/swag/ Shadow war armageddon general

"I wonder if they will add Primaris as a faction?" 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 stuff
>warhammer-community.com/2017/05/03/shadow-war-armageddon-one-man-armies/

Good website for team building that you can print off as a PDF
>www.shadow-war.zone

Other urls found in this thread:

games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf
twitter.com/SFWRedditVideos

So how lethal is the game actually
I was surprised at how bad a lot of armor saves are but it seems like it's pretty hard to knock a model out of the campaign permanently

Are Inquisitorial retinues a thing in this game? Can they be?

Yes they've got rules, check out
games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf

It's forgiving; and fast paced. Plus between missions you can hire a specialist to join your team for one mission, or more regular units.

I'm liking those Inquisition rules. Any idea how tough they are on the field?

Also, I don't yet understand the rules for specialists. How do you recruit those units to the team?

Was really bummed out at this. I built a fluffy squad of Red Skull Kommandos + Snikrot who literally fight a shadow war on Armageddon and all the Orks get is Boyz Meks and Flash Gits wtf? They're the main player in that war and all they get is 3 or 4 unit types. No Operatives either. Is Heralds of Ruin Killteam still widely played? It sounds alot better.

Heralds of Ruin is finalizing its last big 7e edition. The community was in the process of updating it since the original creator dropped it, and they finally had a finished version and then 8e got announced.

Likely, they're going to see which way the wind goes before they start gathering together to form an 8e HoR edition.

There's also Inquisimunda, which is just what it says on the tin. It's sadly a little outdated but I sincerely hope that SW:A rules get folded into it so we can have a much larger spread of weapon, rule, and faction choice. I'm not as familiar with the Inquisimunda community as I am with HoR, though.

Right on I'll check it out, thank you.

What's stopping you from using your kommandos with snikrot as leader in swag?

You can always fluff it to be their first mission and let them grow into fully fletched kommandos as you play the campaign.

I haven't played inq but word is they're pretty tough. The inquisitor is a melee monster.

As was stated in a 40k thread yesterday, a hollow vessel makes the loudest sound.

Getting a bunch of Kommandos together and over the course of the campaign teaching them to be sneaky-like by pumping them up with Guerilla and Stealth skills (or houserule that they can take that if they can't, maybe at the cost of something else).

Sounds pretty neat. I might have to check that out and build a team should I play SW:A. The fact that they can take a Deathwatch specialist is also neat, as I am behind an Inquisitor seconding a Space Marine into the retinue.

I don't know if I read you right, but I think a lot of people are expecting to go into swag with their units being already elite fighters. Then what's the point of a campaign? One of the biggest funs about munda was to see your mans grow and become hardened veterans. You grew attached to them and mourned them when they finally died.

So during your missions you can find prometheum caches (Little tokens on the battlefield).

If you grab one and take it to the end of the table you've recovered it, you also get rewarded prometheum for winning missions. Even if you lose; you still get to keep any prometheum you recovered that mission.


And then you can spend 1 prometheum to recruit 1 specialist; I play wolf scouts and my options are deathwatch veteran, terminator, apothecrary and another deathwatch unit I think (I don't have my rules in front of me).

The game is really fun; missions are fast paced and you can have 5 or 6 games in an evening of playing.

So far I've only played 1 v 1, but I think you can have 3 or 4 players in one game also? (If you're just having a skirmish)

I play wolf scouts and as a result theres a special rule where you can't take neophytes; only full troopers/specialists. On the other hand though you get access to some special weapons other space marine factions don't get such as flamers. I never really considered that there'd be an attachment to having some units level and grow.

You don't craft a big detailed backstory for a level-1 character. You're at the start of your big, detailed backstory and the point is to fight your way through it to shape it. It's an evolving, interactive narrative which develops the story of Your Dudes from initial greenhorns to hardened veterans.

You take the losses, the failures, the fumbles in stride, and celebrate the victories, successes, and character advancement in the face of it. Each contributes to the unit's characters and the team's composition or a unit's role in that team, and thus a story is forged not from written word but through the fires of plastic tabletop fighting.

Yeah wolf scouts are somewhat of an exception, although they still progress. But it's part of the game at this level of detail. You name all your guys, they gain skills and advancements, they get hurt and develop a bitter grudge, and so on. Yeah you become attached. That's why the rule for carrying over guys from a previous campaign exist.

I can't tell if you're agreeing or disagreeing with me.

I think I'm agreeing?

I really like this game; only recently got my team finished and got a chance to play a few games.


And then 8e came out and now no one at my club is interested in shadow war. I don't want to fork out loads of money to play 8e, I'd rather play some relaxed games of shadow war.

Are they planning any more updates for this game? I feel like it's needs some to stay fresh and relevant.

Who knows, I hope so.

It would be nice to see some underhive gangs get added in.

There's allegedly plans for forgeworld to eventually redo necromunda itself around Christmas. Until that point I wouldn't expect GW to do anything to that effect.

It more than likely go the same route as many of the recent box games. Updates and extra missions will be in white dwarf

I'd say the next big update or expansion would be something like Shadow War: Cadia or some other place to bring in chaos daemons of each faction.

It's fairly forgiving.
From a standard shooting attack, there's only a 1-in-6 chance of being taken out of action. After going out of action, there's only a 1-in-6 chance of maybe being dead. From there, it's a 50/50 between dead and captured.
Basically, it's unlikely but definitely not impossible to wind up dead. Be careful with your favorites, but don't hang up the towel the second they go down. Also, Shadow War is all about knowing when to voluntarily rout as a campaign. Sometimes taking the loss and preserving your dudes is far more optimal than going gung-ho against a dangerous enemy.
One can only pray. I'd love to see other "Shadow Wars". Like "Shadow War: Cadia", "Shadow War: Death World" and shit like that. I'd love to see/homebrew "Shadow War: Calixis", for example.

Shadow War: Calixis would be awesome. Any Shadow War with a whole lot of weird xeno tech and heresy would be excellent.

A Shadow War built around Inquisition units, at least campaign-wise, would also be great, although quite similar to Inquisimunda already. Still, despite everyone's teams having rules, defining an example of a campaign where teams are selected from a more restricted list can heavily effect the theme.

>An Inquisitorial Shadow War rages as Inquisitors from all stripes and creed search out a dangerous and mysterious objective, and seek to use it for their own purposes, or end its insidious influence once and for all!
>Included are more diverse selections of Inquisitorial teams, plus a new Clue mechanic to help you piece together the mystery.

>Ork warbands fight in the wreckage of a massive crashed Space Hulk turned city, Gorkamorka. Each fighting for supremacy in the twisting streets of an Orkish Hive, all hoping to become powerful enough to claim the coveted title of Warboss and lead their peoples back to the stars that they might make war on the Galaxy once again!
>Expanded Ork warbands and a limited selection of rules for Biker units and Trukks should you choose to include some in your warband. Also included are new rules for resource management and base-building to provide your Clans with resources enough to fund their skirmishes.

Group wants to get started. Ive got 3 options.
Skitarii (Whom I have an unbuilt Start Collecting box)
Tyranids (I got lots of warriors, and several have no arms)
Scouts (Got 5 snipers built, so Id just need to buy a box of normal scouts)

Cant decide on which one to do, as all seem interesting.

Skitarii you custom build them from the get go making them 'your dudes'

I do already have a custom marine chapter, and nid fleet. Skitarii do seem a little bit customizable.

Most likely. Let's use that as a working hypothesis. :)

I'd take a look at Inquisimunda if you want to start swapping bits, kits, and cybernetics to make a fully-customized Skitarii force. Otherwise SW:A is pretty fine for the job already.

Probably going to do Skitarii. Whats a good load out for them?

Yeah cause thats the same as getting dedicated troops, Marbo, or Assassins. Whats the sound of one hand fucking yourself?
Thats not it at all, just the idea that other factions have much more variety and specialization they can sink points into. Plus Characters

While I agree that it's a missed opportunity to not have snikrot in swag already I think that you're complaining in the wrong forum. Geedubs released inq and sisters as fan service after people got loud about wanting it, so go tell them that you want snikrot in as well. Either that or homebrew. Stop whining here.

Local league has died after just 3 weeks.

Why do people have such shit attention spans?

How good are sniper rifles? I'm thinking of making an Inquisituon band with a power sword melee inquisitor and the rest are sniper acolytes watching his back from rooftops. Not trying to powergame, but I'm just wondering if a full sniper retinue would work.

Depends on your local meta and how much terrain you use.

The local meta is nonexistent since I'll be starting with friends (orks and maybe space marines) and the terrains are tall ruins heavy.

Because 8th.

Also game need more supplement and real support to get people taking this game seriously.

Rumour that real Necromunda released around Christmas so hopefully it'll be compatible with SW : A.

why would the game need more support? it just came out, what's up with people that everyone jumps in everything GW does and then quits in a week?

why did they stop showing up user?

I've found them very useful for my guard, and we have to take them as special weapons.

Toxin rounds, telecopic sight, and reload are all required at purchase, it's kind of useless without these upgrades. Even then it's only a 100pts. I'd encourage IG players to try them if only as a budget option to start a campaign before you can upgrade to more plasma.

Simply put, they're the longest ranged weapon I have. Sure, I can telescopic sights a plasma gun, but it's just not even close to a good sniper. Snipers are great at dealing with enemy heavy weapons, controlling avenues of approach, and picking off sentries. It's also handy against low save high toughness infantry, as it autowounds.

The big thing with snipers is that you need to build the map with your snipers in mind. Remember you both alternate in placing pieces. Play the mission and set the terrain up accordingly to encourage your opponent to deploy in certain ways that allow your sniper to punish him. Ideally alley ways, exposed walkways, objectives in the open, and good vantage points will all help.

However, keep in mind snipers rarely take more than a couple of shots in the average game. Their job is to pick off important targets and scare the opponent, not solo his army. I for example bring two plasmas for my heavy lifting, they can keep the bulk of the enemy tied down while the sniper does his job.

Here's an example of how dense our terrain is most games, sometimes we even go heavier than that. I still get use out of my sniper every single game. Sometimes he may need to use his pistol but he always gets at least one good sniper shot in.

I've just come to accept that anything other than mainline 40k is cursed to fail.

I thought SWA could be difference because you play it with 40k models but... nope.
Zero interest where I play, it'd just get in the way of 40k games.

Yes, I'm thinking of this, but that means I can just take a few Acolytes with the full sniper gear while the Inquisitor must handle the melee instead of a full 10 retinue.

You just cook up some custom rules and ask if the other player will confirm them. In return you allow him some rules to customise.

This is called negotiation.

Has to give my second bloodbride hydra gauntlets, because the wyches box only comes with one shardnet and impaler.
I'm also running razorflails as chainhooks for similar reasons.

Damn you, GW!

I hope so.
After the first campaign was done interest in it definitely died down at my store.

And it's fairly irrelevant. This game is meant to tell a story about your team, that is more than "fight 1, fight 2, fight 3.." etcetera. It's about how your team develops, who lives and become a legend and who dies and is mourned by their fellow team mates. It's not about an elite team that already know all their is to know and just chalk off one fight after the other. Just fluff your ork kommandos as going out on their first mission. Then, as you start your second campaign, use the rules for bringing in your now hardened veterans into the new campaign, and so on, and watch them grow even further.

there*

For league, I stole my buddies CSM list and added Nurgle

>Aspiring Champion Nurgle Plasma Pistol
>Chaos Gunner Nurgle Autocannon Red Dot
>Chaos Gunner Nurgle Plasma Gun Weapon Reload
>Chaos Cultist Autogun
>Chaos Cultist Autogun
>Chaos Cultist Autogun

I'm going off memory but I think that's everything for 1k point starter.

First thing I'm going for is Camo Cloaks for my CSM and a Power Sword for my Aspiring Champion.

Like it? Hate it?
I haven't won a single game, but it's as well-rounded as I think it can be to start League.

Every time I've tried to make a homebrew rule, character, or exception for fluff purposes the opponent 9 times out of 10 will use it to get some OP monstrosity on the board or nullify some small but crucial limitation to their force.

I agree. I hope they add new gangs for every faction too. I want a breacher team so bad, famalam.

I agree; interest at my local gaming store has really died down; all focus is on 8e at the moment.

It's still full of dumb crap that needs to be FAQed and it doesn't have a campaign system that is capable of supporting continuous leagues.

i don't know how much opf an issue the second one is, but FAQs can just be homemade. I don't know if it's just because i am seeing them form the outside, but the warhammer community always seems so dronlike, no houserules, everyone jumps in on everything and then drop it right after. It's wierd, or maybe i am wrong don't knwo.

Any Chaos players tried running inferno bolts on a pistol trooper?

Compared to using it with a bolter, in exchange for 8" of range and 4" of +1 modifier, you gain the inferno bolts profile as a combat weapon, +1 attack (and potential parry item slot) by dual weilding, and +2 > +1 short range mod for 0-8". So when positioned up close, you're a much more serious combat threat, potentially with more accurate shooting as well.
My thought is this configuration might play well supporting the advance of a more dedicated close combat model, being well suited to match initial run distance, providing cover fire and positional support on the advance, and feel comfortable operating near the charge envelope.
Also, a Shooting advance is high eV for this setup; run-and-shoot or +1sd are big scores, dual-weild-pistols is a big boost for a small inconvenience, and reroll shooting misses is nothing to sniff at. Odds to get one from those four are 17/18.


Is this adding up to make sense, or nah?

I dunno, I'm willing to accept that it could just be real life getting in the way.

I couldn't make it last week as I was away in London so I'm not exempt.

I did make it back from London without being, stabbed, run over, or blown up though so that's a plus.

Do whatever you wanna do and whatever best supports your other models.

Oh i guess you should stop playing games then.

well sure but evaluating the options in detail is a big part of the fun for me

Is kombi-gun w/ skorcha the best option for a shooty nob?
I figure the guaranteed skorcha is a better bet than possibly running out of shots earlier
Trying to get as much dakka in my list as possible

can't put a red dot on an autocannon Nicholas

Photovisor would work though

I ended up making a homebrewed FAQ for our league to cover some things we had come up. We'll see how well it works.

I'm a big fan of the kombi shoota with a reload, but I could see an argument for a combi skorcha too. I mainly just see myself shooting regular guns way more than needing a single flamer template. The only time I would need it would be against orks honestly, who I'm going to be even with numbers anyways.