Shadow War: Armageddon general /swag/

Damned OP Space-Clowns 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:

games-workshop.com/en-GB/Chaos-Space-Marines-Cultists
twitter.com/AnonBabble

Is +1 initiative REALLY that useful?

>not zero terrain tau edition

previous

Not really. Helps you recover early from pinning and avoid falling wasier, but not much else.

Oh also it's useful for blind charges.

only if your movement is higher than your initiative at present.

On who?
For Dark Eldar it's the weakest combat drug and almost doesn't have any effect at all, for Orks it's a good advancement suitable for a mekboy.

Chaos marines.
>strength combat and shooting skills
>no agility for my EC
For shame.

I just got SWA yesterday, and i want to make a melee focused Chaos force.

So far i have an Aspiring Champion with Plasma Pistol and Power Sword with the Step Aside skill, a MoK marine with 2 Assault Blades and Crushing Blows skill, a marine with a Boltgun w/ telescopic sight, a cultist with an axe, a cultist with a shotgun and assault blade, and a cultist with an autogun and bludgeon.

Comments, concerns, and autistic shrieking welcome, and constructive comments are especially welcome

No sonics either.
No chainaxes for my khornates either,

For a mark it's a comparatively weak choice (+1I vs +1T come on), but it can be crushing against lesser mortals
>lasgun guards will be virtually useless, they can only pin you but you only stay pinned on a 6, you'd be fighting 10 vs 4

Are you giving them skills to start? You can't do that.

You can, "Call of the promethium sprawl" on page 100

Last thread archived:
Paint models before final assembly?
Orcs go on 25mm or 32mm bases?

depends, it mainly helps with not falling off of ledges and with taking overwatch when a guy runs across your lane of fire.

Also helps with ties in assault

I thought they got a skill to start? Where did it say otherwise, if you can point me to it?

I want to start a Necron force, but reading about their options (or lack thereof), I'm afraid it'll be boring as hell. Any Necron players here ?

Paint it assemble accept for arms, do those separately.
Use whichever base you prefer, or just the ones they came with

25mm or at least the ones in the SWA were.

So just prime components on the sprue?

That's for porting over a character from a previous campaign, you can't just invent a character and buy them stats
Because you get skills from advances. There's nothing that suggests a fighter can start with a skill

>taking overwatch when a guy runs across your lane of fire.
I thought overwatch was just -1 Bs?

>declare you're going on overwatch
>someone move in your 90 degree arc
>shoot at them at -1 Bs

If they start and end movement out of line of sight you need to roll initiative test in order to take a shot

why don't you read the rules m8

not that guy but he's not making the rule up. Check the page he mentioned. I think it's meant to just bring heroes back from an old campaign but it does allow you to build characters with skills.

I know that, i just acknowledged it in that post.
>That's for porting over a character from a previous campaign
So if this list is doing that, then that's fine, but if you can't just pay 25 points to buy a skill on a brand new fighter

Wow. So basically I can buy scavenger right off the bat for all my guys with gorilla.

No you can't ffs. Read the rule.

again, my memory is sketchy, but read the page, if I remember right they word it as a home rule for when you're starting a new campaign and want to bring back an old favorite fighter from a previous campaign.

>B-but all my gorillas got scavenger in a previous campaign!

I prefer to paint after assembly, but if you're worried about missing detail paint with sub assemblies (torso+legs+head and arms separate). As for the bases use 25 for the boys and if you have a 32 use that for the nob, he should be da biggest n' da best.

Not the same person, but nothing in that paragraph explicitly says you can only do this to old characters ported into your team. It just uses that as an example of when you might do this
GW is really terrible at getting their intentions for rules onto paper

So I just got my copy of the rules in today!

Quick questions:

How well do Skitarii fare? (My faction good or bad but I'm curious how you think they rate against the others)

And which factions are generally considers strongest/weakest?

I'm sure I'll pick up on it by reading the rules but having a general idea before I go through them would be nice :)

The way the passage is written, it's pretty clear that the second sentence is contingent on the first.
It'd be bafflingly retarded if you could just buy advances for 15 points for new fighters. You could just give everyone +1 WS for 15 points each. That's cheaper than red dots on most races and doesn't give the save. Or you could give +1 WS and +1 Attack for 30 points to a hand to hand specialist. That'd be completely gamebreaking in every way.
They should have written it more explicitly, but the intent is pretty clear.

Ohhh, okay. So starters cant have a skill until they advance. Thanks anons, ill fix it up.

Do you leave arms on sprue, or, do you pin them to something?

I made mistake of preassembling one scout, now I wont be able to get his chest to a decent finish

Thanks, for the basing advice. Are you running scout team? Wondering if same advice would carry over to scouts.

Tyranids and Harlequins seem to be the top tier, I think Tau and Guard are supposed to be pretty weak, and everyone else seems to be pretty much in tune with each other.
I'm not sure about Skitarii but they should be alright.

Usually I'll blue tack them to a small wood rod or something, definitely don't paint on the sprue cause your going to want to clean the point where you clipped it off.
I have some scouts but I keep them on the same size base which is 25 but putting the sarg on a 32 isn't a terrible idea to differentiate them, especially when their equipment isn't all that different from the troopers.

Just make sure to stop placing terrain after one or two pieces so you have plenty of open space to gun down your opponent.

And nothing in the shooting rules explicitly tells you to apply modifiers to your hit roll. Presumably GW is assuming players are not drooling retards that need everything spelled out for them. (I'm not sure why they haven't realised this is a poor assumption by now.)

And no, it is not merely using old characters as an example. It's literally in a section specifically about re-using old characters.

>place terrain until both players are happy

nice try but that won't work

I'm new to 40k and my shop is starting to get into swag, I picked up the book and a box of militarum tempestus guys. I'm still a bit fuzzy on how this all works but I'm getting used to it. Could you guys tell me if this list is okay?

++ Astra Militarum Veterans (Astra Militarum Veteran Kill Team) [1000pts] ++

+ Leader +

Veteran Sergeant [240pts]: Camo gear, Carapace armour, Power sword
. Bolt pistol: Red-dot laser sight

+ Troopers +

Veteran Guardsman [85pts]: Flak armour, Lasgun

Veteran Guardsman [85pts]: Flak armour, Lasgun

Veteran Guardsman [85pts]: Flak armour, Lasgun

+ Specialists +

Special Weapons Operative [150pts]: Camo gear, Clip harness, Combat blade, Flak armour
. Sniper rifle: Toxic rounds

Special Weapons Operative [205pts]: Assault blade, Carapace armour
. Grenade launcher: Krak grenades

Special Weapons Operative [150pts]: Camo gear, Clip harness, Combat blade, Flak armour
. Sniper rifle: Toxic rounds

++ Total: [1000pts] ++

Heavily implied and explicitly stated are not the same thing. Would like to add here we're on the same side, I agree with you, but they really need a team of people to go over their product releases before they put them out to pick up this kind of shit. Rules lawyers abound

Maybe consider taking plasma instead of one of the snipers if you can find a way to afford it. If you go up against an elite squad you'll want the high impact and multiple wounds

I can just run a naked specialist with a plasma gun, and give one of the guardsmen a shotgun instead of a lasgun

Plasma gun > Grenade launcher

Plasma guns are amazing.

That'd probably be good. Shotguns can actually be kind of decent because of the cover mod. You might consider getting rid of a couple of the swords too, you pretty much don't ever want to be in hand to hand with guard from what I can tell.
Seems like a solid list though.

Cool, thanks user

Anyone play Inquisition? I was hoping to build a force and was looking for advice. Both in composition and just modeling. I was thinking Scions for acolytes but no idea for Initiates.

There's no official models. Use anything.

I know there aren't any official models. I was looking for any suggestions.

I'm personally going to get a Greyfax, and make some thugs with Genestealer Acoyte bodies and new heads.

Some non-GW models would be best too.

Ran my first game as Inq. Used a box of Cadian troops for my Acolytes, armed pretty much solely with Lasguns. Picked up a Greyfax model for my inquisitor. And a box of Scions to use for bits/specialists.

Not mine, but someone posted this and a few others a bit ago. Vanguard helmets are pretty much a community favorite. Really any bodies ought to work for you though, just find the ones you like best

>play CSM
>look into SWA
>90% cultists
>own no cultists

Oh...

Composition wise I think acolytes with sniper/plasma/storm bolter are the way to go to really abuse your access to special weapons. For intiates you should get creative, I'm using a mix of fantasy parts and GSC.

>90% cultists
You can't have more than half your team be cultists, at least for a pickup game. Nobody is forcing you to use Cultists at all, actually

Uhm. You really only need a few cultists if any, the Marines are pretty ard'. The bodies are just in case you're worried about bottling easily or want meat shields.

Can't you not recruit fallen Marines, though?

If you're no cheese-meister, and don't care 100% about their wargear, then it isn't hard or expensive to get a few.

games-workshop.com/en-GB/Chaos-Space-Marines-Cultists

You can't recruit a leader, you can recruit more marines and you can replace specialists if you drop under 2.

You can, you're just going to need some more curency from scavenger, PS roll, or burning a promethium.

You have to pay to increase the recruit limit to 200 points.

It's perfectly fine to have a team of nothing but marines.

Oh, well that's a relief then. It's a shame there are no legion stuff (but Orks get klans?), but cool. Thanks.

I know they're cheap enough, but they were never worth the price to me be side I needed a million for 40k. I have 3 HH sets, so having even more bodies wasn't exactly high on my priority.

I have almost the exact same guy second from the left sitting on my desk.

I've already played half a dozen mini-campaigns and only ever lost one Marine, so really I can cherry-pick awesome guys I've rolled in previous campaigns and still follow their ass-backwards intent. 25pts for Ammo Hound instead of a 60 point autocannon reload is kinda BS but legal.

Yeah it seems like the kinda thing that should be agreed upon by everyone in the campaign.
And maybe limited to a single fighter.
I'm sure how different people will deal with it will vary.

This is my Inquisition, I'm currently getting it painted up so I only have more pics of one dude. I used scions with Skitarii heads and sisters of silence pauldrons, shields from Custodes, and Mauls from Skitarii and Genestealer Cult. Acolytes and Initiates get regular guard torsos.

Dude I'm loving that arbite look

Thank you, that was my intention. Also channeled a bit of Judge Dredd in the paint job

You get chaos marks.

What's an effective procedure to run a campaign with three people? Seems like someone would always get fucked by going twice.

My legion is unmarked, though.

>Mark of chaos undivided

You're not able to find anyone else who wants to play? When Shadow War came out we had eleven people jump on it and my meta is tiny.

Is the +1Ld really useful?

On the leader, at least. Stops you from failing your bottle checks.

So I posted this late last thread and had a question I didn't get to answer. The yellow parts are made from craft foam, and the white is plastic needlepoint grating.

Sadly no.

So I was thinking about it, and the person playing more often isn't getting shafted, they'd be getting twice as many advances and more income and more points. If you really only can have three, rotate the person playing more games so it evens out.

Local GW starting a SWA campaign, looks to be ~24 people on friday nights.
Taking my sisters but torn between two lists. How do these look?
List One:
Sisters Kill Team - 995
Sister Superior (175, 50, 55 – 280)
Power Sword
Condemnor Boltgun

Battle Sister (90, 50, 35 - 175)
Simulacrum Imperialis
Boltgun

Gunner (100, 190, 20 – 310)
Multi-Melta
Telescopic Sight

Novitiate (80, 35 – 115)
Boltgun

Novitiate (80, 35 – 115)
Boltgun


Double MM list - 995

Sister Superior (175, 35 – 210)
Boltgun

Gunner (100, 190, 20 – 310)
Multi-Melta
Telescopic Sight

Gunner (100, 190, 20 – 310)
Multi-Melta
Telescopic Sight

Battle Sister (90, 50, 25 - 165)
Simulacrum Imperialis
Bolt Pistol

I really like the idea of double 36" Multi-Meltas, but seems like I'll be bottling super easily with it.

I haven't gotten to play SWA, but you look like you don't have a whole lot of bodies on the table.

Very True - Which is why I've gone so defensive with a Simulacrum and the long range weaponry. Hoping to take out models before they can come kill me!

List 1 is good for all comers, if there are tyranids in the meta though MM list could rain on their parade.

What would that kind of schedule look like? Im having trouble visualizing it.

Is a Catachan Jungle fighter box enough to start a Kill Team?
What's a good begginer build?
Can my leader be Danny Trejo?

Yes
I don't know
Why not?

>Is a Catachan Jungle fighter box enough to start a Kill Team?
Yes
>What's a good begginer build?
Nades and plasma are your friends
>Can my leader be Danny Trejo?
He better be

>limit one per campaign
>must be bought in the initial 1000pts buy in
>Must mark all stats upgraded, these may not be upgraded again

I could dig that, let everyone get one guaranteed super dude. If you really want to keep it from getting out of hand, the vet you bring back could be forbidden from being allowed to roll on the advance table unless he's the only eligible model for an advance on your team.

The issue is more for elite kill teams like nids I think, in that they have so few guys you're essentially setting up a 1/5th of your team to be badass, but then again they're usually so strapped for points that by the time they bought the vet they'd be struggling to get much aside from the most basic of weapons. It would handicap them pretty hard in the beginning and keep it fair more than likely.

very. Not just for the leader, but on your regular guys as well. It means that if you lose your leader your regular guys roll as a normal sarge, and it also helps with break tests (which you don't get to ignore) and also in general helps with things like fear and confusion or fear checks.

I run my alpha legion with +1 ld on every model as undivided and that extra leadership has saved my ass like 5 times already.

Think they'll ever include daemons? I want a kill team of a bunch of horrors scrambling and giggling about some shitty section of the city.

If they did i imagine they'd either do Bloodletters or Daemonettes. Personally I think if you want to play some horrors you should write up a homebrew for them, and get it OK'd by your playgroup. Sounds like it could be fun

I don't even know where to begin with that, but it sounds fun

Can't put the telescopic sight on heavy weapons, sorry.

Condemnor isn't great, due to there being very few psykers in game.

Trim your sister superior down, She isn't that great at combat. A combi weapon is solid, or a plasma pistol lets her knock down anyone.

If there's enough scenery on the boards, a heavy flamer is monstrous.

I'd personally say the Heavy bolter is the superior Hw for the sisters, as you get 2-6 shots that deal d3 damage each, though you're likely to be rolling for ammo every shot.

It seems to be worded in a way that you'd note it as a purchased upgrade; I posted my 'veteran' CSM team in the previous thread and included their stat buffs on their equipment. My Champion could roll Hardy again and gain +1W but not +1T because he already has that specific advancement, even if I'm paying points for it.

Another way to do it is perhaps limit it to only one upgrade per model. Stat increases for 15pts is a bargain but you're not going to create unkillable badasses even if you cheesed it by stacking Hardy with MoN for Toughness 6. Just keep pinning the bastard with gunfire.

>Can't put the telescopic sight on heavy weapons, sorry.
Where was this mentioned? The FAQ mentions being unable to put scopes or laser sights on things like meltaguns and flamers, but I thought heavy weapons were fine?

Trying to make a Skitarii kill team with a box of rangers, and having only one of each special weapon is kind of limiting. Especially with the arquebus being so expensive. I have:
>Alpha with galvanic rifle (185)
>Specialist with plasma caliver (165)
>Ranger with GR and data-tether (150)
>Ranger with GR and Omnispex (155)
>Ranger with GR (115)
>Ranger with GR (115)
>Ranger with GR (115)

Not sure what I can do without buying more boxes just for delicious plasma. Have I fallen for GW's tricks again?

Telescopic sight entry in the rulebook (p68):
>A telescopic sight can be fitted to a basic weapon or a
special weapon.