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Shadow War Armageddon General /swag/

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Thread images: 25

Gunbeasts are more expensive than gw terrain edition

Previous Thread
>>52537144

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

>Gallery of compiled rules
>>52552182

>Funny virus archive
>>52552211
>>
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First for old dodge.


New dodge are fucking dogshit.
>>
Does the "all terrain are open terrain" from the harlequins mean I can "teleport" over gaps without jumping?
>>
what's the limit on new recruits when making a team?
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https://docs.google.com/document/d/1R4E8OpylaBywRCICSUYctohNAwmySD2ZJ_B1hhgVnPU/edit?usp=sharing

Alpha version of an Adepta Sororitas Kill Team. Since it's still in alpha, any help would be good.
>>
>>52552384
Only half, Rounding up.
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>>52552384
50% of your team can be recruits. That is 50% in fighters, not points I think.
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>>52552374

It's the same wording that jump packs have, so yes.
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>>52552348
What's the new rule?
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>>52552407
mh - that on the other hand means the 'agility' skill tree is in parts very redundant with innate troupe skills...
that's a shame
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>>52552426

A generic 6+ Inv save. So it won't combine with the (Better in this than it was in necromunda) armour saves you get.
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>>52552384
I would like to know this also
I've heard a lot of people asking today.
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>>52552426
6++ save and only save against shoot.

Basicly if you roll on this skill, you won the special prize.
>>
Still waiting on scans for Ambush mission.
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>>52552460

Well, Orks like it. Well, they get use out of it. A little.
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>>52552476
Except that all of them excep for 2 Orkz clan leader can take Agility skill.
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>>52552455
Max half of your team can be recruits. If you have a total of nine units at the most four of them can be noobs for example.
>>
ork list or something


boss with kombiskorcha and choppa

-220

spanna with big shoota and laser pointer

-235


1 boy with choppa
70pts

1 boy with choppa and stikkbombz
-95 pts
1 boyz with shoota and tactical red dot

100pts


5 shoota yoofs -55pts each =

275

995 points


probably gonna edit it to make it more focused or add more real boyz depending on how hard it is to get yoofs
>>
What is a break test on 44 page?
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>>52552540
Orks have a 20 unit max. Sure you don't want more guys?
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>>52552623
Make a list with 20 guys.
>>
Mark of Slaanesh: +1 Initiative

How do we take advantage of it? It increase your awareness to 10 inches but can't you only charge 8 inches anyway?
It also gives an edge if you tie in combat but the mark of Khorne would increase your output anyway.
Are there skills where it's a usable?
Does it help with falling and pinning?
>>
>>52552623

I can probably ditch the big shoota, for MORE BOYZ but I'm feeling like I'll get shafted by any actually resilient army

which is why I want the full rules for campaigning so I know how much crap I can get away with leave at home until mission 2
>>
>>52552672
It helps with falling and pinning, yeah.
>>
>>52552671
boss with coppa
7 boyz with choppas
8 yoofs with choppas
>>
>>52552672
am I blind or can chaos marines even get marks outside of special operatives?
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>>52552762

Yes. All marines can get marks. Cultists can't.
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>>52552771

oh right it says it applies to everyone but cultists
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>>52552747
I was expecting you gave me the 20 guy list with Nobz + 9 boyz + 10 Yoof but it was still a terrible list.

Goodluck with not getting pin, all they need to do is pin the boyz because yoff melee are so terrible.

Shoota are one of the best basic gun in the game.
>>
>>52552671
Well maybe not 20, but since being allowed more units than any other faction is a special trait for orks I'd personally try to field as many as possible without gimping them too much.
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>>52552790
>>52552789
I'd already made a 20 guys list.
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>>52552678
Nah, keep the big shoota. I'll see if I can work out a list. I've been wanting to do orks anyway and give all of them little chef's hats and aprons. Bork bork bork.
>>
Hey guys, I played a few games of Shadow War Armageddon as Guard and I'm still trying to get the hang of the rules. They seem to be word for word like Necromunda's rules (which I have never played), so I'm sure anyone with experience with that knows how everything works!

I'm playing a Guard Army and I'm wondering how I should build my team for the first match. Should I go all out on well equipped veterans, or try and bring in as many recruits as possible and hopefully upgrade them later, or do a mix of some sort?

So far I'm going with something like:

Leader 120 + Plasma Pistol 50 (170)
Veteran Guardsman 60 + Hotshot Lasgun 40 + Carapace 20 (120)x5 (600)

Then the rest of the points go on either upgrades, a special weapons guy, or maybe I should mass a few recruits. 230 can afford 3 lasgun guardsmen with 5 points to spare, or 4 guardsmen who have to share a lasgun, who might be useful to grab objectives or flush out enemies.

I'd also appreciate tips on strategy! We never took advantage of the hide rule, and never used overwatch. Should I be hiding my guys and slowly moving them up instead of trying to have a long range firefight? Can I hide my guys even when they're only in partial cover? How do you flush out hidden enemies?

Thanks!
>>
What's the default maximum size? 10 right?
>>
Which war is this set in? 2nd or 3rd?
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>>52552789
Yoof melee doesn't seem that bad desu. Orks get +1 attack when charging right?

Besides they would have to shoot your Yoofs first if they are closer.
>>
What's peoples thoughts on red dot vs. photo-visors? And clips in general.

Running a GK list and have leftover points. Cam either snag two photo-visors or one red dot. (Or technically 3 clips)
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>>52552857
I think it is third, but don't quote me on that.
>>
>>52552839
Yes. Most factions have a max of 10 guys, Genestealer Cult 15, Orks 20, Tyranids and Grey Knights 5 iirc.
>>
https://www.warhammer-community.com/2017/04/05/shadow-war-armageddon-rules-support/

It looks like nuGW understood that SWA is a thing their playerbase likes.
>>
>>52552869
And they will still very likely to lose even when they charge thanks to WS3.

Not to mention if the opponent is smart they will set up a bunch of terrain and hide in high place so your orkz will have to foot slogging through all that while getting gunned down. Not to mention some faction can simply outrun ork, shoot, run next turn and they won't be able to catch up, Eldar are even better.
>>
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>>52552896
>Tyranids
> Lowest model count
Mfw the zerg ripoff faction can't actually do the one thing zerg are known for
>>
How bad an idea is it to make melee specialists in a Skitarii list?

Taser goad+Radium/Arc Pistol. In my head he's a cool respecced arbite who was given to the ad-mech after becoming too much of a vigilante. He was then offered the choice, prison, or becoming a Skitarius
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>>52552950
They're 30 points, and they have 2 attacks on a charge, that's pretty good. WS3 isn't bad at all for that.

Also you can like, hide your guys so they don't get shot at. You better be playing on maps with masses of terrain otherwise your army, and every other melee army, will just be at a disadvantage.
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>>52552947
I'll just be that guy and say "Told you so".

Told you so.
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>>52552970
That's because Tyranid warrior are the most customisable unit Nid have.

You want what? like Gaunt or genestealer with 0 custom potential?
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>>52552970
BLIZZDRONES GET OUT

GEEEET OOOOOOUUUUUT
>>
>>52552970
>Games all about units working in stealth, leveling, and your dudes getting gud.
>and here's Tyranids with 30 shitty units skree'ing up the field.

My only gripe is the Warriors are limited by their models. And no devourers.
>>
>>52552947
I really, really hope they put some time into making the extra factions into something more substantial. I'm hoping for a little more variety for some factions, though I'm largely fine with each faction having multiple types of teams (ie Dark Eldar having both Wytches and Kabelite Warriors).

I also hope that the extra factions being a free PDF means they'll tweak and update them as needed, rather than putting them out and then having them be set in stone.
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>>52553007
Actually Gaunts and genestealers had plenty of options in older editions, back when purchasing biomorphs was a thing and Carnifexes had a list of 12+ options to buy.
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>>52553007
Ideally I'd like to run a few Warriors with a small swarm of gaunts backing them up. That's what I've been doing in HoR KT and I'm quite keen on porting that composition over.
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>>52553002
You can be shot during overwatch if you move out of your hiding to your next hiding spot.

With no range weapon to back up, they will never look scary.
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>>52553007
Gaunts, have like 4 weapon options +biomorphs?

Genestealers have at least 2 options +biomorphs.

Sounds like they have more options than your average Skitarius, Craftworlder, Necron, etc.
>>
>>52552979
Bad idea. Skitarii "melee" is blasting the mf in face with Phospor and Arc Pistols.
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>>52553145
Gaunts are also mindless.

Would need something like
>Synapse = unpinnable outside high impact
>otherwise termagaunts never rally after breaking
>Gaunts replace New-Spawn has new Recruits
>Gaunts can never become Troopers.
>Tyranid Kill Team is composed of 3-20 models. With a max of 5 Tyranid Warriors. * meaning yes Tyranids can ignore the new recruits max limit.
>>
>>52553200
Gaunts would also probably not be able to advance. You're getting numbers, but only a handful of your models would be able to develop skills and improve stats.
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>>52553132
At least they get -1 to hit on overwatch and you can force them to target the Yoofs that way.

That also assumes no line of sight blocking terrain but I get what you mean. That's why they're so cheap I guess.
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>>52553200
>>52553145

Really, Nids could also do with having a Lictor Special Operative as well. I seem to recall them being pretty lulzworthy in 2nd edition as well.
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>>52553226
That's why I said Gaunts can never be Troopers as only Troopers, Leaders, and Specialists get skills

>They'd be stuck as New Recruits forever.
>>
>>52553145
>Skiitarii don't have option.

They do, they just had dogshit one.

>Eldar
Still waiting for a proper kit release.

>Necron
That's probably the most customisable plastic kit "troop" choice they can have (2 gun + change to death mark)

>>52553227
You can choose to overwatch when, and where you want.
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>>52553175
Do holstered bits exist for those things? I want to start building my team soon, but they sound like excellent upgrade items later in the campaign.
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>>52553007
>gaunts aren't customisable
>genestealers aren't customisable
fuck you too
>>
>>52553243
I would've preferred Lictors instead of Warriors myself, but Resin kit with no options and all.
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>>52553257
>look at the T-warrior kit
>Now look at your kit.

Pick one, yeah pick fucking gaunt.
>>
>>52553247
If they don't shoot your Yoofs, then don't move your other important guys. Then they miss a turn of shooting right?
>>
Right, I'm confused. I can't see how you add specialists to your kill team? There are no points by their entries.
>>
I'd like to see aberrant as a spec ok option for have, much better than an acolyte hybrid, which should have been a troop option.
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>>52553252
Sadly no. And both pistols are huge anyway, almost size of a radium carbine.

Also why isnt radcarbine sustained fire? And why is plasma caliver only sustained fire 1? Neither make sense.
>>
>>52553284
I think Spec-Ops are bought for one Prometh Cache. They then fuck off after the mission
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>>52553276
Then move back and shoot the yoof with full BS.
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>>52553284
...what. yes there is. What entry are you looking?
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>>52553304
Oh, cool, so if I had 5 warriors I can still buy a Zoanthrope to go with them on a mission by mission basis?
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>>52553276
>>52553308
Also they can only move 4". Unless you're setting up bomberman map i don't see how they can being able to move and hide all the time.
>>
"Special Operatives" should have been named "Mercenaries" to prevent all the confusion with Specialists.
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>>52553329
Yes but the campaign is won by whomever gets 15 caches.
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>>52552970
bro the tyranid killteam is literally the advanced space crusade/tyranid attack setup

all they're really missing is the genestealer and hunter killer as specialist operatives
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>>52553329
I think you're still limited by the max team size. So say if your Leader or Specialist got captured and you wanted to rescue them, you might spend a cache to give you an edge. As a skilled Leader / Specialist >>> one cache
>>
>>52553316
>>52553284
Ah, sorry, I meant spec-ops but >>52553304 has cleared it up for me.

I think I'll get some Genestealer Cultists for an old-school ganger feel.
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>>52553247
Skitarii options are fine, Awesome snipers, reliable plasma guns, and great standard weapons. They could have made their Misc equipment a little bit more engaging but it's very servicable.
>>
>>52553270
>genestealers sprue:
>rending claws
>scything talons
>normal claws
>extra carapace
>toxin sacs
>ripper familiar
>deployable hive-creep-thing
>flesh hooks
>acid maw
>implant attack
>feeder tendrils
this only looking at the things that can be displayed with a specific bit but we could go further with ranged spit; acid blood; lesser psychic powers; claws enhancements; chamaleontic skin; regeneration; leaping biomorph and so on

with the gaunts too we have 1 melee option, 2 ranged weapons; biomorphs ranging from leaping to wings or extra carapace without considering other possible biomorphs

what customisation do scouts have?
>>
>>52553301
Same reason boltguns aren't sustained fire? I mean, would be neat if carbines we're sustained since then you'd actually have a reason to pick them over rifles but still.

Caliver, as far as I can tell is just a plasma gun that fires in max power mode without any extra drawbacks. That's pretty baller imo.
>>
>>52553330
>>52553308

I was assuming you'd be on a map with a bunch of terrain you could hide in, because as far as I can tell that's how this game is supposed to be played. If it's an objective based game and they back away from the objectives, that's fine. If it's a kill the other guy sort of thing, I guess you have to slowly advance while they camp in the corner, something they'd probably do against any other army they can outshoot anyway.
>>
>>52553395
Radium carbine are terrible.

Plasma Caliber are not more reliable, (unless you mean their special rule ) they're normal plasma on maximum profile with LESS range. normal plasma are more reliable due to them having the alternative "low power" profile that cause them to not explode.

Real Plasma Caliver should have been Sustained 2 with a heap jump in point coss. (Terrifying RoF as in the weapon description)

>>52553252
>>52553301

yes they do. Ironstrider Kit.
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>>52552324
What is that dollhouse? Is it custom-built or is it whored from GW?
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>>52553419
Now list the one go in the Tyranid warrior one. Go ahead please.

>what customisation do scouts have?
>Bolt pistol
>Shotgun
>Sword
>Chainsword
>Bolt Gun
>Heavy Bolter
>Sniper
>Rocket Launcher

Oh wow piece of shit scout kit have more "real" weapon option, i don't even bother to add add-on and "imaginary" add-on on like grenade (of various type), rocket ammunition, bolter ammunition, sniper round ammunition, sight (various type)

>>52553444
They can set up walk way on higher level with only one stair to access, you can, sooner or later, you find your team getting bottle in narrow hallway and getting fire, not to mention you can't hide if the enemies have clear sight of you (from above)
>>
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>>52553259

That kind of makes Lictors ideal for being Spec Operatives to my mind.

I mean, let's take a look at it's 2e statblock. There's nothing much here than needs changing. Make sure Flesh Hooks don't give him a ranged attack but the listed biomorph ability and probably remove the hiding ability since it refers to mechanics that don't exist.
Rename Exoskeleton to whatever the Genestealers dodge ability is called and Poison to Toxic.

Then class them as having a pair of Scything Talons and a pair of Rending Talons.

Definitely should generate a D3 bounty though.
>>
>>52553559

Hell, if ALL of his attacks are Toxic, then it probably lifts this guy into Solitaire territory and you might need to rule that he can only operate operationally on his own in the same way.
>>
so how well do the old necromunda armys stack up to new Armageddon kill teams? I wanna try scavvys
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>>52553601

...or probably just say he get's the Toxin Sac's Biomorph and can reroll 1's to wound in CC. That'd be better.
>>
So is it wise to jump in the hype train? I have never played any warhammer nor necromunda before but I've always like the fluff and followed it closely (more so lately). I've always liked the idea of IG as plain guys which happen to fight stuff way above their league but also their models are boring. On the other hand I also really like Tyranids and their models are really cool (which I would paint like shit because 0 painting skills and no modelling knowledge).

I'm leaning towards giving it a go and try with nids but I don't want to get burnt out super quickly by starting with literally one of the two elite teams.

Any recommendations?

In any case I'll try (and fail) to grab a box this Saturday as a present for my brother from my local GW
>>
>>52552392
While i can't test that out for a while i appreciate the effort.
I'm just not sure if there is need to invent new units, though.
>>
where are the space marine and ork rules, im guessing they are not in pdf because they are in the starter set right?
>>
>>52552445
You do realize that unless they changed things drastically from Necromunda/2nd Ed., you get invulnerable saves on top of armor saves, right?
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>>52552762
Nah, it's written very badly. RAW they need to have "mark of chaos" in their entry like the raptors, but it's very clearly RAI that everyone but cultists gets them
>>
Hi guys sorry to bring this up yet again.

I am still struggling with the creating a kill team rules. People keep on referring to this 50% rule on New Recruits. but I cannot find it anywhere. Maybe I am just blind or the scan has not been upped yet of the page and so only those who have seen the book have seen it.

The Choosing a Kill team page discusses the 1000 point limit, and the model limit for Marines, Guard and Orks.

It goes through the various kill team fighters but pretty much just fluff explanation. It refers to the kill team recruitment lists for the rules to build teams (the 6? pages each army gets).
>>
>>52553691

Well, the thing about this Hype Train is that it costs as much as you want to put into it. The Core box-set is is not 100% vital to it. All you really need is enough terrain and 2 kill-teams, which if you already have stuff from playing 40k then you'll have that covered already.
Then all you need are the core rules, and your options there are wait for an official PDF, wait for scanon to finish scanning everything, and rotatanon to rotate it into a readable format and compile it into a PDF for free, or get a core set.

But, there's nothing wrong with the core set, you get some scouts, some ork boyz and some decent modular terrain for about 80 quid.

If you were a britfag and going to SALUTE this year I'd say hold fire until then because I can almost guaruntee that you will see it there for 60quid, maybe even 50.
>>
>>52553710
You unequivocally do not get them both. Its one or the other.
>>
>>52553813
What the fuck? Why would they change it when everything else is the same?
>>
>>52553495
Looks like it's made out of Mantic's Deadzone Scenery.
>>
>>52553556
>piece of shit scout
Anon, you have an idea of SM scouts that does not match up to what they are.
>>
Anyone have the IG rules? I need to see what heavy wepons IG get
>>
>>52553808
Thanks,

I have no minis or terrain. I am living in the UK but have no idea what SALUTE is but for what I see in google I won't be able to attend anyway. Does GW have cheaper prices in their HQ?

I might wait until everything is posted and then maybe get a kill team but then I'd have to find someone to play with who had at least another kill team and terrain instead of being able to host and trick some of my friends into it
>>
>>52553617
One to one dude. Port anything over you want
>>
>>52553691
I say do it. Its the cheapest hype train ticket available. If you don't want to risk any cash to start with, pirate the rules, use books and assorted household junk on your kitchen table for terrain and proxy chess pieces for miniatures. then if you enjoy the game you can spend a few quid on it with a bit of foreknowledge to sharpen up your spending choices
>>
>>52552392
i still don't get what your aversion to using the actual necromunda rules for the eviscerator is.

on the left is the community version, and on the right is the version from the necromunda hardback compilation they did.
>>
>>52553824
Literally been the same since 3rd ed 40k
>>
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Let's say I want to play Kroots as some sort of proxy army. What army do you think accurately represents them the most?
>>
>>52554250
orks is closest
>>
>>52554204
>because it's a two-handed chainfist
>because chainswords have static strength and so should big chainswords
>because I want my fandex to be op

Take your pick.
>>
>>52554003
No heavy weapons for IG unfortunately
>>
>>52554368
ah well, anyone have the IG rules anyways, going catachan, and everyone still gets a knife right?
>>
>>52553431
Plasmagun has normal S4 ap-1 setting. +1 to hit on short range. Max range 24"
Max setting is same but S7 ap-3 and Dangerous.

Caliver is same as Plasmaguns max setting but 18" max range and no short range bonus.

In fluff Calivers are known as plasmaguns that have "terrifying rate of fire" and is used over plasmagun because of it. So sustained fire 1 doesnt make any sense. Its worse plasmagun when it should be plasmagun with shorter range and greater rate of fire (and misfires).

Radcarbine is also known as having massive rate of fire, much greater than normal rifles.
>>
How do you replace models that cost more than 200 base if they die, since you can only spend at best 200 after each game? Scaveging on all your dudes they only reliable way?
>>
>>52553483
>Ironstrider Kit.
Ah true. But still no holstered Arc Pistols.
>>
My Pathfinder list:

Shas'ui [140]
+Photon grenade [10]
+Photo-visor [15]
+Clip harness [10]
+Carbine [30]
+Marker Light [15]

Trooper [60] x 3
+Photon grenade [10]
+Photo-visor [15]
+Carbine [30]
+Marker Light [15]

Specialist [60]
+Photon grenade [10]
+Photo-visor [15]
+Clip harness [10]
+Rail Rifle [120]
+Marker Light [15]

Recon Drone [110]

Pulse Accelerator Drone [50]

Whatchy'all think?
>>
>>52553824

Because SW:A is based on Necromunda Community Edition.
>>
>>52554571
I'd say more boys less toys, otherwise looks good.
>>
>>52554527
If you win you get another 100 to spend.
>>
>>52554571
More boys, less toys. Dude, weapon to do his job, next. You can give them toys after few games.
>>
>>52554527
there is also a hunt result that's +50pts.
and iirc the top cost of any model is still under 250.

hard to get, but that's kinda the point.
>>
>>52553824
As with all the other minor changes, there's no real rhyme or reason to it.

This ruleset's going to be pretty easy to modify, though.
>>
Wait, are Power Klaws not a Specialist Weapon in this game?
>>
SPEC OPS RULES

>>52554462
Beefore choose mission, player can pay 1 promethium depot for 1 spec op. He will quit after the mission. Spec ops dont count in max number authorised miniatures and follow his own rules.
>>
>>52554626
What would you suggest getting rid of? I feel like Photo-visors and so many marker lights are a waste.
>>
>>52552540
More boyz, less toys.
>>
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Ambush mission
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>>52554456
All guard get a knife and flak for free. The rules should be in the mega. Check there. I'm going cadians myself but I'm not at my computer atm or I would have posted all the relevant rules for you.
>>
>>52554571
>>52554698
Get rid of grenades, visors and clip harnesses. also models shouldnt have markerlight and gun at the start of the campaing. And especially not everyone needs them. Give one to novice who marks targets for railrifle. Also railrifle is exception about Clip Harnesses and photovisors since he will stay put and usually in raised position.
>>
Do you have to pay for Spec Op's gear?

>Ex. Grey Knight Spec Ops must be armed with a melee weapon.

So would I need to spend a cache + points to buy them a weapon?

>assuming yes.
>>
>>52554866
Nope. They can choose freely what they bring.

So why would anyone play GK Paladin with stormbolter when you can take Psycannon or Psilencer.
>>
>>52554880
terminators with stormbolters are cool
>>
>>52554880

Oh wow. That's good

>So why would anyone play GK Paladin with stormbolter when you can take Psycannon or Psilencer.

That's why I assumed they had to be bought.
>>
>tfw want to get Power Klaw to Nob
>85 points
>could get a Boy with Shoota for that much
Is a Power Klaw and Slugga worth it if the rest of my Boyz and Yoofs are gonna be shooting?
>>
>>52554889
Terminators with giant-ass cannons firing huge-caliber psychically enforced shells are even more cool.
>>
>>52554957
nah, stormbolters are cooler
>>
>>52554948
I'd say use shoota and claw. Shooting is generally more powerful in SWA. Also you need atleast one weapon in team with high AP if there are Space Marine Scout or Grey Knight teams about. Killing Terminators or worse, Paladins without any good AP-weapons is futile.

(Terminator Armour is 3+ save with 2d6)
>>
>>52555047
Are Terminators considered Large Targets?
>>
>>52555108
Nope.
>>
>>52554456
I'm at my computer now. You still want guard rules?
>>
>>52555122
Cool beans. Didn't have one to measure. They'll be scary.
>>
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How bad is this list, Boyz?

Blood Axe Kill Team

Nob, 160
+Power Klaw, 85
+Kombi-Shoota, 40
Total, 285

Spanner Boy, 70
+Big Shoota, 150
+Red Dot, 15
Total, 235

3xBoy, 60
+Shoota, 25
Total, 85 (255)

4xYoof, 30
+Shoota, 25
Total, 55 (220)

Total, 995
>>
I was seeing how much I would save money-wise if I got the faction bundles, for CSM you save about 40 bucks so you get like free spawn, and Orks... you save nothing, wtf.
>>
>>52555194
>I2

They failed their Initiative Test to catch a savings.
>>
Guys - if i have like 5 copies of the box comming to me - should i charge like 200 $ for it ? or is it to much ?
>>
>>52555194
The faction bundles are varying in value due to them having to put in multi-model sprues for one special operative.
>>
>>52555194

I'm shocked you save anything, usually those online bundles are just a way to get the contents for the normal price in one click.
>>
>>52555218
STOP FLIPPING, REEEEEEEE! Honestly tho that could be like 5 mre people with neet sets that you just scaved off them.
>>
>>52555218
Go more. GW announced prices of the Terrain, which is $50/$50/$75 for the 3 unique pieces, plus the models, plus the paper rules, plus all the tokens, PLUS the demand.

Go $300+
>>
>>52552947
None of this is new information and it's not going to stop autists from shitting themselves about how evil gw is.
>>
>>52555314
will do sir - thanks !
>>
>>52555314
fuck off
>>
>>52553556
Okay sure if you're on a walkway map and they're going to sit ontop forever and there are no objectives and there's no cover on the walkways and there's only one way up. I guess you're kind of screwed when the map is set against you.
>>
>>52555316
It is new information. Before this everyone including me were just speculating what GW would do. So its good to hear that they are actually going to what people thought they would do.
>>
>>52555316
it's new information in that GW straight up says they're giving it more support and expanding the amount of playable factions
>>
>>52555316

Well they've just released it today so by any normal definition it is new information.
>>
>>52553617
From what I can tell it's exactly the same, you could even use Genestealer Cult as a base for your Gangers I'm sure.

>>52553746
I don't have the book on me but I am pretty sure that's somewhere in there, in the base rules for choosing/creating/fielding a team.

>>52554003
None. They get a Special Weapons Guy Veteran 70 with a Plasma 80, Melta 95, Flamer 40, Heavy Flamer 100, Grenade Launcher 60 with Krak 40 and/or Frag 25. I am sorry you cannot use your Heavy Bolter guy or Missile Launcher woman or whatever Lascannon/Autocannon/Heavy Stubber guys you may have for some reason.
>>
>>52555484
>New Factions

I really hope Inquisition shows up.
>Especially with a Spec Op option for all four assassins that are Solitaire tier dangerous.
>>
>>52555529
Inquisition make perfect sense. Sisters would be nice, and maybe, just maybe, the old necromunda gangs for oldfags.
>>
>>52555529
I know GW doesn't care about nothing that isn't a suit, but Kroot please.

I just want to play Kroot Mercs in some way form or shape.
>>
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>>52555529
they better

also things like kabalites
>>
>>52555563
>old necromunda gangs for oldfags.

Once I play a few games, I'll probably just do a copy-paste import of my Redemptionists to Shadow Wars.

>>52555587
>play Kroot Mercs
I'm not familiar with the Kroot kit, but how many options do they have?

Because I'd be worried they'd be Necron tier of options.

>Sisters would be nice
Sisters of Battle, Deathwatch (not as Spec Op), maybe a Tactical Kill Team, Chaos Cultists as a stand alone (with Daemons as Spec Ops), Kroot
>>
>>52555707
>I'm not familiar with the Kroot kit, but how many options do they have?
None.

Kroot should be hard to start army that grows in strength for each fight since their thing is eating and absorbing their foes. Maybe you can skill upgrade two guys at a time.
>>
>>52555759
I could even see an eat mechanic, where there is a chance for failed rescues / downed enemy fighters to get 'nomed and the Kroot get a stat shift.

>Not eating Tyranids, GSC, or Marked CSM
>>
>Kroot vs Catachans in heavy jungle terrain, trying to get a clear shot through the brush and snipe/stab/burn each other.
>>
>>52555960

You could give them a rule where they can either gain skills from their skill tree, or if they killed or captured at least one of the opposing team then they can use theirs instead for this postgame.
>>
>>52555969
I had no idea how much I wanted this till now.
>>
>>52555759
Kroot could work. They get Kroot Rifles and Kroot Guns. Kroot Rifles can take Pulse Rounds or Sniper Rounds. You could have a Shaper as a leader (who can take a Pulse Rifle or Pulse Carbine). There's also Kroot Hounds and, at a push, a Krootox.
>>
>>52555969
>With the actual catachan rules the kroot instantly loses because the chan can see 12" through trees and the kroot can't.
That dex was fun.
>>
Are the Catachan models included in the Kill Team updated? Or are they the same old models?
>>
>>52556015
>If one of your Kroot Carnivores devours an enemy model when a Shaper is within 6 inches, you may pick one of that model's Skills and apply it permanently to the Kroot Carnivore.
>>
>>52556109

There are no new models for anything. Except the terrain.
>>
Question about special operatives - I know they cost 1 promethium to use for a game, but *when* do you decide to hire them? Do you choose after you know who you're fighting, and do you know the mission type? And is there a limit to how many you can field (other than how much promethium you're willing to spend) ?
>>
>>52555969

Shaper (Leader)
Kroot (Trooper)
New Kroot?? (Recruit)
Krootox Rider?? (Specialist)

Spec Ops
>Houndmaster +d3 or d6 Kroot Hounds
>Krootox Rider
>>
>>52554145
I would still like to have some minis though as I would enjoy painting from time to time and I will probably have more chances of painting than playing. The thing now is if it's worth it to pull the trigger on the 'nids or get some guard which seems so much easier to paint (although I wouldn't know which models to pick)
>>
Any one put much thought into homebrewing some daemons? I'm not sure where to start.
>>
>>52553175
So they all study the John Wick school of melee?

I know what my next modelling project will be.
>>
>>52555563
I think the old munda gangs need a rulebook as a separate expansion, or at least an appendix. Necromunda does play out in a hive, but a different hive on a different planet.
>>
>>52556109
The catachan command squad box is relatively new, but the troops are the same ancient bullshit.
>>
>>52556122
From what I've heard others say, you choose before you know what mission you're playing. You'll most likely know who you're playing though. Otherwise if you're at some game club or store you'd have to decide that by yourself before someone comes and taps you on the shoulder and asks if you want to play a game.
>>
>>52556175
http://imgur.com/a/YMejM
Kill team suggest model kits

This might help you or anyone else fairly new to things choose models. Its from the retailer kit GW gives to stores running campaigns. I found it via a BOLS vid.

Of course being GW only and aimed at ease of entry it probably misses some cool non plastic kits you could use, and the alternative figures from other lines.
>>
One more question - anyone have the rules for Frenzy? Especially the downsides of having it
>>
>>52556217
Daemons would most likely be 4 seperate forces.

Or a mix and match.

Couple suggestions

>Chaos Divided
A Daemon Kill Team may include more than one Leader, but you may only take New Recruits, Troopers, Specialists that are aligned to your Leaders

>Daemon
Unpinnable, fearless, 4++

Leader:
>Bloodreaper, Alluress, Plagueridden, Iridescent Horror

Troops:
>Daemonettes, Bloodletters, Pink Horrors, Plaguebearers

New Recruits:
>Newly Formed (same as Troops)

Specialist
>Flamers, ??, ??, ??
>>
I don't play tau, but I am tempted to buy some of the wargame exclusive samurai tau for this.

Please shoot me.
>>
>>52556271
They suggest genestealers, but you can't take them as a whole unit....
>>
>>52554527
You don't get extra points for winning.
There are at least 2 ways - there is a skill in the guerilla list that adds +50 points to recruit or rearm. There is also a subplot (roll of 6 on 2d6, and both players roll once) that gives the winner +100 points. +150 if both players rolled it.
>>
Serious question - I haven't busted out my orks in years on account of how much they've fallen behind in the main game this edition.

Are my boyz finally going to be viable at the table playing this? Will they have a chance again?
>>
>>52556318
I don't play 40k but I got myself a box of cadians for this. Because why the fuck not.
>>
Pathfinder kill team v2

Shas'ui [140]
+Carbine [30]
+Marker Light [15]
(185)

Trooper [60] x 4
+Carbine [30]
+Marker Light [15]
(420)

Specialist [60]
+Photo-visor [15]
+Clip harness [10]
+Rail Rifle [120]
+Pulse Pistol [30]
(235)

Recon Drone [110]

Pulse Accelerator Drone [50]

Added one more boy and less toyz. But I ended up with extra 30pts so I gave it to the spec in case he doesn't make that shit 8+ ammo roll.
>>
>>52556339
I think they will be viable. Just build your team right. Either way, if you already have the minis why not? Play a new game dude
>>
>>52556339
Looks good for them - they're one of the 3 core warbands and have tons of options.
>>
>>52556324
Yep because the only way you can get 1 genestealer model for a specialist is buy a box of genestealers.

As big of a shame it is, I dont expect Gw to suggest buying stuff on Ebay, or from a mate.

I put the link up to both offer some suggestions and get some discussion going. I had not seen it posted before in the 4 threads I have seen.

For instance I would say avoid Catachan, Guard and Orks the models are old, and overpriced (even for GW because they are slapping on the same kind of price as the newer much nicer kits).
>>
NEW FACTIONS AND SUPPORT FOR THE GAME INCOMING:

https://www.warhammer-community.com/2017/04/05/shadow-war-armageddon-rules-support/
>>
>>52556318
I'm getting Longstrike at the minimum. I'm thinking of the dualist and buying their cool pulse rifles to put on a diy weapon rack. If we get rules for it, I'll get big Shas again for the shotgun type thing. I want someone for my fireblade too.

Since my local GW store is douchy about WGE models, I'm sticking to our other local league I guess.
>>
>>52556426
yeah we knew that >>52552947
>>
>>52556464
Oh, silly me. Scrolled through to see if anyone posted it, must have missed it.
>>
>>52553700

Well, the Oblatia is something that's existed in fluff and is 'Solo Repentia' so it seemed fitting without needing a new model.

The novices mostly exist so the faction has a raw recruit option.
>>
I lied, 2 qustions.

1) what are the Frenzy rules?
2) what are the 'weapon explodes' rules (page 48)
>>
>>52554220
But Necromunda was based on 2nd edition.

>>52554596
So, assuming it's anything like the Mordheim LRB, complete crap. Good to know.
>>
>>52556610
community edition is good shit.
>>
>>52554204

Because I'd prefer to keep weapons closer to the actual 40k stats when I can and Evicerators are 2 handed chainfists, with chainfists already a statted weapon.

The community necromunda stats are not really indicative of an anti-tank weapon (Which the evicerator most certainly is, what with it's extra die vs vehicles)
>>
>>52556610

Unlike the LRB, the community edition of Necromunda was created by... a community of players! With playtesting! And discussion! And revision! Seriously it's a great set of rules (which is why SWA used lots of the community fixes)
>>
>>52556693
>I'd prefer to keep weapons closer to the actual 40k stats when I can
That doesn't make any sense, however. Necromunda made eviscerators.

And SW:A is literally just Necromunda.
>>
>>52556271
>http://imgur.com/a/YMejM
Cool, might it be that is more focused towards ease of use or popular units kind of like the SC boxes?
>>
>>52556610
>>52556693
Are you guys still arguing about the eviscerator?

Ok, let me throw some gasoline on the fire. This game is based on Necromunda, or wait.. it pretty much is Necromunda. To not use the existing stats for a weapon from Necromunda and instead use 40k rules seem strange. If you were to create a stat line for a weapon in 40k I'd understand, but there are several differences between 40k and Necromunda, and to keep things as balanced as possible it would make more sense to use existing Necromunda stats. The reason being the two games are not balanced against each other, but within each game exists a certain balance. I could give you examples but I get the feeling you haven't played much Necromunda seeing as how you clearly aren't aware of the differences.
>>
>>52556803
Not just the community. Several of the original writers of Necromunda were involved in the living rulebook as well.
>>
>>52556217
Your post inspired me to do a Daemons Kill Team list. Will post it later today, once I'm home.
>>
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>>52556693
>>52557108
Ok, here's an example. This guy (see picture) is a Necromunda unit. It tears up Terminators if you'd put them against each other using their respective stat lines from their respective games.
>>
>>52556366
Still way too much toys. You basically have 75pts that you dont use. Every markerlight that you fire is one shot less that could have actually killed someone.
>>
>>52556308
You can just have each demon represented by gods which give them access to spells and abilities. So generic demon with Khorne gets better WS and access to melee weapons and shit and basically become bloodletters.
>>
>>52556400
Orks are fine you git. Haven't really aged at all.
>>
>>52556551
1) no idea, yet.
2) If you roll any 1s on ammo roll, roll another dice. If its 1 too then your gun explodes and causes hit that is S of your shot -1 and same AP. So shoota exploding is S3 hit and Plasmagun is S6.
>>
>>52557025
I think your right, I thought it included everything, but looking at the two armies I know, Tau and Tyranids, the only tricky kit, the Resin Ethereal is missing.
That could be because its resin, or perhaps its direct only (with this from the retailers kit sent to indy stores)
I am actually surprised the Ethereal is even included, at all, stokes fire to the feeling of the extra factions being a quickly put together afterthought.
>>
>>52556907

And SW:A already had chainfists statted. TT Evicerators are 2 handed chainfists, so I am making evicerators 2 handed versions of SW:A chainfists.

While yes, this game does draw from Necromunda heavily it's also based on TT units so I'd prefer to draw from the TT when I can.

>>52557108

While I'd prefer to use the statlines of things already in SW: A as the baselines rather than draw from another game.

Especially when the Evicerator serves a very different purpose between the two games. In Necromunda it was a generic hand to hand weapon for the Redemptionists, any model could take it. In the SOB codex, it's a much more rare weapon with only the kill team leader able to take it.

I have played plenty of both Mordhiem and Necromunda. It's not fair on others here but I'll admit I'm starting to get more than a bit frustrated that this is the one thing people want to comment on despite me providing the reasons why I do not believe that changing it would be a good idea.

I'll admit, I'm thinking to remove it from the purchasable list entirely as there isn't a SOB model in power armour with an Evicerator (Even if they've been purchasable by squad leaders before).

>>52557187

Hello spyrer.
>>
>>52557285
Well, for Tau, they could've done XV8 suit, but the wargear selection alone for the thing would've taken a page.
>>
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>>52556171
Or what about Re-Kroot!
>>
>>52557345
I dig it.
>>
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>>52557345
>>
>>52557330
One could also argue that since it's an anti-vehicle weapon it doesn't have a place in either Necromunda nor SW:A
>>
>>52557220
I guess, just feel they could use a new kit with more bits, to match the price rises. At least there not sold in boxes of 10.

Incidentally do you know how the sculpts are holding up, my Firewarriors (pre new kit) struggled with loss of detail from an old sculpt. (big difference between the ones I bought mid 2000s than 2014).

Planning to do the orks from the box set as Death Skulls or Blood Axes.
>>
>>52557390
Eh, tau fusion blasters make it in here. not to mention that Chaos can take things like missle launchers.
>>
>>52557336
I think its more keeping models small as far as crisis suits go, though a good counter to that is Tyranids, or perhaps GK. But yeah a Crisis suit specialist would have been awesome.

Overall though I think Tau fits fairly well fluff wise with Pathfinders and stealth suits, only Ethereal Stands out.

Tyranids I am like wheres my Lictor.
>>
>>52557405
I'm just a little surprised they went full Pathfinders for Tau.

Was expecting
Fire Warrior Sergeant
Fire Warrior (Carbine, Rifle, Blaster)
Fire Warrior Cadet
Pathfinder as Specialist
>>
Anyone have any tips for magnetizing Harlequins?
>>
>>52557330
>While I'd prefer to use the statlines of things already in SW: A as the baselines rather than draw from another game.
you ARE drawing from another game

Namely third edition 40k. Which has basically nothing to do with shadow war rules-wise. Using it as a baseline for anything is stupid.
>>
>>52557512
They are really pushing the buy 1 box to get the game started thing (which I like). Also pathfinders make perfect sense for urban operations.

>>52557515
Just do it carefully? My LGS employee magnetized everything with the smallest magnet possible.
>>
Sister of Battle update: Evicerators are now only available to the Sister Oblatia, as the Repentia is the only actual model to have an evicerator (And changing a metal model is a bitch). Valourous Heart updated to reflect this.

>>52557518

>you ARE drawing from another game

>Namely third edition 40k. Which has basically nothing to do with shadow war rules-wise. Using it as a baseline for anything is stupid.

No, chainfists are literally statted in SW:A. In the free PDF from GW.
>>
>>52557574
>buy 1 box to get the game started thing (which I like)

>CryingNecron.zzz
>>
>>52553832
It -is- (a rather elaborate) Deadzone board.
>>
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>>52557617
>glue guns in front of each other. Deathmark
>glue guns on top of each other Immortals
01000010 01000001 01001101 00100001 00100000 01011001 01101111 01110101 00100111 01110010 01100101 00100000 01110111 01100101 01101100 01100011 01101111 01101101 01100101
>>
>>52557580
>chainfists are literally statted in SW:A
and eviscerators are not chainfists
>>
>>52557746

Except for on the TT, where they are the same weapon except two handed and have been so for the past four editions so it seemed like keeping in line with that was a good idea.

I'm sorry if I'm coming across as nasty. I do appreciate that people care enough to get passionate about this. I'm just getting very frustrated that I can go to sleep for 6 hours and wake up to the exact same argument I went to sleep to, complete with both sides arguing the exact same points 'This is how it was in necromunda' vs 'I'm basing it off already statted SW:A weapons'.
>>
Do Space Marines still have bullshit resistance to fear and such?
>>
>>52558179

Sorta. They are immune to fear and terror and can recover from pinning more easily.

However, they are still able to be pinned and broken like any other model.
>>
>>52558196
>immune to fear and terror

I REALLY wish this wasn't a thing. Lore wise i t makes sense but it makes the mechanic kind of useless when 80% of players play Space Marines.
>>
Is there a scan for the Ork/Smurf/Guard rules?
>>
>>52554724
>dark, sideways and spanish.
>>
>>52558260
A lot of people don't play scouts, at least locally, so the race mix has been pretty even.
>>
>>52558260
Well basically only rare things cause fear. And harlequins. Fuck those clowns.
>>
>>52558319
Around here it seems like the race of choice is Dark Eldar, of all things.
>>
>>52558306
Just how I like my women.
>>
>>52558265
Not perfect but I dont think theres much that hasnt been collected here (since no public should have access until saturday its not bad) https://mega.nz/#F!Pg0nmCTb!gLkbxonP3bWUpjj8Cscr6A

(Note not my work, from previous thread)
>>
So I picked up the 6 harlequins I bought today

Dude gave me 12 and a Death Jester for the price of the 6 because he didn't need them.

Today is a good day.
>>
>>52558359

Thanks anon
>>
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>>52552348
>>52552426
>>52552460
To be fair, new dodge actually un-pins you if you succeed. No other save does that.
>>
>>52557955
>Except for on the TT
Which is another game entirely. Glad you've solved that mystery.

So, since we've established you're transplanting rules and ideas from other unconnected games, why go for the ones that weren't created with the same game system, the same combat system in mind?

"because 40k did it"?
Nonsense. 40k dumbed plasma guns down too, and SW;A ignored that outright.
>>
So whats the WORST skill set? shooting?
>>
>>52558470

I'm not transplanting the rules from 40k. I'm translating the rules from another, already statted weapon in SW: A.

The only thing coming from 40k is that they are comparable weapons.
>>
>>52558492
Nothing like worst skill set - seriously
>>
>>52557430
eh Missile launchers can fire frag which is anti-personel. My point was that you can argue a lot of things.
>>
>>52558492
Depends. Probably a case by case basis, but for my faction, Shooting is terrible. 3/6 don't apply. Not as they're bad, but as in they NEVER can apply.
>>
>>52557580
Chainfist isn't eviscerator though. They're two separate things.
>>
>>52558643

With very similar stats/roles. Both of them are anti-tank chainsaw melee weapons.
>>
>>52558306
French, isn't it?
>>
>>52558492
it's entirely luck. Only thing absolutely shit in shooting is gunfighter.

Also, jesus fucking Christ, will people stfu about eviscerators vs chainfist already? It's not in the game, it's not fucking relevant.
>>
>>52558492
shooting is a bit weird as a lot of the skills there are good, but can't be used by some factions that get access to shooting skill.

muscle does feel like generally worse than ferocity, and trying to do a very similar thing so maybe that.
>>
>>52558613
What? Which faction you play? Clowns?

>>52558643
Eviscrator is oversized chainsword with attached powerfield generator. Its poor man's chainfist which can actually be used without terminator armour. So make it 2h chainfist.

There. Problem solved.
>>
>>52558519
That might be the only thing, but it's also the troublesome thing. Just because they're alike doesn't mean you can just let it carry over to a different rule system. A Toyota and a Mercedes are both cars but no matter what universe you're in the Toyota will never be a Mercedes and vice versa.
>>
>>52558673
And as in the example with cars, a red Mercedes and a red Toyota are both red, have four wheels and are designed to transport you along a road from point A to point B. That still doesn't make the Toyota a Mercedes and vice versa.
>>
>>52558722

>Just because they're alike doesn't mean you can just let it carry over to a different rule system.

The game itself already does this. It's why power fists stats are 'See Power Claw'.
>>
>>52558721
Or just use the Necromunda rules for eviscerator because.. well, the weapon has already been statted for the rule system that SW:A is pretty much a copy of.
>>
>>52558721
think he's eldar
sustained fire is useless, as is the double pistol, and the two ccw while holding a basic weapon is basically useless too.
>>
>>52558771
No, that's not it. Not the same thing. Because power klaw wasn't in Necromunda so they had to copy a similar item that was in Necromunda, namely power fist.
>>
>>52558773

Both of those sound equally valid, depending on what you want out of the weapon.
>>
>>52558721
Grey Knights.
>I misread the Run and Shoot, thought it was Heavy Weapons can move and Shoot.

So only 2/6 are trash, not as bad.
>Stormbolters are already SF1
>GKs don't believe in pistols

But regardless I'd probably be using my Troops as Combat, because those look good for me always being outnumbered, and Leader and Specialist for Guerilla for the reroll Serious Injury / +50 pts.
>>
What's the different between lasguns and autoguns? I'm thinking about running GSC but I can't find the AM and SM weapon profiles for lasguns and shotguns.
>>
>>52558787

Mind you, the necromunda evicerator is a pretty poor representation of what the TT one does. It's somehow the only anti-tank weapon in the game with damage 1. All other anti-tank weapons are d3 or d6.
>>
>>52558847
Stat wise they're identical as far as I know.
>>
>>52558847
Lasguns have a lower Ammo roll (harder to fail) otherwise the same
>>
>>52558827
I think that's the thing here. Anon is not satisfied with how they statted the eviscerator for Necromunda, and so chooses to house rule that it should be more like a chainfist instead. It's not about game balance but rather personal preference.
>>
>>52558851
>Mind you, the necromunda evicerator is a pretty poor representation of what the TT one does.
the community edition one is shit
the necromunda one is not

two handed, S+3, D3 damage, -3 sv, can't be parried

It functions exactly how you'd expect a fuckoff giant chainsaw to.
>>
>>52553259
I think the warriors are kinda being treated as mini Lictors fluff wise.
>>
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While I do hate the lack of customization that the crons have, it actually represents the entirety of the Silver Legion stratagem pretty well.

>Most necron kill-teams are just swarms and swarms of identical robots. There is no variation.

>I still want my Crypteks, Lords and that god damn spiderbot for variety's sake though.
>Give more special operatives pl0x.
>>
>>52558863
>>52558864
Thanks guys. If the ammo roll is lower, I may want to buy a box of hybrids an hybrid Guardsmen instead of two boxes of hybrids.
>>
>>52558864
raw you can't fail a lasgun roll
it doesn't mention 2 being an autofail in the rulebook when it comes ammo rolls and a lasgun is 2+ so yeah ....
strangely enough it does mention a 2 always failing in the explodes part so i guess errata'll fix it
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>>52559019
Except Lasguns are 3+ Ammo. So 2 will be a fail.
>>
>>52558883

As the person doing the homebrew: Pretty much. I'm a longtime SOB player (Someone doing autistic SOB homebrew for a game, a SOB fan? Never) so the Evicerator has always been 'That chainsword that cleaves tanks in half' to me.

I was not particularly content with the community necromunda version (Those stats make sense for necromunda since anyone can take it in Redemptionists but it's a very rare weapon in SOB) and wanted something that lined up more with how the weapon had been portrayed.
>>
>>52558847
Lasguns can also take a hotshot pack for +1 S at the cost of a 6+ reroll, autoguns also get a +1 to-hit bonus at close range that lasguns don't
>>
>>52559066
strange i definetly recall it being a 2+ , though a 3 plus definetly makes more sense
do you happen to have the other page where it's profile is shown ? i think it was on the page for shooting
>>
>>52559081
>autoguns also get a +1 to-hit bonus at close range that lasguns don't

You're mistaken, friend.
>>52559066
>>
>>52559068
And you feel that makes sense considering that you're creating rules for a team that has never been officially a part of Necromunda rules?
>>
>>52559101
My bad, thanks anon
>>
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>>52559091
Nope. Still a 3+.
>>
Are they ever going to add in Daemons and SoB?
>>
>>52559135
not what i meant, they actually show a lasgun profile while explaining the rules earlier in the manual
i'm probably wrong anyway
>>
>>52559189
GW said they'll be adding more armies. So I'm hoping for Inquisition and SOB. (Same with Daemons and Kroot)

Easy ports:
>Skitarii Vanguard
>Tactical Marines
>Deathwatch
>>
>>52559103

I feel it makes sense with both the fluff and rules situation. That statline is very much that of a special melee weapon (And that of a giant anti-tank chainsword) compared to the more generic, toned down, statline for line redemptionists.

I wasn't particularly content with the community or original stats (The community one sat wrong with me for being damage 1, the original necromunda one for being a strength bonus when chain weapons are static in SW)

I understand that people may disagree with my choice but I am getting really, really tired of this argument over something that I believe is that of personal preference. I put the homebrew here to hopefully get some help in hashing out balance issues with the alpha, as I know that I'll likely miss balance things when looking at my own creation.
>>
>>52556271
I was looking into the tyranids for this and realised how they recommend venomthrope but the 'nids list includes the zoanthrope as special operative?
>>
>>52559277
So you want feedback on possible balance issues just to blatantly disregard said feedback if you disagree with it? What's the point of feedback then, if you go on the defensive and argue against it?
>>
Can someone tell me what 'eavy armour does (compared to squig-hide)?
>>
>>52559244

I really do feel like they could have done with a 5th unit for each force to give them a unique thing. Stuff like the Chaos Spawn, Hybrid Cultists and Deathmarks that don't work like normal specialists.
>>
>>52559066
>shootas are poorly maintained and may explode.

Fucking gw, can you PLEASE stop shitting on orks. Sustained fire is NOT a good enough trade off when BS 2 means you miss most of those anyway. This is just extra chances to kill your own guys.
>>
>>52559379
Squig-hide
>6+ save

'eavy armor
>4+ save
>drops initiative to 1
>>
>>52559398
It's not that bad once you factor in strength of the shooting and points cost of the shoota.

Lots of yoofs with shootas is disgusting.
>>
>>52559398
No, it's pretty much perfect trade off given you're cheap as fuck, and 2 shots at BS2 is exactly equal to 1 shot at BS4, and are affected a bit less by modifiers given that BS penalties diminish in effectiveness dramatically at 7+ and beyond To Hit.

So you trade one kind of reliability for another, and cost less than anyone else anyway. I think Orks may be god tier in this because of their unique 20-man cap and effective basic weapons en masse, with very good chances to pin people. Also Big Shootas are quite literally Tau-level firepower with better range.
>>
>>52559366

My issue is that the talk about the evicerator isn't about balance. It has been from start to end 'Why isn't this done like it is in necromunda?'. Something that is a matter of personal preference rather than it being discussed as a balance issue.

I'm getting defensive because people have been throwing insults at me and this has been going on since last night without any sign of ending. If there is a balance issue with the evicerator, I'd be happy to discuss that.
>>
>>52559398
>Sustained fire is NOT a good enough trade off
get within 12"

S4 sustained fire on basic dudes is big.
>>
>>52559379
squig hide 6+ save, aka never get that save.
Eavy armor is 4+.
>>
>>52559511
Not to mention after game 1 you start buying red-dots for the shootas.

Turns that BS2 to effective BS4 at <12"
>>
>>52559472
Also I forgot to mention that you benefit from +BS (Red Dot, a good Advance roll) anywhere from twice (Basic Yoof/Boy) to four times (Big Shoota) as your regular 1 shot weapons, so deal.
>>
>>52559472
this, orks in straight up fights are really good. Their big Achilles heel is the fact that they can't detect shit.
>>
>>52559472
No. its 2 BS 2 shots with a 1/3 chance of an unreliable trigger, compared to one bs4 shot. You are only averaging the hits and wounds, not the chance to fuck your own guys up.
>>
So I'm mainly going to play Orks, but I may as well use my scouts since they're not worth selling.

The big question is, which chapter? I'm leaning towards Salamanders and running a fair amount of flamers.
>>
>>52559438
Thanks
>>
>>52559544
and with an average of 2 shots, you have a 1/3 chance of hurting yourself. or if you get 3 shots, thats is a 1/2 chance of hurting your own guy.
>>
Hi anons. What do shotguns do?
>>
>>52559640
Shit, while I'm at it, what do flamers, heavy bolters, plasma guns, and meltaguns do? I'm thinking about doing GSC and CSM. For CSM I'll probably build the Marines for shooting and run cultists forward with a mix of melee weapons and guns.
>>
>>52559667
the OP literally links all the rules you need
>>
>>52559564
And? Oh no, a completely tiny (1/9 even if you fail your Ammo Roll with Explodes EVERY TIME) chance to wound a basic Yoof who cost FUCK ALL and can be replaced twofold at the end of a mission without blinking. That's well worth all the other buffs, since that chance is so microscopic as to be nonexistent and probably irrelevant when it does show up.
In the games I played I failed one ammo roll, with Skitarii shooting almost the entire game because 30". You can easily afford to lose two Yoofs tops, given it won't even kill them outright but only roll on the Injury Table even if you do take a wound.
>>
>>52559488
Well, as have been said before. Community edition (which include former Necromunda writers' work) has been thoroughly playtested.

Even if you're using stats from another weapon that is present in SW:A you'd have to consider not only cost and stats, what's the profile of the unit that can use it, how many such units can the team field, what team does that unit belong to and what's their profile among other things. Have you done that?
>>
>>52559631
Unreliable only makes the weapon explode if you roll a 6 to hit and then roll snake-eyes on the following ammo roll.
>>
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>>52558306
>it's French
>>
Will I be able to make a chaos space marine kill team with a Thousand Son, World Eater, Death Guard, Emperor's Childen led by a Word Bearer?
>>
>>52558922
It's just odd that they didn't give us scarabs.
>>
>>52559640
Shotgun: 2 profiles, one is s4, +1 to hit within 4", -1 to hit between 4" and 18", no armor mod (I think), the other is S3, same to hit but on hit you place a small blast template over the target. Models completely covered are automatically hit, partials hit on a 4+
>>
>>52552476
>>52552500
...and you'd be a retard to roll on Agility as an ork, because there's a good chance you will get one which needs Initiative rolls to use.

In fact, agility seems to be pretty shit for most groups... it would be good for GSC, but they can't have it. Dark Eldar, I guess?
>>
>>52559280
Cause the venomthrope kit is also the zoanthrope kit
>>
>>52559564
they are T4, so im not that worried.
pluss it might be hilarious.
>>
>>52559672
My bad. Thanks for pointing that out.
>>
>>52559674
Hang on, let's math this.

2x 1/6 (ammo check)
X 1/36 (snake-eyes)
X 1/3 (wound)

= 1/334, as far as I can tell, plus a 4+ or 6+ save. You'll be just fine.
>>
>>52559753
Thanks man. I didn't realize that there was a link in the OP.
>>
>>52559758
I feel like Strength is going to be great for Orks.

Headbutt to win ties since Ork initiative is shit, and the potential to be able to suplex a Terminator or Warrior off a catwalk.
>>
>>52555218
Fuck you you piece of shit people like you are why it's sold out.
>>
>>52557694
>ascii
>with spaces
>hex or gtfo
>>
>>52559769
no big, OPs are kind of white noise most of the time

>>52559810
If scalpers mean we get more warband rules, I'm fine with that.
>>
>>52559678

Yes, I have.

It's a single, uncosted weapon available to a spec ops uni only. The warband can field a single one of them, for a single battle on a unit with WS 4 single wound model that is critically vulnerable to getting shot to death (But is likely to mutual kill if it loses melee combat).

The community edition weapon is NOT designed for remotely the same purpose, so it's playtesting is not very valuable here. The community edition version is a weapon that you can field on literally every model in your force rather than a weapon for a specific spec ops unit.
>>
>>52552324
How is that Mega link a "funny virus archive"?
I made that with jpgtopdf.com so unless that causes viruses. Also two of the PDFs I got from /tg/ and none of them have a virus.
>>
>>52559727

What european language isn't?
>>
>>52559730
You got 5 marks, infernal ammo, and blight grenades.
>>
>>52549645
Can someone with an actual book post a pic confirming this. The two games I've seen on youtube miniwargamer they definitely had more New Recruits than the rest of the team, so prove it....pics or lies.
https://youtu.be/O5wTHZuk9mQ
>>
>>52559802
i want that too, but you need to win the combat to get it.
what situation is throwing the opponent ideal than hitting them?
if a boy with a S advancement gets this skill, it might be used, but he wont necessarily win combats that often.

if you get it on your nob, he'll have the strength to pass the test but he'll likely have a powerklaw, which is much more deadly.

auto pin is nice though.

more fun then useful this skill i think
im sill gonna try to get it though.
>>
>melta guns are also known as "vape guns"
>>
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>>52559982
>>
>>52559910
har ikke peiling jeg.
>>
>>52559981
>what situation is throwing the opponent ideal than hitting them?
When it's something like a terminator that you'll have trouble wounding otherwise and you're on a walkway.

Pitch him off the edge and let some other git deal with him.
>>
>>52560044

I keep forgetting THE VIKING LANDS are European.
>>
>>52558922
It's absolutely fucking retarded that we don't get scarabs or lords.

Our fluff is that Warriors are mindless but nigh-invincible automatons marching forwards in endless waves of guass fire, while Immortals serve as heavy shock troops throwing powerful energy blasts downrange. Combine that with a Lord wielding various manner of SCIENCE tech, and scarab swarms skittering over buildings to devour the enemy, and that's a cool and thematic scenario.

Instead we only get half that, and the fewest special operatives of any faction.

And our specialist, Deathmarks are supposed to be deadly assassins, completely phasing out of existence until the right moment to strike. Instead, we get a kamikaze unit with a garbage weapon and a requirement to appear within sneezing distance of an enemy model on turn two.

We've gotta spam our two spec ops constantly if we want to have anything other than "Warrior with Gauss Rifle", "Warrior with Gauss Blaster and +1 Sv", and "Warrior with Shittier Gauss Blaster".
>>
>>52559844
Still, what is the similarities between the team you're using the eviscerator for and the team that can field a spec op with chain fist? It would be one thing if you copied the other teams profile completely and created a counts as, but you're not. You're mixing and matching what you consider to make sense fluffwise and compared to how the faction plays out in 40k. I'd say that alone creates a shitload of potential balance issues.
>>
>>52559960
What faction had more than half new recruits?
>>
>>52560053

You could also throw him off the map couldn't you?
>>
>>52552950
>And they will still very likely to lose even when they charge thanks to WS3.

You get +1 for charging and +1 for charging while being an ork, so effectively WS 5. Then you follow up with a boy, who is WS 4 to start with, +2 for charging and another +1 for being the second opponent and rolls two dice, which is worth almost another point. On average you win against a fucking purestrain genestealer with two orks.

How do the store copies work with GW? You can't pre-order them, can you? So if I just turn up at opening time on Saturday, I could get a copy of the box? Might need to beat up some kids to get to the front of the line, but I'm OK with that.
>>
>>52560154
at 1S x height in inches, off the table would be a big hit :D
>>
>>52560123

Then can you identify any? As I am asking for help with balance, as I could easily miss things.

I'm fully aware that there could be balance issues, that is why I asked for help spotting any in the initial post and called it an alpha.
>>
>>52560167
>Might need to beat up some kids to get to the front of the line, but I'm OK with that.

Bring a blanket, have a night out on the town, get hammered, then go sit outside the store and sleep it off. Might need to tape a note to your forehead saying "I'm first in line" to make sure the kids don't mistake you for a bum.
>>
>>52560167
>So if I just turn up at opening time on Saturday, I could get a copy of the box?
most likely, yeah

You'll want to be really early, though.
>>
>tfw package arrived at GW but can't pick it up till Saturday.
I just want to play it already.
>>
>>52560214
Do a counts as with the team that is the most alike. Simple as that.

Or if you want to playtest your alpha thoroughly, go ahead. But discussing potential balance issues in theory with an untried faction is fairly useless. That's why it's simpler to copy stuff that's already been tested and proven to work.
>>
>>52560254

>GW shitting out a PDF with a heap of half-assed forces.
>Proven to work.
>>
>>52560254

...so people have been arguing for about twelve hours at this point about stuff they have no actual feedback on?

Lovely.
>>
>>52553431
bolters fire miniture RPG's mang.
also stormbolters have SFa afaik.

BS4 S4 and so on, cant have everything, unless you play GK, then you can have everything, but only 3 of them^^
>>
>>52560208

Well it is only a 4'x4' map. These things could happen in a Raid scenario for sure.
>>
>>52560138
Orks
1 Nob
2 Boyz
1 Spanner
6 Yoofs
4:6 is not a half ratio.
>>
>>52552935

Games workshop actually admitting the dropped the fucking ball....HARD!!!
They did say they were going to support it by expanding factions so everyone cross your fingers for SoB. Kabalites, and Better Tau list
>>
>>52560392
Tau's already pretty good. Personally I want servo-skull drones, Vanguard and a big Dragoon monster specialist, but I'm not getting any. I'd take properly statted Carbines, Arc Weapons and Calivers, BC ATM we have less useful weapons than Necrons. Galvanic + Arquebus, rest is shit-to-mediocre.
>>
I want Commissar as like, a standard leader I can take, heavy weapons options for IG..... maybe a higher limit to number of guys instead of forcing veterans as always... yeah. That's about it.

.... .... An option to mount my leader on a horse would be good too?
>>
Rate my list:

Tyranid Warriors

Alpha: 250 [300]
- Scything Talons: 10
- Extended Chitin: 15
- Adrenal Glands: 10
- Flesh-hooks: 15

Warrior: 200 [250]
Scything Talons: 10
- Extended Chitin: 15
- Adrenal Glands: 10
- Flesh-hooks: 15

New-Spawn 175 [225]
Scything Talons: 10
- Extended Chitin: 15
- Adrenal Glands: 10
- Flesh-hooks: 15

New-Spawn 175 [225]
Scything Talons: 10
- Extended Chitin: 15
- Adrenal Glands: 10
- Flesh-hooks: 15

1000pts
>>
>>52558720
>muscle does feel like generally worse than ferocity, and trying to do a very similar thing so maybe that.

Muscle does have a couple of good ones. Iron Jaw is essentially FNP and Bodycheck is better than Berserk Charge if you have someone to follow up on the same target. Overall though, it does feel like a worse Ferocity, which in turn is just a worse Combat.
>>
>>52560392
>everyone cross your fingers for SoB. Kabalites, and Better Tau list

crying necrons.jpg
>>
>>52559472
>No, it's pretty much perfect trade off given you're cheap as fuck, and 2 shots at BS2 is exactly equal to 1 shot at BS4, and are affected a bit less by modifiers given that BS penalties diminish in effectiveness dramatically at 7+ and beyond To Hit.

That doesn't seem right...

>1 shot, BS 4, -0 to hit, average 0.67 hits.
>2 shots, BS 2, -0 to hit, average 0.67 hits.

...so far, so good...

>1 shot, BS 4, -1 to hit, average 0.5 hits
>2 shots, BS 2, -1 to hit, average 0.33 hits.

>1 shot, BS 4, -2 to hit, average 0.33 hits.
>2 shots, BS 2, -2 to hit, average 0.17 hits.
>2 shots, BS 2, -1 to hit, average 0.33 hits.

>1 shot, BS 4, -3 to hit, average 0.17 hits.
>2 shots, BS 2, -3 to hit, average 0.08 hits.

As the penalties get worse, ork shooting falls further behind.
>>
>>52560392
>Games workshop actually admitting the dropped the fucking ball....HARD!!!
i mean, that's one way to interpret that. If you're an idiot who loves hyperbole.
The other way is that they said they underestimated the demand when they ordered the initial print run (a thing that happens in companies especially with non-standard products), and they are now adjusting for the new customer demand information they have.
>>
So whats the difference between fear and terror?
>>
>>52560804

Terror is like fear but bigger. Being immune to fear doesn't make you immune to terror (Though it lets you treat it as fear).

Fear makes them test if they want to charge you. Terror makes them test if you start your turn within 8" of them.
>>
>>52560696
Ah, I stand corrected. I missed that, sorry. Used to 40k and it's generally unmodified BS making mathhammer easy. Still, Orks are cheap enough to swarm people and will explode well with good dice, like on that MWG batrep where a few sixes utterly decimated the scouts, with not a single Ork casualty.

Guess that means that you should hug cover against Orks, especially when they bring out the BS4 (advance+red dot) Big Shootas and out-Tau the Tau. How many special weapons can Orks take, anyway?
>>
>>52560288
I was saying that the Necromunda rules are proven to work. But to be honest SW:A is not as unbalanced as many would like to think.
>>
>>52560845
Frankly fear seems like a disadvantage
You charge a dude and instead of killing him and following up into his friends he runs away during your turn, recovers in his turn and opens up on your dude now standing alone with his dick in his hands.
>>
>>52560308
Oh, you've been given feedback alright. You just choose to ignore it.

>>52560350
It clearly isn't. Interesting.
>>
>>52560503
>Overall though, it does feel like a worse Ferocity, which in turn is just a worse Combat.
not so sure about that. Admittedly I'm thinking of wyches in particular.
step aside is useless as you already have it, counter attack won't come up much because you will be charging, block is just having a parry and you can by that with equipment (and a weapon that says the opponent can't use their parry so you always get it).
disarm is only good against some opponents, and you can get that as a weapon on a specialist.
combat master is cool, but wyches are cheap enough that you won't be outnumbered the majority of the time.
feint is good but can't be combined with beserker charge.

meanwhile nerves of steel is great, and impetous lets you keep in combat or run into cover after you murder. beserker charge is great,
iron will, true grit and killer reputation are all fine.

for the most part how good a skill tree is differs a lot by the army. Muscle is way better for orks, and basically a waste for the wyches that can take it. shooting is pretty worthless on cw eldar, but looks pretty good for tau. etc.

only one that looks just good for everyone is guerilla.
>>
>>52560902

Which feedback has there been beyond 'Use the community necromunda rules?'

As that has made no comments about balance, just about preferring to use someone else's homebrew for a single weapon that turns on a spec ops unit.
>>
>>52560895
recovery is done at end of the turn.
>>
>>52560580

The Eldar list feels really unfluffy as well.

I've toying with the idea of doing a Striking Scorpion / Ranger Kill Team, where the Exarch is the leader, Scorps are the specialists with Pistol and Assault Weapon access, Rangers are the Troopers and Scouts (the old 2E name for them) are new Recruits.

That last bit actually works pretty well since Scouts actually have slightly worse stats than Rangers.
I was thinking of giving them access to Sniper Rifles, Shuriken Catapults and Lasguns. As for Striking Scorpions, I'm debating whether to give all the Scorps access to the usally Exarch only stuff like THE CLAW, Biting Blade or Chainsabres or just the Chainsword.

Keep Battle Focus and pop Infiltrate as a universal rule. Probably have to specify it only applies to the Kill Team and not Special Operatives.

My only concern is how Sniper and Battle Focus interact. Might actually be interesting now that I think of it by having Scouts and Rangers that shoot and scoot with their Sniper Rifles.
>>
>>52560943
This is silly. I've repeated myself enough, as have others. You're right. Copying a similar weapon from another faction without copying it as a whole is bound to be risk free. Just like taking an engine part from one car and putting it into the engine of another car works.
>>
>>52560895
>he runs away
>into the open, out of cover
>right before the shooting phase
>>
>>52561104

Copying it from necromunda would have just as many risks as the rest of the faction isn't being copied. At that point it's down to personal preference.
>>
>>52561104

By that logic nothing could ever be made as its not exactly the same as another thing.
>>
>>52560350
If there's indeed some special ork rule we've missed then orks will be even stronger in the game. I can fairly easily field 14 orks without gimping them too much. Allow me to take more than half the team of yoofs and bam! 20 units. Enough to have double the amount of units compared to my opponent most games. I can spend most of my income on rearm, and if I lose a couple yoofs I'll take a round of recruit and fill up.
>>
>>52561199
That's why I said make a counts as.
>>
>>52561318

So basically 'Don't do homebrew'
>>
>>52561249
Oh dear. Of course new stuff can be made, but they need to be thoroughly tested (which I said before). I doubt the homebrew has been thoroughly play tester. And I can't believe I'm repeating myself again.
>>
>>52561360

Likely as much as the PDF ones GW released.
>>
>>52560856
two i think.

Bigshoota looks great, but i cant find rules for the rokkit launcha. does it have blast?
>>
>>52561354
Don't discuss homebrew in theory. I'm sure you know the fluff as well as the other guy, and can come up with a theme but to find imbalance you need to play test.
>>
>>52561394
Then how come they show to be pretty well balanced? Coincidence?
>>
>>52561420

How do they show that?
>>
>>52561360

Of course it's not been beta tested yet. As I said, it's in Alpha. I am trying to get that done so I can start beta testing.
>>
>>52561434
Battle reports that go against the fears of theory debaters here and elsewhere on the internet.
>>
>>52561504

We've had barely any so far for the PDF factions. Not enough to call though testing.
>>
>>52561458
Then do it. Asking for feedback on a theoretical build and then proceed to ignore it seems dumb. Maybe if you'd asked for feedback regarding theme and faithfulness to canon fluff you'd have avoided this longdrawn discussion.
>>
>>52561528
Who are those "we" you speak of? Gw sent out advance copies to people. The game has been played at conventions. Some have used what leaked rules exist to play. There are loads of reports.
>>
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>>52561405
No. They're just Assault 1 S8 AP3, though since you have to charge in the movement phase in this game, it takes away their one good thing other than being 5 points.
>>
>>52561547

The only thing that has been ignored is evicerator comments as I have no interest copying the community necromunda rules.

The idea that feedback on raw rules is worthless is also nonsense. Initial feedback is very useful for spotting immediate issues. Have you ever done homebrew before?
>>
>>52561632

Addendum: They haven't even been ignored. I listened, read over the community rules and decided that they didn't fit the role needed.
>>
>>52561632
You asked what feedback there had been. I answered what feedback there had been. You admit to ignoring it. Case closed.
>>
>>52561655
Because it didn't have a static strength value.. Ok then..
>>
>>52561681

Not all feedback results in a change or development would be utterly schizophrenic. I listened and decided against it.
>>
>>52561733
With a crappy excuse that seemed more like you didn't like the feedback. I don't buy it. Either way I'm done with this discussion. Good luck with your homebrew.
>>
Does anyone else find it weird that the Power Klaw and Power Fist have no special rules like Unwieldy? Like how the Big Choppa makes you half your initiative in Draws, and makes your oppenonent roll one less attack?

Also, Big Choppas seem really good!
>>
>>52559831
>If scalpers mean we get more warband rules, I'm fine with that.
Implying they wouldn't have still sold out instantly to no scalpers.
>>
>>52561791
I agree. I put together a list with the nob only having a big choppa. Plenty of yoofs and a couple boyz as a buffer until the nob can charge into melee.
>>
>>52561761

I'll take that in face value rather than the spirit it was intended in, thanks.
>>
>>52561835
Should I go with a Power Klaw and Slugga, or Big Choppa and Slugga?

The Klaw is so iconic and cool, but the Big Choppa just seems really cool, but my only problem is that the basic Nob in the Boyz kit doesn't come with one, I don't think.
>>
>>52561889
Yeah you'll probably have to convert a big choppa since it's not in the box

Although a klaw is cheap enough for you to take as part of rearm later.
>>
>>52559810
why throw a fit? They will release more you can almost guarantee it. Scalpers will just make money off impatient dumbasses.
>>
File: Striking Scorp Eldar variant.pdf (63KB, 1x1px) Image search: [Google]
Striking Scorp Eldar variant.pdf
63KB, 1x1px
Here's a first attempt at doing a better version of the Eldar list.

It's a lot more elite, not quite Harlequin or GK, but getting on for that side of things. Especially if you max out on Scorps.
>>
Can I get my list critiqued? It's a long range/sniper list.

Sergeant - 200 --- 295
Sniper Rifle - 40
Toxic Rounds - 20
Melta Bombs - 30
Camo Gear - 5

Scout Jr - 75 --- 135 x2
Boltgun - 35
Telescopic Sight - 20
Camo Gear - 5

Scout Jr - 75 --- 140
Shotgun - 20
Krak Grenades - 40
Camo Gear - 5

Scout Gunner - 110 --- 295
Heavy Bolter - 180
Camo Gear - 5
>>
>>52562363

I'm a Guard player but...

It lacks shooters/bodies, you need more guys if possible. Not sure what you can do with a melta bomb at all, especially on a sniper, I was under the impression they were for breaking down doors.

What's the strategic plan here? The reasons behind your choices?
>>
>>52555563
I'd be shocked if we get the necromunda gangs.
Happy, but shocked, seeing as the specialist games team is working on actual necromunda, not !necromunda.
Either way, the first time we get new redemptionist models, if we don't start getting new redeemer comics with WD, I will personally send GW and angry letter.
>>
>>52562363
On second thought, after going over the list.. I guess it's all good after all. Just not really sure on the leader loadout is all.
>>
>>52563085
>seeing as the specialist games team is working on actual necromunda
[citation needed]
>>
>>52563232
Well, the specialist games team will be making necromunda, and this wasn't from them, so I'd say it's likely there working on it. Or maybe BFG or mordhiem.
>>
>>52563343
As I understood a statement from a GW rep, this game is what we're getting *instead* of Necromunda.
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