Shadow war armageddon general /swag/

When will underhive gang user put up the pdf in a way that we can link to in the op 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
>warhammer-community.com/2017/05/05/shadow-war-armageddon-your-questions-answered/

One man army shit
>warhammer-community.com/2017/05/03/shadow-war-armageddon-one-man-armies/

An attempt at setting up an Arbites team as an option and having them have a role rather than just being generic.

Interesting. Any particular reason you went away from the Necromunda rules for arbiters? I'm seeing riot shields and power mauls only available for specialists and leader.

Mostly a massive change in role from the necromunda rules.

In Necromunda they were the elite faction. They ignored a lot of rules that other factions needed to deal with (They couldn't starve, they got cybernetic replacements easily) and got a heap of gear that other factions needed to scrimp and save to have a chance to find (Carapace armour for example).

However in a game with Space Marines and Nid Warriors, they couldn't really fill that role and I felt that needed a refocus to give them a role they could have.

If you recall, in Necromunda you had a team of ten, but you could only bring five of them for each mission. I'm not convinced they couldn't fill an elite team role in swag as well.

I'm not really sure what they'd reasonably bring in an elite role in Shadow War that other factions don't bring better versions of. Power armour and Flip Belts are kinda hard to out-do.

what in the blue hell would of team of Arbites be doing deep down inside the bowels of a hive city on besieged Armageddon??

The same thing they do in any hive city. They're the police ffs.

Because they live in said hive city? The Arbites are the last line of defence for any hive city.

Heck, the Enforcer books go into a lot of detail about how the Fortress of Justice is designed to be able to hold out even if the PDF itself rises up in rebellion.

Why wouldn't they be there?

They'd be a different flavour for sure. Everyone in an arbites team have access to power mauls and riot shields. That along with shotguns with executioner rounds, the cyber mastif handler and one potential special/heavy weapon makes them pretty unique. Personally I am not craving rules for arbites, but if the rules are well brewed I'd certainly allow them in our private campaigns if anyone wants to run them.

My concern with that is that it doesn't give you much in the way of actual choice if you go with arbites getting everything from the start. Forces like Grey Knights and Tau have a bit of that issue and it makes them a tad dull on the progression front.

Or did you just mean the entire list having access to all the toys?

That and they are on the more elite front as it is, being very good at both shooting and melee. 2A specialists and Riot Formation means that they'll often beat space marines in melee combat (Even if they'd prefer to shoot Harlies).

Read up on how arbites worked in Necromunda and judge for yourself. They never progressed. You'd have a team of ten units from which you picked out five for each mission (six if you chose the cyber mastif handler and dog).

I know how Arbites worked in Necromunda. Not progressing is not really a fun mechanic and the '10 pick 5' doesn't really work well with a game with some rather unimpressive injury tables and a generally higher power level.

The 'They have plenty of resources so they don't worry about buying gear' also feels rather out of place when Imperial Guard and even Grey Knights need to purchase gear.

I like the Necromunda Arbites but I don't think a 1:1 translation would work well for Shadow War.

Of course not a 1:1 translation but staying as close as possible at the very least.

Mek with Kustom Mega Slugga, after a stellar performance last game, he has the model he deserves

That's outstanding!

Anyone planning on getting some games in against their cats this weekend?
Are any of you actually cats?

My cat and I have been arguing about the faq. It's third party stuff as we all know but my cat claims it's official. Stupid cat.

I won lads, and came second with my model and scenery painting.

Anyone else been playing at their local GW store?

I have, but the stupid inner circle event occupied the entire store and prevented me from winning last week.

Nigga, I'm gonna need pics of dat shit

Is there a tactica anywhere for this? I have really no idea where to start building my team

What army are you playing? We can probably give you some direction.

If your opponent is normal guys: Pin them
If your opponent is not normal guys: Kill them with plasma
If your opponent is bugs: Kill them with plasma and also krak grenades

And if your team lacks plasma?

DISPENSING THE EMPEROR'S JUSITCE

This is why it's important to say what kill team you're playing.

Kroot homebrew.

Change team, or use an other weapon, priorities are in order
>high impact
>multiwound and/or sustained fire
>high str & penetration
If you need more special weapons, like orks do, consider trying to suicide your leader and promote a specialist in his place, if it goes badly your leader might get a bunch of 'what doesn't kill you' instead.

>guy made a thread earlier
>made it first
>people completely ignored it

Why?

>suicide your leader and promote a specialist in his place
I don't think it allows you to take one more specialist. Your new "specialist-leader" doesn't change his type, he's still a specialist, and he still counts as such when counting your total number of specialists.

What do you have?
7 ws4 s4 guys with bolters and 2 knives each, 3 with sniper rifles?

>They become the new team leader, losing their previous role
It definitely does work, but, you know, then you're playing without a Leader, that usually has better stats and special gear (the promoted leader could buy the gear, obviously)

Oh okay, didn't remember the exact wording. Thanks.

>call the game Armageddon
>No rules for the most important Chapter in that conflict
BLACK TEMPLARS WHEN?

>Chaos team, Mark of Chaos Undivided only
>Novitiates/Cultists get scout armor, shotties, and nades
This also confirms that Templars ARE Chaos.

Disgustingly heretical.

Simply don't use cultists.

Only related thing I could find was in the FAQ.

>Q. If a leader dies in battle, in the post-game sequence another member of the kill team takes the role of leader. But the rulebook says that if you have a leader you can't have another one. If my Scout Sergeant dies, and another Scout takes his place, does this mean I can't recruit another Scout Sergeant for the rest of the campaign?
>A: Yes.

Nothing there about specialists, although I would assume that you actually can't recruit another one; you're new "leader" is still a specialist and still takes up one of those slots.
But I dunno. The rules for this aren't well written, to be honest.

I think was quoting the basic rulebook but I can't check because atm I have a really crappy connection.

Do you mean the one that is three days old? Link?

If you're playing a KT like guard or Tau you pretty much outright benefit from losing your leader.

If you tell us what faction you play, or how you prefer to play, we might be able to help.

If my special weapons operative becomes my new leader, does it gain the special abilities of the leader as well?

Yes. Unless you're talking about stuff like aspiring champion special rules.

I was thinking of the voice of command ability of my veteran sergeant.

They don't.
They just take the place of your leader. No stat upgrades, no special rules.

So it's really not such a good idea to suicide your leader.

Cultists dont get shit. Thats not totally true, i had a great time with three axe wielding maniacs against Guard but hey

Possibly because the picture is not recognisably swag.

Depends on the team.
Orks, Skitarii, and Sororitas don't lose any special rule, only a model with some stat upgrades.
The new leader will be worse in melee, less resilient (that's a big deal), and for the humies even less of a leader, but think of the dakka.
3 rokkits, or 4 arquebuses, or 3 heavy bolters. That changes the playstyle of the faction.

Also Nids and Marines... 3 venom cannons? 3 plasmaguns?

>4 marines vs 12 orks
>The raid, saving a kidnapped marine
>marines kill two orks and get detected
>proceed to butcher all 10 Orks
I lost all my games against him before, but then my leader got the disarm skill and Ws+1.

A bit weird my leader got better by being beaten up, but in the end he managed to stop a charging nob with a power klaw dead in his tracks.

It was never a good idea to let leader die in the first place. Most Leaders have higher Ld than everyone else, and Ld can't be increase through advance. You want to control when to bottled out, not getting bottled out more often.

For team like Necron or Nid, everyone have Ld 10, but only Nid Leader can roll Guerilla Skill which have the skill that give +50 supply point, very good for them.

Also if your leader is slain you can't recruit or rearm until after next mission.

Sure, but the example above of factions that would benefit was guard and Tau.

Yeah I'm sceptic towards deliberately getting rid of your leader. Sounds like a dumb thing to do.

Forgot to mention that all Guerilla Skill are great, reroll Hunt (to avoid the "lose 1 guy" result), reroll failed ammo, reroll serious injury...

Looks like the Tau Pathfinder box has everything someone needs to make a whole Kill Team. 10 Pathfinders and 3 Drones. That might make them the best budget Kill Team for SWA.

Badass

Is the mini balanced enough to stand on it's own or do you have to have the grot there to keep the mini from tipping over?

Apart from spec ops.

Their spec ops are bad anyway.

Looking for input. Putting this GK list together. This version would be campaign entry. I figured I could upgrade gunner's weapon

played my first few games

gauss blasters are scary
inquisitors are tough cookies
don't be in the same hemisphere as an eversor when the red mist hits

Debating if i should take incinerator over power sword?
Also nades.
Havent played yet.

shoot > stab

Do not listen to this false prophet.

I tried to stab instead of shoot once and tyranids ripped my flesh.

Well just stab better.

So, I asked this in the last thread (and upon research it seems like there is a way to play SWA via Tabletop Simulator), but, is anyone interested in creating a Veeky Forums SWA campaign?

SteamID: Kor_clamantis

So, if I start with 5 chaos marines.
Champ with power sword and plasma pistol
Plasma gun
Bolter marines x3

Do I add three auto gun cultists (I could fill out the points better with a guy who has a weapon and pistol but why would I if auto guns are better?)
Or a marine with bolt pistol, sword and krak grenades?

autopistols get +2 to hit at short range, which is good for a BS3 moron tier fighter who wants to be close to the enemy anyway.

That's fantastic

I've retired my Chaos Warband already, double autocannon was winning me every game by like the 3rd turn at most.

>Wins 2nd prize painting
>Wins shadow war comp
>Doesn't post any pictures

what the fuck?

>double autocannon was winning me every game by like the 3rd turn at most.
Sounds like a very bad case of not enough cover, certainly not enough LoS blocking cover.

Why not make one of the 3 bolter marines a gunner so you can minimize the time between having a second one and getting them a real weapon?

Got most of my wyches together (hopefully putting in magnets today), but outside my syren I'm not really sure of the best way to differentiate which minion is which.
Outside memory, any suggestions?

Also, where do you look to get lore appropriate names for your dudes?

Inquisitor with plasma pistol, power sword, power armor.

2 x crusaders with storm shields and power swords.

Proceed to molest bugs.

Add more cover and scenery. This should not be played like 40K

I'm new to pretty much all of this but want to play Space Marines. I've got a unit of 5 scouts and prefer to play things a little slow and safe so I'd lean towards more of the shooting than the melee. How would you recommend building my team?

honestly you can get away with using chainswords instead to start

power swords are pricey, and until you start getting strength buffs only really offer a slightly better AP value

What does Veeky Forums think of my starting Nurgle warband?

Kind of shitty, but I almost tried

I just wanted to run my list by you guys before I start building.

++ Kill Team (Inquisition) [995pts] ++

+ Leader [415pts] +

Ordo Xenos Inquisitor [415pts]: Camo gear [5pts], Frag grenades [25pts], Power armour [10pts], Power sword [50pts], Storm Shield [50pts]
. Needle Pistol [50pts]: Toxic rounds [20pts]

+ Troopers [450pts] +

Inquisitorial Acolyte [150pts]: +1 BS, Camo gear [5pts], Frag grenades [25pts], Storm Bolter [55pts]

Inquisitorial Acolyte [150pts]: +1 BS, Camo gear [5pts], Frag grenades [25pts], Storm Bolter [55pts]

Inquisitorial Acolyte [150pts]: +1 BS, Camo gear [5pts], Frag grenades [25pts], Storm Bolter [55pts]

+ New Recruits [130pts] +

Inquisitorial Initiate [65pts]: +1 WS, Autopistol [15pts]

Inquisitorial Initiate [65pts]: +1 WS, Autopistol [15pts]

++ Total: [995pts] ++

I play guard and I just painted a colored stripe on the side of their bases to tell who's who, with tally marks on the two grenadiers.

I did just that with chainswords. The nice thing about the power sword is it has a -3 armour save modifier. Perfect for Space Marine Scouts, Necrons, Tyrranid Warriors, etc... Your storm shield makes you stupid survivable.

Replace storm bolters with regular bolters. Replace initiates with crusaders. Arm them with chainsword and storm shield.

Give the inquisitor a bolt pistol. Half your squad shoots, the other half charges. Might have enough points leftover for telescopic sights or something. Upgrade later to better pistols, power swords and storm bolters.

Killing Orks trying to get into the city? Killing cowards trying to escape the city? Killing looters trying to weaken the city?

>the most important Chapter in that conflict

But Blood Angels are on the cover, user.

Why replace the Storm Bolters? They're great. I would get rid of the frag grenades on the shooting guys though. This is my list.

++ Kill Team (Inquisition) [1000pts] ++

+ Leader +

Ordo Xenos Inquisitor [335pts]: Plasma pistol, Power armour, Storm Shield

+ Troopers +

Inquisitorial Acolyte [155pts]: +1 BS, Photo-visor
. Storm Bolter: Red-dot laser sight

Inquisitorial Acolyte [155pts]: +1 BS, Photo-visor
. Storm Bolter: Red-dot laser sight

+ Specialists +

Crusader [185pts]: Power Maul, Storm Shield

+ New Recruits +

Inquisitorial Initiate [85pts]: Rad Grenades

Inquisitorial Initiate [85pts]: Rad Grenades

++ Total: [1000pts] ++

Industrial bases with numbers painted on the ground looks great and makes identifying a snap. This is actually REALLY fucking important because Recruits can't help pinned fighters get up.

How about this

++ Kill Team (Inquisition) [1000pts] ++

+ Leader [365pts] +

Ordo Xenos Inquisitor [365pts]: Bolt pistol [25pts], Camo gear [5pts], Power armour [10pts], Power sword [50pts], Storm Shield [50pts]

+ Troopers [450pts] +

Inquisitorial Acolyte [150pts]: +1 BS, Camo gear [5pts], Frag grenades [25pts], Storm Bolter [55pts]

Inquisitorial Acolyte [150pts]: +1 BS, Camo gear [5pts], Frag grenades [25pts], Storm Bolter [55pts]

Inquisitorial Acolyte [150pts]: +1 BS, Camo gear [5pts], Frag grenades [25pts], Storm Bolter [55pts]

+ Specialists [185pts] +

Crusader [185pts]: Power sword [50pts], Storm Shield [50pts]

++ Total: [1000pts] ++

tried a genecult list today. god, they feel like trashgarbage

Swap the flamer for a plasmagun, blight grenades arent the best
Frag Grenades, Needle pistol and toxic rounds are all inferior to a plasma pistol on your inquisitor. Your acolytes should be shooting at a long distance, not tossing frags up close. Give the grenades to your initiates instead of pistols, and bring a third initiate.

I have a updated version

Same stuff still stands. Plasma Pistol is an order of magnitude better than bolt pistol, acolytes should be blasting from a long distance instead of throwing frags. Never underestimate the efficacy of a cheap recruit tossing 'nades up close though, and you can shift gear around every time you promote a recruit and buy a new recruit. If the recruit doesnt survive long enough to get kitted out, well, he served his Emperor as best he could.

New updated version


++ Kill Team (Inquisition) [1000pts] ++

+ Leader [400pts] +

Ordo Xenos Inquisitor [400pts]: Camo gear [5pts], Digital Weapons [10pts], Plasma pistol [50pts], Power armour [10pts], Power sword [50pts], Storm Shield [50pts]

+ Troopers [375pts] +

Inquisitorial Acolyte [125pts]: +1 BS, Camo gear [5pts], Storm Bolter [55pts]

Inquisitorial Acolyte [125pts]: +1 BS, Camo gear [5pts], Storm Bolter [55pts]

Inquisitorial Acolyte [125pts]: +1 BS, Camo gear [5pts], Storm Bolter [55pts]

+ New Recruits [225pts] +

Inquisitorial Initiate [75pts]: +1 WS, Frag grenades [25pts]

Inquisitorial Initiate [75pts]: +1 WS, Frag grenades [25pts]

Inquisitorial Initiate [75pts]: +1 WS, Frag grenades [25pts]

++ Total: [1000pts] ++

Needlepistols aren't inferior to Plasma.
They're better in melee, as autowound and -1 armor is better than S4 and -1 armor.

In ranged shooting, autowound is usually slightly better than an S7 hit, though the armor mod for Plasma is better.

They're really rather similar, but the Needler is a more universal weapon, especially given how most teams have armor that -1 mod is enough to mostly negate.

Now later on, you may as well get two pistols AND a sword for when you must melee through armor.

s7 lets you pin big gribbly buggers while usually ignoring their armour though, and keeping armoured GK/Nid behemoths and flippy Harly blender units away is something i value incredibly highly. You're right though, needle pistol isn't awful, but the plasma remains superior in my opinion, possibly since i face alot of late-campaign melee teams
As far as initial teams go, thats a tough proposition to face, and Inquisition are about the only team worth spending buckets on your leader. You should expect to lose an initiate or two, but thats what they're there for.

>you can shift gear around every time you promote a recruit and buy a new recruit
Not when you buy a new recruit. New recruits have to participate in one fight with the equipment you buy for them when recruiting them.