Shadow war armageddon general /swag/

Retard bingo edition

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

>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:

17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/05/ShadowWarFAQv2May2017.pdf
brother-vinni.com/shop.htm#!/Female-Troopers/p/39327499/category=9008390
warhammer-community.com/2017/05/05/shadow-war-armageddon-your-questions-answered/
ask.fm/catfag
twitter.com/sethcatfag
twitter.com/AnonBabble

...

Armfag was right.

Hello armfag.

Die

Played a game against my cat today.

5 slaanesh marines vs 5 tzeench marines
3 bolters, plasma, powersword and plas pistol vs 4 warpfire bolters and a power sword.

We both lost two guys but he bottled and I didn't. My champion beat his in a fight and rolled +1T and I advanced him against for true grit.
That's a pretty good result, right?

How does this look plan on running GK. This would be for stand alone games.

...

In all future cases batreps should be stated as being played against your cat or cats.

Oh, but a bolter guy is in hospital and one is captured.

I recruited three autogun cultists to try and take him back but I'm not sure if we can do it with only 3 marines.

Should payed for an operative.

I won so I still got more juice but I only have a spawn.

Can I use the call of the promethium sprawl rule to bring back a unit from someone else's team in a previous campaign to join my team in a new campaign?

Like for example my five cats played a campaign while I was at work and one of them play guard but will be playing pantstealer cultists in the new campaign so I was kinda hoping I could bring back one of her specialists since it got some sweet advances.

Shitty desu. Gotta go get a terminator from somewhere.

Only if you truly cherish that fighter.

As written, there's nothing stopping you, although I don't think that is what was intended.
But if your cats are okay with it, go ahead.

I'll ask their permission for the next campaign then.

>three CSMs, one with a plasma gun during the raid
>vs 9 orks
>sneaking up on an Ork yoof
>not spotted yet
>raises his plasma gun to start the ambush on the enemy team
>It explodes, fails to wound the yoof
>all 9 Orks turn around to face the two space marines and their idiot friend who's bleeding out on the floor

My cat got the better of me this time.

Quick rules clarification: if two guardsmen are in base-to-base combat with one of my orks and I charge a second ork into base-to-base range with one of the two guardsmen, does that ork count as engaged in combat with both guardsmen or only the one he's touching?

>not charging for da stelfy kill
This was your first mistake.

You can only fight if you're in base contact.

Can we get right FAQ in the original post next time

17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/05/ShadowWarFAQv2May2017.pdf

Alright, I got scout team female conversion team, memestealer cult and harlequin troupe coming together eventually for shadow war, what im in for?
I remember seeing couple games of necromunda, im familiar with characters but never played the game.

>scout team female conversion team

yes, female scouts

>putting 3rd party material in the OP

>scout team female conversion team
Which bitz?

Can we put the previous threads in the OP? Sometimes, there needs to be a way to return to the origin of Catmeta and Third Party FAQs.

These ones, flamer and missile launcher, sergeant too. Its just for gaming at home, were building 2x3 modular board for this.

>These ones
>no name in image
>no name for filename

Cool yes, a pure picture of them was what I was requesting.

So do the people who are arguing about arms think that their position makes tyranids better or worse?

Does 2 arms make them better/worse? How?

Does 4 arms make them better/worse? How?

I tried a spawn once and it was actually really powerful.

2d6 move is it's secret weapon, rolled a 10 and charged 20 inches across the board to munch on a special weapons guy.
If you're min-maxing then you either need tzeentch or nurgle to survive but don't underestimate it.

brother-vinni.com/shop.htm#!/Female-Troopers/p/39327499/category=9008390
Literally less than a minute on google.
I'd say they look more like IG by the way.

The actual question is:

Are lash whips and boneswords, and pairs of boneswords considered 1 or 2 weapons (they have two weapon entries, not one like the "pair of" weapons), if 2 how many weapons are tyranid warriors allowed to fight with in close combat?

Tyranid warriors objectively don't have 4 arms in rules terms, if they did they'd have rules like genestealer cult models that reflect that. Instead they have two "pairs of arms" which are treated identically to arms, hence the rule for raveners which is worded identically to the GSC extra arms rule.

They don't really benefit either way.

Hey /swag/ quick question. I'm fiddling around making a Grey Knights kill team, grabbed a couple guys from ebay. Got a terminator to bring in as a special operative and I'm wondering how to arm him. I've got an old metal model with a storm bolter and incinerator arm, I was going to magnetize the joint so I could use both, but I only have one arm shield thingy. Before I start anything figured I'd ask here to see if one weapon was vastly superior to the other, that being the case I would just use that arm. Cheers

GK terminator operatives have storm bolters and whatever close combat weapon you want. They can't take fun toys.

Oh yeah paladins exist, really a psycannon or psilencer would be best but an incinerator beats a storm bolter I guess.

Sorry for some reason I was thinking terminators could take incinerators also, would it be a big deal to use a regular terminator as a paladin? These are literally babys first space marines, never played 40k before.

they're literally the same models.

Yeah definitely not Scouts, but they'll make a great IG team.

Where is your hammer?

>her
Why do you go on the internet and lie like that?

>You don't have a female cat!

> 3rd party material

That is the link from this, user.

warhammer-community.com/2017/05/05/shadow-war-armageddon-your-questions-answered/

I was memeing, user. Two threads ago there was someone who doesn't think www.warhammer-community.com is a real GW website and that the FAQ is third party.

Yeah, sorry. I had it closed down when I created the thread.

Just finished my second crew. Did admech.

Needs more pink.

Just had my friend point out it was pink. Im fine with it but I legitimately thought they were bright red.

M O R E P I N K

Is that leader wearing a bowtie?

As complaining user pointed out in the last thread, having access to a fuckload of equipment is very powerful. His suggestion of arbitrarily removing heavy weapons because that would somehow help was obviously not going to work because it would defeat the intended purpose of letting people play necromunda gangs (Which come modeled with heavy plasma guns, heavy bolters, autocannons and rocket launchers) and would strongly contradict the source material.

I am however looking for other ways to represent item rarity as a means to diddle with balance.

Right now I'm thinking about either increasing the cost of items that were rare or making rare items one per kill team.

What do you folks think about that. Also do you have your own ideas about balancing equipment access?

Its a bow, its a joke crew with the leader based on a weeb show.

Never highlight red with white. Red is one of the hardest colours to pull off when painting minis. Check out a tutorial for how to do red.

Either of those two, balancing point cost or limit number of each, would work without ruining it imo.

Only highlight red with brighter red or orange.

i consider point costs sacred, as the prices are fixed no matter who is buying them (for weapons. i think the inquisitor is a possible exception and might pay half or 66% cost for an upgrade of 4+ save to 3+ save)

if an item is already statted and has a cost, keep that cost.

Well considering gw errata'd the cost for gsc lasguns it would seem they agree with you.

Illegal/10
You have to buy hand to hand weapons for the grey knights.

To be fair, the idea that GW have a news website that updates regularly with FAQ's and other news does sound hella fake.

What would be the recommended number of guys you would want in a Chaos Space Marine Only list? 5? 4?

Also what's more stylish, Power Fists or Chainswords?

Shoot for 6 with cultists included. Mine started with 3/3 and worked out pretty well because I frontloaded into my leader and specialists, but I've heard others have had success with 4 marines and 2 cultists by taking a single specialist, or 2 cheaper specialist weapons.

My way let me get a tooled up plasma and autocannon off the bat, but I can see the appeal of having more proper marines at the start. I just started burning caches right off the bat to get additional marines, as you can get one trooper with all the trimmings per rearm pretty easily. Specialists on the other hand are much more awkward to get into your team and can take 2 games depending on what weapon you want to give them.

Your right about how messing with points would be a bad idea.

Restricting weapons to a single example would also work.

Could you possibly have a "rare tokens/points" system? For instance a starting gang could have 10 rarity tokens to spend. A heavy weapon might cost 4 of these tokens say, a special 2 and miscellaneous items might cost 1?

That way you could have two heavy bolters for instance but you aren't going to get much else special stuff. It could limit underhive gangs running away with everyone ending up with stacks of kit after a few games.

I dunno. Might be overly complex but do you get the idea?

>Right now I'm thinking about either increasing the cost of items that were rare or making rare items one per kill team.
That's a bad idea for game balance, generally.
What would need to be limited, anyway? Special, Heavy, and Leader Only weapons are already limited to a max of 1-3 per warband, maybe Bolt stuff and special ammo could be more limited (buy a max of 1-2 per rearm phase? can't have more bolters than other basic weapons?), but what else?

I want a damn power armour list.

Scouts are out. How do I best make a marine list? Edgy teenagers or Gay Knight?

Do I have any other options?

How about Sororitas?

>playing -1 strength and toughness girls
Maybe. I'll have to check them out.

Are they good? Or at least workable?

>Could you possibly have a "rare tokens/points" system?

Sounds good. Call them Priority Equipment Purchase Edicts, or PEPEs.

Reading up on them, that sounds pretty terrible.

The 6++ is pointless, few things remove that much armour outside of CC, and they get crushed in CC anyway.

They pretty much cost the same as space marines, but significantly worse because T3 S3 WS3.

What exactly are you supposed to do with them?

Sure, and you'll have your resilient '10 models with 3+/6++' team.
Heavy/storm bolters are good (the rest of the special/heavy selection doesn't shine as bright), krak grenades on 10 girls are good (but all that gear gets expensive as fuck), the special rule is weaksauce but at least will prevent fumbles.

So for a start:
Leader with Combi Flamer and a Plasma pistol
3 sisters with boltguns
3 noviates with boltguns

Seems quite lacklustre. I might see otherwise once the game begins, but the complete lack of good options on the sisters seems boring. Hopefully it turns out differently, but 10 power armour isn't exactly bad in terms of survivability. Too bad they are T3.

Leader - Sister Superior 175pts
⁃Storm Bolter / 55pts
Total / 230pts

Specialist - Gunner Sister 100pts
⁃Storm Bolter / 55pts
Total / 155pts

Trooper - Battle Sister 90pts
⁃Boltgun / 35pts
Total / 125pts

Trooper - Battle Sister 90pts
⁃Boltgun / 35pts
Total / 125pts

Trooper - Battle Sister 90pts
⁃Boltgun / 35pts
Total / 125pts

Trooper - Battle Sister 90pts
⁃Boltgun / 35pts
Total / 125pts

New Recruit - Sister Noviate 80pts
⁃Boltgun / 35pts
Total / 115pts

Different user, but here is the list I started with. You gotta think of them more as Guardsmen in Power Armour then Space Marines my dude. Start with a basic six or seven girl team with mostly bolters, then once you play your first game, buy shit tons of red-dot sights and krak grenades. We're lucky cause Sister Killteams can potentially have access to 3 Storm Bolters, so we have heaps of Sustained Fire 1 shots at BS4. We aren't tough, but we kill things good.

The thing about sisters is how they are capable of performing an alpha strike unlike any other team.

You get into a good position with just 7 Bolters, and use your faith, and you have high accuracy shots very likely to hit, and very likely to do a lot of damage.

I have lost games to this. A BS5 storm Bolter + 7 BS4 sisters, all targetted on my grey knight leader.

I was unlikely and fumbled the bottle check, but I took 7 hits total, 4 of which wounded. Took two wounds, rolled a 6, and I lost 25% of my warband. Bottled on my turn.

I severely underestimated the accuracy that comes with a reroll like that, especial on high BS models.

You can't do that. WTF cats can't even play.

THAT'S SPECIEIST!

I feel like I'm missing something here

Wish I'd known about these before building my wife's Escher gang...

The continuing Adventures of Catfag.

ask.fm/catfag
twitter.com/sethcatfag
???

Some day, I'd love to really get some insight in how the life of a retard is.

The World must look so different to them. I am so intrigued by it - think of what we could learn! Their mind works like black holes, destroying logic and sensible thinking. Understanding this might actually help us uncover more of the mysteries of our minds.

Newfag holy shit.

It is a guy from Veeky Forums who said he could start with skills, by using an "old and treasured" character, from games against his cat. The game provides rules for it, so he took to assuming that games against cats would be alright for that.

Hence was born catfag.

Funny fact: My auto correct wants to correct "Catfag" into "Carnac".

Kek. That's massively gay.

>weeb show
C'mon man, Little witch academia is great.
I wish it was dubbed in french so I could show it to my niece.

Anyone who played against cats knows it is impossible.

Cats are cheating bastards. Mine literally grabbed my scout who was about to headshot his leader, and ran off with him. Sore fucking loser, never playing against him or any other cat again.

Literally worse than neckbeards. Petty as fuck too, and they are actually insane enough to attack you if you try to stop them from cheating.

+1

Still have scars after some crazy gal attacked me. Bitch didn't even get any punishment for it.

She just went straight back to being cute and coy. Sneaky little bastard

Fuck cats man.

>Bitch
?
I thought we were talking about cats?
I've never played with a dog, but I've heard most of the time they show great sportsmanship.

Strange question, but it is relevant:

Do normal plastic figures properly base-coated and painted have any problems being submerged in plain water?

We have a fun concept for a beach assault, and we have a sizeable box with water and a beach. We plan on putting some defensive trenches in, and having a 2 Grey Knights vs an IG kill team face off against each other.

The IG guy has been dominating, and wd wanted a fun scenario, so we wanted to do a fun thematic approach, where the Grey Knights deploy in the water, and then blitz up the beach to surprise the OF stationed there.

But we aren't sure if the models are fine with being submerged like that. Any thoughts or experiences?

I have to say bad idea (using water, not the scenario). At best, you lose any basing material glued down with PVA; at worst, your minis and up with mold all over them later down the line. Use glass or something to represent water.

Damn.

Really wanted to see my marines just lurk beneath the water, before bolting at the unsuspecting Guardsmen.

Glass just doesn't have the same feel to it, you know?

We don't base them though. We keep it a flat colour, that can easily be changed, or on magnetized bases. We play on way too many different battlefield types, so going nuts with the basing will quickly make it look stupid in the wrong setup.

>going nuts with the basing will quickly make it look stupid in the wrong setup
It's really not that important. I played with desert based minis on an urban table while my opponent had swamp bases, and I can assure you when you're playing bases are quickly forgotten.

Happy moment; finding a squad of old school Ratling snipers in a drawer. Keen to use the models... How feasible would this be?

Sarge: Plasma pistol, camo
3x vet: Lasgun, krak grenades
3x specialists: Sniper rifle, red dot, toxic rounds.

Suppose another option would be to convert them to have lasguns and use them as guardsmen but seems a shame to chop up old sculpts

>bases are quickly forgotten.
Hence why we dont give a shit about them.

Toxic rounds aren't really useful at the start of a campaign, but they are great add-ons if you can buy them later. Dropping them would allow you to give some more gear to your other guys, depending on what you think you're gonna face.
You're probably going to want to use them, or at least some of them to play meat shields for your ratlings. Maybe taking new recruits instead of vets would be better for that purpose?

>a "rare tokens/points" system?
Rules bloat tho

My thought exactly. Limiting some weapons sounds better I think.

Just wash and dry them once you get home. That sounds sick and I would do it too.
>I play Krieg

Thinking of making a homebrew for Tau. Basically a lot less "pathfinders" and a lot more "fire warriors".

My idea is to keep them naked, and allow them to purchase armour instead.

So basically they would get a ton of options, and be more about gearing up, rather than quickly hitting the "you can't progress further" deal.

I want to make it a bit more complicated, and I dont know if this is a bad idea, but:
>Crisis Battlesuit
>250 points
>3+ armour, has a burst cannons and a plasma gun, can only fire one or the other
>upon taking an unsaved wound, roll a d6. On a 6, the suit eject the pilot, negating the wound, and leaving him with a hand to hand weapons and any pistols he may have. The suit is unavailable for the rest of the fight.

Yes/no? Any tweaks maybe?

Only available to the leader obviously.

Sounds good. Brew up Riptide specialists too while you're at it and make a believable PDF so I can show it to people at the shop when I play.

>Riptide
No.

Crisis suits are awesome, Riptides can fuck off.

On the believable pdf, how do people make them look like the official GW ones? Any template to use for it?

Riptides are great. They are the best thing about Tau and exemplify the faction's perfection. Idk why they get so much hate. Just play to their weaknesses ffs. Or maybe you can't into tactics.