SHADOW WAR ARMAGEDDON GENERAL TACO

Eldar weapons platform shenanigans edition.

That scatter laser is a hell of a sustained fire weapon. But can the the Defense Gunner just sit behind cover and let the platform shoot line of sight? And is the no save modifier on scatter laser a misprint?

Also, lets keep the Necromunda fighting to a minimum. Both sides have valid points.

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
wargamestournaments.com/product/industrial-terrain-set-2/
twitter.com/SFWRedditVideos

Someone needs the hook up the mega links.

I Love shadow War, and so I'm giving this thread a bump.
I find it's great for getting new friends into the game, as they don't need to buy 100 dollars worth of models.

Shadow War is great. Anybody homebrewing any alternate lists? I'd love to see Kroot Mercs as their own Kill Team.

Haven't homebrewed, but love flavortexting units. Buddy of mine stuck grot heads on Chaos cultist bodies and runs them with astra milotarum rules as his kill team.

Anyone got any good Shadow War Campaign Stories? I have some, may share later, but figured I'd bump the thread with this question before doing a bit more work.

Saw an Eversor assassin die to melee from a guardsman. That was a riot.

IT'S BEEN TOO LONG

Currently got a Rogue Trader retinue using the Inquisition rules. Not had my first game yet, although that might be tomorrow...

You're leaving out the part where the assassin was flesh wounded 5 times and killed every other guardsman on the table...

Been playing fairly regular games at my flgs.
Recently started some games with a guy who made all this nice terrain.

Yes, because this bloody things is the closest my group will ever get to play 40k during the week.

Very impressive! Combines sets?

>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/

And a link to feel more like Necromunda with underhive gangs i.4cdn.org/tg/1496989886284.pdf

He's told me what it's from. It's a UK company is all I remember.

Necromunda link is dead :c
The other work fine thou.

For IG, Admech, SoB, Chaos and Orks is there anything my group should know? Like things we should avoid due broken they are.

Avoid playing against Tyranids.

t. Tyranid player

Admech really demand you go and get your terrain in order, moreso than any other faction. They can bring staggeringly powerful snipers that can evaporate most forces in short order if you don't remember to actually bring LOS blocking terrain in good amounts.

SOB Spec Ops are mostly worthless outside the Seraphim. The Repentia is a bad joke.

I'll add an addendum:
Avoid Tyranid players until you've gotten several games under your belt and your dudes have gotten some upgrades and plenty of heavy weapons.
Nids are immune to standard pinning(only Strength 7+ can pin them) and have 3 wounds, can have up to 14 inches of run/charge distance and are devastating in melee.
And devastating from afar with venom cannons.

What about GSC. I run SoB/Inquisition normally and well GSC sound like a fun army just for doing soviet jokes.

Repentias have been a joke since they existed. Well not in the good old days, 3rd onwards they have been a joke.

Haven't played against any GSC. From what I've heard, they're pretty weak except for the Purestrain Genestealers, which are special units that only last one game.

I took a Celestian on a rescue mission vs. Orks. She was the best bet for some additional melee capability taking down sentries quietly, which Sister sorely lack. Can't see taking her for anything else really unless I feel the need for a quick meltagun.

My SoB are tearing it up.

Now, would Veeky Forums be up to the task of constructing an Inquisimunda game from Shadow War rather than Necromunda as a base, turning it into... uh, "Shadow War: Inquisition?"

Inquisimunda, as it is, is kind of a mess with several systems that don't work out very well. With a much more streamlined build and some more loose options for putting together an Inquisitorial retinue.

I'm just looking for a means to make a much better Inq28 base for my own dudes, and the options as is are building this based off SW:A or Kill Team 8e, and thus far I'd have to improvise both systems practically from scratch.

SW:I(28?) would make a much more Inquisimunda-like game, but KT8e seems like it would be Hinterlands 40k.

Take SW:A base rules.
-Change the wounding table to be more detailed. (Use Necromunda's). Pay 50 points to heal all injuries from a fighter, and they spend a mission in a hospitalarium.
-Have the 3 mission accomplished boxes be until the unit levels up next, to allow the whole team to level up over time.
-Change the Prometheum Sprawl table to be a d66 instead of it's silly form.
-Have the weaker Special Operatives that do not have bounties or multi-wounds be normal choices that you can hire until they're wounded, and carry from game to game. Limit: 2.
-More scenarios.

Game dramatically improved and solid.

Dead thread :S

Love to have those Inquisimunda.
Hell all old rules would be helpful.

IG's a pretty strong team. So's Admech, Chaos and Orks.
SoB have a few weaknesses.

Against Tyranids, your best weapon besides plasma is the holy krak grenade. A good roll one-shots a warrior.

Well no one is running nids.
Just IG, Admech, SoB, Orks and maybe Chaos or Harlequins

Would be neat. I'd also want a better weapon and equipment chart to work off of: Inquisimunda's is atrocious and SW:A's is kind of simplistic.

Still, good suggestions. Doing a Hinterlands 40k might also be neat, call it Outlands and work with faction keywords. Might be a little hard keeping out some units, but thankfully the majority of big vehicles have been cut out due to points cost. Building a team of 200-250 points is pretty strict, and it excludes a good deal of vehicles, or leaves only underpowered vehicles that kill your team's effectiveness and model count. Should probably specify maybe 1 character model to act as leader and the rest can be chosen from everything sharing a keyword, with limitations.

I am just as excited about SWA as I am disappointed in 8th. I see myself and my friends playing a lot of this. We've been necromunda fans for a long time.

I have nothing productive to add beyond my enthusiasm.

A lot of the Celestian's issue is that she's so very decidedly meh as a melee specialist (Despite that being what her faith power is about). No notable melee weapon options and only WS4. The Seraphim at least can shoot someone in the face with a melta pistol in melee.

She's better as 'Fuck it, I need another special weapons guy' but that runs counter to her faith power. She's all over the place.

I feel like adding multi-wounds wound have helped the game a fair bit when we have multi-wound weapons. Give all leaders the Inquisitor's 3W and give specialists 2W or something.

Anyone got the template that guy used for making those 'translate a hive gang into SWA' rules? I feel like fashioning a more professional looking PDF to incorporate those above 'advanced tables and campaigns' stuff so that a few shops can standardize extending the game.

As a Nid player, I've lost a few warriors to Melta Guns, which do D6 wounds.
The risky thing is that Melta Guns have a 12" range, and any Nid player worth their salt will have given all their warriors(at least the melee-focused ones at first) Adrenal Glands, giving them a 12" charge range.
So unless you've got some advantage of terrain, it's risky to get that close.
Krak Grenades usually don't do much to me.
I guess my opponents' dice just don't like those Krak heads.

I've got this, which is already a pretty professional looking PDF.

I want to make a kill team of Crimson Fists scouts, how should I kit them out?

List I have right now:
990pts
Scout Sergeant - Bolt Pistol + Power Sword
2 Scouts with Boltguns
Scout with Shotgun and Frag Grenades
Scout Gunner with Heavy Bolter and Clip Harness

anything I should add or take away? How useful are weapon attachments? Should I be making more use of recruits? I kitted them out based on how I wanted my dudes to look, and not so much tabletop performance.

You know I've been thinking. Could you replace the obsolete killteam rules with shadow war rules and use the points/profiles from the current 8th edition index?

I wouldn't expect anyone to use the progression system (unless they wanted to) but it could be fun for pickup games.

Sounds good for most setups.
Most of your stuff is pretty short-range, so be sure your table setup has a lot of terrain and line-of-sight blockage.
Or lots of vegetation to make good use of the Hide rules as you get in close.
Red Dot sights tend to be good investments. Especially since the +1 to hit will help cancel out the -1 to hit that Shotguns suffer on anything over 4" away.

That's the problem with Celestians in general. GW should just treat them like Space Marine veterans and let them kit out.

That looks great. Thanks!

Might use this for a Dauber Gang.

Was wondering the same thing. I think heralds of ruin will be a while.

wargamestournaments.com/product/industrial-terrain-set-2/
this company

Ah, yep.
Wish I had a minute skill in painting or I'd be all over it.

The only thing I'm having a problem with right now is initiative. It does a few things in shadow war and it does not exist in 8th.

The only two 'solutions' I came up with was to replace initiative tests with the WS to-hit roll, or to make movement the initiative stat and modify the roll.

The only other thing I could think of was to apply the 'usual' initiative to each race along with converting d# hits back into template weapons.

Alright, Thanks for the advice

Not a campaign, but during a one-off game.
It was a three-way, just after the rules for it had come out. I had IG and was deployed in the middle of the other two factions, so I had it hard from the beginning. The other two had Scouts (easy enough) and Dire Avengers (I didn't know how to react to this one).

It was also my first game.

It started off well enough, my double-sight hot-shot lasgun sniped the enemy Scout sniper on the first turn and that was basically the Scouts out of the game, as they were holed up behind the building on their board edge. I sent my Grenade Launcher after them anyway, just for the sake of cleanup. However, he didn't get there in time to kill anyone before the Scouts' player had to leave, which wasn't good for me, considering he would've been of much greater help on the other flank.

Speaking of, I made plenty of stupid mistakes.
>sent a single Veteran on his own directly towards the Eldar flank, getting him gunned down and finished off almost instantly
>couldn't snipe the enemy Eldar from the sniper's perch because the damn buildings kept getting in the way, and when he could see someone he MISSED. EVERY. TIME. INCLUDING THE TIME HE HAD A SHOT AT THE EXARCH. RAGE INCANDESCENT.
Biggest of all, I stuffed up the close combat rules.
>Okay, my leader charges that Avenger. Roll a die each! Now let me check the book...
>Me: 1 Him: 6
>Welp, guess I don't need to check it then. I fumble, you crit. We've got equal Weapon Skill, you land 7 hits on me. FUCK I forgot, having a pistol gives me +1 attack, I'll roll another one and check the damn rulebook this time
>roll 4
>Okay, you land 4 hit- no, wait, it says here you need 2 or more 6es to crit, so 3 hits on me
>Resolve the resultant wounds, then remember my leader has a power sword, and thus parry
>Opponent offers to just set the two back in their places and pretend I never charged
>Accept offer, thoroughly embarrassed

Playing in a narrative campaign at the moment. Before we played our first game, we were allowed one level up on our leader and one on any soldier we like. Storm Bolter sister superior got Hit and Run and my Stormbolter Specialist ended up getting BS+1.

>First game is against Chaos Space Marines
>He runs his guys down a narrow alleyway
>I proceed to pin all of his marines for 5 turns with Storm Bolters and Bolters hitting on 2+ because of modifiers and great ballistic skill
>Nurgle marines eventually end up dying, I table his entire team
>Now all of my Sisters have Red-Dot Sights and 3 Promethium in the bank
>One of my sisters got Marksman skill to top it all off

Can't wait for next game. Sisters are bloody amazing, and I'm surprised just how much better Storm Bolters are than Heavy Bolters.

Thoughts on a few teams.

Human 'trooper' teams:
IG, Ordo Xenos, Sisters, Mechanicum

The Ordo Xenos gets a Stormbolter or Plasma Pistol or Sniper Rifle on every guy, in exchange for no armor and no plasma rifles. Plus the ultimate badassery of the Inquisitor.
IG get 3x specialists who all should have lasersight plasmas. They can upgrade to Carapace and 'bad bolters' (Hotshots)
Admech get 3x specialists, everyone has carapace, and get weaker plasmas in exchange for every trooper having a 'better' bolter (the galvanic rifles).
Sisters get everyone in power armor and get normal bolters, but cost more and have poor weapon selection.

Feels to me that the Inquisition wins in this toss-up, with the IG somewhere in second just barely. Sisters are dead last.

>when every one is to busy playing 8th to even try shadow war ;_;

Damn, I've been off the 40k train since about 3TV edition but this looks like fun.

Is the boxed set still available? And how are the craftworld eldar? I always thought the dire avengers had a great design and it'd be excellent to use them as a force of their own .

no you cant get the box set but you can buy everything in the box.
eldar do well considering the get a heavy weapon team and guard don't

Eldar have problem in campaign play when the guardian force to skip mission when they promoted. Force you to spend some PC to hire someone to take their places. They do have very good basic weapons, but they have no sight upgrade.

The box game itself is nothing spectacular, they are great terrain bundle but it's no where near enough. With less terrain shooty team can easily stomp choppy team. The Ork provide in the box is not enough to make a full Ork team ( they can have up to 20 but box only give you 11)

All you need to play the game is the team, the rulebook, and lot of terrain, preferably DIY one : cardboard, boxes, toilet roll, pringle can, ... get lots of them.

So what's the most overpowered faction to play as? Orks, since despite them having shit stats they can field 20 models. Or Nids, since despite only being able to field 5 units, they have great stats.

Oh man, I feel that pain. Let us share in it, that it may burden us both less!

My storm bolter specialist is my heavy hitter. I also took a flamer at startup, thinking about switching that to a storm bolter as well. I never even thought to get one on the superior...

Harlequin shit on everything easily. High stat, move pass obstacle, Jump up level, best pistols in the game, pseudo-pin immunity, 4++ save, Leader have 3W, good special ops. This is the perfect team.

That is in theory, SW:A rely more on lucky dice roll than actual skill, so don't get too salty about it. Just don't play with any WAACfag that cut out the mason stone on the harlequin so they get the full cover bonus easier.

Question about melee. I know the book says to roll an extra die if your character has more than one weapon, but how does that apply to Tyranids? Since they can have 3 weapons, or even more with more arms. Do they get three dice on top of their normal 3 attack dice?
Like if a warrior has two Boneswords and Scything Talons, is that 6 dice rolled?

My only SWA story is about my friend bitching about wyches being OP. I need new friends.

Ooh OP wyches do tell.

Anybody know the story of how this game was developed? Looks like some lesser GW minion stole the Necromunda Community Edition rules and passed it off as their own?

I wish there was a terrain seller in the US that made stuff like that at a similar price.

I like WGT's stuff, but the shipping is just fucking insane. Want two sets to actually fill a table? $100+ shipping.

Armor pen splinter pistols? That's OP
Poison blades? That's OP
Melee armor pen? That's OP
Agonizer? That's OP
T3 6+ save on a board with little terrain? That's fair and balanced!

Anyone tried this out? I wanna try it but I'm not smart enough to know if it's busted wide open.

Huh.. I have a friend just like that if he dosent get at least three "Just as planned games." In a month he throws a huge bitch fit.

Also if it is busted anyone got a better homebrew?

Bamp

Anyone? Does the official FAQ cover this?

Genestealers, infamously, have a special rule for it.

Unless they have a special rule saying they can have a bonus for more than two weapon they they dont.

Foreman Norman of SafetyCo. Imperial Construction Solutions took a power shovel to the face, swung by Digger Dan, leader of the Dirty D̶o̶z̶e̶n̶ 10, a penal legion kill team. They didn't think he'd make it, but they managed to scrap together some spare parts from a Gene Deere truck and replaced his jaw.
They now hate each other and both have vowed to kill the other

I put together Pit Slave rules for SWA, any thoughts? They're almost a 1 for 1 translation of the Outlanders Community Edition rules, but also borrowed a bit from the Underhive Gangs rules that were posted here before. I tried to simplify the Wyrd rules while I was at it, just keeping a single power from each discipline, and cutting down the minor powers chart a bit.

One thing I was considering is that since I didn't include the accumulating points part of the Underhive Gang rules, that instead of D6x10 they'd get (D3+3)x10. It still shows the random nature of selling black market promethium, but also prevents them from accumulating stockpiles (I figure they don't have bank accounts).

Replace "at least three" with "every" and you have this friend in question. In fact, his most recent 40k game ended in a huge bitchfest about:

Emperors Champion
THSS termies assaulting 2 Wave serpents
Yes at the same time
Chaplain hate
Dice blaming
Ect

Tell me about your Inquisitors.

So far I've got two: one radical in carapace with a needler. He's an extremist who allies with xenos and will do whatever it takes, but has to rely on secrecy, so he has little combat equipment. He's for more narrative/fluffy fun.

Got a second one in power armor , a storm bolter, power sword, the usual fixings. Typical Inquisitor. He's more for general play.

Thinking of making a third one with an emphasis on maximum tanking. Probably a die-hard puritan of some sort.

I hope to show some pictures of them soon, but I want to make a DIY lightbox so the photos don't look like shit.

here, Perreault isn't an Inquis but he's using the same rules. Extra-decadent but not to the extent of running around in power armour, although he does carry a plasma pistol and power sword. He's probably going to die horribly quickly, but that's what the two random ex-gang members with las/autopistols and chain/power swords, his Squat right-hand man with the bolter and a random shotgun-toting Arbites are there to forestall.

Dude's an ancient conversion of Phinneus Shae from Warmachine back when that was the other big wargame.

Well that sounds a bit insufferable. It's good to take a break or test the waters before committing time to play with those types.

I like it. Pit slaves were fun in Necro.

There's a typo in the Mining Drill entry. I'm not sure I'd give the shears and claw the 'noisy' penalty for raids- does the Ork Claw have that penalty?

Some wishing here, but I wish the SoB leader was 2W. It'd do a lot to make her more capable given how hard it is to reinforce sisters (every sister needs prometheum to purchase and begin with a gun). Not to mention a Sister's probably not better than a Scout, but slightly worse in general.

Wyches get cut down like dogs by any amount of shooting. No defense against that, and unlike Harlequins, they can't wallhack to avoid fire lanes.
The main issue with them is that the best weapon are poison chainhooks and nothing else is remotely as good. If they roll for the right drug (+WS), they're nasty... but they still get mulched by overwatch and good accuracy fire. Or frag grenades.

If they gang up on a guy, frag him or shoot into melee. It's worth it.

Harlequins are retarded strong. They just fucking fly across terrain and always tear up my grey knights in melee.

If I can land any shots I can do alright but their movement is strong. If he feels like it's going be a hard game then he just takes the fucking solitaire.

I suppose the main counter is: Sacrifice.

See a Harlequin charge into melee? That's your chance to burn him down with coordinated fire. Plasma guns, grenades, all that crap. Forget your guy, he's a write-off.

Stay crazy close together, and know you're going to take horrific casualties. But it's worth two or three of your guys to KO a Harlequin, particularly the specialists or leader.

They will get off the first strike due to backflipping through walls. Hit the leader with any sort of multiwound weapon like a krak grenade or plasma gun as best you can. Just stay far enough out that they can't consolodate into another person after melee.

He's running GK, who can only have 5 models on the table at a time. He can't afford a one-for-one sacrifice like most other kill teams can.

GKs'll need to rely on overwatch covering bounds. Sustained fire and base BS4 (+1 range, +1 for red dot, -1 for overwatch) means you'll hit Harlequins very easily. Remember, charging does NOT get a defense benefit except against the guy who is being charged.

In any case, 1d3 or 2d3 shots is your best bet to intercept them early, especially with the Psycannon or Psilencer.

They'll always beat you to actually reaching objectives though, as you'd need to turtle up once they are in charge threat.

How do Nids stack up against them?
I have a Nid list and I may be facing some Harlequins soon.

Just for reference, here's my list I'm running. I do have about a dozen games under my belt with these guys.
At this point, the entire list has been upgraded with Adrenal Glands, Toxin Sacs, Extended Chitin Carapace, and Acid Blood.

>Leader
Pair of Bone Swords, Pair of Scything Talons, Flesh Hooks, has been upgrade with +1 movement(total 7) and True Grit

>Warrior
Bone Sword and Lash Whip, Pair or Scything Talons, also has Flesh Hooks.
Upgraded him with +1 toughness(total 5), Killer Reputation and since he took a head wound, he's been Frenzied for the last few games. I'm in no hurry to cure him.

>Warrior
Death Spitter, Pair or Scything Talons, Iron Jaw

>Specialist
Scything Talons, Venom Cannon, Marksman, Hip Shooting

>Specialist
Scything Talons, Venom Cannon

OUTLANDERS FUCKING WHEN?????

Yeah, I just looked at it closer.
Genestealers get an extra attack die if they have more than two arms, while Tyranid Warriors only get am extra attack die if they have more than two PAIRS of arms. So the standard four-armed Warriors still only roll 3 dice. But a Warrior with three pairs of Scything Talons will have one extra attack die and +2 to their Weapon Skill.

>The main issue with them is that the best weapon are poison chainhooks and nothing else is remotely as good.

Their best weapons are the splinter pistol, not the chain hook. More consistent against everything and also a range weapon. Chain hook are good paired weapon to get +1 A and no parry, but in no way should be taken over the pistol.

Boomp

Bumping because I love this game (but it's dead in my city).

What were GW thinking though releasing it just before 8th?

"Hey guys, let's try to sell these scout and ork sprues we've got lying around the warehouse!

Don't forget the Imperial Guard who aren't called Imperial Guard anymore.

Terminators are ridiculous. Nearly unkillable. My TH+SS one though, got dropped on a Corrosive Slick mission and hit a banana peel on his second charge.
Corrosive slick is clearly the deadliest weapon in the galaxy. Roll a 6? Whoops, Guilliman's dead.

The hazardous condition are the pretty bad in SWA. They were difficult in Necromunda but that corrosive slick is a 7 on 2D6 which makes it the most likely possibility. Ridiculous.

In my opinion the most likely possibility in any hive is simply, no light.

For the record people rarely used hazardous conditions in Necromunda because another layer of complexity just made your head spin. The exception to this was when you were playing a Ratskin player. Ratskins were immune to hazardous conditions and they would use them like a weapon when you were playing against them. But unfortunately Ratskins were the rarest of Necromunda gangs.

As a product SWA is laughable. The terrain is crap, the figs are stock, the rulebook is cut and paste, the campaign system is shallow. The only thing SWA really has going for it are the Kill Team lists. Even though these lists are very narrow in scope, they give us a toe hold into incorporating the whole 40K setting into the Necromunda rules model. This is really exciting and many of the faction list are the factions base troop types, which even further lays the foundation to expand.
The root of all of this is a game (Necromunda) that used irregular humans with a mix of modern and sci-fi weaponry. It is an excellent baseline to build an entire system from. The foundations of the game go a long way to suspend disbelief just by building thing on a believable human standard that people have a real world comparison to.

I think it is kind of cool that they took it down a notch and used Space Marine Scouts. They really fit in the setting and you feel like you're laying the groundwork for a larger offensive as you play a scout kill team. There are a few factions where I feel a the scout option would have been polite (Eldar). But I can understand that most of theses factions deploy their baseline troops as a kind of general purpose scout.

In general kill teams aren't as cool or as autonomous as gangs. They are a military unit that is apart of a larger command hierarchy. They work just fine in hive warfare and are great for pursuing their narrow goal of liquidating the energy commodities ahead of a larger military forces in the hive. I like Kill teams just fine the way they are but I think they are just one way to play in a skirmish campaign. Necromunda gangs and Inquisimunda warbands can fit right into any skirmish campaign just fine alongside SWA kill teams.

It seems like SWA, Necromunda, Inquisimunda, and Gorkamorka (as Ash Wastes) could make a grand unification if someone pulled together about 12 pages of adequate campaign rules, built a couple different equipment markets, and composed a few more territory charts for the weird factions like Eldar, Rogue Traders, Arbites, and Orks.

Hell it might be time to think about a few different commodities like Spice, Spirit Stones, Juice, Energy Rods (Isotropic /Promethium), and Slaves.

The skirmish setting feels a lot more dynamic than we give it credit for. This is 40K so I still believe the hive city should be at the center of it all. But the wasteland and the hive slope could produce every possible faction from Void Pirates to Tau Diplomatic Cadre.

Ive had perfectly fun games setting up jungle terrain.
Still have to make sure we had lots and lots of bushes and rocks to hide in and block line of sight.