[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Shadow War Armageddon General /swag/

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 371
Thread images: 24

File: MORKER.jpg (85KB, 633x824px) Image search: [Google]
MORKER.jpg
85KB, 633x824px
Last Thread, lots of salt about the megas
>>52599483

>Shadow War: Armageddon Free Faction Rules::
https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf


>Rules Archive:
https://mega.nz/#F!Pg0nmCTb!gLkbxonP3bWUpjj8Cscr6A
https://mega.nz/#F!mUtQAAxS!1fjZcUJ94veAvCRBREeifw

>77 pages of rule: some pages missing bottom part, check archive.
https://docs.google.com/document/d/1xvgryrNiMFoLYiaX8o6Y-Q0q1GLRvwWnvbrSL7omZXo/edit?usp=sharing
>>
First, for the Greater Good.
>>
I think my kill team might be the most incompetent squad scouts in the entire galaxy.
They've not only lost every mission they've done, but they've also ensured 100% OoA rate as well, and now their leaders gotten captured.
>>
>>52612415
Sounds like a good time to recruit a new unit. Or give them one last chance to redeem themselves!
>>
>>52612435
>Or give them one last chance to redeem themselves!
Oh, I've just accepted it at this point and decided to roll with it. I've named them the Z team, made their theme this:
https://youtu.be/4gO7uemm6Yo
And fluffed and specialist they bring as "babysitter" the chapter assigns to them.
They won't get a new recruit until they win a game though, because until they prove themselves it makes fuck all sense for the chapter to assign them someone else.
It may screw me over, but hey, it's fluffier, and that's what I care about more
>>
>>52612474
*fluffed every specialist
>>
We played a couple of test games last knight. My friends took some grey knights and tau, I had skitarii.

The GK guy really struggled to lay any hurt down, he was outranged, outgunned and he was really feeling the -1 save mods and pinning.

Part of his problem was he wanted to play fluffy and wade into a storm of fire with with power armour, which never worked. But even without him making these critical errors I am not sure how he was going to get ahead in a campaign. He was a bit disheartened by it.

What do you guys think? What are some common wisdoms to help my buddy get the edge in games with GK?
>>
File: 20170409_005817.jpg (597KB, 1544x2020px) Image search: [Google]
20170409_005817.jpg
597KB, 1544x2020px
My Skitarii Alpha for my LGS's campaign that starts tomorrow, really excited to try a campaign and give this sucker the gunslinger skill.
>>
>>52612552
More boyz, less toyz, as they say. Unfortunately for GK it's a huge problem.

Skitarii and tau are both the shoottiest forces of the game, so he's always going to struggle.

SWA plays more realistic combat. Out in the shit, you don't just fucking run towards people when they're shooting you. As soon as you hear that first crack, you get the fuck down. Then your squad lays down covering fire and you move forward.

In my games today, I did better than most folks because, surprisingly, my time as a marine applies extremely well here. The Tau, both fluff wise and rule wise, are the closest force, in both SWA and 40k, to actual combat. You take mofos out at range. I absolutely love how fragile everyone is in this game, and how pinning works. It makes it far more strategic rather than auto wins. And people like your friend, who assume that just because you have power armor you're invincible (except for termies; fuck those guys), are almost always going to lose out to someone who can take advantage of positioning and target prioritization (i.e, pin everyone first).

For advice, all I can say is learn how to use cover. Using the Hide action is going to save your ass more than anything as a melee army. Us tau have 0 blast templates, so we can't do anything, and our initiative is low as fuck too, so we won't see you either unless we get right in your face.
>>
>>52612552
Do you know your friends GK list?
>>
>>52612552
Mini wargaming came up with a house rule for the campaigns that allowed players to bank points between missions. However, when you decide to spend your banked points, you must spend all of them and any you don't spend are lost.

Aka you could save for 3 games to get up to 300, then spend them all in one go.

It's about the only way more elite teams can afford reinforcements at all.
>>
>>52612684
>It's about the only way more elite teams can afford reinforcements at all.
Not true. Base 100, spend a cache, then have a dude with scavenger
>>
https://youtu.be/2vgoBnypDuQ
>>
>>52612655

Ty men, I was encouraging him to use more cover, but you know how SM fanboys get about the concept of Marines in cover and hiding...

>>52612659

He'd
>>
>>52612717
>if you take literally every option to get points you can just barely afford a grunt

sure, but their house rule is a lot more reasonable. It's really stupid that you cant bank points honestly.
>>
>>52612552
>play one mission
>win or lose, gain at least one promethium
>next game, hire paladin, take daemon hammer and psycannon
>laugh in the face off all who oppose you
>repeat ad naseum, slowly but surely building up promethium
>pray to the emperor you can win your final game without the paladin
>>
Sorry, can't opperate Keyborad today

>>52612659

He was taking two troops with psybolt ammo and swords, and a leader with the same.

Taking gunners wasn't as important because they were dry runs, but maybe the 4th body would help.
>>
>>52612811
If he wants to go the toyz over boyz route, he should drop the hammers and replace them with falchions or the stave, and take red dot sights, telescopic sights and photovisors on his dudes, and a little extra combat weapons for his leader.
With that, he's got a 36" storm bolter with -2 to saves and +1 to shooting, reducing the cover penalty by one.
If he plays right (which is to say using cover, supporting fire, etc.) and keeps his dudes together so they can back eachother up, he should have fighting chance, with shooting that is at least as strong as his opponents, even if it's not as much. That should give him powerful enough fire to be able to make his way slowly but surely to combat, where he can anhilate the enemy.

Even then, he should go boyz over toyz.
>>
>>52612796
honestly, I think you should just be able to spend more than 1 Prometheum Cache per round. You're sacrificing your position in the race to win the campaign to better resupply. I feel it's a pretty fair trade off.
>>
>no mention o fgangers whatsoever

Funny how they have done everything possible to pretend that this has nothing to do with any factions or models that arn't in a 40k codex.

It's like if they even HINT at playing with out-of-print models it will open the floodgates of players daring to buy non GW proxies.
>>
>>52613062
it takes almost zero effort to port the community edition stuff into shadow war
>>
How viable are Chaos Terminators in this? I've got some nicely painted Black Legion boys that I never get to run competitively, and I'd love to try them out here.
>>
>>52612288
Lgs is having an open tournament starting next week and im trying to decide what team to bring. So far it's down to witches, chaos, and skitarii. Wondering if any anons have experience playing as, or even better against them and could lend some insight.

Right now I'm leaning skitarii with something like

Alpha (Arc Pistol) 180
Specialist (Arc Rifle) 130
Specialist (Plasma Caliver, Clip Harness) 165
Specialist (Plasma Caliver) 165
Ranger (Galvantic Rifle, Frag Grenades) 115
Ranger (Galvantic RIfle) 115
Ranger (Galvantic Rifle) 115

Thoughts?
>>
>>52613110
They are special operatives, so you can only bring one per game and have to pay 33-100% of your resources just for them to show up each game. Also they can't level. Still other chaos stuff looks pretty neat.
>>
>>52613144
How does a tournament work for this?

The game is based around a campaign.
>>
>>52613178
Rather than "to 15," they're setting it "most at the end of the tournament." To stop people from just spamming games they have two open days per week.
>>
>>52613211
Should mention it's for one month.

>>52613144
Also just realized i did the math wrong and can't fit in the grenades.
>>
>>52612578
Well, pray that you are lucky.

Also why are people so obsessed with getting gunslingers? Aren't pistols kinda crap, even if you can use them in melee? I understand for Tau at least since it's the closest thing they get to melee punch, but why Skitarii?
>>
i'm thinking of doing a GK team and am worried about getting wrecked. what shouldi do to maximise my odds?

also it might be possible to get the g employee to approve me starting with a skill or advance or two using the call of the promethium sprawl rules.
>>
>>52613355
Play smart. Learn to hide and use cover.
>>
>>52613144

I feel like it's bad for your endgame to max out on those special weapons right away.

The Arquebus is really good, and while it might take you a few games before you can spring for it, you will probably want to eventually. Meaning that one of your special weapons goes into the trash at that point, since you'll have no eligible model left in your kill team to use it.

I tried out my Tyranids tonight. They seem... tough to use well?

-- Lots of recruitment restrictions (you can never afford anything beside a Newspawn without special points spending acquisitions)

-- few shooters (they have solid guns, but never more than 5 shooters, and not even that if you want CC pros)

-- Lotta wasted Skill ups all across their available skill charts (Gunslinger, the one that lets you recover from Pinning, etc.)

-- Less available cover due to size of models

-- Difficulty of getting into melee versus models above the ground floor (this is yet another GW game with inadequately-explained rules for vertical movement, but my own reading of what *is* there seems to make it tough to pursue anyone who deploys/moves to a higher level than you)
>>
Do Tyranids with two sets of CC weapons roll 3 or 4 attack dice in close combat? Couldn't figure that out.

I feel like they should roll 4, but maybe RAW roll only their 3 profile attacks.
>>
>>52613416
two pairs of arms with melee weapons is just the normal +1 die for two wepaon fighting, three pairs of arms with melee weapons adds another +1 die (really only the ravenor gets this bonus)
>>
>>52613398
>-- Difficulty of getting into melee versus models above the ground floor

From my understanding, if an obstruction is 2" or higher, you cannot climb it normally, thus an emphasis on ladders everywhere from what I've seen. Flesh Hooks allow Tyranids to treat any terrain that is 2" or higher as "Difficult Terrain" so they can now climb sheer walls with no need for ladders. That seems like they would have an easier time than anyone getting around vertical terrain, short of jump pack Special Operatives.
>>
>>52613062
>It's like if they even HINT at playing with out-of-print models it will open the floodgates of players daring to buy non GW proxies.

I mean, I'm already doing it, and those too stupid to realize it will realize it if they mention it.
>>
>>52613398
But can't I just resupply for the arquebus? I figured since a specialist can be armed with "items from the... special weapons" list that I could just buy him an arquebus later when I had more points to go around. This just means in the mean time he has a really nasty weapon to shoot against any melee army that tries to get close, and for 40 points it doesn't feel like it's eating into the starting pool much.

And, yeah tyranids seems a little funky. I figure that it's only really a problem if one of your gun beast dies early on. The immunity to pinning and three wounds a pop seem like they should go a long way towards making them viable. I think they will be one of the few situations where the enemy exposes themselves for a round of shooting and then realizes the whole enemy team is still up and not even pinned and that they're about to eat a venom cannon and several deathspitters to the face. Also bottle checks are basically not a thing, not to mention being one of the few forces that can survive a round of close combat to fight back. All in all, i think they aren't going to be an easy force to bring to bear, but they have a lot of potential.
>>
I have a Tau kill team sitting around and our kill team group is transitioning to Shadow War, how does this team look?

Pathfinder Leader (Pulse Carbine) 170
Pathfinder (Pulse Carbine, Markerlight) 105
Pathfinder (Pulse Carbine) 90
Pathfinder Cadet (Pulse Carbine) 80
Pathfinder Cadet (Pulse Carbine) 80
Pathfinder Cadet (Pulse Carbine) 80
Pathfinder Cadet (Pulse Carbine) 80
Pathfinder Cadet (Pulse Carbine) 80
Pathfinder Specialist (Rail Rifle) 180
MV31 Pulse Accelerator Drone 50

10 dudes clocking in at 995 pts
>>
>>52613684

Sure, you can buy an Arquebus later. But when that happens the points you spent on your caliver/arc rifle are wasted, because you've paid for four special weapons, but only have three specialists that can use those weapons.

Bit of a min-maxing idea, but in these short-ish campaigns to 15 promethium I feel you need to pay attention to your spending efficiency.

>>52613543

I kind of just don't get how vertical movement is spent. For example, ladders are open ground. Does that mean going up a 6" ladder costs 6" of your move? Can you go up an 18" ladder and stop halfway up as wobbly model?
>>
Hey all, building a guard list for a game on Tuesday. Any feedback please? I've not played a game yet.

I've based it off another list I saw on a previous thread, except I had to give the guardsmen lasguns... feels off sending them into battle with only knives and grenades!

1,000 points on the nose.

Vet Sgt. 120 (220 total)
+ Plasma pistol 50
+ Chainsword 25
+ Frags 25

Specalist 70 (195 total) x2
+ Plasma gun 80
+ Carapace 20
+ Frags 25

Specalist 70 (130 total)
+ Flamer 40
+ Carapace 20

Veteran 60 (130 total) x2
+ Lasgun 25
+ Carapace 20
+ Frags 25
>>
>>52613398
>-- Difficulty of getting into melee versus models above the ground floor (this is yet another GW game with inadequately-explained rules for vertical movement, but my own reading of what *is* there seems to make it tough to pursue anyone who deploys/moves to a higher level than you)
Flesh Hooks, bruv. Flesh Hooks and Adrenal Glands mean you can charge 6" straight up any surface.
>>
>>52613829
As in mordheim i think you should follow the rule "boys before toys", guardsman tend to be very fragile even with carapace armor, especially considering that any S4+ weapon gives you penalty to armor
>>
>>52613684
The big issue I see is that only having one rifle means you're relying on one BS 3 dude and his marker light to force the enemy into close range. A smart opponent will have one grunt run and make sure he's the closest target and all of the sudden you have to close to within 24 or have your whole turn end up being one 5+ shot. Having just the one marker light and no burst canon drone means you're also looking at single shots on 5+ with everyone else even if the enemy stood still. And prey they don't hit the drone or else you're down to 18".

I would try to tailor a list around goading your opponent into charging you so you can rake in those sweet free shots without having to worry about cover or running. Recon drone seems like the hidden gem in this list. It's a move 6, T4, 4+ body that shoots as well as four normal guys.
>>
>>52613957
Recon drone has BS2 though, he shoots as 3 guys at best and when he's required to take 7+ hit shots he's basically an overcosted pathfinder, it also cannot get buffed by the pulse accelerator drone, it looked great on paper but i think i'm better off with the smaller easily hideable and cheaper BS3 dudes.
>>
>>52614014
The abundance of marker lights makes those 7+ rolls pretty rare, only clowns are going to force a -2 penalty and even at 6+ he hits twice as effectively as a pathfinder in the same circumstances. I just don't think T3, I2, LD8 guys wearing imperial issue cardboard can survive trying to play defensively when every other ranged army can get a free round of shooting on them in that band between 24-30.
>>
>>52613790
But he can still carry around both weapons, hell it could make for a nasty surprise if your opponent forgot the sniper had an S5 +2 to hit weapon at 0-12". Also it costs 5 points more than giving him a basic rifle and still preforms admirably out to 24" while having the advantage of being S5.
>>
>>52613144
>>52613582

Get Arquebus ASAP, the only thing you'll be shooting with the Arquebus guy are leader and specialist. And having leader or specialists down first game are extremely good. You can even pin Harlequin or Nid.
>>
>>52613006
the problem with this would be winning 3 caches on the first mission with minimal losses and then spending 300 points on new dudes. that creates gang creep and campaigns break down fast. the progression system in this version is honestly way better for keeping that kind of shit in check.

it sucks for GK players, but honestly? they're the fucking grey knights, of course they can't recruit new guys easily. there's not exactly a lot of them and it takes, what, a hundred years to make a new one? playing as them I think you have to accept that you're playing a weird, wonky faction with a bit of hard mode going on.
>>
>>52614092
Ok then, is it better like this:

Pathfinder Leader (Pulse Carbine) 170
Pathfinder Cadet (Pulse Carbine, Markerlight) 95
Pathfinder Cadet (Pulse Carbine, Markerlight) 95
Pathfinder Cadet (Pulse Carbine) 80
Pathfinder Cadet (Pulse Carbine) 80
Pathfinder Cadet (Pulse Carbine) 80
Pathfinder Specialist (Rail Rifle) 180
MB3 Recon Drone 110
MB3 Recon Drone 110

or like this:

Pathfinder Leader (Pulse Carbine) 170
Pathfinder Cadet (Pulse Carbine, Markerlight) 95
Pathfinder Cadet (Markerlight) 65
Pathfinder Cadet (Pulse Carbine) 80
Pathfinder Cadet (Pulse Carbine) 80
Pathfinder Specialist (Rail Rifle) 180
MB3 Recon Drone 110
MB3 Recon Drone 110
MB3 Recon Drone 110

?
>>
>>52614233
not the guy you were replying to, but I like both of those a lot. not making drones 1/team (as they are for 40k squads) may have been a mistake but it's one you really gotta exploit to get enough firepower in a tau team
>>
>>52614227

I think it would likely be better if you could 'save' your stuff to spend all at once (All or nothing though. You can't spend 50 and save 50.)

So grey knights can go and buy a dude every 2 matches or such.
>>
So... playing around with Skitarii lists it feels like you should just take a bunch of upgraded rangers with rifles and buy a specialist and later arquebus later maybe? Arc weapons just seem... bad. No armor mod and close range accuracy on an army that wants to stay at range. Radium carbines are literal garbage and make no sense compared to the 40k weapon (storm bolters are sustained fire and they're not? wat?). Galvanic rifles, maybe plasma and arquebuses seem like the only viable weapons. Main thing they have going for them is the rather high accuracy between BS4, red dot and photo visor on a +1 to hit long range weapon, so just spam that...? Anyway, here's the idea:

Alpha (Galvanic w/ Red-dot, Photo-Visor)
Ranger (Galvanic w/ Red-dot, Photo-Visor)
Ranger (Galvanic w/ Red-dot, Photo-Visor)
Ranger (Galvanic w/ Red-dot, Photo-Visor)
Ranger (Galvanic w/ Red-dot, Photo-Visor)
Specialist (Plasma caliver, Photo-Visor)

Basically, just aim to pin everyone down and slowly chip away. I'd be totally fucked against murder clowns and space bugs, but such is life in the underhive.

One other idea I had was to ditch the Specialist entirely and take two Fresh-Forged with nothing but Frag Grenades. 'Nades are fucking nuts in this game and it would give some fairly cheap close range deterrent.
>>
building a cadian kill team.
Is their a limitation about how many specialists I can take? Couldnt find any in the rulebook.

What do you think is better for the start? More men or less guys but with better equipment?
>>
>>52614419
A specialist with his shitty 18" Plasma mean he'll either overwatch for several turn doing nothing or have to go first and take the fire himself.

Also Photo-visor are useless if the unit move.
Get rid of photo-visor, change one of them to Fresh-forged and switch a red-dot to the specialist, get him an Arquebus.

And now with Arquebus you don't even have to worry about Harlequin, pin them on every hit.
>>
>>52614227
GK have weird recruitment in fluff. They shove in thousands of guys in and get out one veteran. Nobody knows what their extremely perilious trials are but their recruitment process is constant and massive.
>>
>>52614515
Sounds reasonable. I guess the plan for the newbie is to just live long enough to grow up to be a real boy and earn his red-dot?
>>
File: Daubers.jpg (2MB, 1659x2053px) Image search: [Google]
Daubers.jpg
2MB, 1659x2053px
Any suggestions on how best to represent Daubers in game?
>>
>>52614630
The plan is that every game something might need to go down, and have a Fresh forged go down first is better. Whatever happen, do not let leader or specialist take fire.

Also if you can get 2 specialist on your list after first mission you now have 2 Arquebus.
>>
>>52614654
play whatever, give them fancy paintjobs.

Maybe a slaaneshi cultist warband?
>>
>>52612474
Sounds like something I'd enjoy immensely. I love that kind of stuff as just winning games doesn't matter that much to me as compared to seeing a narrative unfold. I agree with your decision that the chapter wouldn't assign more resources to a team that incompetent.

- "Work with what you got soldier! DO YOU HAVE ARMS AND HANDS?! THEN POINT THAT WEAPON AT THE ENEMY AND FIRE! You clearly don't have a brain or I wouldn't have to tell you this."
>>
>>52612684
Have you considered the fact that it might be intended to be hard for GK to recruit?
>>
>>52612717
I agree. GK are really strong. I'm fairly sure the rules are intended to make it harder for GK to recruit.
>>
>>52612796
It's in part because fluff. You get a supply drop between missions. That's what your recruit/rearm action symbolizes.

But in part I'm fairly sure it's intended to be hard for GK to recruit. It's absolutely possible for them to recruit new gunners between missions if they have the scavenger skill and spend a cache. Just not as easy as for other factions.
>>
>>52613348
>why are people so obsessed with getting >gunslingers?

Because they're fucking cool, that's why.
>>
>>52613455
Three *pairs* of arms? wat Six arms?
>>
File: Ravener_2.png (1MB, 1050x1449px) Image search: [Google]
Ravener_2.png
1MB, 1050x1449px
>>52614854
That's right boi.
>>
>>52613684
I'd try to find use for that last fiver. You really want to use your points effectively.
>>
>>52612415
how have you never failed a bottle test ? not even on purpose to save your team ?
>leader got captured
auwtch , my veteran sergeant got boltered trying to escape from hit and run , i got lucky and rolled a 6 though so he ended up picking up escape artist
>>
>>52614423
Astra Militarum can have three specialists in their teams, unlike other factions that can only have two.

More men. My cadian list is nine guys, and two of them are specialists. Hoping to get another specialist after a couple of games.
>>
I'm new into this, any suggestion about how to play orks?
>>
>>52614861
Heh, I'm no expert in Tyranids. Thought four was the max.
>>
>>52614898

okay, thanks.

but for reference could you tell me on which page it says I can have three specialists?
>>
>>52614909
Cheap body Yoof and mass dakka with shoota, some melee
or
Cheap body Yoof, less dakka, but now with more body and more melee with Slugga.
>>
>>52614921
page 71
under the specialists bit
>>
>>52614909
Field as many units as you can without gimping them too much. Orks get Ld bonus for outnumbering their opponents and they get bonus for charging into melee, so you'll probably want to use that. My ork list (wip) is twelve units, but I'd like to squeeze out a few more. So a few shootas and maybe a big shoota to provide cover fire while you get your mob into charging distance. Don't worry about power klaw on nob to begin with. Big choppa is really good, and cheap so you can spend points on more units.
>>
>>52614937

great, thanks.
>>
I just read the rules for campaigns and in noticed that with the limit of 100 pts on new recruits i'm pretty much forced to take rail rifles and recon drones if i want them eventually. So here's a list for the campaign:


Pathfinder Leader (Pulse Carbine, Markerlight) 185
Pathfinder Cadet (Pulse Carbine, Markerlight) 95
Pathfinder Specialist (Rail Rifle) 180
Pathfinder Specialist (Rail Rifle) 180
MB3 Recon Drone 110
MB3 Recon Drone 110
MB3 Recon Drone 110

It's only 7 models though, is this ok?
I've 30 pts left, should i put photo visors on the snipers or photon grenades on snipers and leader?
>>
>>52615024
If you read pass the line it said you can use a promethium cache to get 100 more.
>>
>>52615104
I read that after posting so i guess that's another option. So knowing that if i go down a sniper it looks like the second one here>>52614233
Is it worth it? I basically trade a rail rifle with 2 carbines
>>
>>52615134
Drop the recon drone, take only 1 or none. Too much RNG dice roll.

Remember the pulse carbine have very crappy range without the drone. Many weapon will outrange you with their 24" range. And you're putting your specialist at great risk if you give him a carbine.
>>
>>52615160
>crappy range
anon you're playing on a 4' by 4' board
24 inch is more than enough
>>
>>52615134
You can also try and get the scavenger skill which gives you extra points between fights to recruit/rearm.
>>
>>52615193
Between 2x2 and 4x4 even.
>>
>>52615193
Carbines and pulse cannons have 18" without drone though
>>
>>52615193
my bad
18 inch is still more than enough though , just hide, play the objective and avoid long range engagements
>>
>>52613829
This is good, vet sergeant doesnt need chainsword as he uses plasma pistol in melee, pass the grenades over to the flamer guy so he has a backup weapon.

>>52613889
With guard, in my experience, you need a bunch of special weapons to stand a chance. Lasguns do nothing.
>>
>>52615381
you need 1 big gun and a whole lot of small ones to keep guys pinned while the big gun sweeps up
>>
>>52614909
Yoofs to Boys is the best upgrade you can get, point-wise (+30 points, doubling up in point cost, nobody else gets as much), so make it count and spam them, gain a virtual point advantage by the 4th game. Try not to lose too many, or you'll squander it.
The basic boy with a shoota and a red dot (cheaper than for other factions, BUT low BS gets more out of a +1!) is VERY cost effective, can melee those that would shoot him up and shoot at those that would engage in melee, and the few pistoleros that would win in both scenarios cost so much they'll get ganged up (so bring enough bodies to gang up on people, also good to go and grab objectives, you might have 4x the units your opponent has... you can spare one yoof to go grab a counter).
Try to stay hidden until in close range, the one big downside to the orks is the low initiative that gives the enemy the first attack.
>>
>>52615423
>the one big downside to the orks is the low initiative that gives the enemy the first attack.
????
initiative isn't used in attacking at all unless it's a tiebreaker in melee ?
the biggest downside to their low initiative is that you'll be falling of ledges a lot and that you're gonna get pinned a lot , even if you stay together
>>
>>52615448
Also less effective overwatch because Fleeing target.
>>
>>52615381
>With guard, in my experience, you need a bunch of special weapons to stand a chance. Lasguns do nothing.
Yes that's the right way, i wasn't talking about weapons i was talking about useless trinkets like grenades and armor, guardsmen need a gun and nothing else with the rest of the points you're better bringing more bodies than slightly protect the few you have
>>
>>52615501
Grenades can be good if they bunch up, to pin a lot of guys and maybe even hurt someone. They have the same strength as a lasgun but almost guaranteed hit.

Probably not on so many guys though. I'm going to have one or two dedicated grenade throwers.
>>
>>52615448
High initiative/movement enemies will have an advantage detecting orks, in the 'sneaking around' phase, the more dangerous access to high terrain is just one facet of this.
It's easier to assume that the orks will have to weather the first round of shooting or melee, and then counter attack, but not more than 1 round, with dense enough terrain.
>>
>>52615501
Kraks are actually decent. S6 wounds on 2+ most of the time and d6 wounds is scary.
>>
>>52613684
Not bad, but I'd switch out the acceleration drone and a duder to get yourself the Recon Drone. A burst cannon is no joke. I also found the extra Specialist to be very, very useful. Here's my list that I played yesterday:

Pathfinder kill team v7.1

Shas'ui Kio'tor [Leader: 140]
+Carbine [30]
(180)

Shas'la Ra'vaal [Trooper: 60]
+Carbine [30]
+Marker Light [15]
(105)

Shas'la Su'tra [Recruit: 50]
+Carbine [30]
+Marker Light [15]
(95)

Shas'la Qior'tan [Recruit: 50]
+Carbine [30]
(80)

Shas'la Pa'nam [Recruit: 50]
+Carbine [30]
(80)

Shas'la En'kal [Specialist: 60]
+Ion Rifle [120]
(180)

Shas'la Xa'kal [Specialist: 60]
+Rail Rifle [120]
(180)

MB-3 "b1G'B3rtHa" [Recon Drone: 110]
>>
>>52613829
drop the frags on the troopers , plasmagunners and sarge as well as teh chainsword and get 2 recruits with lasguns you'll get infently more use out of them than you will out of st 3 frags with 9 icnh range on every guy especially since almost all of them have a main weapon that will be the better option in every case
>>
Can someone with the box tell me how high up off the board the platforms & walkways end up being? I plan on making compatible terrain, and I can't tell from looking if the height ends up conforming to Necromunda's 3" bulkhead standard.
>>
Frag launchers are a bit lulzy. Withing 4" frag grenades autohit so its almost guarenteed pinning against most teams.
>>
>>52615024
What are you talking about? Post a screenie of the rule
>>
>>52615024
SO yeah I just looked over the rules and I'm not seeing that shit anywhere. I wouldn't advise taking so many recons lol. You're going to get jammed up and they're not getting as many upgrades or akills. As in none. You went too far in the other extreme.
>>
>>52615596
>>52615574
Look up the "rewards of battle " section, you can recruit new guys with a limit of 100 pts unless you spend promethium
>>
>>52615574
He's talking about the 'free' 100 points you get to expand your team after a mission.
The extra are unreliable (hunt dice roll), take up resources (guerilla skill), or work directly against your winning the campaign (pay prometheum).
I'd still exchange a cache or 2 on the first few games to have the extra points when they are most valuable tho.
>>
>>52615596
>>52615627
>>52615630

Or all of you could just read the reply and see that he didn't read pass the line.

>>52615104
>>52615134
>>
So what is supposed to be the Harlequins weakness? They have good shooting, good melee, good movement, good morale, and a 4+ save pretty much permanently.
>>
>>52616006
They cost a lot and still have T3 wich is pretty poor i guess
>>
New player with zero 40k or Killteam experience here. Picked up Death Masque Harlequins and trying to build a team out of em.

How does this look:

Troupe Master (Power Sword, Shuriken Pistol) 385
Player (Monomolecular Blade, Shuriken Pistol) 215
2x Player (Sword, Shuriken Pistol) 400
>>
>>52616006
Webber
High-impact.
Too many dakka.
Bad save roll.
Bad Injury roll
Muscle Skill
>>
>>52616130
Drop all swords, use just pistol.

Get 2 Virtuoso.

Goal : Troupe Master + Virtuoso get Neuro Disruptor after first 2-3 mission. After that get a sword to parry and weapon reload.
>>
>>52616154
Since they come with a concealed blade, does that mean they'll still get the two-weapon bonuses?
>>
>>52616154
One needs a Fusion, to blow up terrain if needed.
>>
>>52616182
Don't fight with 2 weapons, you have to alternate attack which mean a shit attack with a pistol attack.
>>
>>52616182
Why would you do that, tho?
Your attacks will be much less deadly, and you don't really need that extra die.
Just fuck people with multiple pistol shots, the sword gets a pass for its defensive proprieties.
>>
>>52616215
Ah so you trade in the extra dice for quality pistol attacks? Does that go with the swords later as well? Or do you need to use them if you want the parry?
>>
>>52616239
Same, need to use them to parry.
>>
What is the best way to assemble my scouts?
I was thinking of using 3 with shotguns, 3 with snipers, 3 with bolters and one with a missile launcher?
>>
Made a guardsman with a sword, how effective will he actually be? Idea is to use him as a grenadier and to encourage people not to get into charge range.

Guardsman 50 (120)
Carapace 20
Chainsword 25
Frag Grenades 25

I am hoping that WS3, 2 attacks, 4+ armour, -2 armour rend, S4 and parry will help. Very likely he will get to charge first.
>>
Trying to build a guard team. is this good? Should i change anything?

Veteran sergeant
-lasgun
Veteran guardsman
-lasgun
-krak grenades
Veteran guardsman
-lasgun
-frag grenades
Veteran guardsman
-lasgun
Veteran guardsman
-lasgun
Special weapons operative
-flamer
Special weapons operative
-plasma gun
-red-dot sight
Special weapons operative
-plasma gun
-red-dot sight

If i use shotguns instead of lasguns i can fit another frag grenade
>>
>>52615547
Played a pathfinder game today and it went terribly.
List was:

Leader
-Pulse Carbine

Specialist
- Ion Rifle

Specialist
- Rail Rifle

Trooper
-Carbine
-Def. Grenade

Trooper
-Carbine

Recruit
-Markerlight

Recruit
-Markerlight

- Recon Drone

-Pulse accel. Drone.

Got stomped pretty heavily by skittles who got 30" LoS and made me wade from cover to cover as I tried to close.
Drones both got arquebus' early and spent the rest of the game eating dirt.
Need some strats. Doubt we can just "make more cover happen", it's already got some good verticality.
>>
Likely be facing Guard or Harlequins this Friday and only have experience murdering Grey Knights and Nids. How does my list look?

Aspiring Champion w/ Mark of Nurgle, Boltgun, Blight Grenades...345

Chaos Space Marine w/ Mark Of Nurgle, Boltgun...155 x3

Cultist w/ Autogun...60 x4

Harlequins seems super dodgyand guardsmen I imagine are squishy in the face of bolters, so I'm trying a spray and pray list.

Thoughts? Help this poor Nurgle follower out.
>>
>>52616445
Should be 295, not 345 for the champion.
>>
>>52616359
Having just fought Guard vs Nid warriors, Heavy Flamers are 100% your friend.
MVP overwatched and stripped the last 2 wounds off a silly charger, gave it a face full of fire.
Other points of interest, heavy flamer is -2 on the ammo rolls which is a MASSIVE help seeing as you'll have to roll ammo every butchering.
- You can overwatch whilst hidden and ignore cover. Makes him amazing for sitting points and providing free 9" zone of control.

Plus guard are the only ones who get them so really push that snowflake and go big.
>>
Hey everyone. I'm thinking about making a Space Wolves list with the minis in this picture. Right now I am planning on a sergeant with power sword and bolt pistol, 2x scouts with combat blades and bolt pistols, 1 specialist with a plasma gun and combat blade, and 1 specialist with a meltagun and combat blade. That's 920 points, so I will probably spend the remaining 80 points on misc equipment. Thanks /tg/.
>>
>>52616445
Get autocannon ASAP and pin the leader/virtuoso.
>>
If I'm using a grenade launcher with frag, and I want to switch to frag/krak, do I have to pay the full 135?
>>
>>52616499
Should I move points around to start with one or should that be my first purchase?
>>
>>52616516
I guess so, you get to keep the other grenade launcher though
>>
>might buy my first GW purchase in years for SW:A
>it's a single pack of pathfinders for $20

Amazing what happens when you make a game people want to play that's easy to pick up, GW!
>>
>>52616408
Pretty tough for Tau vs Skiitari matchup. Without any kind of long range blast weapon, It'd be very hard. So i guess pray for dice god, hide and do objective. If you can call in the XV8 suit, you have a slight chance of flanking their gunline. So that's it. Drone are obviously useless in this matchup.

>>52616577
Up to you, if you can down the leader or viruoso in mission 1 it would be very hard for them to come back (he'd probably called in the Solitaire the next turn because of those injury). But for most of time I think the opponent will bottled out after one of his 3 star players down.

Or just play your list with a gunner, and bottle out if Your gunner/leader might be downed. then buy the autocanon after.

Chance are with your T5 marine they would still have a hard time wounding you (unless they're running a caress or Embrace)
>>
Where in the google docs rule collection do i find the rules for 'unreliable' weapons ? My ork friend keeps pestering me and i can't find it.
>>
>>52616629
Where will you play? What scenery?
>>
>>52616895
buddy has a table and crapload of terrain we lifted off a gaming shop that changed hands and the new owner wanted to transition to full MtG

we've been using it for x-wing / armada and warmachine
>>
>>52616871
Page 26

Same page as stray shot, look like people tend to miss a lot of basic rule.
>>
>>52616871
In the weapons section.

They may Explode, rules for that's supposed to be on pg 48, but page numbers are cropped off on a lotta pages
>>
>>52616924
>>52616932
Thanks anons, and yeah the cropped page numbers makes it a bitch to look up things
>>
>>52616408
Remember that hiding is a very good option. You can't run, but you can walk and become untargetable. This is how you win vs skitarii or tau. If they can't target you, they can't shoot you.

Get rid of the marker light recruits. As in, equip them. Don't ever just have someone with only ml because they're now more than useless. With carbines you can over watch or Supporting Fire which is one of our greatest strengths.

Try to keep everyone in the 12" anti pinning bubble from the Shas'ui, this helps a lot, too. Have the Recon Drone lead the way, hiding where it can. Just because it's a drone doesn't mean it can't hide! Same for the accell.
>>
>>52616981
Look in the second mega, individual pages folder 026 happens to be page 26 etc
>>
Alright! Just won the auction for the last part of my Cadian team. This is going to be fun. Will be converting some of them to have female heads, since fluffwise 50% of the guards are women. Also it breaks it up a bit and gives more individuality to the units.
>>
>>52617201
>50% of the guard is women
But that's false. Mixed regiments are extremely rare.

Unless you're talking about your own dudes?
>>
>>52617217
I'm talking about the fluff.
>>
>>52617217
Do not engage stupid shit, ignore it, it's either bait or autistic headcanon.
>>
File: chatachan.jpg (194KB, 506x1105px) Image search: [Google]
chatachan.jpg
194KB, 506x1105px
>>52617217
>But that's false. Mixed regiments are extremely rare.
False.
Please provide source for your statement.
>>
>>52617217
>>52617236
>>52617240
All cadians are trained from birth to be soldiers. Not word for word but that's what's in the fluff.
>>
>>52612684
>listening to mormonwargaming houserules
>>
>>52617240
Ciaphas Cain series when talking about being stationed as part of a mixed regiment, iirc.

>>52617253
That is actually true.
>>
>>52617257
Wait what? They're mormons? Really?
>>
>>52617240
>posting FFG
Kek.

>>52617288
Yeah, why?
>>
>>52616131
>thing that only 1 faction can get
>weapons that cost about 150 points
>flunking dice
>leveled up opponents
gee wiz what great advice
>>
>>52617298
Didn't know. I don't like mormons.
>>
>>52617313
I like mormons. They're polite and actually leave if you tell them, unlike those retarded jehova's witnesses.
>>
>>52617284
Maybe it differs for different guard armies. Wasn't Ciaphas Cain with Valhalla?
>>
File: 1490266616645.jpg (35KB, 428x287px) Image search: [Google]
1490266616645.jpg
35KB, 428x287px
>>52617240
>>52617284

>One fag posts FFG material
>Response is Black Library material
fucking pricless
>>
>>52617324
That's true, although I didn't mean I don't like them as people. I just don't like their doctrine. I've never met an impolite one, and never had a reason to be impolite to them in turn, but I don't like the rest of it.
>>
>>52617257
>>52617288
>>52617313
There's literally nothing wrong with mormons. The only thing it's ever effected was Matt's opinion on Dark Eldar and he doesn't even restrict them from his videos.
>>
>>52617331
No, that was a general statement.

>>52617337
Unlike FFG, Black Library is canon. Sometimes this is good, mostly bad though. ADB must never be allowed to write the Emperor ever again.
>>
>>52617299
>gee wiz what great advice
150 points weapon that can out range and fucked up army of 3 dudes.

>>leveled up opponents
1/6 change level up
5/6 chance not taking mission or straight up dead.

Army rely on 3 guys and 1 of them is dead.

Yeah level up for sure, suicide elite army great strat.
>>
>>52617363
There's a lot of things wrong with the church of Mormon, even though there might not be much wrong with an individual who is a mormon.
>>
>>52617331
The truth is that there are so many different worlds recruiting so many different guardsmen so it's up to each individual world who they recruit.

I know for a fact that Catachans take what they can get.
>>
File: IMG_3816.jpg (79KB, 600x764px) Image search: [Google]
IMG_3816.jpg
79KB, 600x764px
>>52617389
The same could be said of all religions.

Now let's get back on topic, please.
>>
>>52617402
>I know for a fact that Catachans take what they can get.
Making it to 11 on that world is harder than Scion Boot Camp.
>>
>>52617370
Well, I guess this can be debated. Like other things in the fluff. Either way I'll be doing female guard. I'll be doing other things too to break up the uniformity. Different skin colour, different stances (using kneeling legs from hw units) and so on. It's just a matter of making my cadians less uniform while still being uniform. Adding some dynamics to them sts.
>>
>>52617423
Indeed let's get back (and I agree).
>>
>>52617376
if only there was some sort of mechanic that stopped people from shooting their expensive long range weapons at me
mmmh like hiding or something , that would be great
and not every faction can win in melee against them, especially not if you aren't equipped for it
>>
>>52617240
Mixed regiments are rare. There are only two examples really in Black Library (Tallarn First (Then only due to special recruitment on Vervunhive, and Valhallan 597th, again due to a mixing of two previous regiments). Most of the FFG stuff is one gender in a regiment. Mixed regiments are rare, since it stops some of your soldiers being taken out of the fight for a few months due to fraternisation and IG being known for being less than cautious when it comes to having fun in downtime. Mixed Regiments are rare. Not necessarily women in the Imp G.
>>
>>52617514
Shit Tanith First, not Tallarn.
>>
>>52617475
>Overwatch

>They move to next hide place > get shot.

>Have some shitstain upfront.

>They charge the shitstain and down it, get shot next turn,
>>
>>52617593
Or they don't charge the obvious trap and shoot him down instead....
>>
>>52617514
Let's just assume that the females in my squad don't really care that much about having kids and other rose hued white-picket-fence dreams.
>>
>>52617593
If you're in hiding you can move around and remain hidden, unless you move into a position where you would doubtlessly be seen, as into open ground for example. It's in the rules.
>>
>>52617604
>Shoot the shitstain (preferably outside cover)

>Get shot next turn because can't shoot and hide. (not to be mistaken with hide and overwatch) This will be even easier to deal with because the combat thing need the guy to be down, shoot

>>52617639
Yeah if you made a long running pipe maze maybe it can get you to the without even expose you once. Also gunner on higher ground.
>>
So, can I really just buy a box of CSM and make a viable sqhad?
>>
>>52617661
Playable yes.

But lack Cultist, and some Heavy Weapon option

Luckily Cultist are cheap.
>>
>>52617655
This game, like Necromunda, benefits from being played in dense terrain. I've tried playing Necromunda with 40k terrain and it sucked. You'll want dense terrain, several levels (two or three) and plenty of ladders and walkways. Also scatter terrain in open spaces.
>>
>>52617661
If you go chaos you really don't want to dump too many points into the marines, instead take like 3marines/3cultists or if you go really light on wargear you can even manage 4/3 or possibly 4/4
>>
>>52617726
Each player place the terrain of their choice at the start of the mission. So don't place one that would benefit them.
>>
>>52617593
>>52617655

>Correction : if they charge or shot the shitstain, they get shot twice on overwatch and next turn.
>>
>>52617771
Well, you take turns placing pieces of terrain until you agree that there's enough terrain (roll a die if you don't agree obv), and then there are the rules for choosing side for deployment. All of this is there so as to make it possible to get a good starting position to advance from.
>>
File: 1998P260-01.jpg (45KB, 647x900px) Image search: [Google]
1998P260-01.jpg
45KB, 647x900px
>>52617726
The 40k building kits can make for a decent stand-in for the old necromunda bulkheads. Just gotta make complete buildings rather than bombed out wrecks, and stick some ladders on the sides to make them accessable.
>>
>>52617825
And it still very unlikely to be able to hide and move the whole game without even getting shot.
>>
Which one of these lists would be better for a Tyranid Warrior Kill Team?

I test played the one with 3 Warriors, and the Barbed Strangler is fucking nasty, can pin an entire squad on the first turn (and I did). The only downside is that my Alpha and my Warrior literally did nothing in cover the entire match while my Gunbeast pinned the enemy team over and over again.

Noticing that, I figure having 2 Barbed Stranglers by the end of the SW:A campaign will be extremely nice, and Gunbeasts are basically impossible to recruit after you first build your team without a lucky roll on the Guerilla table.

Anyway, anyone mind telling me which of these lists seems like a better starting point?

OPTION 1:

Tyranid Alpha 250 points
Pair of boneswords 125 points
Scything Talons
Adrenal glands 10 points
Extended chitin carapace 15 points

Tyranid Warrior 200 points
Pair of Rending Claws 25 points
Scything Talons

Tyranid Gun-Beast 225 points
Scything Talons
Barbed Strangler 150 points

1000 points

OPTION 2:

Tyranid Alpha 250 points

Scything Talons
Scything Talons 10
Adrenal Glands 10
Extended chitin carapace 15

Tyranid Gunbeast 225 points

Scything Talons
Deathspitter 45 points

Tyranid Gunbeast 225 points

Scything Talons
Spinefists 25 points


Tyranid New-Spawn 175 points
Scything Talons
Scything Talons 10
Adrenal Glands 10

1000 points

League Play officially starts on Tuesday, so I'm trying to tighten this list up as much as possible before then.
>>
>>52617855
Agreed. And in Necromunda "pieces of terrain" meant either a construction or a walkway. I think it's a good idea to divide the terrain into "pieces" like this even for this game. This allows for you to open up avenues for movement in a very good way. Needless to say, you'll need plenty of walkways and ladders to connect all the separate buildings and create the kind of maze that the game is best played in.
>>
>>52617887
Not the whole game, sure, but if you need to move over open ground you run and make sure you start in cover and end in cover to give a -2 to overwatching units.
>>
>>52617257
>*tips fedora*
>>
>>52617907
I'm waiting until we get some shots of the height of the walkways next to regular buildings. Hopefully they're somewhat compatible.
>>
>>52617760
>>52617694
Are those $10 snapfit 3 Marines/5 Cultists available in stores?
>>
>>52618107
Yes.
>>
>>52618107
please don't use the snapfit marines, they're so fucking ugly

at least use the dark vengeance chosen
>>
>>52613062
i just got 12 Eschers from ebay. what do you think i should run them as? (didnt got my hands on the rulebook yet)
>>
>>52618006
According to the staff in the local gw store the new terrain is supposed to be compatible with the "old" 40k buildings.
>>
https://www.warhammer-community.com/2017/04/09/shadow-war-armageddon-the-rules-available-soon/

Sisters of Battle and Inquisition incoming!
>>
>>52618145
The rules are in the mega in the first post of this thread.
>>
Guys what about table size - I know the standard is 4x4 but isnt this to much given that the game should go "up" ? I mean in normal 2d game when you dont have as many stactures this would be great but if we have so much terrain and so many walkways is the 4x4 realy the best choice ?
>>
>>52618166
Good news! Very nice. Thanks for the heads up.
>>
>>52618157
My gut says they'll fit on the roof of a two-story building, I just want some confirmation.

>>52618166
>warbands from the inquisition
I like, more rules are always good. Give me deathwatch tho, GW.
>>
>>52618181
The rules recommend between 2x2 and 4x4.
>>
>>52618166
yeah basicly fuck you to all who got the box. They get gimped book and no extra armies printed inside ... GW knows how to piss you off ... At least someone tell me that the pice of terrain that is inside the box is this 75$ dolar one ... and i DO HOPE Inq and Sisters are going to be aveliable as PDF also ... fucking bastards I live and breath Inq ...
>>
>>52617895
2 Gun-beast obviously. But if you think the first one work well for you then just use them. Although you could twist it a bit. Drop bonesword, get another gun-beast in and gave it Deathspitter.

I have a 4 Nid starting team, but i used 2 Death Spitter, and a spinefist.

Basicly I have the New-Spawn on the lead and taking some beating if needed. If it's downed and situation look bad i can just bottled out. use the 100 pts to buy upgrade. And next turn I can even use the cache to get the T-prime (basicly a gunbeast with all the bio-morph)
>>
>>52618200
so 3 by 3 would be enoug ? I think so but what you guys think ? (I want to build my own and 3x3 needs less terrain :P
>>
>>52618199
I hear ya. I don't really know what they meant by "compatible". As in they'll fit together visually, or actually be easy to connect? We'll see.
>>
>>52618166
Oh they finally decide to make rule for non-plastic army.

So an Eldar Aspect warrior team, Necron Flayed One are possible now.
>>
>>52618212
T-Prime can't use bio cannons, though, right?

From what I've seen Zoanthropes are the clear winner in Tyranid Kill Teams, that small blast s5 -1 save attack that can be converted into a s10 -5 save 36" range attack seems too good.
>>
>>52618206
I'm sure you can get a cam scan of them if they aren't.

>>52618222
Absolutely. Necromunda tables were recommended to be 4x4. SW:A is recommended to be played on what I previously said. If you're worried about your terrain becoming spread out too much if you build a larger board I would definitely say make it smaller. You will want dense terrain, so make the board to fit what you got.
>>
File: chaos.jpg (241KB, 1982x908px) Image search: [Google]
chaos.jpg
241KB, 1982x908px
>>52618107
Personally I went and bought horus heresy bits from Ebay and the Dark Angels cultists sprue.
>>
>>52618206
Are you having a seizure?

I hope inquisition won't be the end of it.
>>
>>52618240
Or
>plastic sisters lolololobolslolol

I'm not even looking at 40k general and can already see the plastic sister rumor mill
>>
>>52618322
Not happening in April, that's pretty sure. April is for SW:A and the Steampunk Dwarves.

Even a May release still seem unlikely. GW love to hype the shit out of everything months before release.
>>52618260
yeah can't use Bio-cannon
Zoan can't hide tho, also penalty for fighting GK

Ravener could be very good to combat gunline sniper team (like Skitari) that can sit back and deal multiple wound a turn, this is very bad for Nid. But then they have that horrible Instintive behavior rule.
>>
So if you want to play Shadow Wars you really need models for the operatives too? I was starting a Tyranid force anyway but I don't really want to make my main purchases on Zoans and Raveners.
>>
>>52618386
They are optional.
>>
>>52618386
No you don't.

But having an option is always better than having no option at all.

Just purchase the one you need, if you think you don't need ravener like ever, then don't buy.
>>
>>52618370
may is death guard
>>
File: zoanthrope3.jpg (219KB, 2048x1152px) Image search: [Google]
zoanthrope3.jpg
219KB, 2048x1152px
>>52618386
I bought a 2E Zoanthrope and Ravener on eBay for like 15 bucks together.

Probably do that.
>>
>>52618438
I've never found a good deal on ebay. Every single seller seems to want no less than 10% off RRP. I put £6 bids on single 2E Zoanthropes and had them rejected wanting £10. As high as GW prices are what is the point when I can pay an extra £10 and get a brand new box with tons of bits for Venomthropes too. Or better than go with a 3rd party.
>>52618410
>>52618398
Thanks
>>
>>52616468
Not the first guy, but what do you mean that Heavy Flamers are -2 on ammo rolls?
>>
>>52618438
Remember there are no limit on how many operative you can take into the game. In case you like to play one of those crazy game, like 15 Terminator vs 15 Chaos Termie.
>>
>>52618499
Wut
>>
>>52618477
Is a box of Venomthropes really £20?

They're 66 USD here, and I spent a fraction of that.

Found this looking briefly, not the best deal, but it's still a fraction of what you'd otherwise pay.

http://www.ebay.com/itm/Warhammer-40k-Tyranids-Tyranid-Zoanthrope-Metal-w5480-/361938713717?hash=item54453a7c75:g:NiQAAOSwmgJY2myd
>>
>>52618499
Who is dropping 15 prometheum caches on one match? Seriously?
>>
>>52618519
I mean if you're paying £10 per Zoan you can get a box of 3 for £40 (closer to 35 if you go through another seller).
>>
>>52616475
pls respond
>>
>>52618506
it's in the rule. You use all your Victory Point just to win 1 mission. Usually spending 3 is a unprofitable already, but it's that the opponent winning round, might as well call in 2, 3 ti delay his win

>>52618537
> In case you like to play one of those crazy game

Game are meant to be played for fun
>>
>>52618564
>Game are meant to be played for fun

Yes, but... why is completely ignoring the systems in place fun?

You could just a run a normal Kill Team game rather than SW:A at that point.
>>
>>52618564
Like, I guess if you were playing at home with a buddy and decided that you wanted to do that, that's fine.

But it's kind of disingenuous to claim that 1 of each Special Operative isn't enough (especially for Nids) because you want to sperg out at home.
>>
>>52618477
Some things can be cheap. However, I was looking at eldar wyches heads and one guy tried to push seven heads at almost the retail price for one box. He must be smoking something bad.
>>
>>52618613
System what, read the rule, you can field as many Special operative as you can afford. That's doesnt count into the kill-team limit and you can all the same Spec-ops multiple time. It's right there in the first page of the Special Operative section.

>>52618624
>But it's kind of disingenuous to claim that 1 of each Special Operative isn't enough (especially for Nids) because you want to sperg out at home.

>Having no option is better than having option.
>>
>>52617895

I'd drop the Adrenals and upgrade the Spinefists to a Deathspitter. Spinefists are kind of lame.

But I would also be shooting for two Venom Cannons instead of two Barbed Stranglers. I'd rather kill stuff than pin it (and with sustained fire 2 the VC can pin multiple targets anyway)
>>
>Sisters and Inquisition confirmed.

I'm going to have to buy this fucking rulebook...
>>
>>52618977
>>Sisters and Inquisition confirmed.
what, where?
>>
>>52619000
Here >>52618166
>>
>>52618977
No you dont. They are also released as free PDFs.
>>
>>52619011
they should have done this to begin with.

now I'll get a book with only three of the teams in it, then a bunch of fucking pdfs for the rest of them.
>>
>>52619000
https://www.warhammer-community.com/2017/04/09/shadow-war-armageddon-the-rules-available-soon/

>>52619033
That's not how I read it.
>>
Hey all, not sure if I missed the party but can confirm the new SWAG terrain is so far incompatible with the 'old' GW city ruins terrain.

City ruins is 3", 6" stuff, whereas the modular kits stand at about 4.5" (which is stupid for navigating ladders with 4" mv models btw)

So yeah, makes it very difficult to set up catwalks and thoroughfares betwixt 'em.
>>
>>52619061
facebook confirmed the free releasing of the sisters and inq.

also, someone should send them a comment or message that the guard team leader needs to have his A upped to 2 instead of the 1 he erroneously has now
>>
^
>>52618225
>>52618199
>>52618157
(You)
>>
>>52619067
dang

I'll probably try and bash something together regardless, even if it means sacrificing the modularity.
>>
>>52619095
>1A instead of two

Shas'ui shares your concerns.
Might be by design?
>>
>>52619033
Source?
>>52619000
Here:
https://www.warhammer-community.com/2017/04/09/shadow-war-armageddon-the-rules-available-soon/
>>
>>52619137
we won't know until someone brings it up to them on the facebook by asking for errata or clarification on that
>>
>>52619105
The modularity is pretty insane though.
I feel like I've rediscovered lego.
Does feel like I'll need a second kit in order to have a proper catwalk maze over the 4x4", but who's got the money for that crap?

So yeah, Brissy kids hit me up.
>>
>>52619067
Aw shit. I'll stick to building my own then.
>>
>>52614916
all nids have 6 limbs. Most have 4 weapon limbs because 2 are legs. But some like raveners move like snakes so they have all 6 limbs as weapon arms.
>>
>>52619163
Walkways are fairly easy to scratchbuild. Google some tutorials. You'll want more than what's in the box anyway. Waaaay more.
>>
>>52619189
Cool. I don't mind, even though I don't play nids. They *should* be fucking scary.
>>
Rules Q!

Does charging count as running for the -1 to hit?

That would mean friendlies are overwatching at -2 and the victim is overwatching at -3.

Makes sense, but is also pretty harsh.
Rules are a little ambiguous and shit.
>>
>>52619398
Charging and running is not the same, so no.
>>
>>52619398
charging is not running.
>>
>>52619398
>Does charging count as running for the -1 to hit?
No.
>>
>>52619398
NOPE.
And btw, it wouldn't make sense. Running, you're zig-zagging, hugging cover, and shit. Charging, the whistle blows and you're over the top, no time for evasive action you're going straight into enemy fire (and if you aren't, you're charging not from the front, so no overwatch)
>>
Any thoughts on my list?

Vet Sgt 155
+Bolt Pistol
+Chainsword

Specialist 170
+Heavy Flamer

Specialist 155
+Plasma
+Camo Gear

Vet Guardsman x 4 420
+Lasgun
+Camo Gear
+Hotshot Las Pack

Vet Guardsman 100
+Laspistol
+Chainsword
>>
>>52619398
RAW says "Charging acts as running but-"

Interpret that however you want.
>>
>>52619553
Sergeant should have a Boltgun, not BP/Chainsword.
>>
>>52619553
>Melee Mans
Nope

>No 3rd specialist
Nope

>No Poison Sniper
I understand $$$ but also nope

>Costly pistol on someone who'll only ever give orders
Also disagree.

The hotshot is nice. I like to throw rookie guardsmen out front with shotguns to tank hits and overwatch boyz. Remember that half the missions involve advancing, so you can't sit back and rely on the Camo gear forever.

All this being said what do I know.
Looks fun and fluffy so who cares.
>>
>>52619398
No charging does not count as running. Also if you ran the round before you charge there are not double minuses. The charge minus replaces the run minus in that case.
>>
>>52619625
Yeah I'm running Catachan so I'm trying to take advantage of MUSCLE skills.
>>
>>52619553
hotshot packs don't seem like they're worth it to me personally, unless your team is maxed out on members
camo gear has never been of any use to me in any of my games

i'm on the fence about carapace myself , having a save is nice but the -1 I is harsh to, consider it on your plasma gunner atleast , if he stays within 6 inches of your sarge he still has I4 when it comes to pinning tests
>>
How would you arm the Specialists in a Genestealer Cult?
Mass webs? Sismic cannons? A mix with flamers or grenade launchers? Ignore them, grab more cultists with demo charges?
>>
>>52619618
We homebrew a rule where you can intercept a charge up to Init"

So having melee kit on your only WS4 I4 piece there makes sense.
>>
>>52619665
Alright so how about:

Vet Sgt
+Boltgun

Specialist x2
+Heavy Flamer

Specialist
+Plasma Gun
+Carapace

Vet Guardsmen x 3
+Lasgun
>>
>>52616475
Any other Space Yiffs here?
>>
>>52612288

Where can I find the Imperial Guard lists?
>>
>>52619553
Not sure about your pistol choices. I'd go with a plasma pistol if possible myself, because they're amazing as you can use them in melee.

Wouldn't go with both a pistol and a chainsword, one or the other. Your guys already come with a knife for +1A. Best to keep them cheap if you're not armouring them.

Melee guardsmen don't need to be veterans, but might be okay for getting other guys up from pinning.

Hotshot isn't actually that good desu, probably best to go with another specialist weapons guy instead.

>>52619625
Plasma pistol is a very good option for a leader, he doesn't have to just sit around bare bones barking orders!

>>52619766
That's okay, a bit much on the flamer side. I'd replace a heavy flamer with a plasma and use the saved points to give the sergeant a plasma pistol instead of a boltgun.

It probably isn't out of style for you to have catachans with only knives and frag grenades, instead of lasguns, might be good to consider that option.

>>52619968
Sadly I don't have a space yiffs team, but they look great for a little kill team for sure!
>>
>>52619562

I'd argue that running directly at someone screaming theatrical eldar obscenities at them is probably easier to hit that running across their line of vision and into cover. Or over that wall. Or river. Or upside down along the corridor.

Easier to hit. But still fucking terrifying.

Actually that raises a good point, all Harleys cause fear. What happens if the target runs away leaving the Harley standing in the middle of no-mans land surrounded by angry men with guns?
>>
>>52619095

>https://www.warhammer-community.com/2017/04/09/shadow-war-armageddon-the-rules-available-soon/

That's kinda cool. Though I'm a bit worried it will just be 1:1 from the codex rather than inventing stuff like how marines got toxic rounds. SOB have basically zero options by default.
>>
>gw giving in to shitty SoB players whining

what a mistake
>>
>>52620095
As long as there are a few inferno pistols available, the sisters will be ok.
It's not like the other factions have much to choose from.
>>
>>52620122
Who's pissed on your cereal?
>>
>>52620095

Still no demons, Lictor Spec-Op (the game is practically crying out for one) or improved or variant lists for Necrons or Eldar though.

Well, there will probably be a few little things that sneak in under the radar I suppose. Like the GSC Lasgun should be 25pts, and the Ion Rifle is lacking it's alt-mode in the Tau list. Maybe they'll just shove something in.

That said, it doesn't really matter as this is exactly the sort of game the fans take and do revised rulesets, like Epic and Mordheim (off the top of my head) were.
>>
File: 1491243352633.jpg (119KB, 663x768px) Image search: [Google]
1491243352633.jpg
119KB, 663x768px
>>52620143
As the only necron player currently posting.
>Shit sucks.
>>
>>52620307
Go away necrons, stop killing my poor guardsmen :<

You're the reason I'm making a melee guardsman.
>>
Sorry it took so long, but the Doc is updated and has Missions added as well.

>https://docs.google.com/document/d/1xvgryrNiMFoLYiaX8o6Y-Q0q1GLRvwWnvbrSL7omZXo/edit?usp=sharing

Was first time using Google Docs to do this, so I didn't realize the margins were hiding some of the images. Best I could do was squish them upwards to fit within the borders. None of the pages should be cut off now.
>>
>>52619968
Could someone explain how pistols work in melee, or point out to me where they are in the rules .zip? It's my understanding that they can be shot in close combat. If so, I may give my scout sergeant a plasma pistol and combat blade instead of a power axe and bolt pistol. Thanks.
>>
>>52620237
Still rather cut they didn't make lictors a specialist unit.

Also; no Kommandos. Also very sad.

Will agree that Necrons are insanely cookie-cutter and boring (same as Tau)
But I guess if the books and fluff don't support it, you're not really spoiled for choice
>>
>>52620237

Point taken. iirc, there is already someone doing a SOB list?
>>
>>52620307
I like the idea of it, but the skull looks too... freehandy for a necron vehicle.
>>
>>52620237
Disagree on the lasguns though. GSC's already get better stats overall. Get yer own shootythings
>>
>>52620434
Isn't the entire point of clan pick is to have a kill team of entirely kommandos?
>>
wych cult beta list

leader, blast pistol and agonizer

4 wyches with knives and s.pistol

3 wyches with flails and s.pistol

how fucked am I?
>>
>>52620431
You can use pistols and melee weapons in melee, using their stats as appropriate, and cycling through each weapon if you opt to use two weapon fighting.

You don't get the +1 from short range or whatever, which is specifically mentioned... probably under the close combat rules of the book somewhere.
>>
>>52620431
In melee pistols counts as cc weapons. If you have a melee weapon and a pistol you can use both in cc, and the pistol counts towards the extra attack die for having two cc weapons. Think of Cubic. It's gun-fu.

Although if you choose to use both weapons in melee and you score more than one hit you have to alternate between the two weapons when resolving the hits. Any odd remaining hit can be resolved with either weapon as you choose.
>>
>>52620496
You know, I didn't think of that. Nooby Kommandos it is.
>>
>>52612288
FAQ question:
Tau Drones are in a separate category from Troopers, and in the skills section they aren't listed, which I assume means they can't learn skills. But can they still advance? You can roll for stat increases like BS and toughness. They aren't considered New Recruits so they aren't strictly forbidden from advancing. For example, if they are taken out of action, you might roll on the recovery chart and get the chance to advance them.
>>
Can't say I'm too chuffed that GW will be releasing a better, more complete version of the rulebook without also giving it to those who actually got the box set. It's not that I don't want anyone else to have the rules and I'm very happy they're listening to customer demand in this way but there's no way in hell I'm buying the rulebook twice and now I'll have a book with a load of printed out pdf sheets in it, which looks shitty.
>>
>>52612578
You can just pay 25 to give him gunfighter right off the bat if you want to avoid the rng
>>
>>52621177
The way I see it, if it can't ignore terrain, then it can advance. All or nothing, drones.
>>
>>52621321
The ethereal on the hover drone ignores terrain and doesn't take fall damage, but the other drones which hover and aren't carrying a dude somehow don't have this rule. A lot of this game's rules look like they were hastily slapped together and it needs a major revision.
>>
>>52621300

That rule is for reusing warriors from previous campaigns, not so you can pick and choose skills at the start.
>>
>>52621487
That's because hover drones hover
Recon drones recon
:^)
>>
>>52621491
It doesn't say they need to be from previous campaigns. It just says when making a new killteam you pay 15 per characteristic advance and 25 per skill on top of the recruitment and equipment costs
>>
>>52620416
I updated the mega as well, though unfortunately didn't realise you were doing the same with the doc so some duplicated work.

https://mega.nz/#F!mUtQAAxS!1fjZcUJ94veAvCRBREeifw

I used Infranview to reduce the size of the photos

Jpg2pdf.com to create pdfs from the images

Bulk Rename utility to rename files quickly (just for page numbers)

PDFsam basic to split or merge the pdfs as needed. (Also did contents page)
>>
>>52621715
Oh boy, I can't wait to buy Scavenger on all my specialists and leaders so I can start every campaign with 250 point recruit/rearm actions.
That's definitely reasonable.
>>
>>52616475
paint your minis
>>
>>52621715
Not that anon, but where is that rule? Could be handy.
>>
>>52620434
Lictors are my favourite thing in 40K

but

they will NEVER make this system unless and until there's a plastic kit for them. :(

But I suppose Tyranids should arrive semi-promptly in the new edition, so maybe plastics will actually happen.
>>
>>52621755
I didnt write the rules mate but thats how its writen
>>
I am going to try a Blood Axe list. Came out to exactly 1000:

Boss Nob
+Power Klaw
+Kombi-shoota

Spanner Boy
+Big Shoota
+'Eavy Armor

Boyz x3
+Shootas
+Stikkbombs x2

Yoffs x3
+Shootas
>>
>>52621715
Theres no stat limit. I'm getting WS10 T10 W10 A10 murdermonster.
>>
>>52621715
can you not fucking read
"it is common for players to get attached to particular fighters and to want to continue their story beyond a single campaign. You can do this when creating a new kill team... "

clearly states it's for characters from previous campaigns.
>>
>>52621792
stat increases are limited to 1
>>
>>52621769
It's for 'a fighter that you've gotten attached and want to continue playing with'.
But it's reasonable, it might appear as an houserule: no advance rolls (other than what doesn't kill ya), you can pay for an advance for each fighter each game, or something like that.
>>
>>52621805
Finish that paragraph and tell me where it says that they need to have been from a previous campaign other than the part where they talk about how fond we are to field "our guys"
>>
>>52621763
Page 66 of the googledoc in the op
>>
anyone else using necromunda wild animals and/or npcs?

I've made sure to have a bunch of orks and non-gw minis for NPCs to run around and fight using frostgrave rules (basically you scatter their movement unless they have LoS in which case they engage whatever they see or run towards whatever you see)
>>
File: 1482003905875.png (674KB, 872x575px) Image search: [Google]
1482003905875.png
674KB, 872x575px
>>52621772
I'm doing similar though I'll WYSIWYG the classic Kommando models

Well except the burna because GW goofed.
>>
>>52621813
Oh, true. Still. 30pts for T6 2W nurgle marines. I'll take it!

..These rules are for old, epic members of previous campaings and should only be used when agreed between players.
>>
>>52621864
Damn, that's handy. May use that to recreate Alpha McMeta from my first campaing. Rolled literally every guerilla skill, and had an Omnispex, so he spent the entire session metagaming the hall out of everything and reading the GSC and Chaos stats off his Omnispex-mounted rulebook.
>>
>>52621851
"it is common for players to get attached to particular fighters and to want to continue their story beyond a single campaign.You can do this when creating a new kill team by paying the points for the fighter and their equipment as normal and an additional 15 points for each characteristic advance and 25 points for each skill the fighter has"
it's referring to THE fighter , the one from the previous campaign. where are you reading that you can do this for everyone ?
>>
>>52621889
ork burna stats house rule:
costs as a flamethrower and a power sword
only taken on a specialist
can be used as a flame thrower with unreliable on 2 or 3
can be used in close combat as a two-handed power sword

donezo, now you have burna rules
>>
>>52621891
Give one Iron Jaw so it's immune to melee attacks.
>>
>>52621949
Yeah, personally I'd count it as a power axe though, better vs heavy armour and it should be clumsy to use on a moving target.
>>
>>52621772
Big shootas must be awesome, this seems like a standard list composition for most ork players.
>>
>>52621985
in 40k it's a power sword, so I count it as a power sword in this

power axe could work too, guess it wouldn't make sense to parry with the burna either...
>>
>>52621981
Iron Jaw is T check with -1. So 6 still fails.

2++ in melee is still goddamnawful thing to have. Almost unkillable.
>>
>>
>>52622015
It's a cheaper most anti-goon heavy bolter and it doesn't risk exploding like all their other guns.
>>
>>52621715
Where do you find this rule? I'm looking in the separate pdf but can't find it.
>>
>>52621889
Man I wish GW still made those kommandos with special weapons.
>>
>>52622151
Yeah, those are some of their best work, perfect balance between stylised and "relaistic".

Like their Mordheim line.
>>
>>52621851
It also doesn't say in the rules that you cannot set fire to your opponent's minis.
>>
>>52621715
>>52622122
Never mind. Found it.
>>
>>52622244
Great now you're going to start a "Vandalism>Assault>Murder>Prison>Rape>Implying It'll be rape" shitpost chain.
>>
>>52621764
Rules for SoB is coming by the end of April, and they don't have plastics so...
>>
>>52622315
That, or I'm just pointing out how dumb it is to use the argument "it doesn't say blah blah". It doesn't say that you can't buy skills for your units in the first campaign because it's fucking implied.
>>
File: 1486205535881.jpg (1MB, 1329x1776px) Image search: [Google]
1486205535881.jpg
1MB, 1329x1776px
>>52622244
>>52621851
>>52621805
>>52621715
Now I'm going out on a limb here and make the preposterous assumption that you don't get to carry over characters from previous campaigns in any sort of official setting without a few localized homebrew rules.

These sort of unbalanced but fluffy rules are for those friendly competitions and friday night tryharding.

I can totally see being allowed to buy a few advancements as part of team creation as an optional rule though.
But again; you'd only end up with everyone starting with the scavange one, which kinda ruins it for everyone else.
>>
>>52621177
Im... not sure
>>
>>52620468

Is there? Anyone got a link for it?
>>
>>52622466
Pretty sure that list is only a theoretical "What if" list.
You'll get your free SoB options soon.
>>
>>52622387
I don't see a problem with being allowed to buy skills and advancements at team creation in a campaign assuming everyone agrees on it. BUT imo they should be randomized in the same way they are between fights. Not "pay points and pick the skills you want" because that would quickly break the game. Then again, if everyone agrees to go that route you obviously can. I believe that would quickly show what factions and skill/unit combinations that are the best/op/broken though.

In the end you're supposed to have fun. Do what you find fun.
>>
>>52612288
Had a question for this.

When buying new guys, can you only buy recruits?

I was talking with someone about playing Chaos, but he is under the impression that if your Chaos Marines die, then you can't get them back and are eventually going to be stuck with all cultists.
>>
>>52620495

Lasguns are a typo. Every item in the game is priced consistently across ALL of the warbands. Only the Genestealer Cult has that pricing on it's Lasguns and the 3 button is RIGHT next to the 2. Plus, making their Lasguns more expensive does NOTHING to that list but ensure that people will take the functionally identical but MUCH cheaper Autogun instead. The only thing a Lasgun has over an Autogun is an ammo roll thats 3+ over 4+, and can take a Hotshot.

It IS a typo. Not a balancing decision.
>>
>>52622480

As the maker of the list: yeah, it's homebrew. Still, might keep tinkering with it until the GW list comes out.
>>
>>52622515
I took it as a typo too, but desu I would just take autoguns anyway,
>>
>>52622506
You can buy whatever you want as long as you can cover the point cost, ie 100 points plus potentially a cache for an extra 100 and potentially the points from the scavenger skill later on if you roll it on the guerilla skill table.
>>
>>52622522
Are you interested to see how they choose to do the eviscerator? :L
>>
File: 1486144119125.gif (732KB, 640x480px) Image search: [Google]
1486144119125.gif
732KB, 640x480px
>>52622492
I agree with you.
It all really depends on the limits.
While I have seen a lot of people wanting to try a throwing list tossing models around with the muscle skill and people wanting their Skitarii pistoliers dualweilding; the most optimal would simply rolling on the guerilla tree untill you hit Scavange on multiple models for average 35-75pt assuming it costs 15-25pt per advancement.

In my group we would just say that we raise the limit to 150pt after every match from the start and disallow Scavanger entirely.
>>
>>52622562
Cool, thanks.
>>
File: Lictor I barely knew her!.jpg (487KB, 769x1114px) Image search: [Google]
Lictor I barely knew her!.jpg
487KB, 769x1114px
>>52621764

Lictors are pretty easy to homebrew in to be honest.
Just take their 2E statblock, rule it so they have Rending Claws and Scything Talons, the Biomorphs Flesh Hooks and Toxin Sacs, a 5++, the Infiltration skill, and a special rule that if it doesn't move then it gets a -1 to hit that counts as a cover bonus (so Photovisors and Markerlights can get through it) AT LEAST 1 Promethium Bounty, maybe even D3, and you are done.

Benefits of statting Special Operatives are that you don't need to worry about pricing.
>>
>>52621177
Yeah. Only ones forbidden are the new recruits. Your beeb boops will grow stronger.
>>
>>52622582

I'd really rather not have that argument again.
>>
File: 1477609450053.png (66KB, 326x256px) Image search: [Google]
1477609450053.png
66KB, 326x256px
>>52622602
>homebrew
>>
>>52621764
they won't
>>
>>52622547

Generally yeah, but later on the option of taking basic Troopers with a Str 4 basic weapon for exactly 100pts (the Recruit limit) or 2 with a Cache might be a good idea.
>>
>>52622602
That filename tho. Classic Lictor.
>>
>>52622604
This still doesn't solve the problem of rolling to advance and getting a skill up when the book doesn't list the skill categories that drones have access to.
>>
>>52622685

2E Lictor statblock is just crazy. 4 attacks base, with the Rending Claws and ScyTals it goes up to 5. WS7, S6, T5 and 3 wounds it's not quite Solitaire territory but it's approching it.

That said, it's not like Lascannons and Krak Grenades/Missiles aren't in this game, sooner or later he is going to catch one to the face unless he can close the gap quick enough. Problem is, for each turn you're trying to take this whirling ball of invisible condensed murder down is a turn you aren't doing anything to the rest of the kill-team. Hmm.
>>
File: 1367614344118.jpg (207KB, 900x905px) Image search: [Google]
1367614344118.jpg
207KB, 900x905px
>>52622736
I think it's fair to assume you also get a special operative in the fights the opponent does.
For the sake of arguments in a vacuum at least.

If the enemy could field special operatives and you don't he should have some sort of heavy-duty advantage. He did pay for it after all.
>>
>>52622774

Still, maybe take the statblock down to it's current version (loses a point on WS, T, A and 2 off Initiative) and give it Jump Back and Great Leap to compensate, although at that point I'd be afraid I'd be giving it too many skills.
>>
>>52622736
But sorry; I forgot an actual comparison.
Say a Necron Lychguard.

With Sword'n'board you get a WS4, S5, T5, 1W model with a -3 rend and 3++ save.

With the warscythe you get S7 and d3 damage; but only 2 attacks and I2.

So the bug is better yeah. :/
>>
>>52622828
not like some spec ops aren't better than others already
usually it's "solved" by saying it awards extra caches if taken out
>>
>>52622858

Yeah, thinking about it, if you get D3 Caches for winning, but you can also get D3 caches for killing the Lictor, then it'd be equally viable to just kill the lictor and deliberately fail the next bottle test.
>>
What dice do I need for this game?
>>
>>52622629
The right honourable Heralds of Ruin Kill Team was technically a homebrew.
Direct your disdain for plebs elsewhere.
>>
>>52622880
d6, scatter die and artillery die
>>
>>52622880
D6s, scatter and artillery die.
>>
>>52622874
Same for any Premium Bounty SO though
>>
>>52622929

Most are only worth 1 cache though. Only the Solitaire I think is worth D3.
Which is why taking him is such a risk. Taking a Solly means that if you get killed then your opponent takes 2D3 Promethium Caches for this battle.
>>
>>52622979
Paladin is Premium too
>>
Uhf.
>>52623012
>>52623012

'K
>>
>>52622722
You just get nothing.

>>52622917
Rule bending scum must die
>>
>>52623061
Contain your autism friendo
>>
>>52623061
>you get nothing
I guess that's only fair but it sucks. You would never want to pick the drone for a skill up with the large chance of rolling a skill. You only only get that as a bonus for rolling well for going out of action.
>>
>>52622919
>>52622925
Oh so what is the D3 under the Tau Guass Rifle damage? Haven't played 40k before so excuse the dumb question please
>>
>>52617331

There's a quote from Amberley Vail in the Cain series that 10% of Guard Regiments are women.
>>
>>52623744
It's not related to 40k. It means that when the rail or ion Rifle hits and wounds, it incurs d3 wounds (minimum of 1, max of 3). This means if the enemy failed their armor save, they have to roll on the chart 3 times, which is nice for us.
>>
Any particular reason why Raveners only have 1W? Kind of dissapointingly fragile
>>
>>52624093
Almost everyone does. Having multiple wounds doesn't do much more than delay multiple flesh wounds putting you OOA
>>
Played 4 games today
My Neophyte Leader took out a Troupe Master and a Mime in close combat. Bolt Pistol and Chainsword 3A, had two more recruits help with Troupe Master giving him 5 dice and a +2 to his combat score.
>>
>>52624093
Im 900% sure its a typo. Ravener isnt supposed to have that less wounds.
>>
Is the Scavenger skill cumulative?

Kinda think it will make Skitarii and Tau OP if it is.
>>
>>52625216
It its. Steel Legion IG can also spam it.

But chance to actually get it is pretty small. ~44% to get skill from promote and 1/6 chance to roll it for total on ~7,5% chance to get it.
>>
File: The_stranger_2.jpg (78KB, 475x255px) Image search: [Google]
The_stranger_2.jpg
78KB, 475x255px
>>52612288
This is just going to be a great opportunity for all those tight assed 40K players to get their asses handed to them by a gang. The old school Necromunda players are going to grind these noobs up and spit them out.

Destroying Space Muhrines with an Orlock gang is going to be hilarious. 40K fags are in of real ass stomping against experienced gangers.
>>
>>52624024
Oh ok thanks! Much appreciated
>>
>>52625376
Exactly. I tell you, man, i played my first match against one of our oldest players who is exactly one of those tightasses. We spent 2 or 3 hours watching and helping the demo, and finally decided to try ourselves. He laid out 6 cultists, a leader, and a spec csm and I, unfortunately, had to correct him.

There were a few moments later as well, such as when he walked his entire force up (because they're marines they're invincible!) And I downed the leader, who fell, pinned the spec, forcing breaks in the cultists, and won melee combat with pathfinders.

I really hate correcting people on the rules, especially mid game, but in SWA it's pretty important. I had little mercy after, yknow, we spent so long observing and discussing. The pinning mechanic being in hit, and not on wound, really caught him off guard. It was still quite satisfying lol.
>>
>>52625266
True

But you can also keep leveling up the same guy(s) and the 1/6 will gradually reduce.
Thread posts: 371
Thread images: 24


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.