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Shadow War Armageddon General /swag/

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Previously on /swag/
>>52585822

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


>Rule Archive:
https://mega.nz/#F!Pg0nmCTb!gLkbxonP3bWUpjj8Cscr6A

>77 pages of rule: some pages missing bottom part, check archive.
https://docs.google.com/document/d/1xvgryrNiMFoLYiaX8o6Y-Q0q1GLRvwWnvbrSL7omZXo/edit?usp=sharing
>>
Anyone have the rescue mission rule? I hadba guy kidnapped and don't know what to do
>>
Plz
>>
>>52599500
it's like the raid but instead of loot you put your guy down
>>
>>52599500
Yes but in french
>>
Are Inferno bolts even worth considering or should I just stick with Nurgle for CSM
>>
>>52599701
Trash and overpriced. Maybe with S5 or some special rule like Soul Blaze then it would be viable.
>>
Anyone played some games with the starter yet? Is ork shooting worth even bothering with? The BS modifiers seem like they'll make it useless.
>>
>>52599849
Red dot sight and substained fire.
>>
Anyone got a pic of the authors page? I wanna know who wrote it.
>>
>>52600032
GW Design Team.
>>
>>52600047
don't they have individual writers any more?
>>
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So here's my real dilemma. Which models do I paint up for my kill team?

Nob A or B? Both have Big choppa and Kombi-Skorcha

Spanner Boy C or D?

Here's my list if anyone is curious. Comes up to exactly 1000

Nob (225)
-Big Choppa
-Kombi Skorcha

Spanner (220)
-Big Shoota

4x Boy (70 /ea)
-Slugga

5x Yoof (55 /ea)
-Shoota
>>
>>52600081
Not since Ward left.
>>
>>52600081
they do but they wirte "design team" to stop the blame
also it may not be true for SW:A
>>
>>52600086
B and C

I have a question of my own, what's the best Cultist load out?
>>
>>52600109
Personally, I'd keep them cheap. Autoguns or Autopistols and that's eat. Treat them like the meatshields they are.
>>
>>52600156
that's *it*
>>
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>>52600156
Sweet. I've been thinking using Tzaangors for my cultist models for my TS kill team

>WHY ARE TS ALWAYS SO BAD
>>
>>52600086
I'm trying to get my head around the rules here regarding the power klaw vs the big choppa. It seems that at S7 in combat... a klaw is already giving a -4 to armour... so why does it need to have a -3 modifier to armour?

Considering it's so crazy expensive I'm guessing the big choppa is really the way to go considering that at S6 you're gettin a -3 to armour automatically for 10 pts.
>>
>>52600204
Because according to GW every other faction only exists to advance the plot of Space Marines or Eldar.
>>
>>52600305
Because of stuff like Terminators.

Terminators roll on 2d6 for a 3+ save. So it scares the piss out of them and guarantees no save for anyone else.

PK is also god-tier at damaging terrain.

Big Choppa is also 15 pts. But I don't think PK is worth an extra 70.
>>
>>52600326
Thanks for that.
>>
how's the gk incinerator?

Also, for a gk team should i try to start with four dudemans? (leader, 2gunners, 1 trooper. all melee weapons?)
>>
What are the space marine special operatives?
>>
>>52600676
Apothecary, veteran, terminator, deathwatch veteran.
>>
>>52599701
No unless you face a lot 3+/4+ teams. MoT is also worse unless you get spammed with stuff like psycannons/plasma/krak.
>>
>>52600672
4 guys. Leader, 2 specialist, trooper. Unless you houserule it, GK cant hire new specialists.
>>
>>52600305
>I'm trying to get my head around the rules here regarding the power klaw vs the big choppa.
klaw can benefit from a second close combat weapon
big choppa can't

throwing an extra attack die all the time is usually better than denying your opponent one attack die (if you charge)
>>
>>52600733
they can, just not every mission. 100 base, +100 for prometheum cache maxes out at 200. they just need any other source of points to get the 25 points for the basic warding stave. scavenger skill will do it, sometimes mission bonuses can do it, etc
>>
>>52600748
So like a 5 point knife? How do multiple weapons work when you've got modifiers like on the power klaw?
>>
>>52600800
"fighting with two weapons"
>>
>>52600800
if you use two weapons, roll an extra attack die, but you have to alternate hits between the two weapons. so if you win by five, even hits have to be with weapon one, odd hits have to be with weapon two
>>
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>>52600748
Not with how fighting with two CCWs works in Shadow war.

You have to alternate attacks between both weapons.

For example, a nob with PK and slugga where you hit 4 times
>1st attack with PK
>2nd with Slugga
>3rd with PK
>4th with Slugga

It's a tradeoff. Sure you get an extra dice, but then you have to divvy hits out to each CCW.
>>
>>52600834
>Not with how fighting with two CCWs works in Shadow war.
>Sure you get an extra dice, but
did I stutter?

the klaw can get an extra attack die
the choppa can't

when carrying a S7, -7mod, D3 damage weapon, that extra die (even when charged) is super relevant
>>
>>52599500
Call the Arbiters.
>>
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Wew lads, that was an experience.
My local GW only got 2 copies in, and the manager had reserved one for a bloke who tried to pre-order but couldn't get one. The store opened at 10 so I got there for around 9:15 and just hung around outside. Another guy turned up and we had a little chat about old specialist games, necromunda in particular, and then the manager turned up. I was there first so I got the last box but I felt really guilty about it, but luckily the manager sold the other guy the store copy of the rules. At least I have it now, going down there next Friday to try it out, should be fun.
>>
>>52599849
If you want cover fire while your orks advance within charging distance, get a spanna with big shoota and arm a couple of boyz with shootas. That should be enough to buy you some time. My list is somewhat different, in that I have very bad shooting capability but more units so I half expect a couple of my yoofs to drop before I can start windmilling with the big choppa.
>>
>>52600086
Hard to say. I go a completely different route with my list.
>>
>>52600305
I agree. I start out with just a big choppa on my nob and then I'll upgrade to a klaw later if needed. Use strength of numbers to get in close and start windmilling.
>>
>>52600859
>S7, -4 mod, enemy -1 dice, get to hit with all hits
>S8, -7mod, you +1 dice, only get 1/2 hits

Yeah, PK is better than Big Choppa, even though it doesn't get all the hits, the ones it gets are massive his.

The Big Choppa is still going to eliminate all armor saves from almost anything that isn't a Terminator (2+ saves get a 6+).

But for 70 more points, I don't think it's worth it. That's a another boy with a Slugga.

Boys before toys
>>
>>52600944
and I fucked up my math, it's too fucking late.

>S6, -3mod
>S7, -7mod

Still, reducing something in power armor to a t-shirt save while denying him a dice isn't bad
>>
>>52600825
Well, actually any remaining odd hit can be dealt with either weapon as per your own choosing. But yeah, apart from that you're correct.
>>
>>52600963
yeah but it functionally works out that way.
>>
>>52600944
The important thing with fuckoff weapons like that is actually winning combat in the first place. The amount of overkill you do isn't as important. Losing on draws and only getting the die advantage if you charge ain't great draw cards.

>But for 70 more points, I don't think it's worth it.
Granted, especially since that's like one and a half kitted out boys. It's something you'll only want partway through a campaign.
>>
>only space yiffs get flamers

Fuck. I wanted to run a Salamander squad with as many flamethrowers as possible.
>>
>>52601000
That's why I'm planning on skilling up the Nob whenever I can. Dice-willing, headbutt is a game changer.
>>
>>52601005
Then say they are salamanders. Nobody cares really if you fluff up Your Dudes.

I personally use Tanith veterans and play them as Cadians. Stealth, shooting, guerilla. 100% Tanith.
>>
>>52601050
Salamanders have an actual entry in the core book though.
>>
>>52601065
Fluff theem uuuppp.

Although Salamanders do follow the Codex and scouts do not use any flamers outside of seargeants combi weapons.
>>
>>52600944
Agreed, and the PK is within the 100 point rearm span so you can upgrade later as needed at a point where your opponent starts to field spec ops and such. But there's really no point in starting out with a PK in the first round when your opponents units are still fairly squishy.
>>
let me get this right:
every model starts with a knife
so when i give a dedicated melee guys one special hand-to-hand weapon every second hit does still have BS stats?
>>
>>52601076
A sergeant with a flamer is cool enough imho
>>
>>52601082
You declare when you start combat which weapon(s) you're using ,so if you don't want the knife hits to interfere with your fancy weapon then don't use it and give up the extra die.
>>
>>52601082
>not sticking to the basics of CQC
>>
>>52601086
But it's not a flamer. It's a combi-weapon.

One shot is not near enough fire.
>>
>>52600919
You're not in Darwin are you?
>>
How would I start a Grey Knight team?
>>
Wow, this guy is good:

https://www.youtube.com/watch?v=bTX4ZA0v-W0
>>
>>52601342
Best is probably leader, trooper and 2 specialists. You cant buy special weapons at start but atleast you get those specialists and Astral Aim + Stormbolter is not a bad weapon, not at all.
>>
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Are Wyches as bad in this as they are in 40k, looking forward to dusting them off?
>>
>>52601437
Alright, any particular choices for melee weapons?
>>
>>52601265
Nah sorry mate, just outside of London in the UK.
>>
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Couple of rules questions:
If I have weapon with two ammo types and fail the ammo roll for one eg: a grenade launch with frag and krak and I fail the roll when shooting krak. Can I continue to use the weapon with the other ammo type?

I'm going with no but I know that some autist is going to challenge me on that

One part of the rules says
>if and alternative ammo is bought for a gun the fighter will still also have a supply of regular ammo
But earlier it says
>If you roll less than the number indicated the weapon has malfunctioned or run out of ammo and is useless for the rest of the game

Other question.... is irrelevant actually as I was trying to find the text there was a passage that made it clear nm
>>
>>52600859
>did I stutter?
Don't do this.
>>
>>52601550
That's an interesting question. You can still use the combi half of a combi bolter if the bolter runs out of ammo, so that's not unprecedented.
>>
>>52601550
>Can I continue to use the weapon with the other ammo type?
they point it out on a weapon to weapon basis

for example
shotguns cannot
inferno bolts can
hotshots, hellfire rounds and toxic rounds replace the standard ammunition entirely

The grenade launcher doesn't mention how it handles things, but I imagine it functions identically to the missile launcher in that a failed ammo roll means you can't use the weapon any more.
>>
>>52601550
Using Death Jester as a principle, Death Jester continues using his other form of Ammo if he fails an ammo check.
>>
>>52601550
In necromunda I believe you could still use the weapon with the alternative ammo if you failed an ammo roll for the first ammo type. Don't know if it's carried over into SW:A, but imo it should. You pay for the extra ammo type, just like you pay for a weapon reload so it would make sense logically.
>>
>>52601653
>hotshots, hellfire rounds and toxic rounds replace the standard ammunition entirely
oh shoot, ignore this, I missed the opening section of the ammunition page

it's early pls don't bully me
>>
>>52601675
k np, I was about to question it but you caught yourself.
>>
>>52601457
Need good terrain placement to combat gunline army.

They still had that horrible RNG combat drug (while CSM get to choose their own buff for each dude)

They have rather cheap body and equipment. Splinter Pistol are really good at both range and melee. Altho their Gladiatorial weapons are kinda boring and they lack long range weapon, so better set up that terrain wisely.
>>
>>52601712
what made it more embarrassing was you quoted it in your post

Anyways, the safest bet is the grenade launcher functioning exactly like the missile launcher, even if it doesn't make a ton of sense.
>>
>>52601480
All of them are good. They hit hard regardless because of hammerhand and two cheapest are both very viable. 3++ in melee of staff and two parries+rerolls to wound of falchions do good job. I personally like the falchions due model reasons and those two parries that can really save you in melee if you roll badly and he rolls hot.
>>
>>52601656
>>52601666
>>52601653

Thanks guys, I'll have a look at the death jester profile and work with shottys specifically not being able to.
My particular problem is that they start off saying the WEAPON has "malfunctioned OR run out of ammo"
if they had said:
>If you roll less than the number indicated the weapon has run out of that type of ammunition and you cannot use it for the rest of the game
I'd be a lot happier
>>
>>52601005
Salamanders, Space Wolves, they're all furries.

Struggling to work out how to play IG as their lasguns ping off of everything. Any advice guys?
>>
>>52601480
With a 4 guys GK starting list the only Melee weapons you could take are Falchion or Warding Staves.

I like the warding staves better because they have the Str bonus.
>>
How do sustained fire pistols work in melee?
>>
>>52601807
same as every other pistol

the attack dice determine the hits, sustained fire never comes into play
>>
>>52601766
they get more special weapons than anyone else aaand while they're not great against marines, they're plenty good enough to hurt c/gsc cultists and Tau. You can always buy hotshot packs to bring them up to S4 if you need to and remember that you need not kill the enemy, pinning them is useful in itself.

Also shotguns, while the get -1 to hit after 4" the slugs hit like a bolter and the buckshot ignores cover
>>
>>52601750
Well Grenade Launchers (Imperials at least but those are used in SWA) actually use twin set of ammo: pressure and fired grenades. If they run out of pressure-ammo the gun is useless.
>>
Skitarii or Tau? I already have the models for Tau but really like the Skitarii Ruststalkers
>>
>>52601829
Rustalker are special operative and not include in your main roser. Like them or no you can't field them every turn (they cost 1 cache which you'll need to win)
>>
>>52601845

Ruststalkers are one of those special operatives that really make me think the game needed 'Special Weapons' and 'Specialist' as two separate options to take for the main force. As they are really not potent enough to really feel like a worthwhile specialist but could have been cool as an extra option to take for the main force.

Sorta like Grots for Orks.
>>
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SWA: Upside-Down Doors edition
>>
Played another game with my Skitarii today, went Ok. Really dense board, there were three shots fired all game and two of them killed a guy. Lost one Fresh-forged to shooting and another to the Monster Roll, shot a scout and then he grabbed the objective and legged it.

He got 3 caches and a Frenzied Melee scout, plus a Crack Shot sniper. I traded Promethium, bought my Specialist his Arquebus and a red dot and rolled Scavenger for my leader, and my recruits made full recoveries. All together a pretty good game, hoping to play on the board not set up for insect's Zone Mortalis next. Literally all 2-inch corridors and barricades, we just had to slog through overwatch.
>>
>>52601824

Yeah I get them hotshot packs already, still doesn't help much!

If I fail an ammo roll with a hotshot lasgun, does it revert to a lasgun, or does it become completely useless? Thinking it becomes a lasgun, as bolters are better but cheaper, but not sure.
>>
>>52601965
>hotshot
don't know see:
>>52601550
>>52601656
>>52601764

who're you up against?
>>
>>52601773
What about psybolts?
>>
>>52601955
3 shots? Damn, played my first game, Skitarii, vs IG. Must've been 50+ shots fired.
>>
>>52601992
Necrons are the ones I am most scared of atm. Their immortals wound on a 2+ rerollable and -2 to my armour save so one hit and that guy is dead. I shoot them and wound on a 4+ with hotshot, then they get their 3+ armour and have a good chance to stand up again after anyway.
>>
>>52602032
You won't have enough point, melee weapon are mandatory. unless you run a 3 guys list.
>>
>>52602050
honestly I'd work on trying to keep them pinned, you should always out number them and with an initiative score of two they'll only be getting up a third of the time, then you should just be playing whakamole until you complete the objective.

(I mean obviously it's not that easy and the dice will always contrive to fuck you but you get the general idea)
>>
Planning to start a Grey Knight Strike Team for Shadow War with a three man squad.

Justicar
- Storm Bolter
- Power Armor
- Melta Bombs
- Nemesis Daemon Hammer

GK Gunner
- Storm Bolter
- Power Armor
- Nemesis Force Sword
- Red-dot Laser Sight
- Psybolts

GK
- Storm Bolter
- Power Armor
- Frag/Krak Grenades
- Nemesis Force Sword

The general idea is to have the all three move in a standard V formation, with the Justicar in front, GK in the center and the Gunner behind. Outside of long range engagements like Tau and Skitarii, can this work viably against most Kill Teams?
>>
>>52602172
Yeah that was the plan, I tried my best to keep them pinned, but a 1/3 chance of standing up at the start of each turn... they still managed to outshoot me, even though my guardsmen were in a trench.

When my guards get hit, anyone within 2 inches has to take a break test if I have that correctly. If I don't keep them in 2 inches, then if someone in my army is pinned, they can't test to get up early. Necrons don't have that problem and they're leadership 10. It feels like I'll need to load up on some melee guardsmen to make sure the necrons stay down.

... And maybe masses of frag grenades would help? Even if I miss it will probably hit something and pin them automatically.
>>
>>52602038
Yeah, my previous game was much more bloody. That was literally"meet, exchange a couple bullets, retreat. No real downsides suffered by either side, war for fun and profit.
>>
>>52602225

Remember: Necron Warriors are Raw Recruits. They don't count as real people and thus don't help for standing up.
>>
>>52602291
Necron never need anyone, they can test to recover early, all of them.
>>
>>52602291
>>52602306

What this guy said. They don't even need a friend to help them. I2 isn't so bad when you can always test.

He also only takes flesh wounds on a 1-3, instead of just a 1. I found out that was only supposed to be for the recovery phase though.
>>
>>52602306
>>52602337

Right, my bad. I forgot that fact.
>>
>Bought box set
>Read instructions
>Follow instructions
>Notice there's extra clips
>Realize I just glued all of my modular terrain together.

Learn from my mistakes people please.
>>
Does this list look good? I'll be using the Forgeworld Nurgle Sorcerer as Aspiring Champion and my Marines will be created from the Forgeworld conversion kit.

Tried to stay a bit fluffy taking Blight Grenades on my Champion and CQC Marine, with plans to buy a Heavy Bolter and Red Dot Sight (200 pts) for my Gunner after game 1.


Aspiring Champion (Mark of Nurgle) - 335
Power sword
Bolt Pistol
Blight Grenades

Space Marine (Mark of Nurgle) - 180
Chainsword
Blight Grenades

Space Marine (Mark of Nurgle) - 155
Boltgun

Space Marine (Mark of Nurgle) - 155
Boltgun

Chaos Gunner (Mark of Nurgle) - 175
Boltgun
Clip Harness
>>
>>52602050
Yeah. Red dots all the way and then if you get chance, krak grenades or some other to the face. Plasma works too.
>>
>>52600919
Get a cover for your doona/blanket, you unhygienic clown.
>>
>>52602050
An Immortal with a Blaster is worth 2 Guardsmen with Lasguns.
Just creep in all sneaky-like, fix bayonettes, and double-team charge all the fuckers.
The Emperor protects!
>>
>>52602398

I'd personally go with an Undivided leader BUT if you have a nurgle model you really want to use it looks fine save one thing.

Chaos Gunners can't take basic weapons. You'd need to go bolt pistol rather than boltgun if you don't want to buy a special/heavy weapon to start.

>A Chaos Gunner has a combat blade and power armour. In addition, a Chaos Gunner can be armed with items chosen from the Chaos Space Marines Hand-to-Hand Weapons, Pistols, Heavy Weapons, Special Weapons, Ammunition, Grenades and Miscellaneous Equipmentlists.
>>
https://mega.nz/#F!mUtQAAxS!1fjZcUJ94veAvCRBREeifw

Spent time scouring through combined missions from the mega with the google doc, went through all the threads took the best buts to replace camera pics.

Added a few minor things of my own.

Attached is the possible problems with the files.
>>
>>52602473
I had carapace hotshot guardsmen worth 120 points at the time, unfortunately! Been using my Scion models.

170 is a lot for one guy with a gun who is only half competent in melee though, that's the only way I'll have a chance. For the emprah!
>>
>>52602492
I see how an Undivided leader would be better, but I want my team to be all Nurgle.

Thanks for that, I totally read over how a Gunner cannot take a basic weapon. I'll just give him a Bolt Pistol which I'll give to my CQC Marine after the first game. In a way it's even more cost effective for me that way.
>>
>>52602396
What glue did you use?
>>
>>52602473
Bayonettes? wat
>>
>>52602596
Bayonets, sorry.
>>
>>52602603
Right, so.. wat. Where do you find rules for bayonets in SW:A?
>>
How important is it to have some sustained fire? Basically all my necron immortals have gauss blasters at the moment (because telsa carbines are a bit shit in 40k by comparison) but in SWAG they're only single shot. Don't know if it's worth trying to get some tesla carbines in.

For what it's worth, would probably be looking at:
>Appointed immortal with gauss blaster - 260
>Immortal with gauss blaster - 170
>Immortal with gauss blaster - 170
>Warrior with gauss flayer - 130
>Warrior with gauss flayer - 130
>Warrior with gauss flayer - 130
>Total - 990
...because Necron lists are just that interesting. Intention would be to buy 6x photovisors (90 points) after the first game, incidentally.
>>
>>52602571

Well, a Nurgle leader isn't exactly bad. Makes him a lot harder to remove.
>>
>>52602496
Good work. Very nice.
>>
>>52602628
No, it's just a saying.
You wouldn't charge a killer robot from outer space, not even if it was more of a long-range shooter than a CQC monster, without fixing your bayonet, now would you?
>>
>>52602628
... I know ripper guns come with them?
>>
>>52602635
army with 5+ armo carbine is good.

4+ armor Blaster is better.


Get the Deathmark with shadowloom after first mission. Stalk the specialist or leader.
>>
>>52602635
it's twice the shots, it's good. TC is the better gun, as it has twice the shots with similar chances to wound.
OTOH, if you skilled a warrior up, he might have taken fast shot, then the gauss is slightly better - but would it really be worth a skill-up?
>>
>>52602581
Cit. std plastic
>>
Discord server for all things 40k, fantasy, sigmar and specialist games. We've got a bunch of people busy working on shadow war Armageddon teams already!

https://discord.gg/Zeh7nhC
>>
Adepta Sororitas Kill Team. In Alpha currently, so initial feedback about the balance of various things would be appreciated.

I'm a little iffy on the Blessed Ammo. It's rather a step down from the toxic rounds (After all, bolt weapons will already wound most people on a 4+) that space marines get but it's also available to more weapons so I'm not sure. Other ideas for it would be nice.

I've also added (Well, re-added. It's an old 3e weapon) a unique melee weapon for the SOB. They won't win many melee fights with WS 3 but it should at least make them a little harder to blitz down if they go with it.

https://docs.google.com/document/d/1R4E8OpylaBywRCICSUYctohNAwmySD2ZJ_B1hhgVnPU/edit?usp=sharing
>>
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My brother had a whole box of extra Tau bits so I'm making a Pathfinders killteam, I scratchbuilt this Leader.
>>
>>52602806
Super cool
>>
>>52602458
Duvet has a duvet cover on it, you shortsighted nonce.
>>
>>52602635
You'll want some deathmarks to help deal with hidden models. With I2 you'll pretty much never spot a hidden model just by being near them, you'll need direct obvious lines of sight, which deathmark teleport shenannigans can help provide. Whatever you shoot, barring a termie or a solitaire, is probably going to take a wound, but you can't shoot what you can't see
>>
>>52601914
They seriously designed it with the hinge on the wrong side?
>>
Anybody running CSM mind answering a few questions? Do marks have to be of the same god? Is it a bad idea to use the cultists as meatshields for a cqc character? is it okay to use 6 models?
>>
>>52602668
Heh ok I get it. I was sort of hoping there actually was rules for bayonets for a moment there, not that I would use them. Just thought it would be cool. And of course rules for affixing power and chain blades as bayonets too.
>>
>>52602691
Yeah that's a good point. Maybe those rules could be used to determine characteristics of bayonets in general. I'm thinking of the rpg Rogue Trader. It has rules for bayonets if I recall correctly.
>>
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So with what we know so far, will Death Korps be compatible with this? If I pick up some DKoK engineers, is there at least an IG unit I can sub them in for that would make sense?
>>
>>52603129
He just put the door on wrong.
>>
>>52602732
Aw, then you're screwed. I use superglue for my stuff just in case I want to break it apart again for conversion purposes. Oh well, sorry to hear. Maybe there exist some solvent or technique for removing plastic glue? Sure the connecting surfaces will be a bit rough but there should still be traces of the joint even though the glue sort of welds the plastic together.
>>
>>52603252
I don't know much about Krieg apart from what I've read fluffwise, but you have cadian, catachan and steel legion to choose from. Check out their respective skill trees and pick the one that is most correct for Krieg.
>>
>>52603284
I'm kind of out of the loop for this game, does each army have their own Codex type thing? Like do you think it's possible if I just wait DKoK might get their own rules? Or are all the army rules in the main rulebook?
>>
>>52603394
Most faction dataslates can be found in the op but guard/sm/orks are part of the main rule book which may be available for free from gw at some point but check the google doc in the op for now
>>
- Nob with big choppa, 'eavy armor and a second shank cause I got 5 points over.
- Spanner boy with big shoota
- Boy with buzz-choppa
- Boy with buzz-choppa
- Boy with buzz-choppa
- Boy with buzz-choppa
- Yoof with shoota
- Yoof with shoota
- Yoof with shoota
- Yoof with shoota
- Yoof with shoota


Your thoughts?
>>
>>52603394
https://drive.google.com/file/d/0B3iUmocmCYCUQTd4Z0lsWWkybzA/view
>>
>>52603441
Why buzz choppas over regular choppas?
Why no slugga for 2ccw bonus on the boyz?
>>
I made Catachan guardsmen kill team. The sergeant, recruits and flamer will be in asault, the sniper is for taking out vital target while the rest with lasgun is acting as fire support.

Veteran Sergeant: 160p
Laspistol, chainsword

Veteran Guardsman x4: 85p
Lasgun

Guardsman x2: 65p
Laspistol

Special Weapons Operative: 145p
Demolition charge, lasgun

Special Weapons Operative: 110p
Flamer

Special Weapons Operative: 115p
Sniper rifle, camo gear


Total: 1000
>>
A 3rd party website I buy 40K from has immediately removed Shadow War from sale.
I then visited another 3rd party site to find they have done the same.

Went to GW main store to find it says on the GW store.

>This product will be released in stores on Saturday 8th April but is no longer available for pre-order here. Find your local store.

>Available while stocks last!

Good luck getting the game!

https://www.games-workshop.com/en-GB/Shadow-War-Armageddon-ENG
>>
>>52603459
I liked the -2 of the buzz-choppaz more than the -1 of the regular ones. And the 2ccw bonus I can still get with the shanks, though of course it's less effective that way.
>>
I never played Necromunda but the more I see of SW:A the less interested I am.

I like some aspects of the rules and hope the rumors that they make it into 8th edition are true, but I'm having a hard time thinking of a reason to paint up a kill team.
>>
>>52603537
Forgive me if I'm wrong but don't "basic weapons" like shanks not count for the 2ccw bonus?
>>
>>52603570
If you put it like that, I'm not sure either.

I would say yes, though every second hit I'd end up making with be with S3.
>>
>>52603533
>buying a free rules PDF
>buying scout sprues
>buying boyz sprues
>buying cardboard tokens
>>
>>52603602
Everything GW sells is overpriced, don't hobby shame
>>
>>52603591
>though every second hit I'd end up making with be with S3.
That's a tyranid only rule?

I need to look at the rules again to check.
>>
>>52603522
I like this list quite a lot, apart from the demo charges, but that could just be personal preference.
>>
>>52603441
- Nob with big choppa, 'eavy armor
- Spanner boy with big shoota and red-dot laser
- Boy with buzz-choppa
- Boy with buzz-choppa
- Boy with buzz-choppa
- Boy with buzz-choppa
- Yoof with choppa and slugga
- Yoof with choppa and slugga
- Yoof with shoota
- Yoof with shoota
- Yoof with shoota


Slight change for a tad more variety
>>
>>52603522
Democharge is only for games where there is buildings that you can destroy. So its basically pretty shitty piece.

Also take Toxic for snipers everytime. Shooting an ork with sniper has 5,5% chance to kill it. With toxic its 22.22. 20pts for 300% effectiveness. Autowounding is extremely good.
>>
>>52603570
They do, I don't see why they wouldn't.
>>
>>52603259
Wrong. Door plastic is upside down in every sprue and every photo.

The only fix seems to be making it inside-out
>>
>>52603856
... or cutting it.
>>
>>52603816
I swear it was a rule I read somewhere.
>>
>>52603662

Demo charge is more or less last resort when it start to go bad for the kill team, toss the demo on remaning enemies and hope the best.

>>52603789

Maybe I can use it when enemies are on building... if we use any building terrain...

I had consider about taking toxic for sniper but I thought that I could take it later.
>>
>>52603394
Astra Militarum, Space Marines and orks are in the rulebook. Remaining factions are available as pdf documents online. It's possible that gw will expand the game with more factions (they've hinted at that), but it boils down to the fact that the game in part is designed to be playable with just one squad box per player. Were DKoK present during the third war of Armageddon? This game takes place during the aftermath. While they have released rules for factions that might not have been there it's kind of hard to tell what they will release next. My personal opinion is you pick another guard faction and use your DKoK "counts as" whatever. If they release specific rules for Krieg, then yay. If not you can still play with what you got.
>>
>>52603602
You buy the terrain. You basically get the rest of the stuff in the box for five bucks.
>>
>>52603629
No, a unit armed with two cc weapons get an extra attack die in close combat. If the unit wins the cc and their number of hits are more than one they alternate between their two cc weapons for wounds. Any odd hit that remains can be resolved with either weapon. If you don't want to have to alternate you can at the start of the cc declare that you're only using one of your two cc weapons in which case you forsake the extra attack die but all your hits are with the one weapon you choose.
>>
>>52603948
It only gets those 2 attacks as long as it's not also holding a 2 handed weapon like a lasgun or a bolter or something like that.
>>
>>52603522
>>52603789
No, that's not correct. You can place a demo charge and the turn after as it blows up you place a large blast marker over it. This allows you to hit enemies hiding behind walls for example. Note that the demo charge radius also stretch upwards and downwards.
>>
>>52603885
Ah, you're mixing it up with "basic weapons". Basic weapons are lasguns, shotguns, autoguns and such. They're a certain type of weapon. The rule you're thinking of is that if your unit has two cc weapons and a basic weapon or other weapon that takes two hands to use, they can not gain the bonus attack die because they have to carry their regular rifle or whatever it is as well. Apparently weapons aren't carried in slings of any sort in this game.
>>
>>52603969
Yes, correct.
>>
>>52603988
>>52603948
Oh, ok.

Thanks.
>>
When do I buy spec ops it right after the last battle? Do I get to know the enemy faction I'll be facing before I purchase? Do I get to know his cache before purchasing?

Choosing my stealth suit's weapon between fusion and burst is a big choice depending on targets
>>
>>52603762
>>52603441
Dunno, but I'm starting with
Boss Nob w/Big Choppa, Kombi Shoota & Red Dot
1 Spanna w/Shoota
4 Boys w/Shoota
6 Yoofs w/Shoota

weaker in melee, but with 13d3 shots - anything that has more dakka, has less choppa than this bunch.
>>
>>52603522

Ok, I made small change to my catachan list


Veteran Sergeant: 160p
Laspistol, chainsword

Veteran Guardsman x3: 85p
Lasgun

Guardsman x3: 65p
Laspistol

Special Weapons Operative: 145p
Demolition charge, lasgun

Special Weapons Operative: 110p
Flamer

Special Weapons Operative: 115p
Sniper rifle, camo gear, toxic rounds

Total: 1000
>>
So, web guns are absolutely disgusting? My godamn terminator spent half the game getting webbed and then overwatched by webbers, and I couldn't do anything about it! Seriously melee weapons should give a bonus to the Str check, how can a Terminator not escape from webbing?
>>
Thinking of busting my ork boyz out of storage again, how do they fare in this one? Better than the main game, I hope?
>>
>>52604282
Spannas can't take basic weapons. I made the same mistake.
>>
>>52604282
You have too many yoofs
>>
>>52604363
Curse you Spiderman!
>>
>>52600919
Cute squig you got there.
>>
>>52604409
Nah, he's got six regulars and 6 newbies, that's fine.

But >>52604406
is right though.

But not having a big shoota really opens up a lot of other options...
>>
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Finally got rid of that cultist.

The plan is to set up the autocannon as a sniper and overwatchbot then hope my first mission goes well enough to start equipping my dudes.
>>
>>52603441
Thoughts is you're wasting those five points. Your nob is never going to use it as the big choppa is 2-handed. Try to come up with some other loadout for one of the boyz or yoofs so you get a few more points with the fiver and get something useful.
>>
>>52604458
Yeah, that's why I made >>52603762
>>
Final Solution to my Necron Problem

Veteran Sergeant 120 (170)
Plasma Pistol 50

Spec Weapons 70 (195)
Plasma Gun 80
Carapace 20
Frag Grenades 25

Spec Weapons 70 (195)
Plasma Gun 80
Carapace 20
Frag Grenades 25

Spec Weapons 70 (190)
Heavy Flamer 100
Carapace 20

Guardsman 50 (100)
Frag Grenades 25
Chainsword 25

Guardsman 50 (75)
Frag Grenades 25

Guardsman 50 (75)
Frag Grenades 25

Remember, grenades are worth more than you are! So don't waste them comrade.

>>52604287
I recommend some heavier weapons to deal with necrons, lasguns just ping off of them in my experience!
>>
>>52604389
Orks are pretty strong in this game if you use their bonuses and advantages right.
>>
So on the train home after a few games. Played four lost four with Skitarii, although a couple were from some seriously bad dice - four ones to hit on 2+ rolls, and his sentry spotting my lone guy in cover on a 6 round 1. Things I've learned:

- Harlequin teams are every bit as good as they look. One game had 5v14 Orks with one Ork left and two Harlequin casualties. Elite teams aren't really a problem as such, since there's a lot less chances to hit them.

- The Omnispex/Arquebus combo works exceedingly well, but as I only had the one it didn't help much.

- GSC lasers are squishy as hell, but they'll get one good shot off before you do, and it toasted my Alpha straight up

- Injuries are boring boring boring. Whole teams of Frenzy, which is crippling for some and a big buff for others. +1 to melee teams there, and some cheap extra knives may not be a terrible plan for even shooty squads.

- Scout special ammo is insane. Autowounds, upgrading every weapon to D3, all that jazz. Scouts very powerful in general, since they chop well and shoot insanely well.
>>
>>52604484
What's the range on grenades again?
>>
>>52604514
3 times user strength
>>
>>52604514
3xS in inches
>>
So, has anyone run an entire campaign yet? It seems like it could be done in a day or two.
>>
>>52604474
Looks good to me. Not sure about the buzz choppas though. I'd want more units to gain bonuses so I'd probably cut back on those a bit. But that's me.
>>
>>52604567
It could be if you spent all of 2 days doing it!

>>52604484
I just realised if I have a flamer instead of a heavy flamer, I could take more chainswords or even give those poor guardsmen carapace to help them in melee! I'm sure the list could be changed up to be far more effective than that.

The purpose is to mass sustained fire plasma though.
>>
>>52604592
Trust me, melee is more deadly than any plasma. The moment you lose your last wound, your done.
>>
>>52604218
You choose when setting up for a game, before you know the mission, but after you know who you're playing. I don't think the rules ever mention if any information is supposed to be secret, so you should know what they've got *before* picking a spec op. I get the distinct impression one of their important uses will be to prevent someone winning their final mission to win the campaign.
>>
>>52604570
What kind of bonus do you mean?
They're not expensive enough to get me another unit if I switch to choppas, and unless I got the rules wrong, if my boys get a base S4 they still get that extra -1 on the modifier. I mean, yeah I could get two boys a slugga if I changed all the buzz-choppas to regular ones, but that would mean trading a definite -2 modifier for uncertain dice rolls...
Could be better, could be worse, but these four I already build, so I'm gonna stick with them.
>>
>>52600769

Maybe I'm totally off base, but couldn't they spend 100 base + 100 to recruit, then in the rearm section pay for the weapon with their 100 points?
>>
>>52604615
Seeing as how a player with 15 caches can't use a spec op in their final fight for the campaign win that can probably get very interesting.
>>
>>52604615
That begs the question of who picks their specialist first.
>>
>my steel legion gets ambushed
>split in 4 groups , first one deploys in the center
>attacker deploys , he's spreads out
>roll for my second group
>6
>surround 2 of his CSM with those guys the rest of my reinforcements can deploy within 4 inch of them now
>get first turn
>chaos boys get a face full of krakk
>chaos bottles out involuntary on his second turn
they weren't kidding when they said the ambusher could become the ambushee
>>52604567
in practice at least the first 5 cache's you get are gonna be spent on an extra 100 points for recruit and rearm
>>
>>52604675
The most fair solution would be to have each of you write it on a sheet of paper, either the specialist(s) or the word "none" and reveal at the same time
>>
>>52604643
it's recruit OR rearm
>>
>>52602789
Out of curiosity, is there a reason why you didn't choose to put an Inquisitor or Ministorum Priest in as a Specialist?
>>
>>52604613
a plasma gun can down like two guys each turn though , sure melee is an instant kill but unless you have massed infantry you're gonna be in for a world of pain to get there , people can always run and hide from you to as long as they have a table to fall back on
not like downed guys get up all that often, for guard i'dd take a plasma gunner and a recruit with a knife to finish of downed guys over 2 fully geared melee guardsmen
>>
>>52604637
Yeah by all means, do your thing. I was just saying what I'd do. It depends on how you like to play, what clan you've picked and so on (I picked evil sunz). I want a few shooting units to provide cover fire so I can get my units into melee.
>>
>>52604363

Oh yeah, web guns are even better against Harlequins. Last night I saw the Solitaire spend the entire game in a cocoon after killing a single neophyte.
>>
>>52604637
Bonus to ld by outnumbering opponent. Bonus in cc by charging in groups.
>>
>>52604764
I'd like to take this opportunity to tell the anon who said yesterday that this wouldn't be an issue to kindly suck it
>>
>>52604453
I hadn't noticed, but that opens up even better possibilities!
The Spanna will have to deal with a flimsy slugga for now, with the extra points the Boss can upgrade the Red Dot Sight into 'eavy Armour (ask the mekboy how that works)
>>
>>52599483
Im confused, you can charge units you can "see"
You can "see" units within a range double your initiative, so a genestealer can see 12 inches because it has 6 initiative.
Charge is double your movement, but genestealers have a rule that allow them to charge triple distance? So they could charge 18 inches, but the enemy has to be within 12? so whats the point
>>
Literally about to play, does anyone have a decent list for AM to start? I know for sure I want a sniper with toxic rounds.
>>
>>52604786
>>52604764
>>52604363
isn't it like an 8 inch range (-1 to hit on 4-8) on a bs 3 model that can move 4 inches
sounds to me that if you get fucked by it it's your own damn fault , it costs 75 points to so yeah
>>
>>52602789
sarissa two handed is redundant, as the only way to two weapon fight while holding a basic/special is with a muscle skill.

the hospitalier should use the medical rules of the painboy/apothecary. being able to ignore flesh wounds is too strong as they're an important attrition mechanic.

Also i don't know? it might be a time to give up on blessed bolts?

Use one of the necromunda eviscerators.
>>
>>52604834
no, you can charge units that you can see or "sense"
seeing is line of sight
sensing is 2x initiative
>>
>>52604834
you can charge units you are "aware" of. you're aware of:
1. Enemy fighters you have line of sight to/can see
2. enemy fighters within 2xinit inches of you that aren't hidden
>>
>>52604834
you can charge 12 inches against a model that is around the corner but not in hiding, 18 inches if you have los and 6 inches if the model you want to charge is in hiding
>>
with a 4+ invul save and insane base WS, immunity to pinning, and stacking even more negative to-hit modifiers to shooting attacks by running, how the hell do you even attempt to do anything to Harlequin Kill Teams before they get in your face and ruin everything?
>>
>>52604851
That's the pistol, a regular webber is 12 if I'm not mistaken. I'd call 75 points well worth it. Don't discount the fact that they'll be hidden a large amount of the time will bring the engagements a bit closer than normal
>>
>>52604773
But for that I don't get enough points out of switching weapons.

>>52604834
If your enemy is out in the open, you can charge 'em from further away. You can sense not hidden enemy models with double your initiative even if you can't see them.
You can sense hidden enemies within your initiative.
>>
>>52604899
Use high-impact (except for the solitaire), use the hidden mechanic, and high volume of fire, anything that hits has at least a 50% of wounding
>>
>>52604845
Load up on plasma, it's quick and easy to make a list.
>>
>>52604899
>>52604922
This. Also, if you don't have a team that can take them out, just ignore them. They have low team counts in comparison to a lot of armies, so spend your time in the shadows, send some juves to fill the air with suppressive fire, and then bug out once you have enough victory points to make the match worth it.
>>
>>52604717
Oh whoops missed that. So it's very difficult (basically only through rolling a 6 on the mission chart or with scavenger) for Grey Knights to every get to 5 models.
>>
>>52604905
oh i didn't realize
still if you get some cover between you and the webber at range he's hitting on a 6+ and a follow up 4+

definitely sounds strong in a firefight mission but i doubt it's usefulness on a hit and run or raid
and the normal version's 100 points to
>>
>>52604981
no , cause you can spend a cache to get 100 extra points in the recruit fase (and you always get at least 1)
you're just going to be running stormbolters for the first mission
>>
>>52604899
For all practical purposes, they have a special rule
>It's only one guy!
The Harlies will charge, eat overwatch fire, and then be counter-charged in numbers the round after.
Even with their extra WS (having a friend is like having +1 WS anyway), all their weapons are S:User, they won't kill all they charge.
The invulnerable is strong, but who cares: you can use 2 shanks instead of expensive power swords.
They are stupidly elite, they'll lose to
>boys before toys
>>
>>52604484
So your guardsmen don't have guns?
>>
>>52601585
D...d...don't do w...what, Senpai?
>>
>>52605025
I think you have to get a melee weapon (so the minimum cost for a Grey Knight is 205)
>>
>>52605095
indeed you do, however, the warding stave is 25 points. so a trooper grey knight has a minimum cost of 200 points! the hard part is replacing gunners.
>>
>>52605072
Why give them useless lasguns? They have knives and grenades!
>>
>>52605130
Sounds good.
Give them some ammo, they'll grab the rifles from those that fall.
>>
>>52605067
Not quite, they can still use a fusion pistol in cqc, which is s8 d6 wounds -5 armor, which'll vaporize anything that isn't a terminator. Not sure how many people will realize you can do that though
>>
>>52605095
>>52604981

Yep, so this is more or less my battle plan for my first five matches involving my Grey Knight squad. (Inb4 snowflakes)

GREY KNIGHT STRIKE SQUAD

Starting:

Justicar Feydrid [JUSTICAR]
- Storm Bolter
- Power Armor
- Nemesis Force Sword

Brother Argon [GREY KNIGHT]
- Storm Bolter
- Power Armor
- Nemesis Falchions

Brother Guld [GREY KNIGHT]
- Storm Bolter
- Power Armor
- Nemesis Force Sword

Brother Margriff [GREY KNIGHT GUNNER]
- Storm Bolter
- Power Armor
- Nemesis Warding Stave
- Red-Dot Laser Sight

Total cost: 995/1000

LATER PURCHASES:

Post-game 1
Action: Re-arm
Incinerator for Brother Margriff (75 pts)
Red-dot laser Sight for Brother Guld (20 pts)

(95 pts)

Margriff's stormbolter with RDLS is given to Brother Argon.

Post-game 2
Action: Re-arm
Melta Bombs for Justicar (30 pts)
Psybolts for whoever has higher BS (30 pts)
Weapon Reload for Brother Margriff (34 pts)

Post-Game 3
Action: Recruit
(Spend 2 Prometheum Caches)
Brother Ludovich [GREY KNIGHT] (175 pts)
- Storm Bolter
- Power Armor
- Nemesis Daemon Hammer (100 pts)
- Photo-visor (15 pts)

Post-Game 4/Post-Game 5 (if any Grey Knights are dead)
Action: Recruit
(Spend 2 Prometheum Caches)
Brother Glevanne [GREY KNIGHT] (175 pts)
- Storm Bolter
- Power Armor
- Nemesis Force Sword (60 pts)
- Frag/Krak Grenades (65 pts)

OR

Action: Re-arm
(Spend 1 Prometheum Cache)
Psybolts for remaining team members (120 pts)
Nemesis Force Sword for Brother Argon (60 pts)
Photo Visor for whoever has highest BS and does not possess one previously (15 pts)

After the first 5 games, future purchases will more or less depend my winrate Does this look like a solid plan or will it be outperformed by other factions?
>>
>>52605067
Harlies also cause fear which will prevent low LD teams from charging.
>>
>>52605171
can only spend 1 prometheum cache during recruit or rearm.
>>
>>52605203

wait, for real? Then wouldn't that mean it's impossible to recruit another Grey Knight Gunner?
>>
>>52605168
The cheapest guy that can do that costs 275 points, and is still just T3, and falls if shoot at by 1.3 shootas (at close range or with a red dot).
>>
>>52605233
yeah. that's why the leader and gunners have access to guerrilla. you want that scavengers skill. also why starting with both gunners is a thing people do.
>>
>>52605233
see
>>52605261
or get a lucky roll on the hunting in the promethium sprawl table can lead up to 150 extra points for the winner
>>
>>52605004

It's not the best weapon ever, but it's death for any CC specialist. The fact that it comes in pistol form is even funnier, because if you charge that guy then there's a chance you'll be spider-manned.
>>
>>52605067
>Eat Overwatch Fire
>-1 to the BS test for shooting in overwatch
>-2 to hit runners
>BS 3

They laugh at overwatch from my GSC.
>>
>>52605296
to be fair i'dd rather eat a web shot than a plasma shot in cq
>>
>>52605322
>if you run you don't fight
>if you run it's like free hits
they can't run and shoot or run and charge, so what's the matter?
you can't count on more than 1 round of shooting anyway, between hiding and los, the extra potshots are... extra.
>>
>>52605322
you guys do great against harlies
just hide all they everyday untill they commit and then use superior numbers to overwhelm them
>>
>>52605241
Shoota, average 2 shots (not counting ammo rolls), BS2 = a 5+ w/o modifiers
If charged you're looking at -1 for overwatch, -1 for charging. Otherwise, -2 for running, -1 or -2 for cover. +1 for either red dot or close range, +2 for both. Let's assume that since you can see and shoot him he charged somebody else, so close range, partial cover from the follow-up, and you have you red dot. (+1, -1, +1) Since you're not being charged and the running bonus explicitly says ran, not charged. 4+ to hit on 2 shots, s4 against t3 with a 4+ invuln. 1 hit, 0.66 wounds, 0.33 unsaved per shoota on an average roll under what I'd call ideal circumstances. You'll need more than 1.3 shootas my man
>>
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Making a vaporwave/cyberpunky themed kill team for skitarii and I found these heads. I wanna make them look like torn up androids or sentient statues. My other option is sanguinary guard heads. Any opinions or suggestions?
>>
>>52605322
How do you calculate -2 to hit runners? It's -1.
>>
>>52605322

It's only -1 for charges. So, he's still needing 6's. Not 7+'s at least. The -2 is only for running.

It's probably a typo, but boy do I hope they don't errata it.

Autoguns on Overwatch get +1 to hit from 12" as well, so that pulls it down to 5+, which is a lot more manageable as well.

Plus, the Genestealer still has the longer charge range, and could I think, still munch Players and Mimes. Virtuoso's and Leaders I'm not so sure of.
>>
>>52605416
Harlies have a special ability where it becomes -2
>>
Are there valhallans rule for this
>>
>>52605416

Harlequins impose a -2 penalty instead of a -1 when they run because of their clown shenanigans.
>>
>>52605436

Except you said charges. Plus, as >>52605370 said, you can just start the entire gang Hiding, then move from hiding spot to hiding spot and the Harley player now has to get to 6 to actually see you.
>>
>>52605436
That only counts when they run. Not when they charge.
>>
>>52605461
2 different anons, I'm >>52605397
I was talking strictly about orks, GSC will definitely do different with copious hiding
>>
>>52605438
No. Only cadians, catachans and steel legion. Do a counts as if you want to run valhallan

>>52605443
That's only when they run. Not when they charge.
>>
>>52605397
that's if the shoota gets charged
what you do is you hide the shoota turn 1 and then you overwatch turn 2
once the harlies get close enough to charge you dink them with overwatch and on your turn you countercharge/ fire into freed up models/ into ongoing melee if necessary
a harlie kill team consists of max 6 models (unless spec ops) max, 5 of which have 1 wound , keep that in mind
>>
>>52605353
Yeah, I was about to say, if they charge then they don't get their -2 to hit ability
>>
>>52605490

Yeah, Orks have to rely on sustained fire shootah's I think.

Basically your answer is wave your guns wildly in their general direction shooting randomly into the air in the hopes that you can generate an actual physical wall of bullets that the Harleys will run into through blind luck.

...so, no change there.
>>
>>52605504
My numbers were if he charges a different boy, kills him then moves into partial cover, which sounds like a reasonable assumption to me
>>
played two matches today versus tau pathfinder with my cadian veterans.

game sure is fun and I can finally use my models with special weapons such as snipers and grenade launcher which normaly suck in 40k.

but we werent sure about some things like if he could hide and still use his marker lights because its not a shooting attack afaik.
>>
>>52605531

I feel like against harlies, who have such a small allocation of models and next to nothing in the way of blast or sustained fire, you could actually just move your Ork boys in a blob with minimal risk.
>>
>>52605609
One dies, all others within 2" take break test. Harlies also have shuriken pistols which are sustained 1.
>>
>>52605530
For GSC I think webbers and krak launchers will work best. Webbers because with s3, a single hit will have them parked 66% of the time when they get hit, kraks because d6 s6 wounds per hit will go through a t3 1w 4+ just fine. I don't mention the heavies because harlies will likely take advantage of the fact that they can't move and shoot

>>52605609
Here's the biggest risk of blobbing harlies: if they charge, they will win. When they win, they will follow up into another boy. that's 2 boys dead per charge at ridiculous range
>>
>>52605633
It's easy for orks to be double the number of units compared to harlies tho. Which means +2 Ld.
>>
>>52605633

Aren't Ork's going to be Ld 9 for most of this battle though?
>>
>>52605644
Multiple wounds wont work like that. You hit, wound, pass saves then roll multiple wounds.
>>
>>52604448
Thank you.
>>
>>52605531
Let's look at this scenario from an other angle: cost effectiveness.
A Virtuoso with a Fusion Gun can kill anything, but not effectively. Yoofs with Shootas and Red Dots can't hit for shit, but do it cheap, 4 of them can gang up on the harlie, 1 in 3 that he falls to overwatch, but after the clown kills one he'll go down, if he doesn't he'll be living on the outliers of the standard deviation.

That 1.3 figure was wonky btw, I don't even understand what I was counting.
>>
>>52605686

>Yoofs can take red-dots but GSC's can't.
>They can take Lasguns, but not laser-dot sights

U wot m8
>>
>>52605669
I don't think so, these aren't D-weapons, you save against wounds, not hits, and I can't find anything in the rules to suggest what you say is true
>>
>>52605736

but he is right.
>>
>>52605686

Just did a test roll. The second/third/fourth fighting Ork seem to be the ones that will be able to break Players/Virtuosos. If you can outnumber the Harlequin 3:1 the loss of a single yoof doesn't seem that bad compared to an injured and potentially dead Harlequin.
>>
>>52605784
I'm perfectly willing to accept that I'm wrong if somebody can demonstrate it, but I literally just looked at the rules. Hits cause wounds. You roll saves for wounds. Logically if you take multiple wounds, you take multiple saves. I checked the saving throw section, the multiple wounds section and the armoury section about what DX damage means, they all say the weapons cause that many wounds or don't mention multiples at all, suggesting you roll saves for them just as anything else
>>
>>52605818
It's not wounds, it's "damage". So you hit, cause a wound, a save is attempted against that wound and if failed the target takes the relevant amount of damage per unsaved wound.
>>
>>52605850
Check the link in the p, page 14 of 77 multiple wounds as follows:"some weapons inflict multiple wounds when they hit." Page 31 "damage: the number of wounds inflicted by a hit." See?
>>
>>52600919
>But I wanted to be the Blood Angels, not the orks.
>>
>>52605800
keep in mind if your boys go down they're not out of the fight since they have friends covering for them
the harlie has no backup and is instantly removed if he goes down in melee
>>
>>52605398
Bumping
>>
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>MFW a Tyranid Newspawn with Those Scythe things just outright murders two Grey Knights in a single combat
>>
>>52605607
You still must be able to shoot for markerlights since it's replacing shooting
>>
>>52605993

Wouldn't that take a shit ton of conditions for it to happen? A GK Strike squad will probably unload enough Storm Bolters to turn a Newspawn into paste before it even gets into close combat, and for it to reliably have a wounding chance they would need to have 2 pairs of Scything Talons.
>>
>>52606008
he has a point though
you can still shoot while hidden, it just removes hidden
but using a markerlight isn't shooting RAW

i'dd assume you shouldn't be able to RAI but until there's an errata who can say for sure
>>
>>52606150
if the tyranids are raiding a GK outpost the gk are fucked
>>
>>52606377
if the tyranids are raiding any outpost then the defenders are fucked for the most part
>>
>>52606332
Sorry, but what is "RAW"? Rules as written or something? And "RAI"?
>>
>>52606499
Rules as written and intended
>>
>>52605918
kek
>>
>>52606523
Thanks. Thought so but it's usually better to sound dumb and ask and be sure than keep your mouth shut and sound smart but be dumb.
>>
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>>52606499
>>
>>52603164
Anybody?
>>
give 1 chaos marine aHeavy bolter 180 points or give him a normal Bolter (35) and add 2 cultists with autoguns?
>>
>>52606593
lul wtf
>>
>>52606593

https://www.youtube.com/watch?v=bTX4ZA0v-W0
>>
So how does this compare to Necromunda? My group has been playing a lot of Mordhiem and I wouldnt mind taking my old 40kek dudes out of the box.

Thinking Necrons, 'nids or skitarii.

Also I have a bunch of Squats, anyway I could fudge/proxy rules for them?
>>
>>52606706
cultists
unless you already have like 3 of them
they're good meatshields and their autoguns can be used to spread a bit of pinning , sure a heavy bolter fires 4 times on average but it's heavy so no shooting if you've moved and ammo rolls are a real concern forcing you to buy an ammo reload
from the few games i've played with my guard against CSM : boys > toys
often times my opponent was spread to thin cause he only brought marines and i could isolate and destroy groups of marines (my grenade launcher never had to waste a shot on a cultist) while using lasgun fire to keep the others at bay long enough
you're gonna be real grateful for those cultists in missions like hit and run, ambush or the raid
>>
>>52606706
Would it be possible to go with 2 marines with bolters instead?
>>
>>52605666
4 orks take a leadership test on a nine plus every time one of them gets popped with a neuro disruptor. Wanna trust that leadership 9 now?
>>
>>52606706
Gunners can't take bolters m8
>>
>>52603164
Marks are independent.

While they are close combat monsters, I would still focus on shooting initially. Your champ can go pistol only though for shooting.
>>
>>52605398
Maybe add some ribbing to the tubes underneath for more mechanical effect?
>>
>>52603164

Nothing says the marks have to be of the same god. I'm certainly planning on an undivided leader and at least 1 marine of each god.

Sounds like a good plan, just beware losing cultists forcing you to make bottle tests sooner than you'd like...

Yeah, 6 models is fine. I'd only be worried if you take 4 or fewer (because then you start making bottle tests after losing a single model!).
>>
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>>52606913
>>52603164
This is what I'm intending on doing once my bits order comes in.
>>
>>52606942
Cute
>>
>>52605726
If you could strap a red dot to a lasgun, it would just be a twin-linked lasgun.
>>
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>>52607236
You mean laser sight. A red-dot is something entirely different. Pic related.
>>
>>52606942
Ooo you should do one marine all angry and frothing around the mouth or face seeve or whatever, in red armour, and one marine with a cone hat and covered in little stars and moon crescents, with a wand, and then one all sickly, throwing up and blowing his nose and finally one marine without pants.
>>
>>52606781
Squats, you can likely do a decent ig list with them
>>
>>52606942
Sweet list man, lovin the chaos united vibe and it's a great example of how good SW is for the hobby by encouraging passion projects. Anyone mind giving me some input on my list?
>>
>>52607365
God dammit, the one time I try to joke and I fail miserably.
>>
>>52606942
I feel like this has sitcom potential
>>
>>52607495
Heh, I know a couple of guys that created a mini larp once at a convention that was literally a reality drama show starring the four gods of chaos.
>>
Played today. Tau vs CSM

Long story short: I couldn't hit a goddamned thing, but one Pathfinder knifed a cultist in the throat and another fended off a marine. On their charges. What is life.

I forgot to deploy the Recon Drone behind cover and it was taken out by a heavy bolter. It now has frenzy lol.

Needing 4s to hit kinda blows, but I can understand why. S5, -2 arm is pretty damn nasty for our basic guns.
>>
>>52600919
It's amazing how they didn't see this being hugely popular. The main London store only got 10 copies, and my local place only got 1. Dude said they were meant to get 2, which probably translates to "I'm keeping one in the back room for my friend and/or myself."
>>
>>52607703
Yeah, it was a little bit mental in the store. The manager was ringing up all the other stores to see if they had any stock in. Enfield got wiped out apparently and no one knew if St. Albans had any in stock at all. I heard there were people queuing at the one in Tottenham Court Road at 6am hoping to get their hands on a box. Pretty chuffed I managed to get my hands on it.

The really silly thing is that it's a perfect gateway game to 40K. Buy one box of troops and play the game. Like the lore or the models? Well, we do have this other game....

Big mistake for them imo, by the time they reprint it (if they even do that) all the hype will be gone and the rules will have been scanned long ago.
>>
Advice for GSC list? I've got 10 models to use so I'm thinking a tiny bit more elitish?
>>
>>52607788
I think they saw it as a quick way to make money. Shift old models, entice people with nostalgia and new terrain. I don't believe they had any ongoing support planned, but now they're suddenly scrambling to support it.

GW needs to realise that there are plenty of people who want to get into the 40k setting (and minis) without having to deal with whole armies and games that take an entire afternoon. They're not going to diminish sales of their main line of games by supporting smaller ones.
>>
>>52607703
>>52607788
While I do agree it was a shit launch, this box set is not feasible to do with full year in year out production. The RRP is £188 even actual value is £120-£150.

I am also not sure it's best starter set in general, while the terrain is great, I feel a better starter set would be a lower price with more boyz, and to achieve that you ditch the terrain.

Or even better kind of collection deal not restricted to GW direct only. Basic troop box of whichever faction you like plus rule book, counters and templates for a discount.
>>
>>52607703
>>52607788
To be honest though, they struck gold. In reality specialist games have never sold very well for gw, no matter what many people think. This just happened to be the perfect combination of elements.
>>
>>52607932
It was GW combining huge value together in a box to protect against a flop (I.e Dreadfleet)

The added bonus being wide spread terrain that people will enjoy and probably want more of. This box set advertised said terrain at break even or perhaps a loss leader
>>
>>52607910
They definitely had plans assuming the game got enough support from the community. If it didn't they probably would've let it die, but they didn't expect this much support. That's clear. They simply managed to add together the perfect elements for everyone involved, them and us. Skirmish, gateway, nostalgia, new stuff, old players, new players and so on and so forth.
>>
>>52607978
That is in part true. That doesn't go against what I said previously though. I spoke to two gw employees several weeks ago, and they said outright that if this game would get enough support from the players it would get support from gw as well.
>>
>>52607927
Here's the thing: I love the new terrain. I'm never going to buy it now because, unless they do another run of the SWA box, it's going to cost £110 or so. That's £30 more, and I don't get all the scouts and orks that I was making plans for, and I don't get the physical rulebook or tokens. That knowledge is always going to be in my mind.

As it is I'm probably going to download the rules and use my existing models and terrain.
>>
>>52608036
I appreciate that, I regret our gaming club didn't have some more advanced planning, difficult sell expensive GW terrain, lot easy at the reduced price point.

Unfortunately this is how GW have operated with things. Do I never buy a knight because I can get a 2 for 1 special, do I never get a car if ever again because I can't get 3 for £50.

Previously if I recall correctly they did an imperial sector box set with huge discount on the now old ruins.
>>
What are special operatives for IG and SM? I know IG get ogryns and commissars, and that SM get teriminators and Death Watch marines. Thanks.
>>
>>52607657
Beep boop for the boop god!
>>
>>52608016
My only concern is it's hard to tell whether everyone just bought it for the terrain, as some of the naysayers suggest.

In any case I look forward to playing it next week, and if is popular enough hopefully they will be prepared to take a risk on a box set with cool new models.
>>
>>52608116
The box set for the Imperial Sector saves you no money: you get three buildings (each £20 normally) and half a building more (so £10's worth) for £70. Thing is, £70 for all that is a reasonable deal, and all the kits are compatible.

Sector Mechanicus stuff looks good, but it's at a price point that's just slightly too dear to be an easy purchase. How they expected to sell any of those deathworld forests is beyond me.
>>
>>52607927
Yeah, it's a massive saving in the box set. What you say is reasonable. I don't know if sales of Shadow War stuff would cannibalise their 40K sales - most if not all of it is stuff they sell already, and it's a gateway game that could get people into playing 40K if they wanted to expand their collection.

>>52607932
Yeah, I mean I love the Specialist Games and it's a sign of the community they built that they're still going strong today, even with absolutely no official support. I can't imagine they ever sold a ton but with Shadow Wars all of the products are things they make and sell anyway.

>>52607927
Like I said above, the box is incredible value for a GW product. Just releasing the rulebook separately would have been enough, maybe even a Start Collecting! Shadow War box set line like you said - enough to get stuck in right away and with room to expand into a full army.

>>52608036
I've always thought it was a shame that the GW terrain is so expensive, especially nowadays when MDF stuff is cheap and plentiful. I appreciate they have to recoup the cost of the moulds and design and turn a good profit to keep the shareholder happy but in a game like Shadow Wars you need a ton of terrain to have a good game, and at 30-50 quid a pop for just one set you're looking at spending upwards of £200 just to get the terrain you need.
>>
>>52608134
https://mega.nz/#F!mUtQAAxS!1fjZcUJ94veAvCRBREeifw

Page 102 and 113. (Though not sure what it would be in the combined PDF.)

Apothecary, vet, terminator, deathwatch vet
Officio prefecture commissar, tech priest engineer, ogryn, militarism tempests scion
>>
>>52608195
Just on the rule book 3 weeks is the eta I have heard hopefully taking that long means print copy, rather than taking 3 weeks to do an ebook.
>>
>>52608279
Presumably they'll have the ebook up for sale before then.
>>
>>52608331
Would be nice was a bit disappointed we didn't see the ebook day one, even if there is fairly decent copy of every rules page a photo scan isn't the same.

However saying that I would rather have a cam scan than those pirated ebook s that don't resize properly.
>>
>>52600919
>store normally opens at 10
>got there at 9:40
>manager let me and another guy in at 9:50
>all 6 store copies where gone by 10
>got the spend the rest of the day watching people come in and turn back disappointed that they where all gone
>>52608134
commisar, ogryn and a scion
the commisar is great unless you're planning on having a few quick losses to build up again, you can never fail a bottle test (not even voluntarily) and models within 6 inch use his leadership,and initiative (for pinning tests, usefull if your boys are wearing carapace )
also comes with a free selection of gear so give that madman a power fist and a plasma pistol and make those orks think twice about charging your gunline

ogryn just has a pretty great statline, with the storm shield it gets a 3+ invuln and with the slabshield it counts as being in maximum cover as well as conferring it to one model behind him
standard ogryn with a ripper gun is to squishy i feel
generates a muscle skill at the beginning of the mission as an added bonus
the scion is a disappointment, it comes with a basic trooper staline and can reroll injury roles
sure he can take special weapons for free but for the price of a promethium cache you can get 100 extra points and buy a permanent specialist
kinda lame that "the best humanity has to offer" has a worse statline than my veteran sergeant
>>
>>52608175
I'm sure a lot of people bought it for the terrain. Most people even. But enough people bought it for the whole thing, the terrain just sealed the deal.
>>
>>52608195
Funny enough they added full killteam kits to the store but I don't think they come with templates or rules which is unfortunate
>>
>>52608279
I spoke to the staff in my local gw store and when I said "it's a shame they're only releasing the book as an ebook" one of the staff interrupted me and quizzingly said "that's not set in stone". That *could* mean he knows something but isn't allowed to say. I'd assume that means they're actually doing a printed book, or otherwise he would just've said "yeah, well it is what it is".
>>
>>52608255
Thanks man. I guess I just missed them in the download. I found some old Wolf Scout models so I was wondering what would be good with them. Probably a veteran. Termies sound good but kind of silly from a fluff perspective.

>>52608418
Thanks for the breakdowns. Ogryns seem pretty solid for a game with low model counts.
>>
Can anyone provide scans for movement? The pdf doesnt include
>>
>>52607490
We all fuck up on occassion. My favourite lasgun joke is how a lasgun with a flashlight attached is twin-linked.

Oh, and what do you call a platoon of guardsmen rapid-firing? Disco lights.
>>
>>52608519
in retrospect i may have been a bit to harsh on the scion, he seems like a good option if you're maxed out on troops and want some extra firepower
in the 3 games i've played with my guard my grenade launcher has been doing the lion's share of the ass kicking while my lasguns have just been pinning people to keep them at bay , so a scion with it's photo visor, grenade belt and choice between a plasma,melta or gl really isn't bad at all. it's just that it's nothing really "special" compared to what you already have

and yeah ogryns look good , unlike the other "super" specialists ogryns only award 1 extra promethium cache if downed compared to the d3 of others to
also they come with frag grenades so even with a mace and a stormshield they can throw those 15 inches which is about the range most engagements seem to occur if you're playing on medium density of terrain
>>
So, are shootas or sluggas better for an ork kill team?
>>
>>52608651
I have always had a soft spot for stormtroopers since I started playing in 5th. If I start IG for Shadow War (and I may if get some Steel Legion), then I may use a stormtrooper. What is your opinion on flamers for IG? As said above, I want to get some Steel Legion and there isn't a flamer model for them, just a grenade launcher in the squad set and a single plasma gun blister. In the interest of money, I may run two plasma gunners and 1 grenade launcher for a list that can hit hard at range.
>>
>>52604722

Inquisitors had the issue that they are a bit too 'Build your own dude' for a spec ops. There isn't really a generic inquisitor load-out or abilities so an inquisitor spec ops would be kinda complex.

Priests were considered but felt a little redundant with the Sister Oblatia (Crazy dude with Evicerator) and Celestian (Morale Booster)

>>52604852

Yeah, Hospitaler has been updated. They are now a bit better than a Painboy/Apothecary at the medical thing at the cost of being worse a the fighting thing. They also don't allow you to ignore flesh wounds any more.
>>
>>52600308
Calm yourself little child
>>
Couple questions before a game later (about rules that are cut off from the bottom of the Google doc):

Pinned/Hand-to-hand: The page cuts off before it states what happens to a pinned fighter who is engaged in hand to hand. I'm assuming they immediately recover and fight as normal?

Bottle test: Part of the condition for bottling is cut off. It says that the test occurs if 3 or more fighters and down or out of action, but I'm assuming there is also a percentage condition that is cut off? Otherwise something like a Tyranid/GK team might never bottle?
>>
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>>52608698
i run steel legion as well actually
flamers are pretty good since engagements are pretty close ranged at my store. though i'dd go for a heavy flamer with ammo reload, which has a hefty point cost but you really want your specialists to be able to wound reliably
I was thinking of adding a flamer to my team to, pic related has a detachable back pack that you can replace with a flamer's fuel tank pretty easily, and then sticking a flamer on the side like he's got it flung across his shoulder the rocket he's holding i've converted a slight bit to look like an ied on my guy since he's also holding a demolition charge

another option is cutting out a lasgun or plasmagun (the plasma gun doesn't seem that hard to cut out) and using a catachan or space marine flamer since those have the fuel tank on the flamer itself instead of being carried on the back
>>
>>52608589
I included it already
https://mega.nz/#F!mUtQAAxS!1fjZcUJ94veAvCRBREeifw
>>
>>52608770
you test if you lose 25% of your kill team (that mission) though some missions make you immune or raise it to 50% depending on what side your team is on
>>
Are we still waiting for a nice quality rulebook pdf? Because, we are.
>>
>Harlequins ignore half the rules of the game
>Necrons don't even have access to half the rules of the game

how did they manage to fuck this up
>>
>>52608770
Page 75 Pinned fighter and Hand to hand combat.

Everything you asked was in the last pages. Read everything before asking question.
>>
>>52607890
I'm kind of thinking this is an excuse to start buying some GSC models. Also interested in commentary from anyone who has played with them.
>>
>>52608842
Since you've been so helpful, what do you think about genestealer cults? Taking three gunners is really nice, but I can see myself running out of points fast. I'm thinking about using a heavy stubber, grenade launcher with both grenades, then a webber or flamer to taste. Webbers are kind of pricey so if I take a flamer, I may be able to fit one more hybrid in. That should be about 6 - 7 models on the table.
>>
>>52608919
Either wait for an ebook to release which someone will buy on your behalf.

Do the scanning yourself.

Or give in depth advice for taking the perfect photos of a large lightweight book that has its pages curl towards spine, without damaging said book.
>>
Got stomped as AM against Harles. What am I supposed to do against permanent 4+ and insane melee?

Also, does anyone have a PDF/image of the kill team creation sheet so that I can print it off? Our store had them but I can't find it online.
>>
How's this for a GSC list? I'm probably gonna give the second heavy a mining laser after the first game, or a flamer and chuck some photo-visors around. I've only got 10 minis available rn so I'm trying to keep a mid-sized force.

THE MOST REVERENT ORDER OF THE FOUR-ARMED EMPEROR
995pts
LEADER - 245 pts.
Power Pick - 50pts.
Web Pistol - 75pts.
HEAVY - 200pts
Heavy Stubber - 120pts.
Clip Harness - 10pts.
HEAVY - 90pts
Autogun - 20pts
INITIATE - 70pts.
Autogun - 20pts
INITIATE - 70pts
Shotgun - 20pts
HYBRID - 80pts
Shotgun - 20pts
HYBRID - 80pts
Autogun - 20pts
HYBRID - 80pts
Autogun - 20pts
HYBRID - 80pts
Autogun - 20pts
>>
>>52608692
Depends on whether you want to opt for melee or range.
>>
>>52608921
Mimimi

necrons are not bad at all in this game.
>>
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So what is the best faction, as measured by most options and versatility?

I main Necrons (boring) and Marines (but don't own any scouts), so if I am going to buy something new, I want something that's fun.
>>
>>52609031
grenade launchers are my lifeline, not sure if they'll be as reliable at bs3 but if you want something dead , launching a krak grenade at it's face will do the job, frag grenades are a bit more situational but it's worth the extra points for the flexibility it offers unless you're really short on points , definitely wouldn't start out with 3 specialists, start out with 2 max and use a promethium cache after your first game to get your third

genestealer cults look really good, the webber looks really good at defending against melee deathstars and being able to hide while deploying is so damn useful
since the base model cost is the exact same as for guardsmen point wise i'll tell you how i started out: i went with 8 models, 1 leader , 2 specialists , 2 troopers and 3 new recruits

i'm kinda on the edge on the heavy stubber 2d3 shots is good, but at a 120 points an ammo reload is expensive even if it's only 4+, you're gonna be firing a lot of shots and with a low bs, if the enemy is in full cover you're hitting on a 6+, it doesn't get a ballistic modifier at any range either and it's heavy

the seismic cannon looks awesome but that's extremely expensive if you're getting that at the start (and you kinda have to if you want it) you'dd best stock up on troopers and as many new recruits as you're allowed with autoguns
>>
>>52608510

Or he could just be bullshitting you. It's not like GW store staff have that much more information that you do on what's going on at head office.
>>
>>52609272

Most options?

IG, Orks, GSC and maybe CSM since there's a couple of ways you could set them up (mixed cultist/csm, pure CSM, various Mark builds)
>>
>>52609277
It used to be that way with old gw, yes. But new gw does seem to have a lot better communication and transparency.
>>
I'm trying to make a tacticool force for IG, can I get some opinions?

Veteran Sargent 175
- Carapace, Bolt Pistol, Clip

x4 Veteran Trooper 150
- Carapace, Lasgun, Hotshot Pack, Red Dot, Clip

Veteran Specialist 225
- Carapace, Grenade Launcher (frag/krak), Clip
>>
>>52609153
Plasma gun.
>>
>>52609273

I rate Autoguns pretty highly myself, it's a Lasgun that's a full 15pts cheaper just for 1 lower Ammo and the option to take Hot-Shot Packs.

Fuck, you could take an Autogun with a Reload and it STILL would be cheaper than a Lasgun.

I cannot think of a single reason why you'd ever take one if the Autogun is available.
>>
>>52600086
B and D, for my money.
>>
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>>52608921
>*Teleport behind you*
>>
>>52609340
might be worth it to drop the carapace on the sarge and keep him safe at the back so people can use his I4 to recover from pinning within 6 inch , since the trooper's I2 with carapace makes it really hard to do otherwise
>>
>>52609095
Dont be a faggot. Its not like this shit was fucking available for everyone.

So what are the movement rules? Anyone?
>>
>>52609391
don't know why they're so expensive for genestealers. they're 25 points for the guard (and even then i'dd still pick the autoguns)
>>
>>52609409
https://mega.nz/#F!mUtQAAxS!1fjZcUJ94veAvCRBREeifw
For the third time they are here.
>>
>>52600086
I agree with >>52609398
>>
>>52609430

...shit that sounds like a typo then. They probably are meant to be 25pts since everything else in the game has consistant point values across all of the lists.

That would make more sense, 5pts more, slightly better ammo, option to up the str to 4.
>>
>>52609409
It will be available for everyone. GW's taken note of the interest. Terrain was already set to be released separately, and the ebook for the core rules as well. I am fairly convinced they'll be doing a printed book as well now that they've seen the interest, and it would be incredibly strange if they don't start selling the artillery dice again.
>>
>>52609432
Not downloading that shit

If same as pdf- movement rules were excluded. Fuck off.
Any good bros that can ss the movement rules?
>>
>>52609273
That lineup seems pretty reasonable. I'll probably build a leader, 2 troopers, 3 recruits, and 4 specialists with different weapons depending on what to take. As much as I liked heavy stubbers in Necromunda, I suppose I could go for a more close ranged set up and take a flamer, webber, and grenade launcher. I think the GL will pretty much be an auto-take, even as BS3, since kraks can kill most anything that I need dead. Thanks for your advice.
>>
>>52609260
>Mimimi
?

>necrons are not bad at all in this game.
No, they're just pointless. Basic infantry with basic infantry guns. GW overlooked scarabs and lords and all the science-tech wargear and just threw the basic troop unit into the game with a mindshackle knockoff and called it a day.

>>52609401
>*Teleport behind you*
>shoots one shot out of a -1S non-gauss gauss blaster
>dies
>>
>>52609496
Then your an idiot I added them myself go to the individual pages if you must even numbered appropriately.
>>
>>52609485
I will buy at least one, probsbly two boxes if it is reissued. Otherwise will buy the rules if released. Im hoping that old necromunda factions are released in future. Seems possible since this particular box deals with Armegaddon.
>>
>>52609569
If thats yours, why dont you share the movement rules instead of being a huge cocksucking faggit, demeaning people that dont want to upload unknown file. Put out or fuck off.
>>
>>52609496
You muppet. That mega is what we all use.
>>
>>52609616
How can you upload an unknown file?
>>
>>52609572
Agreed. I see the possibility of themed boxes. And even if they don't make a munda box just porting the old gangs to the new ruleset is not that hard.
>>
>>52609646
lul
>>
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>>52609616
https://mega.nz/#F!mUtQAAxS!1fjZcUJ94veAvCRBREeifw

Why because I thought it would be useful to have the whole complete thing and not have people shout where's my missions, after I upload the movement. Because they keep on focusing on the google doc

Individual files 026

But you win fuck it.

However I will say this once again, it is built of the hard work of the person who did the google doc, combined with the mega and boos scans that were uploaded.
>>
>>52609661
Im really excited at that possibility. Arbiters, scavvies...I played Neceomunda back when it was confrontation and still have my old models.
>>
>>52609701
Thanks- I appreciate it. Im no jew- im going to buy this shit as soon as its avaialable to me.
>>
>>52609714
Ooo that's a while ago. I have a couple of gangs that I've put together from other minis than GWs. I used to have the ratskin box and Brakkar the Avenger painted up but I sold it to a friend almost for free (that fucker had the audacity to claim I cheated him, because we never got to playing. I fumed and said that I'd buy them back. The fucktard didn't know the minis go for about eight times the price he paid on ebay). I also have the pitslave chief and techno still. I got the new orlocks but gave them away to a friend before I even got to paint them. Now I have my homemade eschers, orlocks and arbiters.
>>
>>52607365
Except it's not really a red dot sight. It's a red-dot laser sight that grants the target a 6++ because they might see the dot and dodge.
GW doesn't exactly know their proper gun terminology.
>>
>>52609465

Yeah, 5 points for more consistent ammo sounds about right.
>>
>>52609923
Actually it's listed as a red dot laser sight, so it does seem to be correct.
>>
>>52609923
>gun sight terminology
>>
>>52609923
They're British, so I don't assume they'd know much of anything relating to guns.
>>
>>52610228
They're gamers as well which further lowers the probability *cougharmchairgeneralscough*
>>
>>52610255
As a full-blooded Freedom Son from the midwest, gun ownership is more common among the gamers I know than the nongamers I know.
>>
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Can someone explain why tau are so strong? I just tried playing scouts against them and got my shit pushed in.
>>
>>52609519
>shoots one shot out of a -1S non-gauss gauss blaster
>dies

And you realized that the -1sv is good enough for army with 4+ or 5+ armor (which many faction used). The shit thing about the gun is no bonus hit at short range.

This guy is extremely good at breaking overwatch and taking down sniper gunline like Tau or Skitarii. And it's the best unit in Hit and Run against T3, light armor team.
>>
>>52610486
explain how your shit pushed in? what did you field, what did they field? what kind of board was it? what mission? what did you do, what did they do?
>>
>>52610486
All you need is one well placed Frag missile shot that will hit multiple of them.
>>
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Boys over toys for the Imperial Guard?
Right now I've got 9, including a grenade launcher and 2 special weapon guys with lasguns for the moment. To do this I had to pass on sights and carapace armor.
Do you think that'll be good enough for game one? Shit armor and shit to hit, but I wanted to use the following games to mass buy sights and armor for the vets and recruits.
>>
>>52610706
Yes.

Really, every team should go Boys over Toys unless it's ridiculously elite like GKs who can't possibly have boys, so only have the toys option.
>>
>>52610228
This isn't really accurate.
Plenty of people know plenty about firearms outside of the United States.
Particularly nations with a rich military heritage such as the United Kingdom, or those who conscript.

Public policy doesn't always reflect general knowledge. Especially when culture differs, and especially when we're talking about niche groups within a different culture.

For example, Japan has severe firearms ownership laws. But many of them know an exceptional amount about firearms. Korea has severe firearms laws, but every Korean man has worked with modern firearms daily for almost two years.
>>
>>52610803
I didn't say "I don't expect anyone non-American to know about firearms"

I implied I don't expect Brits to know shit about firearms.
>>
No Black Templar rules
>>
>>52609272
Tau, in my opinion. I got the PF box and played with em today.

For the most part, we have some of the easiest times making a kill team. Our access to equipment is small, but cheap. This is a good thing. Our troops and specs are 60pts, and our cadets are 50, with the only difference being that they can't use pistols or assist. Assists don't matter anyways because of the bonding knife ritual, which is a 12" bubble of auto recover from pinning.

Our basic guns, the Carbine, is sexy as hell with str 5, -2, and the access to markerlights. The rail rifle and ion Rifle are str 6, -3 and d3 wounds. Needing 4s to hit really sucks, but that's because we have fucking awesome guns for 30pts a pop.

And then we have the drones!

Tau are infamous for sucking in combat, but today mine did really well. I lost 1/3 against two cultists and a Slaanesh marine. One killed a cultist instead, and the other tied up the marine.

Supporting fire didn't hit shit, and my rail rifle missed twice, but the Ion Rifle took out the aspiring champion in one hit, causing him to fall.


After leaving geedubs products for a few years, I have to say I'm very happy and very impressed with this game. I had a lot of fun, and all for $30 worth of models. If 8th edition see the improvements we've got in the rumor mill, I may return to that as well.
>>
>>52609272
I would go Chaos for versatility.

It takes a couple of good games to set up, but you can do a lot of shit with them.
>>
This game is just another Jew Workshop cash grab. Wake me up when they actually do Necromunda justice at an acceptable price point.
>>
>>52611351
Why so salty grognard?
>>
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>>52611351
Is this how "ancient evil slumbers" scenarios come into existence? Because this guy's gonna sleep for a long time.
>>
How much are Tau Pulse Rifle? They are missing in the armory but are listed as basic weapons
>>
>>52611562
It's only for the Cadre Fireblade (which might be a typo / oversight?) as written.
>>
Guard seem to be complete ass outside of the toxic round sniper.
>>
>>52611572
Not really an oversight. the pathfinder kit doesn't come with a pulse rifle and this game strives to have everything you need in limited boxes. Pulse rifle is indeed for fireblade guy only, so is the fusion blaster for the stealthsuit.
>>
>>52611619
Oh, is that so? I thought I remembered pathfinders having a pulse rifle option, that makes more sense.
>>
>>52611630
that might be a holdover from previous editions. I too remember pulse rifles being available and carbines considered a joke for pathfinders.

I haven't played since 4th.

Speaking of 4th. GIVE ME MY KROOT!
>>
>>52611657
Seriously. Terrain heavy tables BEG for a Kroot treatment. That's their whole fucking shtick.
>>
>>52608714
Oh, yeah. That makes sense, then.
>>
>>52610974
Of course not. You fuckers don't do Scouts, remember?
>>
Look I hate to be that guy right now but do we have the rules yet?
>>
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It doesn't seem like it would be any problem for one of the six House Gangs to play normally in SWA. It feels like the gangs could play pretty normally. They would work their territory, buy weapons on the open market, and roll scenarios like anyone else.

When the gangs win Promethean caches they are treated like Isotopic Fuel Rods. They can be sold on the open market for half of 50+4D6 which is 25 creds in Gangland open market.

The fluff behind this is kind of simple. People who live in the underhive put these promethean caches their in the first place. They are the keys to providing power to underhive settlements. What these armies are doing is raiding the vital resources of the region and terrorizing the town folk. The gangs are rising up in rebellion against this terror that is striking their region.

The Orks are using the Fuel Rods to power their war machine and build fortresses in the underhive. Because let's face it, a fuel rod can power a settlement territory, vehicle, or manufacturing facility.
The Space Marines who understand hive warfare and are using Scouts to do a scorched earth policy. Hopefully denying the Orks a foothold in the Underhive. And of course, also terrorizing the town folks.

Any gang that loses a scenario with a SPECIAL 3 to 1 casualties equals territory loss rule; will lose a settlement territory if they have one or their most valuable territory. A settlement or territory gets sacked for its fuel rods.

? WHAT ABOUT ALL THOSE FREE RODS FOR A HOUSE GANG!? Well... start making a settlements and arming juves. When armies start moving into the underhive everyone's caches of rods are up for grabs. Stealing the rod caches out of the underhive shuts parts of it down or makes them unnavigable. The gangs are trying to defend their territory by also scorching earth around them and denying resource to their foes.

This may be the single biggest transition from normal gang warfare to urban guerrilla warfare. The rods are a new currency.
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