-Rubricae, you know?

read the thread

where is the inquisitor mini from? super awesome shit...

What do you think about plasma grenades?

I mean feel free to give them inferno bolts, but they won't help you when your dudes are all dead because they didn't have a cultist meat shield.

So you are suggesting to cut the sword and pistol for a cultist, maybe another instead of the bolts, yes?
What of the Gunner, is he ok or should i sdd more cultists?

You'll need your gunner.

forgeworld.co.uk/en-US/Inquisitor-Lord-Hector-Rex-and-Retinue

So I've finally decided what faction I'm going to play and I'm going with Skittari.

I was thinking about making them Necron worshippers/corrupted though since it could lead to some neat conversions and I was planing to paint them metallic+green anyway

I don't know much about newcron fluff though since I've been out of the loop a while so does this kind of thing still happen?

Tech heresy still happens.

What the fuck are you supposed to do as Tau?

Our special weapons are super terrible, and not at all like they used to be. On absolutely terrible guys.

Are you supposed to just throw as many pulse weapons on the table as possible, and hope that is enough to kill the enemy with your bs3?

I seem to lose to pretty much everything with them. The problem is that people bitch and moan when I use my Nids, because I pretty much Auto-win when I field them, but with tau, it seems to be the exact opposite.

The folks who get them usually have better guns.

Don't play tau but I've just had a quick look at the rules for them. I think the idea is your supposed to run them in little tag-teams of two and have one designated markerlight dude for the entire team. Get that one guy to mark one guy to ignore cover, get any available troops to take a shot and just stay outta trouble.

When one of your dudes get charged, cause they're in tag teams, your special rule kicks in, and the tag team member can take a quick shot and hope to god he stops him from slaughtering your dude.

Again, don't play them, but that'd be how I would run them.

>The problem is that people bitch and moan when I use my Nids
That would be because they are faggots who have tailored their KTs to maximize their ability to inflict 1 wound at a time to T3 1 wound models that want to do the same thing back to them and are butthurt that their metagaming doesn't work against tyranids.

I want to be 100% sure so I'm asking here:
I didn't find anything preventing me from taking the same type of specialist 3 times. That means I can make a squad with 3 Ogryns or 3 Scions?

Specialists != Special Operative.

It would cost you 3 prometheum and they'd go away after the mission was over, but you can do it.

Okay thanks!

Yeah sorry.

Shit I had to pass 5 goddamn captchas to post this what the fuck

My impression is that Tau is not as weak as some people claim. It's just that they're a synergy faction and as such they're very difficult to play right. They're extremely dependent on placement and grouping, but this is also their strength.

You can hire 15 ogryns if you have 15 prom caches.

Actually might be playable now.