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Shadow War: Armageddon general /swag/

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Thread replies: 352
Thread images: 39

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Necrons need a nerf, buff eldar edition.

Last thread:
>>52771056

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

>Rules Archive:
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
>>
>>52784891
Where did you get those dank bases?
>>
Harlequin leader why take a cc When a neural pistol can be used in cc and always wounds on 2+ and no saves allowed?
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Third for finally getting to start painting my fucking guard.
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>>52785669
They're recast micro art studio bases.
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>>52785681
And people wonder why others a cautious about letting harlies into their campaigns.
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>>52785739
Nice, thanks!
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How many times can a tyranid warrior with 4 boneswords parry? 2 or 4?
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Reposting because thread insta-died the moment I posted these. Very WIP Rogue Trader warband I'm hoping to somehow shoehorn into SW:A. Any feedback on the test fits?
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>>52785754
is that how pistols work in assault? you wound using the pistol profile right?
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>>52785739
They're pretty cool, but look like I'd get frustrated with them not turning out how I want and I'd spend 4 hours painting bases before saying "fuck it, good enough" even though it looks like shit.
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>>52785862
Yes, you can use pistols in CC, if you have other CC weapons you get +1 attack also as long as you don't carry any basic or specialist guns.

If you don't dualweild pistols tho, you have to cycle your attacks between the profiles; which in the harlies case would be a naked knife and the pistol if you didn't take anything else for CC.
>>
>>52785862
It's never really explicitly spelled out exactly how using pistols in melee works. The assumption, using Necromunda as precedent, is that you treat any hit designated as a pistol attack exactly like you had shoot them with the pistol. Since the hit rolls happen before they are designated as pistols, you don't roll ammo checks. That ruling isn't really clear, but it's unlikely to get a clarification by GW.
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>>52785930
it does state in the rules that you resolve wounds in close combat with pistols 'exactly as in the shooting phase'
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>>52785800
RAW 2.
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Remember that time Orks couldn't take kommando specialists?

Or when all their specialist traits were skills from the basic book instead of new rules?

Or when they couldn't take burnas and had a grand total of two melee choices?

When even their basic pistols have a chance to blow up and just fucking kill your dudes?

I'm enjoying this game so far, but god damn if Orks didn't get the short end.

Again.

At least the switch from initiative focus to weapon skill focus means I have a chance at winning CC with my CC focused army.
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>>52785956
As I recall (the Google doc got deleted) its simply says pistols can be used in close combat and never expands on that. Not even in the pistol profiles.
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What point value would be best for 1-off games to either introduce friends or to play with experienced players who lack the time for a campaign.
I was thinking 1400 pts + 1 Prometheum Cache?
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>>52786002
Yeah, you treat pistols as CC weapons in CC. Use their normal profile.
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>>52786002
It says to use it's profile specifically somewhere, I believe there's even an example in one place. The book isn't laid out very well though.
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An attempt at an Arbites list. A bit more of a switch hitter than most lists but lacking in access to the big guns.
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>>52785902
Not exactly. At the beginning of cc you can choose if you wield both your cc weapons or just one. That way you can choose what weapon your hits are made with, but obviously you have to forsake the extra attack die then.
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>>52786099
>Only hand-to-hand weapons and pistols can be used to fight hand-to-hand combat... fighters equipped with a basic, special, or heavy weapon do not gain an extra attack for using two close combat weapons.... cannot swap weapons once they are engaged, they must perservere with chosen weapons until finished... If a fighter using two weapons (one in each hand) then any hits are inflicted alternately.

Those are all the relevant rules I see.
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>>52786133
So much this.
There's not even an index as far as I'm aware.
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>>52785803
Those look cool as fuck, but please take a better picture.
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>>52786166
So, this has been bothering me now. Can you have a dude with a cc weapon, pistol, and rifle "switch" to the pistol/cc weapon before he gets into combat?

Will he get the extra attack roll for having two cc weapons or is he denied for even considering carrying a rifle?
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>>52786138
Shouldn't riot shield models be usable as cover, as well?
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>>52785980
Are you sure? If a fighter has 2 swords, they get 2 parries. And Twin Boneswords count as a single weapon for the purposes of close combat.
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>>52786227
Even if you have the rifle slung over your back, it slows you down.
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>>52786227
First question, yes. The book states your fighter has time to quickly switch his weapons before engaging in combat. You can't change once that combat has started, however.

Second question, also yes. It is implied that the rifle/special weapon get in the way of two-handed combat, which takes the extra attack roll away. So a boy with choppa and slugga gets an extra attack, but a boy with choppa, slugga and shoota does not, even if he chooses to use the choppa and slugga in CC.
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why aren't you building cool robot dioramas?
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>>52786138
Might be just me but the executioner shells seem a bit overly complicated.

The new special rule is a lot better.

Wouldn't a Tazer weapon make more sense than Arc? Arc seems to be fluffed as 'Red Alert Tesla' weapons, while a Tazer Goad seems to be exactly what you want.

The 2 attacks on the specialist will trigger some people to hell and back again. Does it have a precedent in the Necromunda arbites?
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>>52786227
At the beginning of cc you choose what weapons your unit uses in the melee. However it doesn't matter how many cc capable weapons it's wielding as long as it's carrying a weapon other than pistol or melee. Your unit only gets the extra attack die if it's *only* equipped with cc weapons, including pistols.
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>>52786247
It doesn't say pair of boneswords, it says one bonesword and two boneswords.

So a dude with a lash whip and bonesword can parry once, a dude with a pair of boneswords can parry twice. Additional boneswords don't get you anything.
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>>52786247
Dude, think about it. How are you going to parry with a sword strapped to your back?

You get one parry per sword being used in close combat. Period dot.
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>>52786304
a tyranid has 4 arms dipshit

4 arms = 4 swords = 4 parries
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>>52786247
>A fighter with a bonesword is able to parry; a fighter with a pair of boneswords can make two parries.

The only question is if additional boneswords get you additional parries. Which RAW they would not.
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>>52786354
They can still only use two cc weapons, jackass.

Why is it people have to try and find SBBS in everything?
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>>52786354
If a fighter has more than two pairs of arms and carries a hand-to-hand weapon in each hand, then the fighter rolls one extra Attack dice in hand-to hand combat. Any hits are inflicted by cycling through the weapons they are using in an order chosen by the controlling player

Dipshit
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>>52786365
You get a parry for each melee weapon that has the parry ability that you're wielding in cc.
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>>52786394
Attack dice =/= parry
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>>52786284
Bonesword: Parry.
Two Boneswords: 2 Parrys
Pair of Bonesword: 2 Parrys
Pair of Boneswords and Bonesword: 3 Parrys
2 Pairs of Boneswords: 4 Parrys

I don't see why you think it's limited?
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>>52786389
This is false, tyranid warriors can explicitly use all of their close combat weapons in close combat.
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>>52786420
Okay, you convinced me.
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>>52786426
Please show me where it says that, 'cause I'm looking right at the Tyranid profile and not seeing shit.
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>>52786457
It's at the very beginning of their section dumbass.
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>>52786420
>Parry:
A fighter with a bonesword is able to parry; a fighter
with a pair of boneswords can make two parries.

I don't see why you think it's not. It most explicitly does NOT say you get additional parries for each sword.
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>>52786172
Better?
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>>52786477
Copy paste that shit and show me. I'm still not seeing anything. I see this:
>If a fighter has more than two pairs
of arms and carries a hand-to-hand
weapon in each hand, then the fighter
rolls one extra Attack dice in hand-to-
hand combat. Any hits are inf licted
by cycling through the weapons they
are using in an order chosen by the
controlling player.

But that doesn't say you can use more than two pairs or two single CC weapons in CC. It's just a reiteration of how the extra attack and dual wielding works from the main book.
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>>52786487
No, but it does show that a pair of boneswords counts as a single weapon. Hence why the single bonesword has the paired rule, in case it winds up paired intead of with a lashwip.
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>>52786513
... it literally says you cycle through all 4 weapons in the order you choose. How is that NOT using all 4 in combat?
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Enough about shitposting, I have a question.

My store is starting a league first Sunday of may, which I am coordinating.

Any houserules I should test out to see if we implement them?

Also which killteam should I run? My catachans with 2 plasma and one sniper, my skitarii with all the customization I could want, or my genestealer cult with the same level of customization as my skitarii rangers?
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>>52786524
No it does not. Boneswords are listed as single weapons in their entry , not as a pair of weapons and can be bought with a lash whip, so it is possible to have just one bonesword that is not part of a pair.
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>>52786542
No, it says you cycle through the weapons you use in CC. It doesn't say you can use more than two weapons in a single CC, which is what it would NEED to say in order to overrule the main rulebook.

>>52786524
I didn't say that the pair don't count as a single weapon. You can use two pairs of Boneswords, you just can't parry more than twice or use additional CC weapons. You cycle between the pairs like normal CC as stated in the main rulebook.
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>>52785703
Those mould lines done haunting you? Make sure you post your guard when you finish them m8
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>>52786559
Huh. So, if they count as single weapons, then they get +2 attacks for having 4? Because if they're single weapons, the get the Core Rules +1 attack for dual wielding. But then their section also says they get a +1 attack for having four weapons.

Good to know my Scything Talon newspawns get 5 attacks.
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>>52786365
raw yes they do, every time you get parry, you can parry, if he has 4 arms, each sword grants parry, 4 parries
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>>52786559
Shit, didn't notice that. That means you can't use two pairs of boneswords anyway, since you can't use more than two CC weapons in a close combat, as stated in the main rulebook.

You CAN use a bonesword and a pair of rending claws, or a pair of rending claws and a pair of scything talons, but that's 'cause those two pairs are explicitly stated to be a single CC weapon.
>>
just put this together, all references of pistols or shooting in relation to assault
>>
Hopefully this helps out a bit for the discussion on Parry, CC weapons, and Boneswords.
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>>52786591
Rules as written, THEY DON'T. The rules do not state "You get a parry for each sword." they state "You get 1 parry for one sword, 2 parries for two swords."
It says fucking nothing about more than that.
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>>52786607
It's starting to sound like we need a serious FAQ for this game.
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>>52786573
I still have cuts from the ordeal.

Yeah, I'll prime them and maybe basecoat later this evening and post pictures.
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>>52786636
I perfectly agree with you right there.

I don't care if people house rule it to give your warrior four parries, and I agree that it makes absolute sense, but RAW doesn't allow it.
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>>52786635
Yeah, if you read it as "Warriors don't get to use all four arms if they commited the cardinal sin of buying a Bonesword", which seems to be the hard Raw, then that is absolutely true. That's what GW gets for not just having 2 seperate profiles for Twinswords and Lashwhip/Bonesword
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>>52786553
Go catachans and test out the skill buying rule with the exclusion of scavenger
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>>52786664
Exactly. I agree that it's fucking shit and terrible writing, but that's the simple RAW.
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>>52786635
That's because the main rulebook doesn't have rules for units with more arms than two.
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>>52786636
Tyranid warriors are particularly unusual because they have four arms and probably are intended to be able to use every weapon they have in each hand, but don't have properly written rules in support of that.

Additionally their weapon categories all have unique terms for them which are not referenced in the rest of the rules and subsequently cannot be held to restricions for moving and shooting with heavy weapons etc.
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>>52786700
Yep. It's almost like they should have put a mini-faq in the Tyranid section talking about multi-armed combat.

But they didn't, 'cause they're GW.
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>>52786705
Well, to be fair on tabletop ALL tyranid weapons are assault. Even the fucking huge ones. Because organic.
>>
If a pair of boneswords are treated as one weapon, and you score one hit against your opponent, do you get two hits? I mean, it doesn't make sense to treat them as a single weapon.
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>>52786621
Thanks for that, I knew there was an example somewhere with the chainsword and laspistol.

>>52786632
Seems obvious to me that if you have 3 or 4 boneswords for some reason, which I don't recommend anyway, then you'd have 3 or 4 parrys. You'd have so many attacks anyway you probably couldn't parry them as it is, as you'd have 5s or 6s.

The RAW RAI thing never really made sense to me, if someone is being a butt, just don't play them I guess.
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>>52786736
What's assault?
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>>52786720
Really they should do an expanded kill teams book that erratas all this dumb shit and expands the KTs a bit.

I mean fuck that's like a week of work tops and you can both sell a new epub/book and increase the miniature selling capability of the game.
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>>52786641
I knicked my thumb working on my Fallen this morning and it hurts like heck, what are you using to work your lines?
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>>52786758
It's a weapon type. Assault is the type usually reserved for Shotguns, Submachine guns, and Flamers.
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>>52786736
Except in second edition, which this games rules are most similar to in which those guns were Heavy.

But a 2nd edition venom cannon would be a WMD in SW:A.
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>>52786755
The thing is, you can't use more than two in a single combat.

And I agree, if someone walked up to me at the FLGS and asked if we could house-rule it, I'd say sure since that's obviously how they are supposed to work. But I'm not gonna give GeeDubs a pass on their shit rule writing just because I know what they meant to say.
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>>52786758
In regular 40k Assault weapons are weapons that you can shoot in the shooting phase after moving without penalty and also charge in the assault phase.
>>
The worst part is that if Imperial or Eldar or Tau models coud have more than two arms, this would've been fixed within a week.
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>>52786858

Nothing says Imperial Guard troops are restricted to only two arms.
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>>52786263

>Does it have a precedent in the Necromunda arbites?

Not really, no. The issue is that in Necromunda they fill a VERY different role than they do in this.

In Necromunda they were the Elite faction. They got carapace armour and special shotgun ammo and didn't have to scrounge for stuff a heap. They brought the big toys and you didn't want a straight fight with them.

In this...well, we have Grey Knights and Clowns running about. They don't even come close to the elite faction. So they needed a restructure to find a role. Right now we have a number of very elite melee factions, a super plentiful melee faction or two and a good number of elite ranged factions. Grey Knights are the main switch hitter faction and they are super-elite. With the fluff of them as both excellent shots and a metal wall for riots to break on, I went for a switch hitter them for them.

They were based less on necromunda Enforcers and more on the Dark Eldar specialists who get the same thing (2 attacks) as well as access to better melee weapons (And riot shields, which are designed to be rather good at it)

>Wouldn't a Tazer weapon make more sense than Arc? Arc seems to be fluffed as 'Red Alert Tesla' weapons, while a Tazer Goad seems to be exactly what you want.

Taser goad is a very good call. It's very fluffy and it's special rule is a lot more notable than concussive, which barely matters.

>Might be just me but the executioner shells seem a bit overly complicated.

Executioner shells are a sore point for me. I'm not sure what to do with them. It's heavily based on the necromunda ones where they are basically Sniper rounds for a shotgun. Good at long range, bad at short.

However, with the two shell types already for shotguns it leave shotguns without a bad range and a lot of rules. I'm pondering it being a total replacement ammo rather than another shot type.
>>
Tyranids: fucked over in every game
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>>52786858
Fuck me, if Harlequins could have more than two hands I'd just quit.
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>>52786887
You just know some fuckwad is going to glue more arms to his special snowflakes.
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>>52786879
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>>52786901
>"You don't understand! She plays the role of the SPIDER and is the bestest most beautiful harlequin EVER."
>>
>>52786232

It was pondered but ran into 'The thing already has a fair bit of rules'. The game also only allows you to shoot the closest model most of the time so it seemed like a moot point nine times out of ten as well.

Part of the issue with it, mechanically, giving cover? It means the guy with the shield is now not the easiest target. As he's got constant cover and his buddies behind him don't, so they are an easier shot. You can now ignore the guy designed to soak shots with his shield in favour of shooting his buddies.
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>>52786882
Games workshop is racist against people with more than 2 arms.
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>>52786929
Chitinous Lives Matter!
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>>52786929

Ever since back in the '80s when the Genestealer hybrids that used to work mail order unionised and were replaced by trolls.
>>
>>52786920
Unless you play Orks and can assign every shot to a different target:

>(about sustained fire) Each shot must target either the original target or ANOTHER FIGHTER WITHIN 4" of the first target (even though these other fighters may not be the closest enemies to the shooter).
>>
>>52786979

Well, yeah. But Orks firing and hitting 'Everything in that general direction' isn't really surprising.
>>
>>52786795
>Strength 8
>Damage D10
>Save mod. -3
>4 blast Thudd gun salvo

Hope you didn't need that kill team
>>
>>52786920
What I'm saying is, give the guy with the shield an armor save and models within 4" and a 120 degree arc behind him a cover save.
>>
>>52786946
>he wuz a gud 'nid, he did u nuffin
>he wuz just tryna git some food fo' his momma
>>
>>52787017
This is objectively true, tyranids did nothing wrong.
>>
>>52786946
So, are Genestealer Cults BLM: The Army?

But you know, with more rampant murder and lasers and stuff.
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>>52787066
They're marginalized people of color (purple) who want freedom from institutionalised oppression.
>>
>>52786807
I'm not saying to give GW a pass, but I feel like it's obvious that's the intention?

"– If a fighter has more than two pairs
of arms and carries a hand-to-hand
weapon in each hand, then the fighter
rolls one extra Attack dice in hand-to-
hand combat. Any hits are inf licted
by cycling through the weapons they
are using in an order chosen by the
controlling player."

I'd say that covers the more than 2 pairs of boneswords thing but you should also have the extra parrys associated with that many boneswords, even though it's basically impossible to use that many parrys.

I mean if you want to go really dumb by RAW: Oh look there's no entry for "Pair of Boneswords" so when you buy "Pair of Boneswords" there's no stats for them so it looks like GW forgot to stat out that thing! Lucky we can houserul that a Tyranid just has two "Boneswords" as the next best thing.
>>
>>52785622
So who here besides me is hoping that with the inquisition army they add, you can take an assassin like the solitar. I really wanna run an eversore right into a bunch of guards and just shred them.
>>
>>52787111
That's exactly what I said. I'd allow people to do that just because it's obvious that was the intent of the rules Games Workshop released. I'm just not going to pretend that was the CONTENT of the rules they released.

Keep in mind, I'm an ork player. I've been arm-wrestling GeeDubs shitty fucking rule writing for years.
>>
I liked figuring out that my friend's Tau can't use the markerlight strategy to target whoever he likes by removing their cover modifier (can target farther models if they're easier to hit) by just running my yoofs out in the open close to his sniper.
Keeps my Bossnob and all his gubbins safe.
>>
>>52787010

Oh, my bad. I completely misread what you meant.

It's worth considering, though with the 'Must shoot closest' it would very rarely matter and I'm a tad worried about overloading it with rules.

Still, I'll definitely add it to the list to be considered. If the shield guy doesn't do a good job of tanking hits in some test games, I'll look into implementing it.
>>
>>52787111
That rule specifically applies to raveners, which have more than two pairs of arms. It doesn't apply at all to Tyranid warriors.

The Raveners is also the only thing in the kill team that can take a devourer, the basic tyranid warrior gun.

Tyranids are a clusterfuck.
>>
>>52787066

I wasn't aware that BLM involved lasers.
>>
>>52787172
We have a guy at our store who has a yoof that does just that, his name is bullet sponge
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>>52787176
> It doesn't apply at all to Tyranid warriors.
The thing that is in the general rules section of the Tyranid Killteam doesn't apply to the whole killteam?
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>>52787139
There's no way they won't have it. Not with it being fine cast and readily available like the solitare
>>
>>52787185
It's 2017, everything involves lasers now.
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>>52787102
So, does that mean that there are Genestealer Cultists who hold peaceful protests protests?
>>
>>52786508
Much. Everything's looking good, though I'm not quite sure about the sniper's head. It looks a bit too sunken into the body, though that may just be whatever stuff you're using to hold stuff together bulging out.
>>
>>52787208
Yup, the way it's written is that it applies to models with more than two pairs of arms. Which excludes tyranid warriors outright since they have only two pairs of arms.

GW is retarded.
>>
>>52787208
Genestealer cultists are exactly the same.
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>>52787209
I just love useing the assasins in games like these because that are so fun. And I would image you could take any one of them, so your able to be really diverse.

Horde army? Eversor
Eldar or grey knights? Culuxes
Shooty army, vindicare
Elite army, calidus

Umf! I am excite
>>
>>52787155
It'd be a bit weird if someone said "That isn't how it works by RAW but I'll let you houserule it" mid-game or before the game when it's just obvious that's how it's supposed to work. Wouldn't inspire confidence at all.

>>52787176
Ah okay. I guess we're stuck with the interpretation that the two weapons Tyranid Warriors get are "Pair of Boneswords" x2 and they have to use one "Pair of Boneswords" in one hand and another "Pair of Boneswords" in the other and just use the Bonesword statline for them with the little addition of the when paired rules. You can't even buy a single bonesword on its own.
>>
>>52786999
Orks firing and HITTING is kinda surprising.
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>>52787237
Didn't actually notice that.

That makes the rules even MORE cack-handed.
>>
>>52787215
Yes but because the imperium is so hateful and oppressive imperial authorities always use violence against them and they're forced to defend themselves.
>>
>>52787273

Well, I never said they hit the target. There are walls, ground and birds to consider.
>>
>>52786774
A set of twenty or so diamond files and two different scalpels. :) And yes, I have actually cut myself on the files once.
>>
>>52787299
Also the git with a better choppa.
>>
>>52785803
They look rad, I'm a sucker for trenchcoat over armor.
>>
>>52787271
when a warrior buys 2 "pairs of boneswords" it actually has 4 boneswords because "pair" just means two where it does not refer to something with the proper name "pair of [x]". One bonesword in each hand which can be used in combat and then 2 totally unusable boneswords.
>>
>>52787253
Kek, join a campaign and use assassins only. You'd be wiping teams and could still possibly win because they'd waste so many caches recruiting and resupplying
>>
>>52787367

He was askin' for it. He wouldn't be shot if he'd got stuck in light a right ork and killed everyone before the big shoota started firing.
>>
>>52787387
If a team isn't kitted to deal with Spec Ops, they deserve to lose when the opponents takes a spec ops.
>>
>>52786920
Look at the riot shield you can choose to equip an ogryn with for rules?
>>
>>52787418
>>52787387
I did that in HoR and I just brutalized everyone I actually felt bad.
>>
>>52785800
4. Each pair is a separate weapon choice that allows two parry rolls
>>
>>52786508
Looks great, I love bitbashed models. Mix between Big Guys and Doctors.

Are they Imp Guard?
>>
>>52787448

The Slab shield? Yeah, it's definitely worth considering.

My concern with the slab shield is 'Would a human scale shield stop plasma?' while the Ogrun version is well, described more as a mobile wall than a shield. Since we now have armour mods, it seemed a good place for a positive armour mod. Doubly so when the Slab shield is utterly useless in melee with it's rules.

I may, however, be overthinking this and might want to go back to 'Keep it simple stupid'.
>>
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Raptor or Terminator?
>>
>>52787563
You can't kill terminators
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>>52787622
Yeah you can but you need a las cannon, also if your trying to kill a terminator your doing it wrong, it's better to try and keep them pinned
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>>52787622
>melta fuel can't melt adimantium plates
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>>52787667
>Cadia was an inside job.
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>>52787702
Nanopylons were found in the ruins, it was a controlled demolition perpetrated by the high lords of terra to create a pretext for war against peaceful chaos and xeno worshippers.
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>>52787753
The (((adeptus mechanicus))) need for there to be only war in the 41st millenium so the can line their pockets building weapons while imperial citizens throw their lives away in pointless wars.
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>>52787641
Just use a -3 mod, sf1 weapon.
It's an infantry game, why are you carrying anti-tank guns, when you could take anti-heavy infantry?
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>>52787872
>not playing a custom rule set with 2ND edition vehicle rules
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>>52787622
>guy at my store has had some bad luck , lost 2 CSM in a row and lost every game so far
>3rd character is captured
>brings in a termie to help save them
>10 boys on patrol
>game kicks off
>termie gets taken down by a yoof that was left as a speedbump
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>>52787896
That would be cool.
Or, like, vehicles statted like infantry, with high T and saving on 2 or 3d6.
>>
Good Games in Indianapolis has 2 copies of SWA left as of 30 minutes ago. I don't need them, I have 3 already.
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>>52787896
>your vehicle has to be crewed by members of your KT
>tyranids may substitute their entire team for a 2nd edition carnifex
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>>52787955
How did this happen
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>>52787955
...and that's how gits get turned into special characters.
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>>52788186
the termie lost the combat 2 dice against 2 dice and he rolled a 3 with 2 dice on a save against a choppa
this was a nurgle termie as well mind you
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>>52788392
Mark of khorne for that yoof.
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>>52788494
Give Khorne the Mark of Yoof, more like.
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>>52788041
>>tyranids may substitute their entire team for a 2nd edition carnifex
I buy the regeneration biomorph. You're fucked.
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>>52787189
WITNUSS ME, BOSS!
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>>52788576
>haha finally killed your ultra-fast 10 wound monster with a terminator save
>w-why are yo laying it on its side
>w-what do you mean it gets back up with 5 wounds left
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>>52787189
happens all the time when i fight my local ork player
>playing skit, fighting orks a local group
>mostly rifles
>can't roll to wound worth shit.
>fucker rolls nothing but ones for his downed.
>multiple orks running around with bs 0
>one even with 1 ws.
it's a huge shame.
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>>52788576
This would make the solitaire look like a joke.
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>>52788696
But not as huge as a spess mareen's pauldrons.
You don't have pauldrons, so you have to have shame.
>>
How good are shotguns on scouts?
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>>52788812
>You don't have pauldrons
my skit do.
not huge ones mind, only mildly impractical ones.
>>
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>>52788696
Thats only right and proper. Losing both eye is no reason to stop shooting.
>>
So I'm looking at the rules and I'm thinking I'm not getting this properly:

If a fighter is down at the end of a round (but hasn't been taken out of action), do you roll on the serious injury table?

Or do you just roll on the serious injury table when you roll a 6 and get taken out of action?
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>>52788956
By round do you mean the close combat or the match? If the cc, if the downed fighter didn't have other models from his team in the same fight, he is OOA and rolls on the serious injury table post-match. If you mean the match, any who are downed but not OOA at the end of the match roll to see if they roll on the serious injury table, I don't remember the exact roll. I believe it was 1-3 is a serious injury,+4 they're fine
>>
>>52788989

Ah yeah. I found the table with the 1-3 serious injury 4+ they're fine. Thanks for helping me clear that up.
>>
>>52786508
Don't suppose you play inquisitor?
>>
Can someone please tell me the measurements of the templates? I don't remember what they are and I can't tell if the templates I just got my hands on are for gw games. :/
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>>52789124
>Inquisitor
Not the anon you were responding to, but aside from a couple of minor complaints (nothing, in the context of GW games), that is perhaps the finest skirmish game GW ever made. Wish they had made a serious campaign system with as much depth as Necromunda had.
>>
>>52788833
shotguns are bad
>>
>>52788833
Well, you could have sniper rifles with toxic rounds, that all other factions have to take as special weapons, or bolters with hellfire ammo, that are more mobile and only slightly less deadly to the average bear, or maybe in pistol form to REALLY fuck shit up in melee...
OR
you could grab a boomstick that doesn't even drop a template if you miss.
>>
>>52789188
Hopefully they'll give shotties some new rounds or something for inquisition.
I just love my double barrel-wielding redneck neophytes.
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>>52785622

Is the 77 pages of rules link in the op broken for anyone else?
>>
Ok guise.

I'm going through all the threads trying to compile a list of any rule that is unclear and needs to go into an errata or faq. I'm sending the list to gw once it's done.

The reason I do this is because they *are* actually working on a faq and have asked for suggestions on stuff that needs to go into that.

On the top of my head (I just got started going through the old threads) I have:
>Harlequin flip belt let them treat all terrain as >open terrain. How does this work out if for >example a terrain piece is very wide? Do they >"pay" movement to cross it in any way?

>A Tyranid Warrior with four boneswords (two >pairs) get how many attack dice, and how >many parries?

Hit me with any rule you think is unclear or poorly worded and I'll add it to the list.
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>>52789870
erm, what? the harlie flip belt rule has no bearing on movement distance. It just means that you treat it as 'normal' terrain...
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>>52789870
Even rules where you think the intention is obvious but the rule can still be interpreted in a dumb way are most welcome.
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>>52789178
We made our own campaigns, there's a yearly campaign held at GW HQ called the Inquisitor GT.

Find us at the conclave.
http://www.the-conclave.co.uk/forum/
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>>52789905
Some choose to interpret it that they can teleport/phase through terrain and end up on the other side because anti-gravity jump.
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>>52789589
Yes it broke a few hours ago I am pre sure, I was bad and didn't bother to download it so...
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>>52789870
Tyranid warriors not having access to devourers, their default weapon which comes with them in the box. Why can't they buy them and if they're supposed to be able to how much for.
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>>52789914
God-Emperor bless you, anon. May you ever walk in His light.
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>>52789870
So long as you ask about harlies you may as well ask about jump packs too.
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>>52787237
Two or more weapons in all arms. Which applies to ravenors, and any warrior on your team if you outfit them with a lashwhip, boneswords, and a third weapon (or set of weapons).

Lashwhips and boneswords have different profiles, and therefore are separate weapons.
>>
>>52789962
Thank you. Added.

>>52789988
Good point. Added.

I'll clarify: These are not rules that I, or you, necessarily find hard to comprehend. So even if you have an easy time understanding a rule, if it can be interpreted in more then one way it goes on the list.
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>>52789870
Tyranid multiple weapons in general could use a bit of clarification, boneswords just being the most obvious example.

Something saying guardian gunners have to actually be next to or be able to see their platforms to fire them, rather than just within 2" as that means they can on the other side of a wall or on a different level.

Do necrons count as living for the purpose of toxic weapons and if they are which wound table do they roll on.

More explicitly saying you use the pistols shooting profile when you use it in melee since they always seems to be someone asking about it.

Should guard sergeants have 2 attacks and raveners 3 wounds (or any other statline discrepancies between SWA and mainline 40k I've not noticed) or is the change intentional.
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>>52790024
>If a fighter has more than two pairs of arms and carries a hand-to-hand weapon in each hand, then the fighter rolls one extra Attack dice in hand-tohand combat.

The rule, as written is very specific in that it only refer to models with more than two pairs of arms which also have a weapon in each hand. So a warrior, because it only has two pairs of arms cannot ever get the +1 attack dice granted by this rule.
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>>52789974
The emperor protects, even double dealing, kleptomaniac rogue traders like me.
>>
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v5 of this. Fixed some stuff people pointed out.
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>>52790091
Excellent. Putting it on the list.
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>>52790091
By "wound table", do you mean injury table?
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>>52790258
Yeah that's the one, mixed my wording up.
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>>52790091
>>52790258
Actually it doesn't matter, right? If they're "living" they roll on the toxic table, and if they're not the rules for attacking non-living targets apply.
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>>52790193
How about a firm example of how resolving wounds from a weapon that deals d3 or d6 wounds works? Do you roll one save and take dX wounds if failed, or do you roll dX saves? I maintain it is the latter, as the damage stat is the number of wounds dealt by a weapon, and you save against wounds, not hits
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>>52790371
Added. Thanks.
>>
>>52790371
No, multiple wounds have always been after the save. It's an oversight, but in whfb and older editions of 40k they'd use the phrase "each unsaved wound is multiplied into dX wounds." While there's no reason to believe that would be different, I do think a similar clarifying sentence wouldn't be out of place.
>>
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So what are your guy's experience with the recon drone?

All the bit sites are down and I think I need another one... badly.
It's the best model in the pathfinder group it looks like with despite the BS 2
>>
>>52788696
There are special rules that say you go out of comission if you get enough flesh wounds.
I'm not sure if it was both characteristics at 0 or if it was only one though.
>Literally glanced to death; the edition.
>>
Alright. The list so far includes:

>Clarification and examples for rules for flip belts and jump packs.
>Clarification and examples for how Tyranids and multiple arms with melee weapons work in general. How many bonus attack dice do they get? How many parries (in the case of boneswords)?
>Tyranid devourers? Is it intentional or an oversight that they're not in the game?
>Do Necrons count as living for the purpose of toxic weapons?
>Are statline discrepancies between 40k and SW:A intentional or a mistake (examples guard sergeant and tyranid ravener)?
>Is Grey Knights recruitment intentionally extremely hard, seeing as how they have access to the guerilla skill tree and scavenger? A lot of people seem to think it's too hard and house rule that you get to bank points between games even though that's explicitly not allowed according to the rules.
>Clarification on how saves work against weapons that deal d# (for example d3) wounds.

Keep them coming!
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>>52787176
>Tyranids are a clusterfuck.
The downloadable rules for SW:A were probably phoned in by the people responsible for the appropriate Codex and then compiled together, meaning Cruddace was probably in charge of nids as usual and thus we got this pathetic shit instead of someone properly adapting the 2e rules like they did for terminators in the core rules.
>>
>>52790644
Both.
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>>52790655
>>Is Grey Knights recruitment intentionally extremely hard, seeing as how they have access to the guerilla skill tree and scavenger? A lot of people seem to think it's too hard and house rule that you get to bank points between games even though that's explicitly not allowed according to the rules.
Same for Tyranid Warrior recruitment, ie, impossible to get more Gunbeasts later in the campaign.
>>
>>52790655
Can you include Tau drones into the Necron = living question?

Tau Stealth suit, what cover level does it have permanently?
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>>52789870
does a charging target also count as a running target for the purpose of calculating over watch and does the charging to hit modifier stack with running if so ?
for pistols with multiple firing modes : which one is used in melee ?
if i fail an ammo roll for a weapon with special ammunition can i still use the weapon with it's normal ammunition e.g. hot shot lasguns ?
if i fail an ammo roll for a grenade launcher for which i bought multiple types of ammo can i still fire the other types ?

can i pivot and go into overwatch ?
>>
So with the current state of tyranid rules, is there any reason at all not to give a warrior with boneswords a deathspitter, since he already has 2 close combat weapons and can't gain a further bonus for having more weapons?
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>>52790655
Added the one about guardian gunners and the platform.
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>>52789870
Were necrons intended to only have 2 special operatives?
The Deathmarks lacks their codex special rule made for deathmarks, oversight?

Also, please word the harlequin question a bit better; ask if they can move through impassable terrain or if they can move up walls as if there would be a ladder there.

>>52790091
Necrons only get their faction bonus in the recovery phase, never when they get shot so the toxic question is moot.
>>
>>52790715
>does a charging target also count as a running target for the purpose of calculating over watch and does the charging to hit modifier stack with running if so ?
This is a dumb question. You can't run and charge in the same turn and the penalty for firing overwatch at a target that is charging is -1, the same as for running and all to-hit penalties stack.
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>>52790655
Are GSC supposed to pay 35 points per lasgun when guard pays 25?
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>>52790708
Added.

>>52790714
Done. And done.

>>52790715
Good stuff. Adding those.
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>>52790770
I'm gonna go out on a limb here and guess that discrepancies in points costs between factions are intentional.
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>>52790793
I would agree based on fluff (it should be harder for gsc to get the good equipment), but they already had a typo like that before (in the store kits gsc specialists are listed at 10 points, rather than 70, which was fixed in the pdf)
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>>52790715
I am pretty sure it says in the rules that you can pivot and go into overwatch. The rules explicitly say "The fighter cannot move (except pivoting)".
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>>52790753
In my document the questions are a bit more elaborate, but noted. I'll look over the wording anyway.
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>>52790644
Worth noting you can't have WS or BS 0. If one would drop to 0 before the other, it stays at 1. So a boy would go from 4/2 to 3/1, to 2/1 and 1/1 before dying from flesh wounds.
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>>52790715
>if i fail an ammo roll for a weapon with special ammunition can i still use the weapon with it's normal ammunition e.g. hot shot lasguns ?
yes, the rules already state this.

>if i fail an ammo roll for a grenade launcher for which i bought multiple types of ammo can i still fire the other types ?
Yes, se over.

>can i pivot and go into overwatch ?
Yes, se over.

>does a charging target also count as a running target for the purpose of calculating over watch and does the charging to hit modifier stack with running if so ?
No. In melee pistols are treated as CC weapons and use WS. There are no "hit modifiers" for WS.

>for pistols with multiple firing modes : which one is used in melee ?
The one you choose.

>>52789870
A legitimate question is; If you bought one type of grenade for a granade launcher, can you "upgrade" to both ammo types later by paying the difference in costs for 1 granade type and both types? Or do you have to by the other one at full price if you buy it later?
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>>52790753
I don't have the Necron codex. Can you please elaborate on what the Deathmark special rule is?
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>>52790766
It even says in the rules that if a harlequin ran in the previous round and then charges you only count the charge. But I'm adding it anyway, since it's apparently unclear to some people.
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>>52791009
>If you bought one type of grenade for a granade launcher

Already thought of that one myself. :)
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>>52790766
"a charge is like a run, at double move rate, but ends with the charger in base contact ..."
seems like enough ambiguity to warrant a question on my part
the -1 hit is only if you are shooting a model that is charging you
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>>52790934
you're correct, just reread it
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>>52791009
>>for pistols with multiple firing modes : which one is used in melee ?
>The one you choose.

Is this explicitly stated in the rules?
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>>52791009
>yes, the rules already state this.
the ammo section is ambuguis about it
it states a model can always choose to fire it's normal ammo but failing an ammo role can also signal a weapon jam or other malfunction and unlike psybolts for example who do specifically mention that you can fire normal ammo once you fail the first ammo role , nothing as specific is said on the ammo page of the rulebook
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>>52791140
it is not , i have been told by necromundanons that the low profile was used back then but until there is a clear faq about the matter it's anyone's game
>>
Ok, the list so far:

>Harlequin flip belts and potential movement cost. Same question for jump packs.

>Tyranids and multiple arms and cc weapons.

>Tyranid devourers

>Necron and Tau drones living or not?

>Statline discrepancies between 40k and swag?

>Difficulty for GK and Tyranids to recruit in late game.

>Saves against weapons that deal d# wounds.

>Guardian gunners and platforms.

>Tau stealthsuits permanent cover level

>Charging and running for the purpose of overwatch modifiers ambiguity.

>Pistols with multiple fire modes in melee

>Failed ammo rolls for weapons with more than one ammo type.

>Can you buy the other type of grenade for a launcher bought with just one type at a later point, and what is the cost?

>Discrepancies between equipment costs over the different factions intentional?

>Necrons only have two spec ops.

Keep going guise. Let's make this as complete as possible.
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>>52790860
It says in the main book that Guard get Lasguns cheaper due to it being so typical of them.
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>>52791308
What page?
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>>52791273
Can you add and addendum to the stealth suit?
If it's permanent light cover, will hiding 25% still net me light cover or will it be upgraded to heavy cover?
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>>52791323
I think its in the fluff text for the guard on their profile.
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>>52791338
Done.
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>>52791349
Can't find it.
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>>52791422
I can't look at the book cause the pdfs say they have been deleted.
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>>52791273
Clarification on the random number of models participating? If I remember, the roll was usually like d6+X, and in the factions there are rules adjusting "the random number." For example under gsc "add 2 to the random number of models..." Does that make it d6+2, or d6+X+2?
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>>52791622
You mean a general "order of operations" basically?
>>
>>52791622
Each mission have a different chart on how many models joins on a d6.

Say; 1-2: you get 2 models.
3-4: you get 3 models.
5-6: You get 4 models.

And the rest coming in on later turns.
You add your faction number to that so technically; x+2
>>
>>52791653
That's what I meant, but based on >>52791656
that may not be necessary, I'd have to look at my book again later to be sure.

More to add: without house rules, can you redeem more than one promethium cache for points post-match?

Does the 50% new recruit limit persist after the first match, if so what happens if you have more than 50% new recruits due to casualties but still have your leader and 1 trooper/specialist (cuz if you are left with 100% new recruits you disband and start over)?
>>
>>52789171
The templates used in SW:A are the same used in WH:FB and WH:40K.
>>
>>52791720
>grey knights lose their leader and forever play an illegal list with new recruits and no ability to buy non-recruits
>>
>>52791720
Well, it's not really explicit; but the book states you can use a singular cache to increase points.
Instead of saying you can exchange them on a 1 for 1 basis.

But from a gameplay perspective I can tell you instantly that you can only exchange 1 per match to prevent a lucky early win to steamroll everything after spending 400 points rearming your team after the first match.

>>52791273
add; If you get the scavange skill on a model; do you get the +50 points immediatly to spend or do you follow proper order of operations and add advancements after you re-arm/recruit?

I've seen that point be discussed.
>>
>>52791747
Have you even read the free PDF?
GK can't have new recruits.
>>
>>52791273
When importing a previous character into a new campaign, it says you pay for the skills and stat increases at a given rate and pay for the equipment as normal. Are we allowed to ditch the old equipment to avoid paying for it? For example, say I had a beastly gsc specialist with a sesmic cannon, a BS increase and marksman. I'd gladly pay for those stas and skills, but I can't afford that and 250 for a seismic cannon and have enough dudes with 100 points at the start.

>>52791779
That's how I interpret it, but an faq goes a long way if some harlie or gk player wants to spend 4 of them half way through a campaign after taking heavy casualties
>>
>>52791796
I have but, I dont play ghey nights
>>
>>52791853
Yeah, i can actually get beind that.
But I'm pretty sure the 50% new recruit thing persists after chargen though.

I just assume you can't buy any more recruits if you are already above Troop+leader+specialist count in recruits.
>>
>>52791273
Whether or not multiple instances of scavenger stack?
>>
>>52791273
If the leader dies, can you freely choose whom the next leader will be from your troopers?
>>
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A flashgit should come with a random gun generated like this.

Prove me wrong.
>>
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>>52791980
>>
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>>52791993
>>
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>>52792007
>>
>>52791980
Would be neat to have relics you could pick up during a campaign. Like a randomised piece of equipment
>>
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>>52791980
>>52791993
>>52792007
>Prove me wrong.
No.
it looks like fun stupid shit
Only problem is, orks are BS 2 now and that was likely ere we go? back before orks became bs 2 cross the board
>>
>>52792059
who cares when your gun is an autocannon and two grenade launchers that can all be fired at once
>>
>>52792096
I care when my gun is 5 laz pistols strapped together.

Hrrrm
>one ork
>no bs
>5 different template weapons
that's the good schitt right there
>>
>Roll up a weapon
>-12" range, D6 damage, 2" radius blast heavy plasma gun
>>
>>52791732
Ok, what are the measurements again? Is it 3 inch for the small blast, five for large, and what's the widest point on the flamer template, and total length? I'm not sure that the templates I just got my hands on are actually for gw games.
>>
>>52791779
Good one. Added.
>>
>>52791892
What if you have a leader, four troopers and five new recruits and after your first game one of your troopers die? Then you'll have more than 50 % new recruits in your team (don't worry tho. I added that to the list.)
>>
>>52791921
How do you mean? Doesn't it say in the rules that you pick one of your troopers as the new leader?
>>
>>52792282
They aren't exact sizes, but the 3" is... well about 3" in diameter, the 5" is 5". The flame template is about 7" long. Have to make sure they are gw templates because gw makes them ever so slightly larger than those numbers you can't use third party ones.
>>
These points have been added to the list since the last recap:

>Clarification on the amount of promethium caches that can be spent on things.

>Does the kill team max unit limit persist over the course of a campaign?

>Does the percentage of new recruits persist over the course of a campaign?

>Does the scavenger skill go into effect immediately?

>Does multiple scavengers stack?

>Can you import just a dude from a previous campaign and ditch their gear?

Keep going. This is great.
>>
The campaign system in general seems underdeveloped and poorly thought out.
>>
>>52792487
Alright, thanks. It seems they're gw. I looked at them more closely and I think these are the necron ones (lime green with little strange signs on them).
>>
>>52792441
I think he might be referring to the weird shit with advancement
let's take the example of the ignoble cultist
if I'm not mistaken he does count as a standard trooper but doesn't advance into a marine after 3 games.
as i see it as written you could have a chaos cultist as you leader.
Even better if later you get another marine.
now your cutlist leader is commanding a squad of marines

>>52792492
>>Clarification on the amount of promethium caches that can be spent on things.
i thinker there should be some balancing things
like if you are behind the front runner by 500 combind point before R&R you could pop up to 4 caches to help things balance out
>>
>>52792282
How about you tell us what the templates you got are? Or take a picture?
>>
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>>52792559
lul the obvious solution. Sorry. I'm tired. See picture.
>>
>>52792550
>I think he might be referring to the weird shit with advancement

What page is that on?
>>
>>52792632
Those are the templates from the dark vengeance box set.
>>
>>52792663
Great. Thanks a lot.
>>
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>>52792550
That would be one hell of a cultist.

But if the aforementioned happened^
Could the cultist relinquish his position or do you actually have to have him killed in action in order to get a proper leader with proper Ld in place?
>>
>>52792663
That's the one with Dark Angels vs Chaos, right?
>>
>>52792677
On what page are the rules for leader death again?
>>
Did I understand it correctly that when you fire a sustained fire weapon, you pick the initial target and then you can shoot the rest on other targets within 4'' of the first?

Do the first target have to die first or can you switch willy nilly in order to disregard the "shoot the closest target" rule.
>>
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>>52788940
>Losing both eye is no reason to stop shooting.
>>
>>52792749
No clue, everything is deleted.
>>
>>52792757
First question: Yes.

Second question: You can switch willy nilly to disregard the rule.
>>
>>52792705
Yes. It's the current starter set, so they're very common templates.
>>
>>52792649
Sorry boss, I use the store's copies so i can't pull it up right now.
All i know is it was pretty clear that you don't get to upgrade your stats to the boss.
so if you loose your leader and say his w2
they are gone forever
>>52792677
most likely
i mean there isn't any rule that allows you to voluntarily have your team surrender leadership.
>>
>>52792705
>>52792798
>>52792632
>>52792663
GW templates are actually slightly too small. They aren't quite the sizes they specify that they are.
>>
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>>52792839
actually one of the reasons why most of my hobby shit is either Privateer Press, army painter or Corvus belli.

>their glues suck
>their tap-measures are short.
>templates are too small.
>their clippers are too bulky
>they green stuff comes in bubble gum wrappers for 20bucks.
that last one makes me miss Galeforce 9 and their tubes of Greenstuff
>>
>>52792828
Found it. It's at the end of the book:

>If your leader has been slain, choose one fighter from your kill team, other than a new recruit. They become the kill team leader...

So yeah, you get to choose freely.
>>
>>52792926
well that marks it.
cultists can become CSM leaders.
good shit
>>
>>52792828
I wouldn't say it's CLEAR that you don't get to upgrade to leader stats.

Considering you require a special rule to NOT promote to a troopers stats; as necrons and cultists have, I'd argue that it's fair to asume your trooper gets a leaders statblock when he becomes a leader.
>"They become the kill team leader."

Add it inn with the rest of the FAQ-thing.
>>
>>52793139
from what i remember
Referring to the leader as opposed to advancement from NR to TRP from what i remember it said you keep the troopers stats.
>>
>>52793139
That part comes after what I quoted earlier:

>They become the kill team leader, losing their previous role but keeping their characteristics, skills and equipment.

So it's explicit that they keep their characteristics, and do not get "leader stats".
>>
>>52793139
Relevant in that one of our poor Shadow Warriors lost their Skitari Alpha or whatever and his replacement would be considerably gimpier if you assume "no better stats for you!".

I believe they had bad luck with a Wych sacking him in spite of their only being like, one Wych on the table for at least a turn or two.

Even if they do get the upgrade they will still be crying in their beer a bit because Skitari leaders are expensive and the guy had a lot of expensive stuff on him. Which is probably adorning the creepy fetish lair of said Witch.
>>
>>52793268
>Finaly a reason to play necrons. Their leader might cost 80-90pt more than the average trooper but they have no tangible benefits other than access additional skills.
>It makes little to no difference to the necrons if your leader dies.
>>
>>52792749
If you downloaded the PDF, it's on page 66 under Resupply.
>>
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>>52793268
>Even if they do get the upgrade they will still be crying in their beer a bit because Skitari leaders are expensive and the guy had a lot of expensive stuff on him. Which is probably adorning the creepy fetish lair of said Witch.

Honestly i only run mine with a red dot and a rifle so he can sit back and watch my dude's backs.
I don't dig pistols and i think CC is just generally a poor idea with WS/S/T 3
sure two attacks but you are going to be fucked by any dedicated melee players
and shooting players will just end up pinning you on the charge.
all and all it's not bad.
base 150 + 35 for rifle + 20 for red dot.
ain't going to be crying about that myself
>>
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One more for the FAQ;
I seem to remember that you can't re-roll an already re-rollld die in combat; including parries.
Anyone else seen this?

and on another topic entirely;
If we think IG against solitaire, can't solitaire be stopped by simply grouping up all your guardsmen and then clowncar him in melee the turn after?
I mean; under the rules of multiple combatants you get a stacking buff of +1 Combat score and +1 attack for every single member in the combat, increasing by one after every single combatant have their attack.

So by the 7th guy dogpiling he will have +1 for charge, +3 for his WS and +7 for being the 7th guy on the pile.

d6+11 is a pretty decent chance for beating Solitaire's d6+9

Now this can be extended theoretically all the way up to 15 peeps for a staggering +15 WS and +15 Attacks for a net +2d3 Promethium.

But the real question is; Is it worth it?
The previous combatants will most likely die after all.
>>
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>>52793688
>I seem to remember that you can't re-roll an already re-rollld di
as a general rule across all of gw it's not the case.

>nope
but you're play guard, nothings going to be easy or really all that fun
>>
>>52793688
Typo; The previous combatants are likely to go down, the chance of actually dying is actually somewhat lesser.
>>
>>52793688
I think you're limited to how many miniatures you can place in base to base contact
>>
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Is it legal for someone like a guardsman to dual wield pistols?
>>
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>>52793906
it ought to be.
shamefully bad though
>>
>>52793906
>>52793930
Well, if you happen to roll the gunfighter skill it might be worth it. :)
>>
>>52793930
Guard leader with Plasma pistol and Chainsword is actually pretty decent.
Pile him on in melee with 1-2 others and you get a surprising amount of hurt what with the +3/+4 to combat resolution and +3/+4 attacks depending on if you charged or not.
>>
>>52793687

To be fair, skitarii are generally best of sitting way back and abusing their access to cover negating 30" dicks in almost all situations.
>>
whats the best website to buy bits

I have jillions of random bodies from different games but i need standard guardsman guns/chainswords
>>
>>52794031
it's still be better with the skittles.
>not one not two but 3 pistols

>>52794034
i was thinking stock vets.
Aren't they only allowed laz.
god, the more i think about it the more i realize the pistol is real just a longer ranged punch when you factor in the ability to melee with it.

>>52794063
personally I think I'd like more reason to take the carbines.
but at the same cost and without sustained fire or a save mod there isn't a really a reason.

>>52794093
I second this, i want more infiltrator heads which go fucking great on stock rangers
>>
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>>52794106
Don't forget; the Plasma Pistol with a Red-dot sight gives you a BS of 6 at 12'' range. which means you're hitting on a 2+ if the target is only in partial cover, and 2+ if he is between 12'' and 24'' away and in open terrain.

Also dat S7, -3 AP all but removes their armor and wounds on 2+

And the S7 also has the benefit of pinning Harlequins and tyranids while also outright killing enemies on a 5-6 on the injury table.

>Truly the emperor's finest
>>
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>>52794355
point taken.
las pistols a shit.
>>
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>>52794445
Hot-shot is garbo, but conscripts with basic lasguns will pin orks, elves, gsc, tau, space marines and necrons for days.
>They probably wont go down though.
>You also need a few bodies to put in front of your plasma pistoles so they can't be shot at directly.
>>
>>52785622
What a boring game, don't bother with it
>>
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>>52794604
shit ain't infinity but it's bretty gud
>>
>>52793687
I started mine with a galv and tossed him an arc maul and phosphor. Should I say fuck that and use those points for red dots?
>>
>>52794704
I'd just buy another dude.
but it comes down to your style.
At ranged i seperate my groups int to two, because with an omni and long range oyu are hitting at +2
also nades
jesus fuck
I played an ork player who loved his 'nade.
I bottled out once he got in range because i don't want anyone to die.
EVERYONE WAS BLOODY PINNED
>>
>>52794765
I couldn't. I used that first win to rearm. Gave everyone photo visors and had points to spend.

Lasy week (game 2 of leaguel i got 300 pts and gor another arq
>>
>>52794864
I think I'm going to pick up my first arq for myself.
I'm on my third game, sitting on 5 caches and yet to spend my rearm but i'm feeling pretty cunty.
not only because skittles but because i started a raid with a culverin and blew a whole through the gate first turn then just fucked off.
>>
>>52794480
Don't underestimate throwing dudes into the fray with just knives. Camo cloaks are only 5 points and help for getting in close.
>>
>>52794034
I don't recommend the chainsword desu. Loading even more points onto one easy to kill guy.

>>52794063
Need more cover reeeeee
>>
To get a nice strong white color, I recommend applying infinity smooth coats.
>>
>>52794998
He is only easy to kill if everyone around him is down.
>And that is when you voulentarily fail the bottle test.
>>
>>52790726
No, you shouldn't play based on morons intentionally misinterpreting rules.
>>
>>52794921
The reason i started with one is because you cant pick it up unless you pre-order the specialist and arm later or get 200+pts. Since i had 7 dudes t start with, i didn't feel the need to recruit. My arq won my first two games by himself before the rest could get there.
>>
>>52790726
The rules literally states that you get another +1 attacks for having a more than 2 1h cc weapons equipped at the same time.

So a tyranid with 3 boneswords would have +1 attack for having a pair of weapons and another +1 attack for having more than a pair of weapons as stated for a net +2 attacks natural.
>>
>>52795166
No the rules state that you get one extra attack die if you have a second melee weapon (and not carrying basic, special or heavy weapon). So a Tyranid with three melee weapons should logically get two extra attack dice, and one with four melee weapons would logically get three extra.
>>
>>52795166
Not saying you're wrong, mind you. Just saw the need to rephrase it. Because using the word "literally" when that's not what is literally in the rules might confuse people. :)
>>
I'd go with pair of boneswords being one weapon, and a second pair of boneswords bein another weapon. So the second pair gives you +1 attack. That sort of thing.
>>
>>52795233
Huh. I vaguely remember that my phrasing was correct, but again I might be wrong.
I'll have to doublecheck it now.
>>
>>52789124
I don't, however I'm putting these lads together as an INQ28 group, mostly inspired by stuff on iron sleet and classic inquisitor.

>>52787371
Thanks! Glad you like them :)

>>52787228
Yeah I'm definitely going to be tweaking the posing before assembly, the head is something I'm going to keep an eye on for sure.

>>52787507
They're going to end up (hopefully) as part of a Rogue Trader's crew
>>
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>>52787753
Yes! you cant trust those goyi.. i mean high lords of terra now can you? Heh heh heh.
>>
>>52795353
Well, since you said that you get an extra attack for having more than two cc weapons equipped, and the rules say you get an extra attack for using a second cc weapon in a close combat fight, one could argue that your phrasing was slightly off. :)
>>
>>52795353
>>52795534
As was mine. I didn't quote the rules, but that's the essence off it. One extra attack die for wielding a second cc weapon in a cc fight.
>>
>>52785803
I need to learn how to use modeling putty or whatever it is you are using, those all look amazing.
>>
How in the actual fuck do I deal with those Harlequin clowns?
That 12" S6 assault through terrain fucks my shit up. I can't overwatch unless I stay stationary the entire game (which doesn't work for certain missions) and I can't hope to win in melee.

I'm playing CSM. 6 marines, 4 cultists. They both die as soon as they are assaulted because 6 WS on the charge + Parry kicks my shit in and my guns are effectively useless.
>>
Ok, I've now studied all the text and am slightly confused.

>Where is it stated that a tyranid has more than 2 hands?
>Where is it stated that a "pair" of weapons is treated as a single weapon?

I can see weapons being listed as a pair only, and thus assume that it's takes both hands; but the multi-weapon section never ever mentiones the word pair even once and thus i believe that the word "pair" can be removed from all weapon profile names.

The only rule referencing "pairs" is the Tyranide passive.
>>
>>52795753
however; the text on the "scything talons" profile implies that you have infinity equipment slots.
And you get bonuses simply for having shit with you.

Which would mean that you only get the tyranid bonus when you grow your third "pair" of weapons.
>>
>>52795720

A) gitgud and use high impact weapons

B) Make use of the Hide action on the approach. Use a cultist as a sacrificial pawn and, once hes dead, get in on the exposed clown.

Deploy your dudes in groups of 2s or 3s and break them up or flank them.

For me as a skittles and tau player, its all about using the Kauyon style. Bait em and deploy in a way that theyre not safe from my arquebi.
>>
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>>52795753
>>52795814
What is more; the "Fighting with two weapons" section specifically states only TWO clauses for getting 1 additional attack

>Have only pistols and H2H weapons.
>Have a weapon in each hand.
That is it. you can have 5 knifes and still only get +1 attack.
>>
>>52795849
A) Two specialists with Plasma (so I can move and shoot with S7)
B)Fair, I'll just have to slink around more.

Too much terrain to just cross map with an Autocannon though. If I deploy too close they just bounce from one dude to another.
I guess I'll just git gud
>>
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>>52795879
>>52795753
>>52795814
I finally figured everything out.
>The tyranid passive is only a slight rewording of the additional attack wording from the Multiple weapons section.

To EASILY sum it up.

When you equip 2 singular bone swords; a "pair" if you will; it is debatable if you get your multi-weapon bonus or not because of the "you need a weapon in each hand" clause.

With two pairs (treating each pair as a single weapon, I don't know if it's a rule or not) all hands are definitivly taken and you check both clauses:
>weapons in each hand
>Only carrying h2h weapons.

Now, when you buy your THIRD "paired" weapon or whatever the Tyranid passive kicks in.
>Have MORE than 2 (3>=) paired weapons
Which states that you get an additional attack.

Nowhere in the rules is it stated that you get an additional attack per weapon equipped.
>>
>>52795917
There are tricks to winning this game. Ive found that people who played a lot of 40k tend to not play SWA too well in the beginning. Hiding, overwatching, and strategic movement is important.

For you, deploy in trios, right? Get red dots to help with their run bullshit. Have the plasmas and autocannon overwatch. If theres no chance of them coming close, hide. Keep your guns back and disposables forward as bait. Study up on Tau Kauyon tactics. :)

Also: if they try do the bullshit plays on the flipbelt and ignore terrain alltogether, slap them. My local GW blackshirt put a hard ban in our area on that. You cannot ignore walls. You can use your belt to jump over it, at best, but you have to count the distance.
>>
>>52795990
So a Tyranid warrior with 3 pairs of Scything talons will have 7 WS, 5 attacks, S 4 and a combined AP of -2.

A Tyranid with 2 pairs of boneswords and 1 pair of scything talons will have;
5 WS, 5 attacks, 7S (5S every third hit) and 2 parries.

A tyranid with only 2 pairs of boneswords will have 5 WS and 4 Attacks and 7S, because you no longer have more than 2 pair of weapons but you don't have to be reduced to 5S every third hit.

>>52790726
Yes, taking a basic weapon will lock you out of the bonus from both the tyranid passive and the two-weapon wielding.
>>
Don't want to sound rude, but this rule could just be something that only affects Raveners? With how everyone's going all Da Vinci Code on it, you make it sound like there aren't other weapons or rules that are spec ops only. You don't see Grey Knight players wondering why their guys don't have Purge Soul when only the one Spec op does.
>>
>>52796141
Ok, double checked, and the Team leader for GKs has purge soul, I had meant Cleansng Flame instead.
>>
>>52789528
Manstoppers. Just let us buy manstoppers.
>>
lol @ trying to freehand tau line markings
>>
How would you all feel about SWA with alternating activations? I feel like it should have been included in the first place.

The only thing that changes is that you activate a model and then your opponent. It would add a huge level of strategic depth to everything.
>>
>>52797113

Generally alternating activations or an interrupt system are superior to IGOUGO.
>>
>>52797113
Problem is when facing horde armies.

Either the grey knight player gets three turns then the ork player gets free rein for 12 turns, or the ork player gets to move 3 guys everytime the grey knight player moves his whole team.
>>
>>52797339

That's easy to handle by having rules for horde armies to move a group of guys in one activation.
>>
>>52797396
Then we could have groups of dudes shooting at groups of dudes. Maybe add some vehicles, tanks and flyers.
>>
>>52797430

What I suggested doesn't increase the number of models being activated in total at all.

There is a difference between a horde player being able to move/shoot with 3 models per activation and having them move as a squad ala 40k.
>>
>>52797339
Hmmm. Goos point. I hadnt thought of that. Groupings could be a good idea. Just divide the horde by the opponents models and you have your group numbers.
>>
>>52797467
>There is a difference between a horde player being able to move/shoot with 3 models per activation and having them move as a squad ala 40k.
at that point it's getting bogged down.
I personally prefer the AROs and F&F rolls of infinity but that isn't likely practical here
>>
>>52797492

How is it bogged down? The exact same amount of models move/shoot/assault as under the standard rules. All it changes is the order.

Reaction systems are where games can bog down.
>>
>>52797467
Why not just play small scale 40k?

There are better ways to make this game more complex.

Personally, I'm against squads for SW:A
>>
>>52797522
>Why not just play small scale 40k?

Because what I described isn't anything like 40k at all. 40k is IGOUGO with the basic unit being a squad.

I'm talking about alternating activations but one side gets to use 3 models (independently of each other, not as a squad) to the other players 1 to prevent horde teams out manoeuvring "elite" teams.
>>
>>52797492
I liked overwatch in SW:A for making a reaction roll without completely ripping off Infinity.

I think Infinity has some good rules to learn from, but outright stealing them would be boring in my opinion.
>>
>>52797583
reminder. SW:A is 95% necromunda: community edition, which itself is 95% necromunda. these mechanics predate infinity by a lot
>>
>>52797583

You realize 40k had overwatch decades before Infinity?
>>
Where's the new thred?
>>
>>>52797611
>>>52797618
diff anon.
While phrased weirdly i think i agree with that anon.
jacking necromunda's rules instead of going for the infinity system (which is entirely predicated on AROS and F2F rolls) was propably for the best.
>less work
>easier for new players to learn
>grognard appeal.
>paves the way to the new shit
>>
>>52795706
Thank you! A clay shaper was probably the best investment I've made, I'd definitely recommend getting one if you're just starting out.
>>
>>52797562
In other words, you want to remove the only advantage horde teams have.
>>
>>52797698
Ive yet to play infinity. I dont want something like rogue stars or whatever that interrupts. I want something simplistic like guild ball.

Divide the larger force by the smaller force: boom, you now how the number of dudes to activate together as the hordes player. Doesnt modify much of anything except make the game more interesting and easier to react to, and thus more dynamic.
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