Shadow War: Armageddon general /swag/

Nobody wants to play Orks 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
twitter.com/NSFWRedditGif

I played my first couple of games today as part of a campaign and actually won all three of my games due to bottle tests. I'm guessing that's typical, but none of us really came close to completing the objectives. Last game was a four-person free-for-all and I was getting fucked up until it was down to me and one other player, we just slugged it out until he bottled out.

Question guys, I want to do an inquisition killteam since I have some coil models to use for it. Do I go for snipers, storm bolters, or a mix on my acolytes?

Assume that the snipers will have toxin rounds.

probably a good idea to have one sniper at least

Run a toxin sniper. Having some long range cover to support your short/midrange team can help a lot. Maybe consider two later on, since stormbolters do get ranged sometimes, and auto-wound helps vs crap like Nurgle Marines.

Thanks to the anons from last thread, I have built my Ork kill team! Paint soon!

Going to play a campaign on Monday and see how they do.

what's a good mark of chaos to use that isn't nurgle that will actually be useful

Nurgle > Slaanesh > Undivided > Tzeentch > Khorne

Is the arc rifle worthwhile for a Skitarii team? I'd take a second plasma caliver, but you only get one in a box. S5 AP- doesn't look any better than the galvanic rifle's S4 AP1.

Any word on rules for Imperial Knight teams ?

>implying Undivided isn't great for bottle tests
>implying Khorne isn't perfect for building a 4 dice CC monster Champion

They all have their uses.

The leadership from undivided is more to stop your guys panicking as an inconvenient time and 4 dice isn't that useful, you only need enough to roll that 6.

anyone got the link to the better version of the pdf posted recently?
(not the one thats in OP)

Is it better for an Inquisition Kill-team to go Initiate-heavy for numbers or spend more on a couple of kitted-out Crusaders with power sword & board?

Melee inquisitor + a crusader bodyguard for objectives and then losts initiates for ranged support.

>Those quads

Your word is law, Inquisitor...

Is it a good idea to recruit a naked gunner and then in my next game use my rearm bonus to get them a weapon?

Finished painting my space marine scouts today, they are old school metal scouts too.

Originally they were all orange tiger striped, but had to strip them all and repaint, only kept the sergeants cloak for nostalgia reasons.

Hopefully they will play well at my shop.

Depends what team you're building. I'm assuming your Sisters so my advice is it might not go too well. I tried a similar thing and it can put you pretty far behind most crews spending all your points on one character while your opponents are getting extra bodies or gun gizmos.

You're better off giving them a weapon at the start, even if it's something that isn't a Heavy Bolter.

Some kind user posted the standalone rulebook pdf a few threads back, worth replacing the scan in the OP with it desu

mega.nz/#!m9BTkKCC!7k0JPHqH0hQpcdV9ZjX5CqrHIRR-ujkDsrVKdmDKrcc

Which team? something like Tyranids can do it well, Tau are better off without any guns, guardsmen rely upon them for any actual killing power.

>mega.nz/#!m9BTkKCC!7k0JPHqH0hQpcdV9ZjX5CqrHIRR-ujkDsrVKdmDKrcc

thats the one i was after, thanks!

Sisters. I already have a Flamer and a Simulacrum.

You need enough to roll a couple 6s, fuckers can parry you know?
Trip 6s would be devilish, now parry this mr 2 swords guy, but doubles are almost always good enough.

A gunner with a basic weapon/another flamer's not a bad idea, then. I'd dodge the simulacrum until you have a bunch of bolter bitches with red dots rather than having it from the start, so as to gain the maximum from your kinda hefty investment-50 points is a lot at start, whereas if you play four games in a night the investment pales by comparison. Does four bolter girls, two flamer specialists and a leader fit in 1k?

Is the plasma pistol a better option than bolt pistol for my Aspiring Champion (MoT)? Or is it better to use the bolt pistol and get inferno bolts?

Plasma pistols are great, High Impact, 18" range.

>MoT
Why? Khorne, Nurgle and Undivided are all better, if you're in a situation where that 5+ Invuln becomes applicable you're fucked anyway.

Had a box of rubric marines, got some cultists for cheap and now I've got my first killteam. Figure they gotta be tzeentch as they're all blue and stuff

Rubrics are different to MoT marines. There are no Rubrics in SWA, same way there are no Berserkers, Noise Marines etc... I mean that being said your FLGS might not have a problem with you using Rubrics as ornate Tzeentchian marines, but also keep in mind that Rubrics are bigger and that may disadvantage you when it comes to cover. As an eternal servant of Tzeentch it also rubs me up the wrong way.

Yea I didn't mean to imply I would be playing them as Rubrics sorry. Figured they were close enough to regular CSM but didn't know the models were bigger until my brother bought some normie Marines.

Unfortunately no FLGS but me and my bro will be playing within a week or so. Got a box of immortal/deathmarks should be in tomorrow and once they're painted just gotta finish terrain. I've started painting everything and my autism compels me to not play the game until everything is painted

It should, but you'd need the drop a few red dots.
I was lucky in my last game where I rolled marksman for my leader as an advance and +1 BS for a Bolter sister because of "What doesn't kill you.."

>What is "count as"?

>what is low model count that pretty much negates the need for counts-as

Getting your hands on one box of standard troops isn't hard.

Thoughts? Just worried about a possibly low model count when it comes to such squishy dudes.

Veteran Sergeant: 205pts
Boltgun, Power Sword

Veteran Guardsman: 100pts
Chainsword, Laspistol

Special Weapons Operative: 195pts
Grenade Launcher w/ frag and krak

Special Weapons Operative: 135pts
Sniper Rifle, Toxic Rounds, Camo Gear

Veteran Guardsman: 75pts
Lasgun

Veteran Guardsman: 75pts
Lasgun

Veteran Guardsman: 75pts
Lasgun

Veteran Guardsman: 70pts
Shotgun

Veteran Guardsman: 70pts
Shotgun

Anygood?

Plan on playing Steel Legion in a local campaign so touch limited on models I can use. Few weapon swaps aren't beyond my ability to convert though.

Are you really complaining about using rubricae as MoT marines? This is next level autism.

Did you even read my post? Go on, try actually reading properly for once.

Can you still Hide if you are Downed??

The rules are pretty unclear

There's nothing saying you can't.

It says they can 'do nothing' except the 2'' move

Oh right, I was reading the Hiding rules. Well, there you go.

Why is this confusing? They can do nothing but the 2in move.

This is the most autistic shit I have ever heard. Rubrics, Noise, Plague, Berserkers etc etc are all still Chaos Space Marines, just because they're a bit flamboyant doesn't change that.

Access to Inferno Bolts

>This is the most autistic shit I have ever heard.
You haven't been here long I take it.

Right now the contest is between To-Hit modifiers don't apply to anything guy, the guy who pastas a retarded autistic post he made on yaktribe that got 0 replies there and the dude who plays with his cat.

I feel the chainsword and seismic cannon are kinda a waste. I would go either a second heavy stubber, or a mining lazer if you think you're going against nids. Also consider giving your hybrids/initiates bolt pistols

> and the dude that makes lists of autistic shit that happened so he can regurgitate them to get some sort of leg up on an internet message board

You missed one out...

Seismic cannons are not a sensible weapon or an efficient use of points. They are, however hilariously powerful.

>mfw bs4 bolt pistol hybrid that I'm going to dump stealth skills on
If he gets infiltrate the rape will never stop.

Which one of the people listed was you?

Buuuuuut Hiding is something you can just declare as part of a move.

So can they declare it as part of the 2" crawl move?

I know the term is used pretty flexibly here, but I don't think remembering recent events is autistic.

DUDE! I was going to do steel legion too, if i can mix them with an inquisitorial element or storm troopers.

If it were me i'd consider not giving the Sgt a boltgun AND power sword. You have to commit to either melee or ranged to avoid wasting half your time every round.

Heres an idea for the shotgun conversion.

>Not rolling guerilla on all your dudes so they all have scavenger and you get +150 points to spend per game then

Cobbled a bunch of Orks out of an old Black Reach box and some spares, how's this look?

Boss Nob - 160 pts
Slugga - 10 pts
Choppa - 10 pts
'Eavy armour- 25 pts

Spanna Boy - 70 pts
Big shoota - 150 pts

Spanna Boy - 70 pts
Big shoota - 150 pts

Boy - 60 pts
Slugga - 10 pts
Choppa - 10 pts

Boy - 60 pts
Slugga - 10 pts
Choppa - 10 pts

Boy - 60 pts
Slugga - 10 pts
Buzz-choppa - 15 pts

Yoof - 30 pts
Shoota - 25 pts

Yoof - 30 pts
Shoota - 25 pts

Big Shoota Spannas benefit greatly from red-dot laser sights.

If I end up making another SWAG thread, I'll add this to the OP

mega.nz/#!m9BTkKCC!7k0JPHqH0hQpcdV9ZjX5CqrHIRR-ujkDsrVKdmDKrcc

>buy rubric marines plastic kit
>make CSM killteam with Mark of Tzeench and Warpfire ammo
>exalted sorceror model for Aspirant
>tzangors for cultists

Seems Changey enough

Ooh, nice! Who or what would you recommend dropping in order to afford one, or should I hang on until I have some prometheum to flog?

yup, just use the AOS tzaangor melee weapons and you're golden.

Yeah the only reason he has the boltgun is I had points spare and not much else to spend them on. I suppose I could give 2 guys camo gear.

Are you annoyed that IG can't use missile launchers? I was, these two guys are great and it's a shame not to use them.

At first I thought you could represent a missile launcher by giving a grenade launcher a telescopic sight but you can't do that either.

I don't think they could be bothered to come up with rules for heavy weapon teams.

Then don't, just give them access to heavy weapons like everyone else.

I understand why they built the lists around the miniatures but it does lead to some discrepancies. It's like the old house weapon lists but about 100x worse.

Genestealer cult gang is coming along. Painting is a real slog, still being new to this. Having 9 armed members right off the bat seems like it's gonna be pretty strong.
thankfully nobody plays nids in my group

What is a good way to build a Space Marine Scout team? Running Dark Angels (So Angels of Redemption I guess), if that matters.

The original plan was:
- Scout Sergeant with Chain Sword and Plasma Pistol, and frag grenades. Also Camo gear. 305 points
- Gunner with Heavy Bolter. Camo Gear included. 295 points.
- Scout with Camo gear, photo visor, Sniper rifle and Toxic rounds, plus a bolt pistol. 200 point.
- Scout with Camo gear, photo visor, Sniper rifle and Toxic rounds, plus a bolt pistol. 200 point.

Good/bad?

4 dudes seems bad. You have a ton of toys but no boys. What's gonna happen to you at mid range/close engagement? 0 bolter dudes seems bad

eh, you don't have anything obviously bad so it's all up to what you want to prioritize.

Too much points spent on gear, not enough bodies.

literally the moment one of them goes down you're on the clock to bottle, its why 5 guys is kinda standard because it moves it to 2 guys.

Just one sniper would be good, hold off on the Heavy bolter and just start with two Specialists with Bolt Pistols, that way you can buy the Heavy weapons down the road. Two noviates, one with a bolter and the other with a shotgun would round out the list. I played the start of my first campaign yesterday and this is how my list looks now after winning 3 out of my 4 games.

Drop the tox rounds and photo visors on the snipers, save it for later upgrades. Same with the chainsword on the sargeant until you give him some kind of melee skill. Use the points to get another scout with boltgun.

>Not just buying a box of actual genestealer cultists.

Why?

I'm poor as hell, and got 2 boxes of DV cultists for really cheap
You're welcome to buy me a box if you want

I got tabled by Skitarii Rangers with Galvanic Rifles and Plasma Calivers. You know what i didnt see? An arc Rifle. Ive fought three Skitarii lists, lost every time. I never saw an Arc Rifle once

I guess two cultist boxes is half the price, but the actual Hybirds have a nice collection of spare bits you can use.

user, i...

Don't get me wrong, I plan on getting some eventually. My next purchase is gonna be a Goliath truck, and I definitely plan on slapping those 4 dudes on bases, then after that getting an actual Neophyte box

Wait. Did you buy some from a guy at Eclipse in rolla? Dude with curly hair?

Yeah, figured as much. Not sure what else to spend spare points on though.

Photo visors anywhere you can. The thirs skitarii guy had loads of trouble with my axe cultist because he kept ducking around cover and the GRs had a motherfucker of a time hitting him till he got a chance to eat one of them

I found some half painted wolf scouts.
Whats a good begginer build? I have 5 bodies on me right now, and loads of dwarf bits to customize.
Id like to go a bit melee

Did he not have an omnispex?

Yeah, visors and dots are probably the way to go. Still annoyed that I'm supposed to buy two extra squads just to get special weapons though.

Hmm.

How does this sound:
Scout Sergeant; Camo, Plasma pistol and Assault Sword

Scout; Camo, Bolt Pistol and Assault Sword

3 Scouts, Camo, Boltgun

Scout, camo, sniper, Toxic rounds.

6 guys instead, now has only 1 sniper, and 2 close combat guys.

Better?

Well, according to GW you are/"OH IT'S SO CONVENIENT AND THEY ARE NEW AND YOU GET A LOT OF STUFF TO WORK WITH".

You could also just buy the bits on e-bay or whatever.

I feel you though. It's definitely less of a hassle to just get what I was probably gonna get anyways for 40k and use some of the bits for this. Especially if I magnetize.

>Orks
>CZ

My negroid brethren. How do you like that one? I'm saving up for a P07, hoping to get the fancier models someday when I have a nicer job.

Due to some extremely poor luck with key Kill Team members dying, I'm re-rerolling my warband and opting for GKs instead. Haven't seen these lads on the table so firsthand advice would be appreciated. Because of our houserules I potentially have an extra 100pts if I burn a promethium cache.

r8 m8s

Justicar
Knight
Knight w/warding stave
Gunner w/psycannon

Possibly relevant info: strongest warband in the campaign at the mo is probably the full sized kill team of 20 Orks, we also got two Skitarii teams that turtle to fuck, one has a lot of plasma, the other has the sniper. I don't care so much about winning, just don't want to get anally destroyed. Any tips?

Went with the boys over toys rule.
Tell me what you think?

Inquisitor: power armour, boltgun, power sword, plasma syphon - 330 pts

Crusader: Power Sword, Storm Shield - 185 pts

Acolyte: Chainsword, Bolt Pistol - 115 ts

Acolyte: Storm Bolter - 120 pts

3x Initiates: Boltguns - 85 pts each

Avoid plasma like the devil

>not enough special weapons to cover the unit's basic options
>convenient
Thanks GW.

I expect to buy them anyway for 40k, but it's still shit. Plus I don't really want a load of unpainted minis lying around taunting me. And buying a couple of plastic guns off ebay sounds like a faff.

This makes me wonder about a similar issue, because lets say you equip guys with cheap weaponsa t first and then spend points later to upgrade their guns, however yoa re not reimbursed the cost of the cheap guns when you throw them away to get better guns, so is it better to just buy best-in-slots right off the bat and not waste points on cheap shit?

I...don't know?
Please don't ask me. I've not even played a proper game yet, just trying to get my dudes outfitted.

Are you that guy that was talking about taking skills on models in a new kill team?

Honestly if you're down and you put your model face down or whatever 9/10 times you're probably not in LoS to be shot at.

Are Tesla carbines better than Gauss blasters for immortals? They have sustain fire but none of the minus to save modifiers. Should I have at least one of each? Deathmarks are shit right?

They'll be up against a CSM team first so maybe the blaster would be nice?

CSM actually have enough armor for the rending to matter.

Looks a lot like an RPG to me, so might as well my dude.

>Play with whatever you find lying around
>Teabag knight
>Bottlecap champion
>it's fine because Tzeentch changes them to functional forms to move and shoot
Checkmate, GW

Why can the sisters of battle leader take a plasma pistol and not an inferno pistol?

Regarding a down model hiding, the rules are vague.
The hiding rules say that "the player simply declares that their fighter is hiding", and that "they can do this before, after, or even during that fighter's move." It explicitly says they can't hiding if they run or charge because "their sudden burst of speed does not give them time". Notice also that the counter is a "Hidden" counter and not a "Hiding" counter, since it's just a circumstance the fighter is in rather than an action being performed.

On the other hand, the Downed fighter can "crawl 2"... cannot do anything else". So is a CRAWL different from a MOVE? Does the play declaring that their fighter is hidden count as the fighter "doing" something? Who knows.

This is a symptom of a larger problem at GW, they write their rules using natural language, instead of codifying keywords. They don't use exhaustive state-based cases, instead they evoke some minds-eye theater to justify game concepts. Finally they break up important rules scattered throughout the book, making it easy to overlook special cases. So this leads players to assume they grasp the full rules, according to their interpretation.