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Shadow War Armageddon General /swag/

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Archons are a reasonable special operative edition

Last thread
>>52623012
>Shadow War: Armageddon Free Faction Rules::
https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf

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

>77 pages of rule: some pages missing bottom part, check archive.
https://docs.google.com/document/d/1xvgryrNiMFoLYiaX8o6Y-Q0q1GLRvwWnvbrSL7omZXo/edit?usp=sharing
>>
post stuff you'dd like to see added to your faction

IG : ratlings , heavy weapon's teams , a psyker
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Lictors
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>>52639652
Heavy Weapons guys, not teams.

I have a missile launcher woman I want to use in my team. Instead I have to use the superior plasma gunners.
>>
Ive been going strong with my warriors for about 7 games now, only suffering 1 failed bottle test, and 3 casualties (that all immediately returned the next game).

The first 2 games are crucial and up to chance in your advancement. You need to win and get multiple caches to stay in the top running, as you MUST spend your first 2 caches recruiting and rearming. Once you get all 5 models, and some upgrades out, you begin to wipe the field through most missions.

Bad matchups are against skitarii with multiple snipers, grey knights, and anyone that can easily cause multiple wounds repeatedly.

Worst matchup has got to be against grey knights; once they have psybolt ammo, Psycannons, force weapons, and especially a Paladin on the field, the best scenario for you it to throw your weakest mook in their lines and wait for him to go down so you can choose to bottle out. 50% of the time he will be fine when you bottle, and you don't suffer massive casualties. Even better when they spend a cache to bring a paladin or something, as there's a 66% chance that you tie in the end, and only a 33% chance that they come out 1 cache ahead.

My ideal starting lineup and advancement goes like this:
>start
Alpha, gunbeast, gunbeast, new-blood, all with talons and carapace except for the mook.
>game 1
Purchase a new-blood with 2 talons and no carapace, if leader survives, try to skill up on guerilla
>game 2
Upgrade mooks to have carapace, give a venom cannon to a gunbeast, skill up shooting on that gunbeast if able
>game 3
Either second venom cannon on the second gunbeast or boneswords on the alpha.

If you're lucky enough to get extra points from the guerilla skills, or from hunt in the prometheum sprawl, get adrenal glands and flesh hooks on everyone.

Rending claws are a trap unless you can buy 2 pairs at once. You already have -2 armor, reroll to wound AND a +1 to WS which gets you more hits.
>>
>>52639652
Chaos Sorcerer with access to at least six choices in powers.
>>
Anyone feel like sharing their Tau lists? Would like to see some before throwing mine together
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>>52635939
I'm interested in any feedback to this too since this is almost exactly the list I was going to put together.
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>>52639872
Shasui with marker light, carbine

All 3 drones.

2 guys with rail rifles

3 cadets with carbine.

I should probably drop the grav drone for gear for my rifle guys.
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>>52639652
kabalite warriors
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Super new to this war gaming stuff but my friend said I would like painting this faction so I went in on it but I have no idea how to build the list.

I have the rules but can't make heads or tails of the profile stuff.
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>>52639826
Mostly this.
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>>52640007
I love the paint!
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>>52639652

Not my factions really, but I'd love to see them add a Kroot and a Kabalite Warriors Kill-teams.

Kroot would be hard to give a Specialist, but maybe they could add in Kroot Hounds as it's own entry? And then could just take Tau or Vespid units for Special Operatives.

Kabalite Warriors would be easy enough, and for Special Operatives could take the same as Wyches (Skitarii and Guard both have access to identical Tech-Priests, so should be okay), but could possibly replace one with, or add, Mandrakes.
>>
>>52639652
Chaos: Sonic Weapons/Better mark for Mark of Slaanesh, Something for Mark of Khorne

Space Marines: Death Watch, Iron Hands

Battle Sisters: Anything
>>
Considering a Skitari Squad for the LGS's thing, any tips on the wargear for them?
>>
How's this for a GSC list? I feel like I lack bodies, so I'm considering getting rid the blasting charges and some upgrades and getting another dude.

LEADER - 245 pts.
Power Pick - 50pts.
Web Pistol - 75pts.
HEAVY - 210pts.
Heavy Stubber - 120pts.
Clip Harness - 10pts.
Red Dot Laser Sight - 10pts
HEAVY - 195pts.
Grenade Launcher - 125pts
-Krak and Frag Grenades
INITIATE - 110pts.
Autogun - 20pts
Blasting Charges - 40pts
HYBRID - 80pts.
Autogun - 20pts
HYBRID - 80pts.
Autogun - 20pts
HYBRID - 80pts.
Autogun - 20pts
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>>52639652
I think A-Mil should've been all Tempestus.

Although the 'force DBNO reroll' thing is cute. Almost wants me to burn promethium whenever I fight Necrons.
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>>52640217
The issue with kroot is the bastards only have about 5 weapons on their sprue. The rifle, a pistol, some knives, meathooks, and grenades. And gw doesnt seem keen on including options that there aren't bits for.
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Can a fighter fumble on one dice?
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I just came here to brag that I finally got confirmation that my copy of the game is shipping.
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>>52639652

Eldar: Actual infiltration specialists

Tyranids: Lictor Special Operative, some more wounds for the Ravener.

Necrons: Scarabs, a complete rethink

Orks: Burnas, maybe a Rokkit Lawnchair

Deathwatch

Tau: Alt-Fire mode for Ion Rifle, Kroot Spec Op if not a Kroot Kill Team outright.

Inquisition: A way of getting your Scions/Stormtrooper Killteam by another means.

Harlequins: Some clarification on whether Charging retains their -2 to hit penalty they get from Running.

Squats

Skitarrii: Buff Radium Rifles as of right now there's no reason to take them over Galv
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>>52640217
OR they could go Kroot Mercenaries kill team
then they would have a good amount of options.

damn I miss my Kroot Mercenaries. . .
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>>52640941

Yes
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>>52640770
Feels like a lot on the leader, I'd go with one or the other when it comes to web pistol or power pick.

Heavy guys are good.

Blasting charges are good. Maybe bring more of those and think about an autopistol or two for close combat/melee capabilities.

>>52640792
I use Tempestus models as the Veteran Guardsmen myself, just give them carapace and hotshot lasguns.

I'm starting to feel that Guard have been done over. Orks, Necrons, Space Marines, Halequins, Genestealer Cult, Tau. They all look superior. It looks like the only way for guard to fight against them is by spamming as much sustained fire plasma as they can.
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>>52641150
Yeah, hotshot lasguns really suck. -3 or even -2 rend would've been nice.
>>
My current Skitari List
SKITARII RANGER ALPHA 150 (210)
- Galvanic Rifle 35
- Red Dot Laser 10
- Photo Visor 15

SKITARII RANGER 80 (140)
- Galvanic Rifle 35
- Red Dot Laser 10
- Photo Visor 15

SKITARII RANGER 80 (140)
- Galvanic Rifle 35
- Red Dot Laser 10
- Photo Visor 15

SKITARII RANGER 80 (140)
- Galvanic Rifle 35
- Red Dot Laser 10
- Photo Visor 15

SKITARII Specialist 90 (295)
- Transuranic Arabesque 180
- Red Dot Laser 10
- Photo Visor 15

No idea what to do with the other points, how's this 1000 point Skitari thing?
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>>52641150
I'm currently using toxic sniper, heavy flamer and K/F GL.
Should I switch out one of those for plasma?
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Just acquired guardians and aspect warriors on the eBay. What lists would you suggest?

I was fooling around with it last night, but couldn't settle on something. I'm very tempted to say fuck toyz vs boyz and start with a Brightlance. I'd rather not spend the money later (which requires either the skill AND a cache for 250 or a lucky roll on the subplot.

Going with the Exarch, two specs, and a Brightlance leaves me with low models at the start, but I'll get more easily enough. I'm confident in my understand of the Hide action and SWA tactics to make it work, though I'm not terribly concerned anyways.

The better question is: is the Brightlance even worth it?
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>>52639872
Pathfinder kill team v7.1

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

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

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

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

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

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

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

MB-3 "b1G'B3rtHa" [Recon Drone: 110]
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An Orc is in combat with a Tyranid, and successfully puts it DBNO, but is wounded in turn by acid blood and goes down himself.

Are any curbstomps resolved or do they both just crawl around next to eachother until the luckier one gets back up and puts in the boot?
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How should i run Iron Hands marines in this game?
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>>52641652
nid goes OoA because the close combat is resolved before acid blood wounds are resolved
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>>52641761
Scouts with shotguns or bolters, maybe a heavy bolter or missile launcher. An aggressive Scout force since IH seem quite aggressive.
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>>52639652
Necrons:

Scarab swarms, as a "max three" like Tau drones. They come in the Warriors box for fuck's sake GW.

Lord as leader, instead of "just another immortal that doesn't get anything unique or better". Give him a personal upgrade section, containing res orb, warscythe, etc. Invent new kill team rules for those like they did for mindshackle and shadowlooom.

Wraith as a special operative choice.

More interesting distinction between Tesla and Gauss for immortals.
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>>52641470
Yeah I reckon you should. Probably the sniper as you can't move and shoot with it, and it's not AOE or highly damaging like the GL or Flamer.
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>>52642028
Maybe "Barons" instead of Lords?
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>Physical rules release confirmed
this makes me incredibly happy
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>>52642164
I'm sure there's various Necron nobility names in the fluff, yeah.

But only the nobility retained their intelligence, so only they could lead a military force. It's plausible a given Lord could see reasons to personally lead a small force for a specific objective rather than launching an all-out assault; they're shrewd, eccentric, immortal, squabbling nobility after all. Also, Lords function as our squad leaders on the table top, so they should here as well. Their statline is a bit better than the curve, but that can be easily compensated for by keeping their weapons in check. Don't let the warscythe ball too hard (maybe give it an affect that reduces you to a single attack?), keep the staff of light reasonable, and don't make the resurrection orb and other wargear toys too strong and it won't matter.
>>
>>52641123
>Squats
I would kill for this. I started running Squats in HoR and now I'm sad they aren't in anything else. And I don't know enough about this game to try and make a balanced roster for them.
>>
>>52639788
Helpful post!

I played my first games on saturday and by coincidence my starting build was identical to yours.

Questions, though:

Why do you say not to buy the recruited Newspawn a carapace? You'd be working with 200 points, which is the price of a Newspawn + talons + carapace. Are you spending those 15 points on some other upgrade for an OG member of the team?

How strongly do you feel about going straight for the VC, as opposed to buying a Deathspitter for each Gunbeast? I feel like the extra pinning of 2x Deathspitters might be more useful in the early campaign.

You don't feel shooting skills are too much of a gamble? Two of the shooting skills are completely useless for us, and one is underwhelming (ammo roll one). I guess on a Gunbeast we don't have much choice, since the non-shooting skills won't help much either...
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>>52639652
Imperial guard feels really weird bringing just one "real" stormtrooper as a special choice when he's literally just a tooled up vet with some crazy abilities. Feel like they should've replaced the stormtrooper specialist with a ratling or something.

Also not having any heavy weapons really sucks, even if we do get an extra special, although I get why they did it. Then again I say that, but apparently Eldar get their weapon platforms no problem according to what I've read, so it still makes no goddamn sense.

I wanted my Try again Bragg goddammit

As for Orks, I really was hoping to see Kommandos in a more official sense, although I'm sure I can just proxy them as boys, it feels odd that we don't have that option when sneaking around doing spec ops is supposed to be their thing (you know, the whole reason why IG can only bring Vet teams)

Admech are ok, although I have no idea why rad carbines got nerfed so hard.

Finally, it feels odd that Space marines for the most part are limited to scouts. You'd think we'd have at least SOME option for bringing them as regular core choices.
>>
>>52639788
>>52642577
Actually, you only get 100 recruitment and 100 equipment which can't be shuffled across, so really you should never buy a new-spawn if you're having to drop a promethium cache anyway, because the extra 25 pts can't be used on equipment
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>>52642889
>Actually, you only get 100 recruitment and 100 equipment which can't be shuffled across,

wat
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>>52640217
>Kroot would be hard to give a Specialist
kroot ox, pair of kroot hounds, senior kroot shaper, knarloc rider

'course, then you run into the issue of those models being ancient and/or out of production

>>52642871
GW's kind of written themselves into a corner with the heavy weapons teams. Multi-based infantry don't play nice in skirmish games, and that fat base ain't great for wandering around the hive.

By all rights the guard SHOULD have access to heavies, but that'd necessitate people basing their guys individually (with the heavy on a 40mm or something) rather than together.
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>>52642937
good ol gw corporate told them they couldn't design rules for things that didn't come in plastic kits or shitadel failcast
>>
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been getting destroyed as orks because regardless of loadsashots, you end up needing 6s, followed by 4s, and then you also have to wound. its pretty disheartening. I am going to switch to skitarii before the campaign.

Any tips for anyone running skitarii, or even how to not suck ass as orks? I started with nob with klaw, 3 yoofs with shootas, 2 boyz choppa slugga, and 2 spannas with big shootas.
>>
>>52642971
>rules for things that didn't come in plastic kits

which is why IG have access to shotguns, melta bombs, krak grenades, red dot sights, telescopic sights, and carapace armor on all their guys
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>>52642871
> Then again I say that, but apparently Eldar get their weapon platforms no problem according to what I've read, so it still makes no goddamn sense.

It makes perfect sense. Guardians have a weapons platform in their box. Cadians don't have heavy weapons in the squad box. A Cadian heavy weapons box costs more than a squad box.

It's pretty obvious that design requirement for the lists was to minimize the number of boxes required.

>Finally, it feels odd that Space marines for the most part are limited to scouts. You'd think we'd have at least SOME option for bringing them as regular core choices.

That's because whoever in the studio picked Marines as their kill team was a Grey Knight fanboy.

People really need to get that the kill teams for the most part are really low effort and the additional ones were likely just done by studio volunteers. All we can do is hope that SW:As popularity is enough for GW to release some additional supplements with better lists (and if we are really lucky adapt the original campaign system).
>>
>>52642971
I don't think that's the case, it's more just that kroot have been neglected for more than a decade. There's not a lot to work with beyond just telling people "you have to convert everything yourself", which is at odds with the whole pick up a single box and be good to go style they're aiming at.

Kroot don't even have special weapons or a sergeant-equivalent in box.
>>
>>52643005
I love converting and would be fine with building an army of kroot just from the plastic kit and leftover bits, but the game seems to have been designed where you are supposed to buy a box off the shelf and have all the options you need off the sprue.
>>
>>52643005
>which is at odds with the whole pick up a single box and be good to go style they're aiming at.

That's what they were aiming at. I hope they realize that SW:A awakened a lot of grognards who love to convert.

I hadn't touched GW for a decade until SW:A and now I've spent over a thousand on models and terrain.
>>
>>52639652
To my faction? Nobz in Mega-armour. Burna Boyz. Squigs.
>>
>>52639652
tau should able take any unit we want. they team up with who ever
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>>52642976
Get some red dot sights ya git
>>
How do you fight Harlequins? Just wait on overwatch all game?
>>
>>52642976
>Not gettin his shootas all flash with laser bits and tellyscopes

git/10
>>
>>52642577

For your first question: a new-spawn is 175 base, plus another 20 for 2 sets of scything talons, since he HAS to be armed with one and has to be armed with something else, which talons are the cheapest again. So he comes out to 195 points, not enough for extended carapace just yet.

For question 2: I like deathspitters a lot, and I think you can dish out a great deal of damage, especially if the entire force takes them. But for the path I've set up for my force, its more efficient to buy one venom cannon at a time (as it is out most killy ranged weapon, and great at pinning) as opposed to multiple deathspitters.

Think of it this way, I can buy 90 points of deathspitters for my gunbeasts after the 1st game, save my cache, and stay at 4 models. Or I can add another body to the field and wait for game 2. Then I can either spend the 90 on deathspitters again and be up 1 cache higher, or I can dump it into a more effective weapon. Regardless of what I do, I want my gunbeasts in the end to have venom cannons. That means that if they buy deathspitters at any point, I would need to either waste the 45 points swapping it out, or give them to two of my 3 melee warriors which would reduce their attacks.

>>52642889

For your question, I'm not sure where the problem lies. My plan is to recruit a new spawn after the first game, and purchasing his equipment doesnt count as rearming. Everything past that is just rearming and skills/advancement.
>>
>>52642917

Between games you can either recruit OR rearm. You are given 100 points (plus extra from guerilla skills/prometheum sprawl rolls, spending ONE cache) to either recruit more members to your team (these can be any option open to you, not only new recruits) and all equipment for them as you purchase them.

Weapons you purchase while recruiting cannot be traded to your other team members until after their first game, but while recruiting your other members may still trade upgrades like red dot sights, grenades, etc. if they can use them more effectively (like from a drop in BS from an injury or something and they need the boost).

Or you can choose to straight up rearm your force and purchase new equipment/weapons/upgrades. Existing weapons can be swapped around or discarded.
>>
>>52643294
>For your first question: a new-spawn is 175 base, plus another 20 for 2 sets of scything talons,

New-Spawn come with pre-built Scyta, you only need to pay 10 get get another. Same as other army with unit start with a knife, or GK with a Storm-bolter. They don't have to pay for that.

>>52643323
And? Did you even read what the guy said?
>>
>>52643323
I think the misunderstanding here is that OP doesn't realize the Newspawn comes with one set of talons included in its base cost.

So you can get a second set and a carapace for 200 total.

I forget that you couldn't divide your points between recruiting and resupplying (which is why I assumed he was spending the extra 15 points elsewhere -- in actuality he was just overpricing the Newspawn)
>>
>>52643217
>How do you fight Harlequins? Just wait on overwatch all game?

It will sure as hell help
>>
>>52642976
Skitarii technique: Get bodies first, then toys. Skitarii are top of the line in this game. Start off at 4+ armor, great guns and long range. Your galvanic rifles get a +1 to hit at long range, your snipers do d3 damage and can see across the table, and everyone has access to shooting (maybe?) and guerilla. Awesome.

End goal is to have your entire team with at least red dot sights. Get 3 arquebus snipers with photovisors, red dot sights, and delete necrons, nids, and power armor from across the map.
>>
>>52643294
And yeah, I don't like leaving the Deathspitter points behind.

Although I sort of might want one on my leader in the endgame. He's in less danger as a shooter than he is as a puncher.

That presumes that nids can swap "equipment" among members of the kill team like every other faction does, but I'm not completely certain about that.
>>
>>52643368
Necron can *teleport behind you* and screw up any sniper gunline really hard.
>>
>>52643357
>>52643336
You guys must be right, I'll have to look into it. I assumed that since the entry states my warriors are equipped with scything talons, then must be armed with one item from "etc.", that I needed to pay for both the starting set and the second set. The beginning scything talons just being a mandatory starting choice.

This was how my group was reading it, but I'll have us look through it again.
If this isn't the case, and my team gets 40 points back, I'm thinking of getting that bonus carapace, and putting adrenal glands on the mook and leader.
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>>52643368
Should i just start out with as many dudes with just basic guns and mabye one aquabus? HQ wth any gear? No special weapons at all?
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>>52643391
Swapping equipment is in the main rules, so I think its ok. There's a specification in the list for warriors that details how many points you spend when you purchase new equipment for your model, but I dont think it restricts you from swapping old equipment like everyone else.

My alpha will be getting a death spitter alongside his boneswords later on in the campaign. Its not as importsnt as some other choices early on, but there's merit to utilising his BS4. Nids benefit greatly from bonus attack dice, but with 2 parries, re roll to wound with swords, and already being at ws5 base he shouldn't need the extra attack as much as the melee talon warrior mooks will.
>>
>>52643476
Get one arquebus, snipe their leader, snipe their specialist, snipe Nid, sniper harlequin, snipe anything that have more than one wounds. Value as fuck.
>>
So with IG grenade launchers, we have the options of buying just frag, just krak, or both grenades. However, buying both grenades at once is over a 100pts.

Am I allowed to buy one grenade type, then pay the difference in the next arm phase to make it up, or do I need to buy the other grenade at full cost if I'm going to buy it later?
>>
>>52643476
I'm not certain about how many points your dudes are, but theres a guy in our group that runs skitarii scary good. Max out on bodies, but bring one bare arquebus to start. That will kill off specialists and leaders early off. No upgrades, just massed rifles and an arquebus. Get another 2 specialists with arquebuses asap, fill out your team with red dot sights, and bam you've got a gunline.
>>
>>52643529
Someone would probably let you get away with it considering how many other rules glitches there are. But if you wanted to be strictly rules-as-written then no, you pay the points that it says in the list. You can get more than 100 points to resupply if you have a scavenger, mission result, or spend a promethium cache.
>>
Can someone help me improve this list?

Dark Eldar Wych Cult
Syren - 150 points
Blast Pistol - 50 points
Chainhook - 10 points
Mirrorhelm - 20 points

Wych - 80 points
Chainhook - 10 points
Blade Venom - 10 points

Wych - 80 points
Chainhook - 10 points
Blade Venom - 10 points

Wych - 80 points
Chainhook - 10 points
Blade Venom - 10 points

Wych - 80 points
Chainhook - 10 points
Blade Venom - 10 points

Wych - 80 points
Chainhook - 10 points
Blade Venom - 10 points

Bloodbride - 100 points
Shardnet and Impaler - 35 points

Bloodbride - 100 points
Shardnet and Impaler - 35 points

My thinking is that any shooting army I can beat with the combination of attacks and rerolls to wound, and any combat army I can beat by tying up their toys with the bloodbrides. Not sure how correct that is, however.
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>>52643672

>improve list

Don't play DE.
>>
>>52643672
I'd get Pistol on Wych so they can actually provide pin support and wound anything that have T4.
>>
So what does everyone do for a campaign as far as people missing games?

I'd like to start one, but my group has a bunch of life shit that has the chance of getting in the way. Wife and kids type shit.

We're planning on meeting up one day a week and doing 3 games each. But we realize that if someone misses 1 week they'll pretty much be boned due to being behind a minimum of 3 caches and 3 rearm/recruits.
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>>52643742
On all of them, or something more akin to a split?
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>>52643724
Are DE really that awful? Random drug rolls seem a little bit swingy but apart from that they don't seem significantly under powered in my mind.
>>
>>52643781
get a better group
>>
so what's the big list of errata and clarifications and balance concerns to bring up?

>Guard team leader and Tau team leader should have A 2.
>genestealer cult lasguns should be the normal lasgun price
>the tyranid ravenor should have 3 wounds
>tyranid warriors should probably have access to devourers as an option
>maybe let tyranid warriors do their resupply swapping of weapons also in the team construction phase, so you can start with (melee other than scytal)+gun builds
>holy balls clarify or rewrite the harlie terrain thing jesus

anything else i missed?
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>>52643786
On Wych. Disarm on shardnet can be useful, but Pistol still had more use, unless you rolled on +1 Str.
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>>52643889
The cost of the splinter pistol is the same as the chain hook and the blade venom. I figured the extra attack die and reroll to wounds whilst denying parries would get them about the same punch in combat as the guaranteed 4+ to wound.

I can just replace all the chainhooks and bladevenom now and buy it back a bit later into the campaign?
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>>52643834
Ravener with 1W are fine, they don't have bounty, their use is to get that pesky Sniper on the back of the enemy team.

The buff they should get is : Burrow treat all terrain as open ground, and no more Instintice Behaviour, horrible rule.
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>>52643781

Either have them play catch up games or just treat it as if they lost three games.
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>>52643938
Up to you, if you can get to CC with them then hook+venom are better on T3,4. But against T5 (nurgle marine), get the pistol
>>
Check this out, yall, cause I think I'm about to pull the trigger on the skitarii box:

Alpha
+ galv Rifle

Ranger x3
+galv rifle

Fresh forged x3
+galv rifle

Spec
+arcebus
+Photo-visor

This leaves room for my extra two specs and arcs later
>>
>>52644081
Yeah, that sounds right. Is the ability to shoot the pistol (at only 12") very powerful? I know it can pin if it hits but I don't know how to value that having yet to play the game.
>>
Something I've been curious on. In the section about running a campaign/league it says that you always run all fighters(mission permitting) save those out on injury. This seems that after creation of the team that point cost doesn't matter. That being the case does that mean the factions that don't specify a killteam size (cw/d eldar, necrons, chaos,...) can have as many fighters they want in later games?
>>
The Harlequin player in my league bitched at me for turtling with my scouts around the objective.

I get that turtling isn't fun to play against, but I don't see much choice when my other option is to run up and get charged.
>>
>>52644233
There is a default team size of 10 apparently.
>>
>>52644257
The murder clowns could have made it to combat even with you turtling quite easily, no?

What's there to bitch about?
>>
>>52644257
Tell him to fuck off. This isn't 40k, this is a deadly game of strategic urban warfare. Guess what you don't do in urban war environments? Compromise your position. If you've got the ability to destroy your enemy while being protected from them, you keep that shit until you're able to advance.

In this game, let them come to you.
>>
>>52644282

He tried but I rolled high on my overwatch shots so I ended up winning.
>>
>>52644354
"waaah my close combat army lost to shooting"
>>
>>52644354

I don't see the issue. He took a one dimensional team and then complained when you used the only tactic you could.

Tell him to take a balanced team if he doesn't want his opponents to use extreme tactics.
>>
>>52644257
Awwww, poor clown fucker.

>>52639788
I kinda thought venom cannons werent worth it when compared with barbed strangler: the cannons arent high impact so no bonuses to injury and the strangler is large blast which helps spread the enemy out and keeping them pinned.
>>
>>52641123
Charging =/= Running
They get nothing
>>
>>52639652
Imperial Guard: Penal Legionnaires
>>
So I haven't played 40k since 5th edition but I wanna get into SW:A. I own about 12 Neophyte Hybrids and 5 Acolyte Hybrids. What do I do to make a viable list?
>>
>>52644395
I thought the same thing, but I've seen merit to sustained fire 2 and the damage it causes. Even with bs4, those blasts will scatter far off very often. -1/-2 to running, and any cover mods will cause the 1 shot blast to miss quite often, while having up to 6 shots to fire gives you better odds of hitting outright, and you can still spread your shots to targets within 4" of the primary, so its like having a slightly larger large blast anyways (since the large blast radius is 2.5" and sustained fire lets you shoot within 4") plus he's carrying a gun thats larger than aspace marine, which is kind of cool.
>>
>>52641123
>Harlequins: Some clarification on >whether Charging retains their -2 to hit >penalty they get from Running.

No, dude. It's in the rules. Running is not charging. Also if you charge the whole "if you ran in your previous turn is replaced by the charge in the current turn for calculating modifiers. These things are in the rules. Read them.
>>
>>52643005
GW have completely changed their stance on conversions. They used to be a central part of their marketing but now they don't like publishing stuff you can't build from their box sets.
>>
I guess I might just write it now and save all of you some major truble. After new book and 2 other races there wont be "update" "errata" or anything like that. What you got is what you have and that is all. Maybe there will be cards with different spec ops but thats it. No rebalancing will ever be done because this is a community game - your community is responsible for balancing it for you and making it fun. You want balance ? Wait for Shadespire !
>>
>>52644654
white dwarf regularly features conversions..... of like $200 worth of terrain to make a single piece of terrain
>>
Any tips on making a shooty Chaos warband?
>>
>>52644709
Don't
>>
>>52639652
Daemon Primarchs
>>
>>52642976
Can I see your list?
>>
>>52639568
Archons are not list for DE wych cult kill teams you silly git
>>
>>52642976
Alright, "how to not suck as orks".
>Any tips for anyone running skitarii, or >even how to not suck ass as orks? I >started with nob with klaw, 3 yoofs with >shootas, 2 boyz choppa slugga, and 2 >spannas with big shootas.

First of all, boys before toys. Get rid of one spanna and big shoota and spend the points to get more bodies. Possibly change the klaw into a big choppa, and again spend points on more bodies.

You want to use the bonuses they get, like Ld for outnumbering your opponent, and the extra charge bonus, so you'll want to gang swarm into melee
>>
>>52644709
take guns, shoot them at your enemies
>>
>>52644773
last thread there was an argument about using archons as spec ops for a homebrew kabalite raider team
>>
>>52643834
>holy balls clarify or rewrite the harlie terrain thing jesus
?????
>>
So is there a reason for why hotshot lasguns are more expensive then bolters? It has a worse armor roll and worse armor penetration.
>>
>>52639652
A big squig.

A Kommando Nob.
>>
>>52644233
Normal, unspecified teamsize is 3-10 members from which 1 is leader and up to two can be specialists. Says in the rulebook.
>>
>>52642871
Because SM use Scouts for this very purpose, dang it. Small scale operations and "Shadow Wars" such as this are their intended roles.
>>
>>52644917
Think it as an extra ammo. Fail ammo roll, you still have your normal lasgun to shoot with.

Not like you're going to fail your ammoroll ever on normal lasgun.
>>
>>52642871
>Eldar get their weapon platforms no problem
There is a problem with them. Unlike in 40k, they cant move&fire. It also has weird "I can shoot you but you cant shoot me"-rules. And if the gunner dies, the weapon stays with the team and you can buy new gunner for it.
>>
>>52645039
Don't have the rules on me at the moment, so I can't check, but I'm pretty sure you don't get the regular gun back after failing a hotshot ammo roll. Part of the thing with hot shots are that they do horrible, horrible things to the lasgun you are using it with.

In my game I was rolling almost pure sixes on to hit rolls. Sometimes it was good, such as when I hit a fleeting warrior on overwatch with a shotgun armed recruit and managed to wound it. Other times it isn't, such as when my plasma gun and bolter both failed their ammo rolls on their first shot. Then you have the ten or so lasguns rolls I had to make, one of which eventually failed.
>>
>>52643834
make markerlights require a to hit roll
clarify if using them counts as shooting for hiding/sounding the alarm
clarify if failing a bottle test when you have already secured the objective counts as a loss (e.g. you've secured the loot but the last guy who couldn't make it of the table the previous turn failed his bottle test)
not really an errata but would make a lot more sense fluff wise:
hot shot lasgun packs cost 25 points , give no extra strength but gives you rend -3, ammo roll stays the same but it doesn't count as having double ammo
>>
>>52645146
it doesn't even say that, unlike psybolts for example where it is specifically mentioned you get normal bolter ammo afterwards it just says it changes the weapon profile to st+1 ammo 6+
>>
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>>52639652
I'd like to see Grotz, regular space marines, and a nob/burnner/tankbusta bigger guy list to go with it to balance it out a bit.

also gaunts, aspect warriors, and rules for HQ class units for Special missions. Yarrick!


>but all really want is gang rules, or at least loose militia types that can play all the gangs and goons yarrick leads in the hive wars.

>skip imperial creed, but the other books are worth it.
>>
>>52639652

MOTHER

FUCKING

KOMMANDOS

They're special ops Orks. Only reason they're not in the game is because they don't have a plastic kit.
>>
>>52639652
Eldar: Storm Guardians with the ability to promote them to Scorpions or Banshees after their third mission.

Marines: Black Templars

IG: a way to use all of the Last Chancer models. Ox and Rocket Girl got screwed.
>>
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>>52645358
>>52642871
>>52644920
You stupid gitz, Youz are da KOMMANDOS!
>>
Working on an Alpha Legion list for this.

What do you guys think makes the most sense as a mark? I'm thinking undivided for that LD bonus. The others don't really sound very alpha legiony.
>>
>>52645551
RAW alpha legion doesn't take marks, so go all undivided

however you can use marks to represent martial prowess (ie if you're using CSM rules to emulate vanilla space marines MoK = veteran)
>>
>>52645641
where as mark of slaanesh would represent a scout

mark of tzeentch represents a super agile marine (in mordheim and shadow war step aside represents a 6++ to avoid a wound, much more powerful in mordheim because you get to make it in addition to your save)
>>
>>52645358
kommandos are just ork boyz with infiltrate and knitted caps

Play blood axes, a proper kommando earns his stripes.
>>
>>52645551
>>52645641
Arkos the Faithless also has T5 for some reason.
>>
>>52645686
who is arkos the faithless?
>>
>>52645712
forgeworld alpha legion character
>>
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>>52645641
>>52645551
>>52645648
>>52645686
Ok so here's my first crack at an alpha legion list to start a campaign, all guys are undivided

Aspiring Champion: Plasma Pistol - 275pts

Chaos Space Marine: Bolter - 155pts

Chaos Gunner: Autocannon - 280pts

Chaos Gunner: Bolter - 165pts

Cultist: Autogun - 60pts

Cultist: Autogun - 60pts


Main plan here was to take the autocannon to start since it has a very reliable ammo roll. Plasma pistol on the leader gives him some punch if needed and the gunner can give my leader his bolter once he has enough points to upgrade his own weapon. Obviously I'm in a risky spot if the autocannon takes a hit and I really need to make the most of rearm phases after the first couple of games, but I think the list has potential. For at least the first 2 games I would need to focus all my effort into upgunning my list and upgrading guys.

I'm seriously considering dropping the cultists for more upgrades but as a primarily guard player it feels wrong to only have 4 models on the table. Plus they make excellent meatshields/bottle test activators.
>>
Chaos needs Mark specific Special Operatives.
Raptors, Terminators, and Spawn are garbage for like Black Legion.
Why would my Nurgle team take fucking Raptors???
>>
>>52645889
because you gotta go fast
>>
>>52645878
Gunners can't take bolters so give your autocannon guy a harness or something
>>
>>52645912
whoops. So then give him a bolt pistol I guess?
>>
>>52645934
And just keep his ass out of trouble until you can get him a real gun, yeah.
>>
>>52645889

>Noisemarine

Oh fuck, I'd LOVE to see a Noisemarine Spec Op get put into the game. Easily the coolest of the special Traitor Legion troops.

I think Single Frequency mode needs to have the Sniper Rule to represent it being Heavy 1 ingame, but otherwise I can't fault that statline.

Maybe given them the option of a Sonic Blaster that has Sustained Fire 2?
Also, they should ALL ignore Cover penalties.

But, at that point you might need to consider it being worth a bounty.
>>
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newbie here (and also a retard)

I'm reading through the rules and I'm kinda confused, so riddle me this:

If I give my Guardsman a Lasgun, how many shots does he get in the shooting phase? Do I roll 2 dice or just one? i am so confuse
>>
>>52646048
Everything is singleshot unless they are Sustained Fire weapons or told otherwise.
>>
Which list looks more fun to play?

White Scars Scout Patrol

Scout Sergeant
+Bolt Pistol
+Chainsword

Scout x 2
+Shotgun
+Red Dot Sight

Scout
+Sniper Rifle
+Toxic Rounds
+Reload

Scout Gunner
+Heavy Bolter

Catachan Jungle Fighters

Veteran Sergeant
+Boltgun
+Carapace Armor
+Frag Grenade

Veteran Guardsman x 3
+Lasgun
+Frag Grenade

Special Weapons Operative x 2
+Plasma Gun

Special Weapons Operative
+Heavy Flamer
>>
>>52646048
If it has 'sustained fire' you get that many D3s of shots, otherwise 1
>>
Am i correct in thinking tau can't buy scopes?

They appear in the "misc" equipment list, but not in the tiny armoury in the list.

Tau got really shafted in this, i feel.
>>
>>52646048
A lasgun gets 1 shot, if the target is within 12" its at a +1 to hit
>>
>>52639788
I've Found flesh hooks to be amazing and a great buy. Being able to charge through walls is hilarious, as is being able to scale terrain to complete objectives without worrying about things like ladders.
>>
>>52646207
Tau don't get scopes, no.
>>
>>52643294
Why not have gun beasts with a death spitter AND a canon?
>>
>>52646207
They've all got pretty long range as it is, and the drone that extends range
They're doing pretty good
>>
>>52646301
Their weapons are 18" and with drone, 24". Their longest weapon is 30" and cant move.
>>
Would it be reasonable to use Beastmen as cultists? How do you usually equip them?
>>
>>52647110
Are you thinking they have masks on or something? Because that would be pretty cool.
>>
What should i give my chaos champion for gear?
>>
>>52647150
Decide if you want him choppy or shooty and go from there, with things like chainswords for choppy or a bolter for shooty.
>>
>>52644395

I want VCs for the higher strength and extra armour mods, but I'm also expecting to fight a lot of CSM, so my personal meta plays into it a little

>>52646266

I've complained about this in every recent thread, but I don't find the rules for vertical movement very clear.

Assuming that upward movement costs you inch-per-inch I don't feel like flesh hooks are THAT helpful.

Say a guy is sniping you from the top floor of a building.... you're going to need to move X inches towards the foot of the building, X inches up the wall, and then X inches to the position occupied by the enemy.

Maybe my group uses an inordinate amount of tall buildings, but I'm used to thing that are 8"+ tall, meaning it's pretty tough to get up there.

And with TLOS you'd need to start close to the foot of the building to even see/detect the enemy, since if you're right at the base of the building LOS will be broken.
>>
>>52647150
Do note that Aspiring Champions have "Champions of Chaos"-rule. So you might wanna equip him with CC-weapons and when opportunity presents itself, charge and kill enemy leader. Free levels!
>>
>>52647189
Assuming my understanding of vertical movement is both correct and the same as yours, flesh hooks aren't for scaling buildings like Spiderman, but climbing over terrain inbetween two and maybe four inches tall. Getting you over a shipping container, or up to a walkway.

Not saying that makes them worthwhile, just saying I think that's their intended use.
>>
>>52647189
Vertical movement is at half speed, but it means you can attack a guy up a wall rather than going around and finding a ladder. Even without line of sight you are able to charge someone within double your initiative (8") and your vertical charge will be about 5 or 6 inches anyway
>>
>>52642976
Why aren't you using melee and grenades?

>>52646158
Catacatacatachans
>>
What melee weapons are worth taking on cultists or are you better off just swarming with cheap bodies?
>>
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Questions!

1. If I buy a grenade launcher with one set of grenades, can I buy the other grenade type later on? It's kind of implied that you can in the rules for the grenade launcher and the point difference for the grenade types is the same as with hand grenades.

2. Do hotshot lasers confer a -1 save? S4 would normally do so but the entry doesn't specifically say so

3.If you have multiple ammo types and you fail your ammo roll, can you keep using the weapon with the other ammo type? The ammo and scope page implies that you can.
>if alternate ammo if bought for the gun then the fighter will still also have a supply of regular ammo.
but the ammo roll sections suggests not
>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.

to add fuel to the fire, the Shotgun and Missile launcher entries specifically say that it does apply to both ammo types (as if it is not how you would normally play) however the Shrieker cannon entry explicitly states the opposite.
>>
>>52647681
>1. If I buy a grenade launcher with one set of grenades, can I buy the other grenade type later on? It's kind of implied that you can in the rules for the grenade launcher and the point difference for the grenade types is the same as with hand grenades.
No idea. RAW you'd have to buy whole new weapon. I'd allow to buy just extra grenades.

>2. Do hotshot lasers confer a -1 save? S4 would normally do so but the entry doesn't specifically say so
No. They are not melee weapons so no armor modifiers from strenght.

>3.If you have multiple ammo types and you fail your ammo roll, can you keep using the weapon with the other ammo type? The ammo and scope page implies that you can.
Depends. Stuff like frags/krak missiles/grenades run out. Bought, extra ammo (psybolts, hotshots etc) count as extra and you still have your normal ammo. Its weapon/ammo specific rule.
>>
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>>52639652
Why the hell are Kabalite warriors not an option?

I'd also like to see Wracks, but only because I really like their lore and look.
>>
>>52647652
Usualy none, knife for cheap extra attack or sword for parry.
>>
>>52647652
Autopistol could be good.

>>52647681
I'm sure most people will allow you to buy extra grenades later on.

Hotshot does not give -1 save, strength only does that in melee.

I'm sure it will specify. Hotshot you seem to lose everything, same for shotgun, some bolter ammo says it doesn't happen.
>>
>>52641123
Revamped Necron Kill Team

Leader - Necron Lord
Specialist - Cryptek (with different options similar to 5e)
Trooper - Immortal
Recruit - Warrior

Can buy d3? Scarabs bases as Wargear
>>
So using a pistol in melee only affects your strength/save?

My WS2 Tau don't get to use BS3+1 instead, right?
>>
>>52647851
What what

You use weapon skill characteristic in melee, you don't get the + hit from range modifiers it specifically says that someplace. You only get -armour save from melee weapon strength in melee.

If you use a plasma pistol in melee you get S7 -3 Save and use your weapon skill to determine who wins in melee.

If you are a S4 guy with a combat knife, you get S4 -1 Rend/armour save in melee because the S4 gives you -1 armour save.
>>
>>52647713
>>52647819
Cheers guys, will discuss the g/l with my group (was hoping not to reveal my stuff before the campaign)
Shame about the hotshot they were -1 in Necro and 2nd ed, guess I'll go the shotgun route
>>
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>>52647841
All things considered Lords might be too big a character according to the Necron FOC.
I'd go with.

Leader - Cryptek or Lycheguard
Specialist - Deathmark (But with better weapon)
Trooper - Immortal
Recruit - Warrior

Lychguard/Cryptek,
Canoptek spyder and 3 scarabs or
Independant Lord as Spec Ops.

All in all my biggest gripe with the Necron faction is the "lol 80pt Leader tax," the COMPLETE lack of weapons options, the specialist only weapon being sub-par and the conspicious lack of toys considering the lack of guns.

>30pt Necron-specific toy; be treated as always in partial cover.
>15pt generic toy; Ignore partial cover AND get benefits against full cover.

Nice balance there GW.
Oh, and no CC options for non Spec-ops.
>>
>>52647896
Does rend on melee weapons stack with strength rend?
>>
>>52647994
Yes. S4 nob with +3S -3ap powerklaw is actually -6 rend (maximum amount)
>>
>>52647994
There is no "rend" in SW:A.
>>
>>52647991
Lord maybe.
Then create the Necron Noble / Lesser Lord.

Crypteks work in Specialists as they have (if you include 5e's Harbinger options) good amount of options.

My goal of having a Necron Lesser Lord as Leader and Cryptek as Specialist as it opens a shit ton more options.

I wanted to drop Deathmarks because they only have one weapon and even if you change it to improve it, there is no option for the player to choose.
>>
>>52647896
Cool, that's how I understood it, just confirming.

The rules don't come out and explicitly say "you may use your pistol as a close combat pistol, following the normal rules for number of attacks and weapon skill, but substituting the pistols strength and save for your own", at least not in the melee section. They just say "pistols are included below" and don't clarify, which is a weird decision.
>>
I ordered a copy of Shadow War off ebay, and the seller apparently didnt actually have any copies. They messaged me this blog post which flings shit at GW, while ignoring that they sold me an item that wasnt listed as a pre-order.

http://minibattlebitz.com/blog/

Trying to figure out if I want to cut my losses and get my cash back.
>>
>>52648106
Just get a refund. They are gonna release digital rules which you can easily pirate and you will be able to buy Space marine Scouts, Ork Boyz, and terrain plastic kits separately anyway.
>>
>>52648062
Deathmark ought to be spec ops. They're assassins, after all.

Should also include scarabs as a choice.
>>
>>52648106

GW have no plans to reprint anything but the rulebook. Get your money back.
>>
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>>52648062
Well, yeah I can agree with everything you say.
I think that both The cryptek and the Lychguard fits the role of a squad leader, but with options in mind the Cryptek might actually work better as a specialist.

I'd still want the Lychguard for a leader considering the leader is supposed to be better than the common troop.

And a Lord with a Ress-orb and maybe a phylactery or flame-gauntlet would bring just the right amount of "oh shit" that you're supposed to feel when facing a Spec-ops.

Now it's like; "Oh you got a lychguard. Good luck getting into/surviving melee with I2, 1W, 2A." or "Oh you got the one whom are sorta ok at ranged and sorta ok in melee."
>>
>>52648124
>>52648136
but dem sweet red templates...

Thanks for the push, I'm gonna start the refund process.
>>
>>52648106
What a load of douches...
>EBIL GW CONSPIRACY
>pay no attention to us, it's not OUR fault. It's all that EVIL GW's fault.

Why don't they fucking just own up to their mistakes.

>Hey, our bad. We had more preorders than we had actually products / set up preorders before finding our actual stock and for some reason didn't take down the difference.
>>
>>52648146
Lychguard Leader sounds good to me.

And if we had a Lord as Spec Op or

>>52648127
A Deathmark. Feel they could do a lot better. (Given buffs)
>>
>>52648160
Yeah, it's pretty fucking silly to send me that bs. I responded asking where I stand in the queue since the listing I purchased didnt say it was a pre-order or back-ordered, and they havent responded.
>>
>>52648160

Well apparently a lot of retailers didn't know until right before pre-orders started that SW:A was a limited run. There was certainly nothing out right stating that publicly and as GW had shown it at a trade show people assumed it was going to be a properly supported boxed game. And US distribution in particular seems to have been done really poorly with stores getting a fraction of their pre-ordered amount. Australian retailers still had it for pre-order on the 3rd.
>>
>>52648021
Probably not the max amount. See Terminators?

>>52648080
The rules aren't written out in the most clear way but with enough reading you can find what you need.
>>
>>52644518
bit late, but literally just take them to your closest store and the guy there will help you.
>>
>>52648039
This.

Please call things what they are actually called. Letting your AoS show is embarrassing.
>>
>>52648529
Butthurt fantasy grognard detected!

Are you still so upset about your game being unsupported you're still mindlessly hating AoS?
Perhaps you should have actually bought models for it then?
>>
>>52644518
I think it's hard to say just by reading the rules what kind of setup will be fun for you. That said I recommend you read through the rules and practice putting together a few different rosters, like 2-4. Think of it this way: The game is best played in dense terrain, on a board between 2x2 and 4x4 feet, so there won't be too many long distances. It's a good idea to try and have as many units as possible without gimping them too much, so try to find a good balance there. While it might be tempting to stock up on equipment before even the first game, you'll have opportunity to do that later, and customize each fighter according to what skill advances they get. For example it might be a bit of a waste to buy the most expensive gun for a fighter who then gets frenzy/hatred or whatever, at which point you might want to give the gun to someone else and instead try to gear the afflicted unit towards a melee character instead.
>>
Is there a Discord for Shadow war or would any one be interested in setting one up?

>>52648529
Don't be a faggot. Rend is a term used before AoS. You're letting your newfag show and it's embarrassing.
>>
>>52648640
I'm not that anon, but:

>Rend is a term used before AoS.

Regardless, he's right. Call things what they're called.
>>
>>52648640

And the correct term is "armor save modifier" or "save mod". Why would you use terminology from other games? Especially when that terminology is not self-explanatory.

I stopped playing before whatever edition of 40k it was that introduced "rend".
>>
>>52648677
How about you STFU because you're clearly not where you belong. Wargamers have always used nicknames for different things in game. Just because it's not the official term doesn't matter when you're trying to communicate the rules. If the community just refers to it as Rend (which they likely will) then that's good enough.

No need to get your spiderman knickers in a twist you hipster twat. We all know you hate AoS because it's trendy and have no actual argument to make against the term
>>
>>52648717
>Just because it's not the official term doesn't matter when you're trying to communicate the rules

"Rend" is a less clear term than "armor save modifier" you newfag. And I know you are a newfag because no one who played 2nd ed 40k or Necromunda would keep using "rend" to refer to save mods.

>No need to get your spiderman knickers in a twist you hipster twat. We all know you hate AoS because it's trendy and have no actual argument to make against the term

I didn't say anything about AoS. Funnily enough there are multiple people here who think using a kewl new term from other games for a decades old game mechanic is stupid.

Also telling you to stop using kewl new terminology from other games to refer to a concept which in this game has a self-explanatory name is not hipsterism.
>>
>>52648717
>Just because it's not the official term doesn't >matter when you're trying to communicate the >rules.

I beg to differ. Not using the official term is a major problem when trying to communicate the rules, for obvious reasons.
>>
>>52648816

Exactly. Some new player isn't going to know what the fuck "rend" means. And us old players who haven't played the last few generations of GW games wont know what the fuck it means either.
>>
>>52647241
Being able to charge up a level regardless of a ladder is solid, as is running down the back of a building to block los
>>
>>52648816
Are you really this incredibly stupid? You can't name a single game community that doesn't have it's own terms for stuff outside of the official names. guess we better pack it up and stop called Ultramarines smurfs, wouldn't want to offend any one with our use of language not being official enough.
>>
>>52648852
What is GW?
>>52648784
What 2nd ed?

Stop being so pedantic, christ.
>>
>>52648621
I've literally never played fantasy and don't give the faintest shit about it.

But calling save modifiers "rend" when that is not what they are called is like calling a shuttlecock a puck or a touchdown a home run.

It makes you look like a fucking ignoramus whose sole experience of games is one specific thing and that you're incapable of understanding a different game without drawing analogies to that thing.
>>
>>52648907

Are you really that stupid that you can't see that "rend" is only helpful in communicating the rules to current 40k/AoS players? And is arguably not really that helpful when "armor save modifier" is pretty self-explanatory?

>>52648922

Nice try, but using an initialism or abbreviation (ones used in White Dwarf at that) isn't remotely the same.
>>
Rend is easier to type and faster to say.

Cry all you want, but gamers are a lazy lot.
>>
>>52648944
>Roll a D6
>What's a D6?
>It's a D6! Are you retarded? Here roll this!
>Oh that's a dice, why didn't you call it a dice like the official rules do!?
>>
>>52648944
>ignoramus
What's an ignoramus? Please stop using titles of 17th century plays to refer to people. It makes you look like a fucking pedantic asshole whose sole defining trait is using obscure words and that you're incapable of expressing yourself using common words without resorting to elitist, self-congratulatory epithets
>>
>>52649002
A D6 is the term used in the actual game materials and in those materials it is explained that a D6 is a six sided dice.

Rend is a completely arbitrary, non-descriptive term from another game.
>>
>>52649053
Rending also has different meanings in different games.
>>
>>52649053
>I shoot at your termies
>What's a termie?
>Those things
>Oh a TACTICAL DREADNAUGHT SPACE MARINE
>>
>>52649017
>someone used words outside of my vocabulary, waaaaaa!
I'm sorry I'll just call you a fucktard if you'd prefer that.
>>
Interrupting shitposting with Taubroasting:

995/1000
>Pathfinder Shas'Ui (185)
>Carbine, Markerlight

>Pathfinder Specialist (205)
>Rail Rifle, Clip Harness, Photovisor

>Pathfinder Specialist (160)
>Ion Rifle

>Pathfinder Cadet (105)
>Carbine, Markerlight

>Pathfinder Cadet (90)
>Carbine

>Pathfinder Cadet (90)
>Carbine

>Recon Drone (110)

>Pulse Accelerator Drone (50)
>>
>>52649110
whatever you need to compensate for your lack of social skills Anon.
>>
>>52649180
Wasting points is pleb tier. Spend the extra 5 or be mocked mercilessly
>>
>>52648529
Calling them rend is easier than saying - armour save mod or whatever. People know what you're talking about/saying. Rend is easier to say. I don't really get why people are so upset by something like this, I guess they're all dumb/butthurt over various things.

I wish Fantasy was stil around tho.

Can't wait to paint up my kill team... I want to finish the one I have and make more teams! More! Counts as genestealer cult feral worlders! Maybe some counts as orks beastmen?
>>
>>52648640
>Discord
https://discord.gg/Zeh7nhC Here's one that was linked in a previous thread.
>>
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>>52649208
Dropped harness, added photovisor to ion rifleman.

1000/1000.
>>
So, is this more-or-less Kill Team meets Necromunda?

(Because if it is, I've got to fucking buy it...)
>>
>>52649291
>>52649180
Making my own Tau team, but bit unsure if a photo visor and a markerlight don't cannibalize each other.
>>
>>52649180
Looks good, you should swap something out for gren-

> Tau don't have grenades

.... Oh.... Well... then.

Good luck!
>>
>>52648907
Yeah because it's all about offensiveness. You muppet. Speak a fucking language that everyone understands. You can use your own lingo in your gaming group. I had no idea what rend was until recently and hadn't heard it outside of /tg/ and it took a while before I deduced that they were talking about armour save mods. I just didn't bother to ask because I immediately assumed they were talking about something else than SW:A.

Now, calling a faction smurfs is not going to cause the same problems as changing the names of rules terms. Again, for obvious reasons. So get out of your fucking bubble and realise that the world is larger than your cumstinking den and that not everyone in the world use the same slang as you.
>>
>>52649316
Maybe, how spammable were fraggrenades in necromunda?
>>
>>52649322
The Markerlight lets you concentrate fire on a target behind cover. But the special weapons may find themselves shooting at other targets than the carbines, no? The PV allows them to hit their own targets while the MLs paint targets for everyone else.

I wouldn't take more than two of either, probably.

I've also never played this game before.
>>
>>52649228
People who don't play age of sigmar do not know what you're talking about, though. And if you're having a discussion about rules using a term for something that isn't actually used by the rules is dumb as shit.

Also "save modifier" isn't difficult to say.
>>
>>52649359

IIRC Necromunda was Second Edition 40k-based so, spammable as all fuck?
>>
>>52649380
But it's so many letters to type. waaaaaa
>>
>>52649380
Nobody here has asked what rend is. Everyone knows, if someone doesn't they'll say "What's rend?" and I'll respond "Oh they meant armour save modifier it's called Rend in Age of Sigmar." Now they know.
>>
>>52649186
I'm personally more concerned about your lack of communication skills. Let me help.

Communication for adults, lesson 1: Refer to things using correct terminology, not using the random slang used by your personal in-group.
>>
>>52649394
Then yes. It's killteamunda, explosively so.
>>
>>52649403
>Not having a room full of monkeys typing for you
>every once in a while they even quote Shakespeare!
>>
>>52649461
It's not just 1 group fucktard. Multiple guys are replying to you
>>
>>52649460
Which begs the question, this isn't age of sigmar, so why would we call it rend, since it isn't called that in this game?
>>
>>52649497
Are you retarded?
>>
>>52649497
Please, if this is going to devolve into a catfight, make sure you're all ladies beforehand.
>>
>>52649523
No, but you certainly are.
>>
>>52649497
Yeah, two or three. Meanwhile the majority here thinks you're an idiot for not using the correct terminology.
>>
>>52649463
>>52649316
Its simplified Necromunda with 40k units. There're nothing Kill-team here aside from the "gang" are called "Kill-team" now.
>>
>>52649544
There have been more pro-rend replies than anti-rend replies. Stop being a bitch and go sniff some more glue.
>>
>>52649523
Considering that hes trying to argue that it's too difficult to type or say words with more than four letters I'm going with yes.
>>
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>>52649527
I'm a bitch, you're a bitch and >>52649523 is a bitch.
>What more do we need? It's motherfucking GO time. You scrubnub.
>>
>>52649529
>no u

Well done anon. Well done.
>>
>>52649559
No there hasn't. You're delusional.
>>
>>52649554
The ratios of goons to weapon guys are the same as in kill team...
that's it, really.
>>
>>52649562
Twirl as much as you want, but I won't catfight with a "lady (male)".
>>
>>52649511
I would ask why it's a big deal if someone calls it rend? It's the same mechanic as another game released by the same company which everyone who has played 40k knows about. Most players will not be confused by the use of the term. It's not unusual to use the term interchangably with armour save mod.
>>
So, what are you expecting from inquisition and Sisters? I've really got no idea besides the inquisition's specialists probably being Deathwatch, a sister, and a grey knight
>>
>>52649639
Assasin Spec-op.
>>
>>52649634
>Most players
Please provide a source for that. You're assuming most players play the other game by the same company. So please provide proof that is the case as well. I'll wait.
>>
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>>52649631
But will you atleast call me a faggot, you retard?
And for good measure I'll imply that you're not of legal age and are also a virign.
>no u
>>
>>52649634
Because "Age of Smegmar kill muh WHFB, just look at fooking Total Warhammer outsell Age of Smugmar, GW are so shieeeeettt REEEEE"
>>
>>52649639
For Inquisition:
Four options:
>Vindicare Assassin
>Eversor Assassin
>Culexus Assassin
>Callidus Assassin

Each with the Solitare's one model army rule

Sisters of Battle
>Seraphim
>Celestain
>Priest
>>
>no way to silence weapons for stealth missions for -1S or something

But why

I want muh tacticool espionage action

There's a dearth of nonmodeled options in general really
>>
>someone uses rend once
>50344343794 shitposts

quality thread /tg/
>>
>>52642971

The Catachan box comes with shotguns. Plus, those guys come in the core box. The non-core factions included in the free PDF most definitely WERE just chucked together with a mind of only selling certain plastic boxes as Kill Teams in some weird reverse version of the old Mordheim Warbands.
>>
>>52649634
The same reason a tennis player would be annoyed by you calling a racket a club. That isn't what it's called.
>>
>>52649734
>The Catachan box comes with shotguns.
No it doesnt. it comes with 6 Lasguns and a flamer.
>>
>>52646295
Because they cant shoot 2 weapons in a turn? And that's wasting points. Why would I shoot the death spitter when the cannon is vastly superior?
>>
>>52649747
What about Americans calling Football Soccer?
>>
>>52649732
Basically don't call it rend.
>>
>>52649634
>most players
Don't make assumptions like that. And they do it because this board is made out of pedantic faggots who have endless discussions about the name of a sword in a fantasy RPG.
>D&D calls the halfsword a longsword REEEEEEEEEEE
>>52649693
Topkek
>>52649663
To be fair, most people got triggered, not confused. Which implies that they know the term.
>>52649747
being pedantic on a Taiwanese scrabbling board.
>>52649814
Basically don't get so triggered over one anon using a term from a different game.
>>
>>52649810
That's an interesting and slightly different situation.

I wonder what the direct equivalent would be?
>>
>>52649663
... Okay I mean I was just providing a reasonable argument but if you just don't want to believe what I say then sure go ahead. I'll just use the word rend and armour save mod interchangably and you can carry on doing... whatever you do.
>>
>>52649832
people using slogan and pay-off. According to some marketing terminology, those are different things. Now imagine getting triggered about that and you have a good indication of how ridiculous this is.
>>
Can we not use the term rending in a 40k based game when the term rending exists in 40k with a different meaning
>>
>>52649639
Inquisition will probably have all or most of the Henchman unit as troops and spec ops. Jokaero, deathcult assasins and crusaders as spec ops maybe?
>>
>>52649814
Basically being this autistic fucks up threads. Well done, I guess?
>>
>>52649890
That's a good argument to not use rend, my nigga. Good post, way better than the pedantic whining so far.

Also, don't use spec op and specialists interchangeably, it's confusing.
>>
>>52649832
So you have:
Soccer/Football
Football/American Football

Both are entirely correct and consistently used in the places where they are used and disagreements and miscommunication only happen when those two spheres overlap.
>>
>>52649890
That is actually a good argument against it desu, you got me there.
>>
>>52649890
But rend doesn't exist in this game, and it's basically 2nd Ed 40k ruleset, which did not have a term called rend. Sort of a moot point.
>>
>>52649805
Firstly, you can't? Sadness.
Secondly, you'll fail an ammo roll at some point and might want a sidearm
>>
>>52649947
The samest of fags.
>>
Yo, so if you're playing tau or basically any gunline army against murder clowns what can you do?

The match up feels hopelessly one sided.
>>
>>52649639

I'm wondering whether inquistion will go down the acolyte route, which will be a bit unusual since it requires lots of conversions and kit bashing, or go with inquisitorial stormtrooper to keep with the theme of one box of troops for a starter killteam.

Are inquisitorial stormtroopers even still a thing in fluff?
>>
What exactly is the purpose of Guerilla skills?
Are they just the "Team support" tree?
>>
>>52649993
Overwatch and turtle /retreat, make them come to you, and hope you get lucky
>>
>>52650199
Prayer and tears, got it.
>>
>>52650163
Do they feel like they are?

They are off-field skills.
>>
>>52650163
You can't tell?

"Team support"? More like "Re-roll when shit happen"
>>
>>52650002
I think they half are. Greyfox or whatever get name was kept being shown surrounded by inquisition painted scions in white dwarf yet in gathering storm they were said to just be normal scions
>>
>>52648627
I'm familiar with the general strategy (used to play lots of kill team) my problem is that GSC are pretty new and I'm not sure what's viable with them.
Also what is their playstyle like? I'm used to dark eldar (been collecting them since about 2002),so I'm used to worthless armour but it seems GSC aren't a fast; what traits should I be exploiting?
>>
>>52650366
GSC honestly feel well rounded able to do both. Shoot their melee and Melee their shooting.
>>
>>52650318
Also larger budget

>>52650286
And a single ammo re-roll

Just trying to get a feel for how useful the Deathskulls are with their guaranteed access.
>>
>>52650282
Tau are actually one of the army that can get fucked over because lack of high-impact (necron too) to pin them.

Look at Skiitari they can pin Harlequin with the Arquebus, and even better after they get 3 Arquebus on the field they're unstopable.
>>
>>52650366
In SW:A they're overall very similar to guard with different specialists.
>>
Question for those of us that don't have the rules yet: what do
>Red dot sights
>Clip harnesses
>Weapon reloads
>Photo visors
do?
>>
>>52642494
But with the exception of biker hordes, squats were basically just better equipped guard.
>>
>>52650505
So flashlight spam and grenade when I can? Or are autoguns/shotguns worth taking?
>>
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>>52650527
>Red dot sights
+1 BS, gives enemies 6++
>Clip harnesses
If you don't move you can't fall
>Photo visors
Ignore one level of Cover
>>
>>52650527
Read the OP, you can't be serious.
>>
>>52650366
Well, you do have the best frag bombs in the game, and your people have extra armor if they pull the pin too early...
>>
>>52642494
T4, 4+, 3" move, lasguns / autoguns for weapons would be my starting point.
>>
>>52650570
I believe photo visors only work when you stand still?
>>
>>52650563
I see them as 'nades and bolt pistol spam, their basic weapons are nothing special and don't get cheaper red dots like the orks.
If the terrain provides enough hiding spots, you only have to take some fleeting overwatch shots, and pin everybody with a bombardment of frags, more frags than they've got bodies.
Unless they're orks, or harlies, or 'nids, but that's what the specialists are for.
>>
>>52650732
What? No, that's wrong.
>>
>>52640007
What do you have questions about?
>>
Weird thought, but aren't Skitarii really good to use with grenades? That trait make sure they have at least 2 throws.
>>
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>>52650763
>stationary fighter
>>
>>52650763
Read.The.Rule.
>>
>>52650862
Yeah would be nice except that grenade don't have ammo roll.
>>
>>52650862
But grenades do not run out, they don't have an Ammo roll.
>>
>>52650484
>Just trying to get a feel for how useful the Deathskulls are with their guaranteed access.
Get multiple access to +50creds and suddenly you can easily get 20 boyz and overgear them all.
>>
>>52650868
Eh, who got time for that. Really though it's not the best way to write that. I'm gonna have to rethink taking them now.
>>
>>52644077
What about injuries and shit?

Yeah, you can choose to fail a bottle, but you need to have 25% of your dudes down.
>>
>a tyranid warrior just blends half your dudes
Well at least they can't actually replace their losses.
>>
>>52648944
In casual conversation it's easier to say "rend 1" than "save modifier of negative 1"
>>
>>52650866
>>52650938
Goddamn GW, only fighters made of letter paper can use photovisors? Why would they not just say a fighter that doesn't move
>>
>>52650907
>>52650908

Grenades automatically fail ammo rolls, they run out on a 6 to hit.
>>
>>52650975
It's just as easy to say -1 save, which is what it actually is.
>>
>>52643976
They're the size of a warrior, they should get at least two. They normally have three, and you're burning a promethium cache to get one.
>>
>>52650936
S'what I figured, it's very luck based early but if you get rolling, you can become very reliable.
>>
>>52647994
Only if the weapon's strength is variable on the models strength.

For example: Chainsword is flat strength 4 with save mod -2. The save mod is always -2, you don't add another -1 for it being strength 4.
>>
>>52650975
In actual play you'd just say "minus one" when the person is rolling to save.
>>
>>52643976
>>52650996

They should have 3W. Just like they have 3W in the tabletop.

Burrow is fine as is, just add a clause that when a Ravener "runs" it may either run as normal or "burrow" if it burtows it treats all terrain as open, can't end on impossible terrain, must stay on the ground floor, immune to overwatch.

It should have some pinning immunity/resistance too. Its specialty is moving very fast. Except it will outpace its Synapse and get pinned by lasguns.
>>
>>52643834
Tyranid Warriors.not having access to devourers is like guardsmen not having access to lasguns.
>>
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>>52651030
It says right there in the rules that melee weapons in close combat combine total strength with their armor save modifier. The only time the model's strength doesn't apply is when attacking with pistols.
>>
>>52643834
Tyranids and Grey Knights are both utterly fucked in a campaign because you don't accumulate points. Fixing that would go a long way to unfuck both of those kill teams.
>>
>>52650823
I've been reading up on what everyone else has been saying about these guys and how everyone else is choosing people but I don't know if I'm better off starting with 5 basic guys or kiting out 3 guys with lots of strong stuff like the fusion pistols and the embraces.
>>
>>52650971
We can, it just costs a promethium cache.
>>
>>52651123
I don't understand this at all, why wouldnt we be able to recruit?

I have only played nid warriors and have never once been short on points.

Between the 100 base, hopeful guerilla skill for the alpha for a bonus 50, 100-150 from hunt in the prometheum sprawl rolls, bonus points and caches from mission objectives, and a bonus 100 if I spend a cache, whats the problem?

Unless one of my guys gets knocked out of action, rolls a 1 on serious injury, then another 1-3, I'm not going to lose a model. And even then I spend my first gained cache recruiting my 5th and final model. So why is everyone so butthurt about being "unable to recruit"?
>>
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>>52651109
Nope, it says "when a fighter's own strength is used"

A chainsword has a strength of 4 (compared to a powersword that has a strength of user+1)
>>
>>52651150
>I don't know if I'm better off starting with 5 basic guys or kiting out 3 guys with lots of strong stuff like the fusion pistols and the embraces.

Keep in mind one unlucky roll can set you back 1/3 of your gang, and you may find yourself with a high quality character and weapon but not enough actions to remove the threats forcing you to take several risky roll to stay alive.
>>
>>52651184
Ok, ill admit I was wrong. I figured the chainsword was S:user, or a modifier, not a set amount.
>>
>>52651150
Do numbers first, then some medium equipment. Try to make sure that each model is about 180 pts with some left over to spread out to your specialist and leader. Win or draw a game, then start beefing up their gear. Don't get a spec op unless you absolutely need one.
>>
>>52651150
Start with 4. With 5 guys you don't have enough pistol and they stuck with melee weapons.

Embrace are overpriced, very bad in starting list

Fusion Pistol are mostly overkill against everything since they have 1W. Also bad in starting list unless fighting Nid.

Shuriken Pistol all the way, spare point go to Neuro Disruptor, or sword.
>>
>>52651123
As a nid and GK player, I'd like to disagree. Your first few games should be relatively simple to win. You can either spend to upgrade, putting you on more even fielding, or you can wait for random rolls on scenario to give you the chance.

You've got choices, the first of which is "I'm playing a elite force of dudes who each have double the output of my opponents."
>>
>>52650983
Well, with the Skitarii trait you can ignore that first ammo roll, right?
>>
>>52649848
>whatever you do

That would be ignore people who use the term rend. I just voiced my opinion as it became an argument. Let's get back to discussing SW:A
>>
>>52649890
It's not based on 40k. It's based on Necromunda.
>>
>>52650366
I haven't played GSC myself, but considering you use terms like "exploiting" I'm guessing we have different ideas of what we consider fun when playing. Not saying yours is wrong. Just different from mine.
>>
WHAT
THE
FUCK
DOES
BULLLLEEETTTSS
DO?
>>
>>52651545
THEY'RE NOT BULLETS.
THEY'RE FRIENDLINESS PELLETS!

NOW COLLECT AS MANY AS YOU CAN
>>
i reread the rules , seperate types of ammo don't replace the original ammo
so if you fail your hotshot lasgun ammo roll you can still fire it as a regular lasgun next turn, making them significantly less crap
>>
>>52651585
No I am talking about the loota special character for orks
>>
>>52651645
>Eachtime a snazzgun is fired, you can choose between Large Blast or Substained Fire 2.
>>
>>52651499
I don't mean exploiting as in cheese, but what aspects of my army I should focus on so I don't get butchered.
>>
>>52651236
So then do I want to focus on ranged vs fighting them melee? The harlequins seem pretty good at combat. Is that something I should avoid for the first few rounds?
>>
>>52651718
Focus on exploiting the opponents' weakness.

Old Ork adage "shoot da choppy, chop da shooty, "
>>
>>52651718
Both, and pistol can do both. If you have range weapon you can be flexible than just charge into the enemies.

You don't avoid close combat, but try to avoid Multiple Combat (aka get charged by multiple fighters) because you will lose by the penalty.
>>
>>52651404
I guess probably? I'm not sure but I'd go with yes.

>>52651639
I'd prefer it that way but I'm not sure if that's how it works. Would make sense if it did as hotshot lasguns cost more than bolters.
>>
>>52651639

It's also possibly not a coincidence that an IG Trooper with Hotshot Rifle is EXACTLY you 100pt recruit limit.
>>
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>>52639568
Hive Rescue Ops "Least Good"
Just need to finish the Etherial VIP and another Market Light Cadet.
>>
>>52649993

Turtle and overwatch, hope you roll high when he pops out of cover and charges.
>>
>>52650199
>>52652070
You've both mentioned turtling, is it a specific technique or is it literally just staying behind cover and not moving as the clowns run at you?
>>
So I think this is a solid place to start based on what you all have explained to me.

Troupe Master (400)
Neuro Disruptor
Harlequins blade

Player (200)
Shuriken Pistol
Harlequins Blade

Mime (175)
Shuriken Pistol
Harlequins Blade

Virtuoso (225)
Shuriken Pistol
Harlequins Blade

Then I can upgrade as I see necessary from here. I know for sure that there will be Grey Knights and like two big players so upgrading to a second neuro disruptor or a fusion pistol should work fine right? Or can I just grab one fusion pistol and give my Virtuoso the neuro disruptor?
>>
Is there something about razorflails for DE that I'm missing?

For the same amount of points your regular guys can get two chainhooks and blade venom which does the exact same thing but has a better save modifier.
>>
>>52652399
Get 2 virtuoso.

So you don't have to waste 1 turn recruit and can buy 2 Neuro disruptor after mission 1

>>52652422
It's shiiiieett.
>>
>>52652472
Thought so.

Follow up question - is there any reason to ever have initiative above 5? Characteristic tests auto fail on 6s regardless of the value.
>>
>>52652570
To beat people in a draw in melee.
>>
>>52652570
You can charge a unit out of sight within I x 2 range.
>>
>>52651123
>Tyranids and Grey Knights are both utterly fucked in a campaign

Not only are both these factions disproportionately powerful at the start, they're really not fucked at all - they might get less guys but the psycannon is absurdly powerful, it's the best gun in the game by a mile, and if you ever roll the bonus 50 points, you can recruit units again. Tyranids can always recruit more, I'm not even sure what the contention is there; they're also the most durable army in the game, faster than most armies, higher WS than most armies and more attacks than most armies.

If you want to see a fucked army, try making a genestealer cult list that isn't absolute shit. They can't compete against Tyranids well at all.
>>
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Is it just me or is this game oddly, somehow balanced?

Every thread, there's bitching , but it's always different factions.
>>
>>52652696
Hasn't had a decade for the man-milk to congeal into reeking cheese.
>>
>>52652593
>>52652598
I guess the question was more is the combat drug that gives +1I completely useless or just mostly.

Wyches already have 6I so they can see anything hiding that they would also be able to charge.

The only team you'd run into where the extra initiative would even come up is what, harlequins, maybe?
>>
>>52652472
All right so drop the mine for a bare bones Virtuoso and then just buy the disruptor after first round right?
>>
>>52652602
Most people- ahem.. I mean absolutely everyone ever without exception...

Some people houserule that you can save up points, instead of losing them. If you ask whoever runs the campaign/the other players I doubt anyone will have a problem with that.
>>
>>52652731
You can spot a hidden unit better with more Initiative.

But it's still a shit upgrade.

Drug effect should be better (like plus something, and minus other), and/or combined with some effect of Power from pain where they get more powerful overtime. Also being able to choose which one to get is a great start.

>>52652774
Yes.
>>
What's a good starting list for GSC? I'll be playing against DE, Scouts, Orks and Skitarii.

Also any tips on how to deal with a player who camps with superior firepower?
>>
>>52649728
I think the only silenced weapon is the SM Scout's sniper rifle.
>>
>>52652696
It's not just you. The game and factions seem fairly well balanced.
>>
>>52652777
I think that's bs. GK can recruit. They just have a harder time doing it. There's a reason they have access to the guerilla tree.
>>
>>52652399

This is my list from last night, absolutely no ranged weapons, run at your opponent and use cover, chances are good that they wont be able to hit you. I took Harlequin blades because Parry is a must

Troupe Master [355pts]
Kiss of Death, Parry, Prismatic Blur
Concealed Blade, Flip Belt, Harlequin Mask, Harlequin's Kiss [25pts], Holo-Suit, Monomolecular Blade [30pts]

Player [190pts]
Kiss of Death, Parry, Prismatic Blur
Concealed Blade, Flip Belt, Harlequin Mask, Harlequin's Blade [15pts], Harlequin's Kiss [25pts], Holo-Suit

Player [175pts]
Kiss of Death, Prismatic Blur
Concealed Blade, Flip Belt, Harlequin Mask, Harlequin's Kiss [25pts], Holo-Suit

Mime [140pts]
Parry, Prismatic Blur
Concealed Blade, Flip Belt, Harlequin Mask, Harlequin's Blade [15pts], Holo-Suit

Mime [140pts]
Parry, Prismatic Blur
Concealed Blade, Flip Belt, Harlequin Mask, Harlequin's Blade [15pts], Holo-Suit
>>
>>52652899
Hide your guys, sneak up and throw blasting charges, have superior heavy stubber firepower.

Arm your guys with autopistols for melee/close range, grenades, heavy stubbers for 2d3 shot sustained fire guys. Blasting Charges are S4 -1 Rend Large Blast so they'll hurt.... everyone you're against, a lot. You only run out of them if you get a 6 on your attack roll. They only scatter half distance.
>>
Looking forward to them expanding on the factions, really hope to see Rangers one the table for Eldar and Regiments/Kabal/Legion/CW/Dynasty/Forge/Fleet/Septs
>>
>>52653310
>-1 Save Mod
Fixed that for you
>>
>>52653310
>-1 Rend
So it gives +1 to saves?
>>
>>52653333
>guys with autopistols for melee/close range, grenades, heavy stubbers for 2d3 shot sustained fire guys. Blasting Charges are S4 -1 Rend Large Blast so they'll hurt.... everyone you're against, a lot. You only run out of them if you get a 6 on your attack roll. They only scatter half distance.


Screw Rangers I want Striking scorpions and howling banshees.
>>
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>>52653417
>>52653398
shoo shoo
>>
What's up with the closest target rule? Doesn't that rob the game of a lot of strategy?
>>
>>52653446
It's either closest OR easiest I believe.
It creates strategy for your opponent's model placement.
>>
The hostage rescue mission is a frustrating taste of what we could have if GW took narrative scenario support seriously.
>>
>>52652696
>>52653190
melee is kind of strong unless you are playing on barebones terrain
>>
>>52652696
A large amount of the bitching isn't related to balance, but stupid game design. Like the Necrons leader tax or Harlequins everything.
>>
>>52653446
It forces you to work around your soldiers fear/eagerness.

Target priority used to be a part of full size 40k too, one of the areas where marines excelled

>>52653434
Oh definitely, Scorpions at LEAST need to be there as a specialist, hell they're infinitely more likely to be there than guardians.

>>52653526
The additonal team do feel like rush-jobs, we can hope they'll improve
>>
>>52653545
>The additonal team do feel like rush-jobs, we can hope they'll improve

They're also kit limited, specifically Plastic.

Dire Avengers and Guardians are Plastic as well as their Spec Ops.

Hell their Autarch is literally kitted out the same as the plastic model.

It's why no Mandrakes, no Rangers, no Scorpions.

Necrons could have done better with a Lychguard as Leader and a Crptrek (but finecast lol) with Harbinger options as Specialist. Placing Deathmark as a Spec Op.
>>
>>52653655
But then you have the Tau Ethereal which moves the pendulum back to rush job

What I personally dislike is the reluctance to adapt GW rules, as if they were carefully crafted over months. Rather than put together by random staff in a short time period.
>>
>>52653398
>>52653417
lul
>>
What happens when you poison a necron?
>>
>>52653445
Are you a train? I mean I understand that you have autism, but you're making train noises..
>>
>>52653810
Start collecting Ethereal is plastic too
>>
>>52653843
Rare acid
>>
>>52653810
I was under the assumption the Ethereal was the floaty disk Ethereal from SC: Tau

>Second look. He has the option for a hover drone. So it IS the plastic Ethereal from SC: Tau
>>
>>52647991

how is it not balanced? you get cover vs his whole team. his one guy gets to ignore it.

do you not understand parity?
>>
>>52653877
>>52653846
Interesting, thanks for enlightening me on the fact it exists, I wonder if they will release him separately given the rest of the box appears to be useless purely from a SWA point of view.

Though saying that I wouldnt mind if my opponent proxied firewarriors as pathfinders, or Firewarriors were house ruled in.
>>
Anyone played enough games to give thought to table size.

While being between 2ftx2ft and 4ftx4ft gives a lot of flexibility I presume it changes the dynamic a lot, given a 4ft board is 4 times the area of a 2ft board and 1.75 bigger than a 3ft board.

Anyone determined a sweet spot.
>>
>>52639652
GSC: Bump Hybrids down to being accessible from the start, not specialists.

Eldar: Wraithseer as a specialist.

Tau: Firewarriors/Breachers as troopers.

CSM: Idunno. I'd say access to Obliterators capped at 1, but that's just because I'm an Iron Warriors guy. Woefully out of balance.

A Kroot or Vespid team would be fantastic.
>>
>>52648640
you're absurd
>>
>>52654167
>Wraithseer as a specialist.
You say the right thing? Because a Wraithseer is a T8 MC.

I do NOT want anything that big shitting up my SW:A
>>
>>52639652
I'd love to see each faction expanded.

Vanguards or Rangers
Fire Warrior Strikers, Breachers, or Pathfinders, (Stealth Suit elite 3-5 Team please)
Kroot
Thousand Son & Deathguard
Deathwatch
Genestealer Hybrids
>>
>>52654279
vanguards are already technically in because radium carbines are an option
>>
>>52653214
issue you face is that all the parries in the world won't help you if they swarm you. A wych list can focus your guys down, and they can prevent parrys with gladiatorial weapons. An Ork list can stack the odds so heavily in their favour that they will always beat you. Also, you are going to have trouble hurting anything thats toughness 4. Shuriken Pistols or Neuro-disruptors are the way to go. My current list in an active campaign started with 2 virtuosos and a Troupe Master with Kisses and Neuro-disruptors. I now also have a player with neuro-disruptor, kiss and grenades and a mime with a shuriken pistol and kiss, after two games, because I was able to whittle down the two lists I faced with shooting before I engaged. (Wychs and GSC)
>>
>>52651857
Looks amazing!!!!
>>
>>52654292
Really? Derp. I never noticed that. Ignore that one then.

Would like each faction to have an option of Swarm, Normal, Elite (IF applicable)

Tau for example could get a 10man (Normal) of Fire Warriors or Pathfinders or (Elite) of Stealth Suits (3-5)
>>
>>52654139
You'll have to keep in mind how much terrain anyone who responds was using.
>>
>>52654337
>stealth suits having cover forever all the time.
>no longer a special operative
ugh. please no. the only thing that is okay with them is their guns are heavy weapons so they have to move or shoot.
>>
>>52646096
>>52646186
>>52646227

ah, got it. thanks guys
>>
>>52652969
deathwatch veteran gets the choice between a silencer for his bolter, a power maul and storm shield, a power sword or a storm shield
>>
>>52654466
A total of 2 silenced weapons, both being in the Space Marine billet.
Doesn't seem too balanced.
>>
>>52654466
* a power maul , a power sword or a storm shield
the power maul and stormshield combo is for giving up your bolter
>>
>>52654514
Ig get's a sniper rifle to
it's not awfully use full though, even on the stealth mission since it doesn't knock people out 80% of the time and downed soldiers raise the alarm on a 4+
it's main thing is being able to fire while hiding (and staying hidden on a 4+) but that's still a niche ability because of the priority target thing and it only working 50% of the time
>>
>>52654139
It depends wholly on how much terrain you have. If you have less terrain you might want to have a smaller board and vice versa.
>>
>>52645889
>>52646031
Updated my Homebrew Chaos Special Operatives.
Any other Mark specific additions...I figured a Khorne Berserker would be cool but really there isn't difference between it and a CSM with mark of khorne.
Need to make the stats for the daemons.
Any insight is helpful. will be working on adding Psykers to all the other factions also...Sanctioned Psyker, Librarian, Farseer/Warlock, Powers for Shadowseer, and a Magus or something similar for GSC.
Also maybe a weirdboy.
>>
new thread when?
>>
>>52654514
All non-noisy melee weapons are also silent in that they don't raise the alarm automatically in the relevant scenario.
>>
>>52654723

here
>>52654812
>>
>>52654734
melee is a much more reliable way anyway since guard's ws is halved (or is it 1) and it only triggers the alarm on a d6 of 1. a guy hit with a sniper rifle with poison still won't go down 60% of the time causing the alarm to be raised on a 4+
it's main use is firing from hiding
>>
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>>52652696
Necrons have no options, Harlequins are so broken they're banned in the local gameshop.
>It has a few issues.
>>
>>52654832
And unless you manage to move up to/charge the guard without them seeing you, melee is equally useless. :)
Thread posts: 407
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