Shadow war armageddon general /swag/

Looking for underhive gangs kill teams homebrew user. I'd like to be able to get my hands on any new versions of your homebrew. Is there any chance you can put it in a public drive or Dropbox?

Other urls found in this thread:

mega.nz/#!m9BTkKCC!7k0JPHqH0hQpcdV9ZjX5CqrHIRR-ujkDsrVKdmDKrcc
mega.nz/#!0tcUTSLI!CbZfDWqYYe0C2sIDLNlHCh1Wj9I6uihERaaGEb6wk3c
games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf
games-workshop.com/resources/PDF/ShadowWar/ENG_SWARoster.pdf
17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/04/40k8_SW_Armageddon_Grab_the_Cache.pdf
warhammer-community.com/2017/05/05/shadow-war-armageddon-your-questions-answered/
warhammer-community.com/2017/05/03/shadow-war-armageddon-one-man-armies/
i.4cdn.org/tg/1496989886284.pdf
twitter.com/SFWRedditVideos

Old OP post
>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/
Also to I'm at work so I can't post the file directly; see here though i.4cdn.org/tg/1496989886284.pdf

Shadow war is a really good game; shame it's going to be dead for a while due to 8th. My club has openly said they're dropping it and picking it up again once they're all sick of 8th ed.


Feels bad man.

Sucks my dude. My pals and I have just gotten started. I kickstarted some terrain that isn't due to ship until October at the earliest, and unfortunately the odds are good my buddies will have lost interest by then. Still, I'm gonna try to ride the skirmish high for now.
Anyone wanna tell me about their Kill Team?

This is my WIP on a harakoni warhawk kill team. In having trouble coming up with names for them right now, it looks like harakoni names might be similar to Japanese? Does any have any resources I could use to look that up?

So far I have two teams, guard and grey knights.

My guard I still need to fluff out, so far I've just been calling them Catachan Concrete Jungle Fighters, heres a shitty pic.

Also a shot of my ogryn specialist and an armorcast terrain kit.

Just so you know I started a IG killteam. Now ots a fucking full blown regiment. Fuck me and my bank account.

They look hecka cool btw.

>tfw got into Shadow War
>Totally had enough to play right from the go
>but wanted to make some small super intricately modeled team for the game
>spend so much time collecting bits, modelling and making extra teams by the time I'm ready to paint them, the game's almost fallen out of popularity
>go ahead and sink some more money into a Death Guard/ IW Death Guard Killteam anyways

>Lady Catachan
NICE ! Well, her name is obviously Vasquez, and she's best buddies with one of the other specialists.
Very cool, are those Pig Iron heads? Did you go Carapace on everybody?

Build "Toilet Terrain". Really cheap, really easy, really fun. I put together 12 building over a couple of hours on two nights. I pretty much used the same salad bowl for my circle template and used a box flaps for a lot of the bridges. Balsa wood ladders are a pain to cut all the rungs but anyone can make them with Elmer's glue.

The only practical complaint is that toilet tubes are 4 inches instead of 3 in for most standard Necromunda terrain. This can leave attackers a little short when trying to climb up a level. In theory this is a problem but in play I haven't found it to be an issue.

Best Home Brew rules ever.

When Gangs fight Kill Teams there are a few simple rules to remember.

BUSINESS AS USUAL IN THE HIVE: Easy rules for Gangs in SWA
#1. If a Necromunda Gang fights a Kill Team then you roll the scenario on the SWA scenario table and follow those scenario rules.
#2. Ratskin Scouts and Ratskin Maps still provide local knowledge and can still modify the SWA scenario table.
#3. Any promethium caches awarded for playing a SWA scenario are still awarded to a Necromunda Gang.
#4. Promethium caches double as Isotopic Fuel Rods for gangs and can be used to turn any territory into a settlement, stashed, or sold at half cost for 25 credits.
#5. If a gang loses 3 to 1 casualties in a Kill Team Fight or an Ambush the gang must forfeit a settlement or its most valuable territory to the Kill Team, the Kill Team loots the territory for an additional prometheum cache.
#6. Gangs roll on their own injury chart, use their own experience progression, use their own skill tables, and collect income from territories. Gangs disregard Underdog and Giant Killer Bonus when fighting Kill Teams.
#7. Any forces of the Imperium can report gangs and make them roll on the Outlaw chart with the -3 for fighting forces of the Imperium.
#8. Necromunda gangs can also fight other Necromunda gangs in a campaign involving SWA Kill Teams. Gangs use all the standard rules for gangs fighting gangs. They roll on the Necromunda or Outlaw scenario chart as normal. No promethium caches are awarded when gangs fight gangs.
#9. Gangs use Necromunda ammo rolls to represent their poorly maintained equipment. Use SWA sustained fire rules.
#10. THE GENERAL RULE, if you are playing a gang use the Necromunda rule for it.

If I wanted to be a WAACer, what killteams would I play?

An user in a precious thread shared some of his ideas, this is one. Cheap hair churlers cut into small pieces for ladders

Harlequins or 'Nids, they're obnoxious shits to fight against

I wonder if red dots are too cheap... feels like they should be a luxury item, considering all the teams that can get them are BS 4.

Anyone do a lone operstive game yet? Eversor looks insane, but even an uplevelled Troupe Master or Inquisitor could potentially be very powerful.

>orks
>BS4
wat

Yeah, pig iron heads and backpacks.

I went carapace all the way on my kill team. It cost me an extra body, but saved my butt in my first mission- 0 casualties so far.

Very nice terrain, I spent last weekend making a bunch of cardboard terrain also before spraying it up. It looks decent enough to play a few home games with.

How should I field my skitarii Rangers killteam? Tried putting transuranics, but they are rather expensive and gets knocked by autocanon. Plasmas have very short shooting range and did literally nothing usefull. Can you give me any advices?

Change them to Vanguard.

Other than that, A Plasma Caliver can deter people getting too close, while a Transuranic Arquebus can hit things the next table over.

But there are no Vanguards in SWA...

165 points and 1 slot of specialists does not worth for distraction carnifex effect. IMHO.

Cheapest possible, but competitive, squad combination? I'm thinking a box of Necron Immortals is the cheapest you can manage.

>troupe master
the solitaire was the first lone operative, really

Calivers are solid weapons. Use your long range rifles wisely, as you are meat in melee. 4+ armor is pretty good actually.

Or you can just use this pdf (not my work) which gives you the necromunda gang archetypes but generical so you can fit your gang war in any hive, or make swag gangs like the Daubers.

I think the cheapest is Tau desu. You get everything you will ever need in one box. It's just a matter of whether you can into tactics enough to play them well.

Harlequins or 'Nids. Personally, I'm more inclined towards 'Nids, as they're fast, tough, and can dominate both at range and close up.
Harlequins are flouncy elf motherfuckers with jump packs and 4+ invulnerable saves, but most of them only have one wound so keeping your distance and fragging them can still work out. 'Nids can wind up with long range fire support, movement 6 close combat beasties, *and* 4+ saves as well as their high T and Wounds characteristics.
I ordered a Solid Snake miniature to use as Sly Marbo. Still waiting on him in the mail.
Love Pig Iron, they make Guard look fantastic. Made my cultists from jamming together guard, Empire Flagellants, and Kolony Militia heads and the old mutation sprue.

The end sections would make good hatch openings too.

i know this feel
>big Armageddon group where i was
>move to a city with a GW store
>nobody is playing SW
this is after i built and painted one of every kill team and even had one have all their stuff magnetized.

What counters deathmarks?

good close combat or just staying close together.

Neat! I always love seeing people's "low tech" terrain. I had an excellent couple games of Mordheim on vacation once just using books and old cd cases as terrain.

My complaint is less that I don't have access to terrain (we've got an awesome FLGS), but more that I've already ordered a small hive city and odds are good that by the time I get it my pals will be playing something else. Oh well, maybe its arrival will spur a second campaign.

Hey guys, have a few games under my belt now, just meditating. I'm playing IG Vets versus a Gray Knights team. Not necessarily getting shellacked but having a hard time since a shot basically means I am losing a model. I obviously have copious pinning ability, but he recovers 66% early from pinning so it's not super easy to count on.

I think the mistake I've made so far is splitting my army up too much -- he ends up getting one GK to a flank or something of the like and taking them down.

I have a feeling the best choice for me is to basically move-hide-move until I can ambush him with as many models as possible and hope the plasmagunner clutches it out.

Any tips or advice for fighting them? All my victories have been by forcing a bottle from him.

You should not hamfistedly attempt to jam something that is not intended for use in one game into another, that's dumb. You may as well try and use an age of sigmar army in 40k.

A single plasma gun shot has as high a chance of carving his guy to pieces as a psychannon shot does to you. Plasma really equalizes everything.

That said, IG's probably a stronger team than GKs because of 3 plasma gunners and that alone.

plasma red dot and telescopic sights

What sort of guns should I take on gunners? Heavy or special?
I should prioritize shot count right? So less lascannon and more sustained fire, and so on right

autocannon seems very powerful like plasma but better and heavy bolter is nice. tho a lascannon can be nice for missions where you need to blow something up.
i lost a match in the second turn because the enemy war band used lascannons to destroy my door turn 1 and ran turn 2

and i personally haven't delt with the missile launcher.

Here is a version with improved formatting. I don't have any public file storage though.

Dumb as rocks ork list coming through
Clan: Bad Moon

Nob w/ Kombi shoota, red dot, & reload
3 Boys with shootas
Spanner with big shoota, red dot
5 yoofs with shootas

1000pts on the dot unless I missed something. How's it look? I could settle for slightly less dakka since I know I'm not too good in melee with this setup

red dot is almost always worth it.
you are orks even setup for shooting you still good in a fight tho i might trade some yoofs for a spanner boy and the other heavy weapon.
its good to buy your specialist at the start because it will cost you promethium to get them later.

I'm amused at how reliable unreliable is.

You first need to make an ammo check (16.6% of rolls)
Then you need to snakeyes (2.7% of rolls)

That means at any time, your chance of an unreliable weapon screwing you when firing a bullet is 0.45%. Less than half of one percent. It'll happen on average once every 200-odd shots.

WELP, LETS FULL POWER ALL THESE PLASMAS BOYS.

So I'm just getting into SW:A, and I'm building a list of Tyranids and I just have a quick question, when the unit description says they come with Scything Talons, that means I don't have to add 10 points to their cost from the equipment, right? Only add the 10 points if I'm giving them a second pair of Scything Talons?

Full list I'm planning on running, just three models to start:
Alpha - Pair of Bone Swords, Adrenal Glands, Acid Blood, Extended Chitin Carapace (420 points)

Warrior - Bone Sword + Lash Whip, Adrenal Glands (310 points)

Gun Beast - Death Spitter (270 points)

I'll probably switch a spare boy out for an under equipped spanner or something then thanks

Yes but plasma is devastatingly overpowered either so its ok because if it wasn't guard would be fucked. maybe if plasma wasn't good we could finally get heavy weapons for the IG

Noone in their right mind use 3 plasma tho

>Only add the 10 points if I'm giving them a second pair
Yes. They come with one pair free

Why do you say that?
Plasma gun's cheap. Shoots 1d3 S7 shots that basically ignore armor.
Alternatives are the much shorter ranged one shot melta
The good, but spammable in other faction sniper rifle,
The ultra expensive, useful grenade launcher that is always slightly awkward to use due to poor range

What's not to like about the plasma gun for IG squads?

Shot count is good against most armies but I would recommend taking a heavy weapon like a Lascannon so you can BTFO any Nid or Inquisitor that pops up.

Like this user also said, it's nice to have a weapon that can complete missions and kill big baddies as well.

Conventional wisdom says that the Lascannon is very much a specialized weapon. It's good for destroying objectives, and if your opponent brings a Terminator it's nice to have, but for most opponents what you want is sustained fire or blasts. A single, big heavy shot will at maximum take out one guy a turn, while a heavy bolter or a plasma gun can be useful for suppressing an enemy advance or doing some overwatch work.
I haven't tried it yet, but flamers seem double useful as far as being cheap and good for work against both horde armies and Harlequins (templates don't take any penalties from their sprinting shenanigans).

Yeah, at first I was a little worried, but then when I actually looked at the rules I realized shooting yourself with your plasma gun is pretty dang rare.

Hiding is a good choice against elite teams. Hug cover, hide, overwatch if you think he'll push, and try to mass your fire against one or two targets to bring them down and force bottle checks.

plasma is great i always take 3 plasma if i want to be a dick.

I said "three". I would field maybe one with my cadians but there are other weapons as well that are good. Versatility is best.

but the plasma is versatile the only thing else i would say is to bring a melta for nids and terminators funny thing is you can carry any weapon you can put on the model so why not carry both

How well do lone operatives like sly marbo or the assassins actually work? Has anyone played any lone operative one man army missions?

saw the assassin shit all over a full squad of grey knights

I've just added a plasma to my wolf scout squad; not had a chance to test it out in battle though.

Is it worth trading out a heavybolter for 2 units with plasma and flamer?

>How well do lone operatives like sly marbo or the assassins actually work?
they're pretty much guaranteed to take apart anyone if they make it into combat, but getting there requires a bit of luck

3W, dodge and the synskin is bonkers tough, but far from untouchable considering they're the only thing on the table you have to worry about

id start with the heavy bolter then when you get the points give the heavy bolter a plasma as a back up. i play IG so idk whats best for SMS but if i could take heavy weapons as IG i could take heavy bolter over a plasma.

Plasma is so good though, why use other things? 3 guns can output an average of 6 hits at a high enough strength to count as high impact. High impact has really done work for me before.

Plasma is the best all rounder but it has it's downsides.
It doesn't have the range of a HB or fire rate and doesn't deal the multiple wounds you need against some teams.

Trying to get a SWA campaign going with some buddies and I'm doing Orks. Anyone have some tips for using 'em?

I've got my Wolf Scout team finished for kill team and I've played a few games (Heavily enjoyed them)

I'm thinking of getting a few more teams up and running so my friends can use them when they come over. Any recommendations? I was thinking inquisition so I can have fun kitbashing some cool looking models; are Tau any good?

>why not carry both
Yes, why not. However by versatility I mean different weapons. One single weapon can only be versatile to a point. A plasma can never beat a toxic sniper when it comes to wounding probability or a heavy flamer when it comes to hit probability, for example.

Depends on your local meta. You probably face a lot of opponents that require heavy impact to deal with.

Nob, nine boyz and ten yoofs naked with shanks.

>are Tau any good?
Tau are tricky to play right, but they're not as bad as some people claim.

Guys last time I played I got wrecked by a chaos terminator a guy had spent a prometheum cache on.


Luckily I beat the guy by making him fail a bottle test; but his terminator was unstoppable.

What advice would you guys give to take it out? It has a 4+ invuln save I believe. I play Wolf Scouts so I have access to plasma, Flamer and Melta also.

Maybe melta then. What does he arm his termie with?

Some kind of axe, power axe or something? And a bolt gun. It was 2 weeks ago to be honest and it's slipped my memory, plus I don't have my rulebook with me right now to check.

Bolt pistol maybe?

Ouch. I started with an Alpha, a Warrior and two new spawn. All with adrenals, carapace and double scytals.

It can be hard to get new critters without burning promethium caches, so more bodies is better at the start. Get the 2 FNG's through their three games, then start looking to buy guns for whichever model in your team has the highest BS.

Its not even close to the same thing as an AoS Vs. 40K comparison.

Necromunda and SWA share 98% of the same tabletop rules. There is essentially no problem with gangs fighting Kill Teams on the tabletop.

The rule addressed here resolve any discrepancies between the two campaign systems. And even advancement differences are leveled out when you take away Underdog and Giant Killer Bonus for gangs when they fight Kill Teams. When not getting bonuses many gangs level out to one ganger advancement a turn (Juves get more). This is the same advancement rate as Kill Teams. Once you level out any supposedly unbalancing advancement discrepancies, arguments against the two campaign systems operating parallel to each other fall apart.

The skill tables are almost identical, the point cost are almost identical (all basic and pistols), the troop costs are relatively the same (IGKT free flak armor...big fucking deal?) and the tabletop rules are have NO tactical differences.

Let's be clear, Kill Teams are fighting on Necromunda gang territory not the other way around. The only thing that is hamfisted is the way Kill Teams are trying to enter this game system without a viable campaign model.

If 40K players want to play Necromunda, I say BRING IT ON. I'm not afraid of any of the bullshit 40K can throw at us but 40K players are scared shitless they will get their asses handed to them by a gang using classic skirmish tactics.

ALL NECROMUNDA GANGS CAN PLAY CAMPAIGNS IN SHADOW WAR. There is no valid argument against this. Anyone complaining otherwise simply doesn't understand the rules.

Gangs already have a campaign system that has worked great for 20 years, why would you want to use this hamfisted attempt to make them into a military Kill Team?

I'm really not trying to be offensive but the two systems can operate parallel to each other without any issue.

Gangs on average make about 45 points(creds) a game, compared to kill teams which always get 100 points. The Promethium/Isotopic Fuel Rod rule gives a long term benefit to gangs for fighting Kill Teams but the hard cash they can get for cache/rods is restricted (25 creds). At the end of the day gangs benefit from a lot more equipment selection but still not enough to outweigh military hardware like power armor.

Let gangs do "business as usual" and let Kill Teams fight an all out military conflict in the hive. Kill Teams aren't autonomous like gangs in the hive. Kill Teams operate as part of a larger military force and can call on outside resources. The two archetypes are on the same hive setting and can fight each other but each has different objectives.

And eventually lets figure out a decent campaign system for autonomous warbands in the Inquisimunda system. Because again there is a difference between military unit Kill Teams and Warbands persewing autonomous agendas.

Seems kinda pointless to have some teams running on kill-team rules, some on necromunda territory and such.

Randomized points and keeping leftovers seem like pointless holdovers from necromunda.

Except baseline irregular humans using a sci-fi weapons inventory get to thrash 40K units.

It's not pointless; it's representing the fact that gangs are actually buying/making their gear instead of asking HQ for it.

The Territory system is actually what gave Necromunda a strategic feel. Mordheim was a great game but its campaign system suffered because it never invested you in the ground you were fighting on.

Gang territory income generation is really what makes a great role playing campaign system and is what SWA is sorely lacking. But I like Kill Teams for what they are, military units invading the hive.

>Gang territory income generation is really what makes a great role playing campaign system and is what SWA is sorely lacking. But I like Kill Teams for what they are, military units invading the hive.

Then either have everyone using it or no one using it. Rather than 'Half the groups don't give a shit about it'.

Exactly, this guy gets it. It underlines a fundamental difference between autonomous gangs and Kill Teams in a military hierarchy.

And let me add people who run gangs have no problem using the old campaign system. They have been doing it for 20 years and it has worked great. It may take an extra 10min in post battle but the roleplaying benefits and equipment inventory are well worth the effort (Ok, the experience progression is a little tedious).

Why is this either or? The two types of units operate differently and have different objectives. just deal with it.

>Why is this either or? The two types of units operate differently and have different objectives. just deal with it.

Because it's pointless busywork that doesn't add any extra strategic considerations if only some people are actually using it.

One type of fighting force is built using the local material at its disposal. The other is an invading force trying to achieve military objectives. Let them each do their own thing.

In-progress Arbites rules for SWAG. While inspired by the necromunda version they are not really designed to be a 1:1 translation to the new rules.

>The other is an invading force trying to achieve military objectives.

That's not remotely true with genestealer cultists. They are closer to gangers.

Ah so this is what British people think about themselfs. Cool.

The special operatives really need an overhaul. Having their thing be 'X random advancements' just makes them tedious to generate and makes no effort to make sure they can actually use the equipment properly (Like how all Scum have two pistols but don't get the ability to use them unless you manage them on the rolls)

>If 40K players want to play Necromunda, I say BRING IT ON. I'm not afraid of any of the bullshit 40K can throw at us but 40K players are scared shitless they will get their asses handed to them by a gang using classic skirmish tactics.
>ALL NECROMUNDA GANGS CAN PLAY CAMPAIGNS IN SHADOW WAR. There is no valid argument against this. Anyone complaining otherwise simply doesn't understand the rules.

Don't you have Warmachine's Page 5 to be wanking over?

That and there is the pretty valid argument of 'They are not part of Shadow War: Armageddon's rules'.

>cyber mastiffs and grapplehawks use count as chainswords
Yikes. Are the free parries intentional?

It adds a lot of strategic considerations. Territory is a strategic consideration and Kill Teams get to loot it for promethium cache if they thrash a gang in the hive.

Kill Teams in essence are terrorizing and looting the locals.

It give the whole campaign a shit load more character and it doesn't take away from the Kill Team's objectives.

If you aren't playing a gang none of this will affects you. But it brings a solidly established system into the play against 40K military units. Its essentially the ultimate revenge of the underdog.

You are correct indeed. But you know Genestealer cults have a long established place in Necromunda. I would venture to say the Genestealer cults are still more of a Necromunda gang than a 40K army.

Yeah. It's to represent the manoeuvrability and ability for those animals to tackle you to the ground without needing extra rules for it. Fighting birds and big dogs is kinda awkward.

I'm a yank, what you talking about? DIY is still the best way to live though.

>Its essentially the ultimate revenge of the underdog.

Well, if the win.

WOW, now who is wanking over rules.

>why would you want to use this hamfisted attempt to make them into a military Kill Team?
Read the pdf, you muppet. They're not military.

Wanking over rules? Like what? The fact that necromunda is another game?