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Shadow War: Armageddon General

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Shadow War: Armageddon general /swag/

Heavy Stubbers Edition
>https://mega.nz/#!0tcUTSLI!CbZfDWqYYe0C2sIDLNlHCh1Wj9I6uihERaaGEb6wk3c

Kill Team rules:
>https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf

Blank roster sheet:
>https://www.games-workshop.com/resources/PDF/ShadowWar/ENG_SWARoster.pdf

New mission for 3+ players
>https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/04/40k8_SW_Armageddon_Grab_the_Cache.pdf

FAQ
>https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/05/ShadowWarArmFAQMay2017.pdf

One man army shit
>https://www.warhammer-community.com/2017/05/03/shadow-war-armageddon-one-man-armies/
>>
Would you say this is easier to play than 40k (Kill Team)?
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>>53169716
Absolutely
>>
Anyone have the PDF with printable terrain handy?
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>>53169716
Slightly more complicated, but you're getting much deeper game play.
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>>53169716
It's much more complicated, but because the rules actually cover most of the situations that come up, it plays much faster.

It's kind of weird, but everyone in my group agrees that it plays faster even if the rules are more complicated. I think it helps that the rules feel very natural for the most part.

It takes a bit longer to learn, and list building takes longer, but I've noticed once you get in your first game and build your first list, the game speeds up dramatically.
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>>53169509
What do you guys think is the best choppy weapon for your ork nob? I'm torn between a basic choppa and the power klaw. The big choppa is cool and all but it has a lot of downsides that really drag it down, especially with how you can't use a pistol to get the two handed bonus and it loses in draws.

I think I'll just go basic choppa to start and then upgrade to a power klaw later on.
>>
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So now that we know 100% that SWA and Necromunda are clone systems we can begin to use material from both systems interchangeably and learn from the large body of community built expansions like Inquisimunda and Ash Wastes.

This pretty opens up the whole 40K galaxy to skirmish gaming and allows for competitive campaigning with players everywhere for a marginal entry cost.

Further, by putting irregular humans in this combat system and linking it to the elite forces of the 40K galaxy it has provided a plausible baseline for the entire rules body. This combat system now becomes an actual tactical representation of the technology and methods of the 40K setting. It goes a long way to suspending disbelief and credibly acknowledges that gaming outcomes are built on player decisions and not broken rules sets or troop types.

In other words, if you lose it's your own damn fault. Your victories will be built on the decisions you make on the gaming table not in the broken lists you build or the elite troop types you buy.

I know this is going to be difficult for a lot of 40k players to deal with.
>>
>>53171026
>this shit again
It's not a same system. get fucking over it. Your game's dead and never ever coming back.
>>
>used last edition's edition
Also, what teams have you all made/are excited about making?
I'm sitting here with a GSC team, CSM team, and Pathfinder team staring me in the face, and I'm thinking about homebrewing a breacher team
>>
>>53171438
>IG Cadians and Catachans
>CSM Alpha Legion
>Orks Blood Axes with maximum dakka
>Tyranid Warriors
>Skitarii Rangers

I basically am providing diversity for the store. I've been building a variety of teams and plan on running whatever the store runs low on. All of them have been fun in our demo campaign where we've been learning the rules and how the system works. We plan on doing a proper campaign in the fall when most of the college students come back and we have time to do a full run.
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>>53171576
>dat variety
This is what I want. I'm the kind of guy who played the opening tutorials of the Elder Scrolls games more than any other part of them because I could never decide on a character for the most part. I just gotta get to work on making this terrain soon, or I know I'll be putting it off forever. Hopefully the great stack of garbage in the corner itself will be enough motivation
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>>53171630
Well I'm kind of the de facto demo guy for my community. I shit you not I probably give a new player a game at least once a week. Recently with Armageddon I've been getting demo games in almost 2 or 3 times a week. The local card and board game crowd have seen the absolutely insane tables we've been making and have been eating it up. A local came up with an idea to use popsicle sticks as gangways and walkways and we've been having some pretty crazy looking tables as a result. It has done wonders for building up excitement for the 40k universe among the shop and many players are getting hyped for 8th indirectly because of it.

Hence the variety in kill teams. I can hand a new guy a pre built team that scratches most itches and gets him a good feel for the game (as long as they don't care for melee too much) and still have my own choice of team for playing games against the regulars. I often end up handing 2-4 teams for newbies to go against each other and just end up watching and being a living rulebook as I show them how to use the rules and what pages to check.

It is pretty rewarding seeing people who have never played tabletop wargames in their life just fall in love with the system. The rules make sense right off the bat and I've yet to have a person hate the game. I've seen matches end in 5 minutes due to a stupid decision and both players just laugh it off once they realize it's a campaign game and they can easily just set up another match in a few minutes after they've advanced a guy and bought more gear.

>MFW they can't help but have a great time and inevitably join me in the hell that is plastic crack addiction

multiple newbies have straight up called me a drug dealer in the way that I get new people into the game. First hit is free and all that.
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>>53170272
if you can afford the power klaw, it's undoubtedly the best hand to hand weapon possible
the nob's great at melee anyway and it basically ensures you're going to get a kill every time you land a hit
i've been using the big choppa because it's cheap but its drawbacks are pretty painful.
>>
>>53171438
I started homebrewing a breacher team for my brother. It'd be easier if I actually knew what the fuck a pulse blaster does(some kind of Tau shotgun? worse than carbine, but really good at 0-4 inches?). Otherwise they're just +15 point pathfinders with combat armor and gun drones that can buy pulse carbines instead of new recruits.
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>>53171811
People think of it generally as a Tau shotgun but I'm not entirely sure how accurate that is. As in I'm not sure if it actually fires a bunch of miniature pulses, or one great pulse that dissipates rather quickly at any kind of range. I was definitely going to give them the option to purchase either a blaster or carbine, since only blasters would get pretty useless pretty fast. Also, an option for a guardian drone would be pretty interesting. Perhaps even haywire grenades, for taking out objectives and such. I was thinking that statting pulse blaster would be pretty weird, and then I remembered the GSC seismic gun, so I could use that format for a guideline. I think it has a lot of potential. I have just honestly never liked Pathfinders. Fuck GW
>>
Will you fuckers stop leading the general die?
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>>53171948
This general is pretty inactive most of the time. If you're not gonna help, don't bitch either.
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>>53171937
So far I'm giving it shotgun ranges with 0-4 being s6 -2/3 armor and +1 to hit with 4-18 being s4. I have no idea if it'd be any good and didn't want it to just be a straight upgrade vs a carbine. Maybe I'll up it to 0-6 being the good range, but I'm not splitting the ranges any more than the game already does.
and then once that's done I'm going to be making acolyte hybrids a specialist choice for genestealer cults and making sure the kroot, gretchin, and expanded ork special weapons don't break the game
>>
>>53169716
I read the rules just today and yeah, it is simpler.
Like, the individual rules are more complicated in some places, like you need to consider your range more since long and short ranges can give you modifiers, Close combat is weird if you asked me (like you roll your number of attacks and add your weapon score to see who actually wounds who or something like that, so hitting in Close combat isn't just I hit you you hit me), there are ammo rolls where your weapon can explode or be worthless for the rest of the mission, you don't get killed automatically after losing your wounds but more or less have to see if you make it and can fight on (with negative modifiers but still) or if you are out of action, all this stuff... but while I read it I never once thought this was harder to play than 7th Edition 40k.
It is very weird but I guess the rules are just kinda natural and you may need some helpful charts (Like common modifiers and when they take effect and stuff) but not 19 Pages of tables and shit just to play the base game.
I like SWA. Need my dudes to play it.
Think I'll field my harlequins
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>>53172047
The rules are alot shorter too. Maybe like 40 odd pages?4
It pales in comparison to 7ths bulk of 300 some pages of shit
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>>53172047
Close combat is definitely the most annoying part of SWA overall, but if both players know what they're doing it goes pretty smoothly. I think it's a fairly good system that allows a melee focused fighter to completely dominate another while still allowing for close calls and upsets.

Since you mentioned charts, I'll use that as an excuse to post this quick rules pdf again. It covers the basic rules of moving, shooting, hand to hand, and leadership and has been pretty helpful to have around in my games.
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Hey /swag/, I'm super green when it comes to 40k, never actually played before, was hoping to get some pointers for team creation. I've seen boys before toys so I'll keep that in mind. Should I shoot for a full ten man team? Or keep it around 7-8 and leave some room for recruitment? What specialists are good to take? I was hoping to do a grenade launcher with frag/krak grenades. What about snipers?
>>53171438
This is the current lineup for my Catachan Kill Team, only have a heavy flamer and sniper left to paint. Also, apologies for the shitty pic.
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>>53172539
>that paintjob
>those models

NOICE

I hate to rain on your parade a bit but you won't be able to take all those special weapons, you're limited to 3. I would take the GL, Plasma, and Flamer (preferably the sniper) They're all handy weapons for different roles.

As for boys before toys, IG needs it because we're squishier than most. However, getting all 3 specialists armed up right off the bat could give you a good chance at picking off enemy leaders and specialists right off the bat. If you can keep enemy specialists out of action and force them to roll on the nasty tables quite a bit, you can cripple other teams and buy yourself time to gain a lead.

Plus, with how cheap our guys are, even a 100pt rearm easily gets you another regular vet, so even with a fairly tooled up starting team you'll have maximum guardsmen relatively quickly.
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>>53171438

Eh, it was my first go on making a SWAG, the last thread had 404'ed so I just copied and pasted everything from an old tab.
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>>53171026
Please confine your autistic retardation to yaktribe.
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>>53172124
Thanks anon, the SWA rulebook isn't as obnoxious as the main game, but it doesn't have an index page which sucks. The reference sheets is nice to have since I'm to lazy to do it myself.
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>>53172616
Thanks! Yeah I couldn't decide on what specialists to take, so I just started painting all of them up. Next on the list is a ratling sniper and I'll definitely put him on my team.
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>>53172768
Most of the special weapons are good for something.

Grenade launchers and plasma guns seem to be the most generally useful though. Heavy flamers are great too.
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How important are grenades? Are they an essential part of the kit or is it better to spend the points elsewhere?

Also, I'm sure it doesn't matter, but if I wanted to play Ravenguard scouts which Sub-faction would make the most sense to use fluff-wise? I was thinking either White Scars or Space Wolves.
>>
>all team leaders barring Tyranids have 2w, and are recosted to show this
Good? Bad?
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>>53173692
Frag grenades are good if your dudes have low BS. Krak grenades are good for killing multi-wound models.

They're not really "important" though.
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>>53173827
I'd say for IG they're a good force multiplier but that low strength hurts.

That said if a tyranid warrior is bearing down on you they're better than a lasgun or shotgun at least.
>>
>>53173806
>give models that don't have 2 wounds in any other game 2 wounds because [no given reason]
bad
>>
>>53173692
>>53173827
frag grenades can really help against Tau, weirdly. Because they tend to be short-ranged unless they take a pulse accelerator drone... and if they do, they have to bunch around the drone.
>>
A better version of pdf for epub, enjoy.
https://mega.nz/#!m9BTkKCC!7k0JPHqH0hQpcdV9ZjX5CqrHIRR-ujkDsrVKdmDKrcc
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>>53174214
thank you very much, friend
>>
Anyone have ideas for building a thematic Emperor's Children army? I'm building a 1,000 pt army for all 4 gods, and they have all been easy except for slaanesh.

Wish they could take Sonic weapons with the MoS similar to Inferno Bolts with the MoT :/
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[Asks a mundane question that's clearly answered in the rulebook]
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>>53174824
[Gives sarcastic reply with the sole purpose of validating one's intellectual superiority across the anonymity of the internet. Doesn't actually answer the question, though]
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>>53172124
thanks anon, printing off multiples to give to some people
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>>53174824
to be fair many people are just now getting their rulebooks in that they ordered.

I know at my store we have had one rulebook that we all had to share that came with the league kit. Nobody playing there got a box in time so we've essentially had to pour over the book as best we can in the store and memorize it as best we can.

Now that the book is finally available for purchase seperately and a scan worth reading will be out soon I hope you should see the stupid questions less.
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>>53175348
There's a pdf right in the OP.
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>>53175358
some of the pages in it were very difficult to read, with the edges warped and blurred. Have they uploaded a new version and I just didn't notice? I haven't bothered to check since I ordered one of the new books and should get it sometime this week.
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>>53175373
bro
>>53174214
>>
>>53175373
Seems plenty readable to me.
>>
>>53175386
Oh, well fuck me then
>>
Dumb questions, but can you take a pistol and regular weapon on 1 unit?
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>>53175607
yes
you could take two pistols, two swords, two basic weapons, and a heavy weapon if you wanted to
>>
>>53175607
The only limit is one heavy weapon and then it's just whatever you can actually fit on the model.
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>>53175607
A fighter can be armed with an infinite number of weapons. However they can only shoot one in the shooting phase, can fight with no more than 2 in close combat and lose the +1 attack dice bonus for having 2 close combat weapons if they have a basic, special or heavy weapon.
>>
>>53175618
>>53175627
Thanks, playing my first game tomorrow didn't want to fuck up before I even got there
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>>53172752
>it doesn't have an index page
Wat

There's an index page in the rulebook. I'm looking at it right now.
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>>53175650
What page? Because there's no section in mine labelled Index or one with a list of terms and corresponding page numbers
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>>53175650
There's Reference pages but not index pages.
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>>53175643
>can fight with no more than 2 in close combat
can fight with no more than one in each hand in close combat
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>>53175697
Page 2: Contents
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>>53175839
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>>53175697
Oh wait, you meant by terms. Ok, no there's no index. Then again you can just make a registry yourself with little postit-strips on any pages you want to access quickly.
>>
pondering using the genestealer cultist rules for a pure Chaos Cultist force, but swapping the specialists over. Think it'll work?
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>>53175864
This was pretty much the solution I figured since there's no index, although the reference pages are pretty helpful anyways.
>>
>>53175920
It's one of the biggest pros of printed books.
>>
I'm considering playing Orks for SWA. I've seen comments of 'boys > toys' and I was wondering: has anyone made a starting Ork Kill Team of as many Orks as possible without equipment? I think with 1000 points you could field the Nob, eleven Boyz, and six Yoofs.
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>>53176582
You can field nob, nine boyz and ten yoofs naked with shanks for exactly 1000 pts. It's been done and successfully too.
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>>53176582
Ork shooting is actually good. Not because of quality obviously, but due to their enormous volume of fire.

Spanners with big shootas and red dot sights are great, boyz with regular shootas a good too.
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>>53176582
>>53176606
>>53176628
the shankboy list seems like fun but i've been playing this list and it's been working pretty well for me
i think you have a pretty wide array of options with them but shootas are cheap and effective
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>>53175912
what do you mean swapping the specialists over?
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>>53176972
Think anon means special operatives
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>>53176628
Even yoofs with shootas.

But anon asked about naked orks with shanks. :)
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>>53171438
I've got Steel Legion and Mordian Iron Guard teams in the works, Skitarii, Genestealer Cult and Inquisition Arbites I'm working on painting right now.
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>>53171438
Just put these inquisition fuckers together using that henchmen conversion that was floating around here the other day (got the stuff for it a while ago actually).

Been painting my buddy's Krieg team and just bought a bunch of Orlock guys on ebay for use as more biker Catachans or maybe just a ported necromunda gang using that one anon's cool pdf.
>>
>>53177725
that head looks like Immortan Joe
>>
Hows this look for a beginners list? Havent played yet.
CSM all with MoT
Champion (Power Sword, Bolter, Bolt Pistol, Inferno Bolts) 360p
2 Marines w/Bolter, Inferno Bolts 2x180
Gunner w/autocannon 280p
>>
>>53178228
Too much shit, not enough bodies.

Also don't give models basic weapons and close combat weapons at the same time if you actually want to get the bonus for having 2 close combat weapons.
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>>53177766
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>>53178366
I suppose i could Cut the sword and pistol, what du you recommend instead? A cultist?
>>
>>53178367
that's really something
>>
>>53178399
The inferno bolts are unlikely to do you much good right out of the gate.
>>
Any chance anyone has the newer version of the rulebook with all the army lists? Epub prefered?
>>
>>53178456
Really? Thats a shame. I wanted to create Mini-Rubricae, you know?
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>>53178480
read the thread
>>53174214
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>>53177725
where is the inquisitor mini from? super awesome shit...
>>
What do you think about plasma grenades?
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>>53178485
I mean feel free to give them inferno bolts, but they won't help you when your dudes are all dead because they didn't have a cultist meat shield.
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>>53178574
So you are suggesting to cut the sword and pistol for a cultist, maybe another instead of the bolts, yes?
What of the Gunner, is he ok or should i sdd more cultists?
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>>53178603
You'll need your gunner.
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>>53178519
https://www.forgeworld.co.uk/en-US/Inquisitor-Lord-Hector-Rex-and-Retinue
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So I've finally decided what faction I'm going to play and I'm going with Skittari.

I was thinking about making them Necron worshippers/corrupted though since it could lead to some neat conversions and I was planing to paint them metallic+green anyway

I don't know much about newcron fluff though since I've been out of the loop a while so does this kind of thing still happen?
>>
>>53178865
Tech heresy still happens.
>>
What the fuck are you supposed to do as Tau?

Our special weapons are super terrible, and not at all like they used to be. On absolutely terrible guys.

Are you supposed to just throw as many pulse weapons on the table as possible, and hope that is enough to kill the enemy with your bs3?

I seem to lose to pretty much everything with them. The problem is that people bitch and moan when I use my Nids, because I pretty much Auto-win when I field them, but with tau, it seems to be the exact opposite.
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>>53178531
The folks who get them usually have better guns.
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>>53178890
Don't play tau but I've just had a quick look at the rules for them. I think the idea is your supposed to run them in little tag-teams of two and have one designated markerlight dude for the entire team. Get that one guy to mark one guy to ignore cover, get any available troops to take a shot and just stay outta trouble.

When one of your dudes get charged, cause they're in tag teams, your special rule kicks in, and the tag team member can take a quick shot and hope to god he stops him from slaughtering your dude.

Again, don't play them, but that'd be how I would run them.
>>
>>53178890
>The problem is that people bitch and moan when I use my Nids
That would be because they are faggots who have tailored their KTs to maximize their ability to inflict 1 wound at a time to T3 1 wound models that want to do the same thing back to them and are butthurt that their metagaming doesn't work against tyranids.
>>
I want to be 100% sure so I'm asking here:
I didn't find anything preventing me from taking the same type of specialist 3 times. That means I can make a squad with 3 Ogryns or 3 Scions?
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>>53179175

Specialists != Special Operative.
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>>53179175
It would cost you 3 prometheum and they'd go away after the mission was over, but you can do it.
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>>53179230
Okay thanks!

>>53179185
Yeah sorry.

Shit I had to pass 5 goddamn captchas to post this what the fuck
>>
>>53178890
My impression is that Tau is not as weak as some people claim. It's just that they're a synergy faction and as such they're very difficult to play right. They're extremely dependent on placement and grouping, but this is also their strength.
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>>53179313
You can hire 15 ogryns if you have 15 prom caches.
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Actually might be playable now.
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>>53179396
Their synergy is shit compared to 40k though.

I mean, yeah, ignores cover I guess, but the markerlight is terrible in this game, because they have nothing that really helps them punch through things. What they do have, is so prone to failure, that it makes Skaven Equipment look reliable in comparison.

>>53178964
They refuse to play against Nids, so I dont have much other options. Unless I start a kill team with a faction I don't currently own.

>>53178951
This sounds good, but it really isn't as good as it sounds.

My best bet has been to hope my pulse weapons do enough work. Rail rifles have been nerfed harder than anything I've ever seen happen in the history of 40k, and Ion Rifles lost a secondary firing mode (despite the description referring to the secondary firing mode...), and both are so prone to no longer working, on BS3 dudes, that they are basically worthless.

It just feels like you need far more than average luck to have any chance of winning, because the odds have been stacked super hard against you. Your opponent needs to fuck up, and since we are all pretty good players (tournament fags most of us), or just doesn't happen enough to give me a fighting chance with them.
>>
How do grey knight fare in Shadow war?
>>
>>53179902
The people you play with sound awful. You should start harlequins and cheese them hard.
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>>53179935
They have the standard elite kill team problems. Their special weapons are exceptional, their normal dudes shoot fantastically too and close combat is okay.
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>>53179902
I feel like it doesn't help that the Tau rely so heavily on their operatives and drones as well. Your synergies can get interrupted so easily, but maybe you just have to hold out until you get some shooting skills or something.

Maybe another tip might be to just run pulse pistols tbqh. They have the exact same profile as the other pulse weapons, but they get +1 to shoot at short range. Just run up and hope to god your tag-teams don't die Or get outgunned by anything that's not an ork, genestealer or cultist
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>>53180025
>Maybe another tip might be to just run pulse pistols tbqh. They have the exact same profile as the other pulse weapons, but they get +1 to shoot at short range. Just run up and hope to god your tag-teams don't die Or get outgunned by anything that's not an ork, genestealer or cultist
Yeah pistols seemed like a good idea, and was what I uses in the original test game we made.

But they are guardsmen. The T3 5+ save mean they'll get killed literally by everything that has a gun, long before I get in range to use the bonus to hit.

>>53179941
That... is not a good suggestion. They'll just refuse to play against that as well. That's what they did against my Nids, which they just couldn't seem to deal with.
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>>53179867
Awesome. I'll be testing it out for sure. Nice work.
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>>53179902
>compared to 40k
Irrelevant. What is important is if it's balanced against other teams in swag. I think it is, but like I said, playing Tau is hard mode. Just in a different way than people think.
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>>53177573
Those shoulders look amazing, my dude.
Mind telling me where those are from, and the weapons too?
His right arm and legs seem to be long to Tempestus Scion, right?
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>>53180126
>tournament players
>can't deal with nids

Pfft.
>>
>>53179867
>>
>>53180345
They sure dont feel that way.

Super squishy, no good special weapons at all, and very poor standard options.

They rely almost entirely on special operatives, which is not something a kill team should be relying on at all, and their only semi redeeming factor, is that their base fun is pretty good. Which is pretty much worthless on a T3 5+ BS3 platform.

I can't figure out 1 instance where equal points of Pathfinders and Nids are ever remotely close to each other. Any way I put it, the Pathfinders will get destroyed, baring excessive amounts of luck. And that is Nids, which do best in CC. Tau can't even win at range here, and in CC they are non existent.

So what exactly do they do well?
>>
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>>53180921
I can't believe I'm hearing you bitch about Tau's "basic equipment" over and over. If you can't out-shoot our opponent with S5 AP -2 with more dudes than the AV killteam, I just don't know what to say to you.
>Auto-lose to nids
Both special weapons, albeit pretty mediocre, wound on a 2, deal D3 wounds, and probably ignore cover if you're playing right. You sound absolutely terrible at this game tbqhwyf
>>
>>53180921
You take a shas'ui. Give him a marker light and a pulse carbine.
Then take 3 cadets with pulse carbines and marker lights
Then take 5 more cadets with carbines, but not marker lights
Then take a pulse accelerator.

That's a 1000 points.

Put them close together.

Enjoy 10 S5 -2Armour shots at 24" range. If some idiot charges you, shoot again. If anyone tries to use cover, use someone to reduce it.

Always focus fire. Literally everything into a target every single time, until it is dead. Don't panic and do differently.

Your goal is to just kill enough to make them break. You'll seem super dangerous to approach, as few models have a good time against that many cover ignoring shots, at a high strength and with good armour reductions.

Not ideal, of course, but it should be possible to take a few wins with that kind of setup.
>>
>>53181020
>AV
What?

Also, "more dudes", as in, 10 at most, with a special weapon, probably 5 at most, since they cost fucking 4 guys to buy.

And you are T3 5+. Even spinefists will fuck you up.

And oh boy, those special weapons sure are amazing, that 8+ ammo roll really is great. And I am truly terrified of that T3 5+ model with a sniper weapon, that'll be difficult to deal with! Especially since it gets a minus fucking 1 when at 1-15". Wounding on 2+ means fuck all id you only hit on a 5+. You're dead before you have any chance of earning even half your points back.

Unless you are ridiculously lucky, you have a high chance of wasting points on your special weapons.
>>
>>53178964
The truth hurts.
>>
Tau are pretty much just total dogshit. The only thing they have going for them is that pulse carbines are actually really good. That doesn't overcome any of their other problems though.
>>
>>53180126
Your "friends" are faggots.

"We refuse to try to beat your good team. We will only play the team that you automatically lose with." Tell them that's not cool and/or find new friends.
>>
>>53181020
I like how you completely left out the fact that the weapon is 8+ ammo roll. Which mean it had a 21/36 result of a 2D6 roll that it will become useless. You know.... it's not reliable.

Ork would be laughing at Tau inability to make a gun to not go malfunction more than the one that is made from junk.
>>
>>53181274
Average. "More dudes" as in "more dudes with potent standard gear". A basic pathfinder is with a carbine is straight better than a guardsman with a lasgun. By a fucking mile. Yeah your special weapons aren't great, but your basic weapon blows everyone else's out of the water.
>wasting points on your special weapons
Killing a single 3 wound model and running out of ammo still wouldn't be a waste.
>>
>>53178964
Ah, the "I put red dots, telescopes and photovisors on my las/autogun guys and all my specialists are toxin snipers" crowd.
>>
>>53181504
A basic guard in SW:A is really in a better position vs tyranids than a pathfinder. The guard is BS4 and can take krak grenades and have a 40% chance of reducing a warrior to 0 wounds in one shot.
>>
>>53181599
>a more expensive model with an anti-tyranid warrior weapon does better against tyranid warriors
>>
>>53181675
Yes, I know. The problem with Tau is there's not really anything like that they can do because they have shitty a wargear list.
>>
>>Tau suck because they hit on a 4
>>cover everywhere
>>guard hit on a 4/5 after cover
>>better strength guns
>>super overwatch
>>conclusion: tau players are idiots
>>
>>53181599
>krak grenades
Try plasma guns.

Strong enough to knock a tyranid/harlie/terminator on their arse, great damage, great number of shots and also really cheap for what it does.

Plasma guns should be mandatory in every team that can take them.
>>
>>53181812
Shit, my orks should take plasm--- oh, wait.
I guess I can still use burn--- oh, wait.
Well, it's a good thing my guns don't have a chance of instantly killing my dudes when I sho--- oh, wait.

Why are people bitching about Tau vs 'nids, again? Try Orks vs 'nids.
>>
>>53181274
>he never lost two nids in one turn to four shoota yoofs
don't underestimate people's abilities to roll really fucking good
>>
>>53181862
Rokkits nigga.

Or just whip them in melee because Orks are actually really scary in melee.
>>
>>53181862
>>why does it take multiple members of my 20 man team to kill a member of a 5 man team?
>>
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>>53180370
The pauldrons are from the Sisters of Silence kit, the maul and head are from the Skitarii Vanguard, the bodies are regular guard and Scions, the storm shields are Custodes and their mauls are Genestealer Cult, arms and legs are Scions, and the plasma pistols are from all over. I think that one is an old chaos kit, not sure which one.
>>
>>53177573

Thin your paints, mate.
>>
>>53181893
>Orks beating 'nids in melee
Maybe if he's stupid enough to let me get 4 boyz on one warrior.
Even then I'll probably lose a couple boyz.
>Rokkits
I really hate people bringing up rokkits like they are the ultimate solution. Yes, rokkits are better against 'nids and Harlies. The big shoota is better against literally everything else. Maybe on a resupply, but definitely not on a scratch build.

>>53181882
Luck isn't really a strategy, though. Especially when that luck could just as easily merk my yoofs on their first shot because having fething GETS HOT on every weapon is a bitch.
That said, I did murderize the first 'nid team I beat. Mostly using my shankboyz as cover and running my nob up and big choppa'ing them to death.
>>
>>53181427
>their other problems
Such as them being difficult to play right? Yeah I guess it's annoying to be forced to use your brain.
>>
>>53181954
Nah, that's a super closeup with light shining on it oddly. It doesn't look like that in person, except for a little bit on the head I have to fix.
>>
>>53181989
>Use brain to control dice result.
>>
>>53182016

I can literally spot the structure of the crusted paint. Every miniature looks better from table distance than from a close up. But the point still remains: Thin your paints please.
>>
>>53181987
>>nids are op
>>of course I beat them anyway
>>
>>53182039
Nope
>>
Is anyone scratch building any terrain, i would love to see (steal) your ideas.
>>
>>53181471
>bitches about Tau ammo rolls
>leaves out that you have to roll a six to even have to make an ammo roll in their "statistics"
>>
>>53182060

You are wasting potential, mate. Your brush control seems fine and it is a nice conversion.
>>
>>53182077
>leave out that no armies in the game even have that problem in the first place, and when they do (auto), they usually have other option.
>>
>>53181752
There's why I claim that playing Tau is hard mode. It requires you to actually think.
>>
>>53182079
It's good enough. It looks just fine unless you enlarge it 2x bigger than life. I do need to fix the head a bit though.
>>
And Tau now get a 13 man kill team.

https://www.warhammer-community.com/2017/05/05/shadow-war-armageddon-your-questions-answered/
>>
>>53182252
Huh. I figured the deathwatch with the jetpack was weird with a move of 4.
>>
>>53174824
>clearly answered in the rulebook
That's a larf.
>>
>>53175618
You could take 4, 5, 6, or any number of pistols.
>>
>>53182070
>Drones STILL have to climb ladders
>Drones STILL count as "living" models

amazing job Gw
>>
>>53182591
Your fucking riptides count as living models, this is just following the trend
>>
>>53182591
It's because they're secretly daemons. Earth caste has no fucking clue about anything they're doing.
>>
champion 300
bolt pistol, power sword
chaos marine 155
boltgun
chaos marine 155
boltgun
chaos marine 155
boltgun
chaos gunner 230
plasma gun, red dot

Is a plasma gun better than a melta gun for slaanesh marines? I noticed you could put a telescopic sight on a melta and blast people from 18" away.
>>
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>>53182070
I posted the start of this a thread ago; 3d printed parts and mini coke cans to make computer controlled prometheum tanks. I'll post the finished result this weekend when everything's painted.
>>
>>53182769
See >>53182666

CHAOS SPACE MARINES KILL TEAMS
Add the following restriction to the red-dot laser sight:
* Cannot be fitted to flamers or meltaguns.
Add the following restriction to the telescopic sight:
* Cannot be fitted to flamers, meltaguns or shotguns
>>
>>53182917
Oh. never mind.

Plasma gun is superior then.
>>
>>53182917
Woah, totally not the reply I clicked on. I meant the errata, here. >>53182252
>>
>>53182906
I saw that and just thought they were Easter eggs or something. I wish I had a 3d printer it would make things so much easier.
>>
>>53182028
>I'm one of those number crunchers who doesn't understand that swag is more about tactics than optimising your list
>>
>>53182987
You can get a kit for reasonably cheap now (@ $200-$250). It takes some trial and error, but it does let you bang out some tings that would be reasonably complex to model.
>>
>>53182103
We were talking about Tau though. Not other factions.
>>
>>53183342
Like any game with dice, the dice gods giveth and the dice gods taketh away.
>>
>>53183473
Exactly. It goes both ways.
>>
I don't really follow GW news and stuff. Have they said anything about vehicles in SW? Is there a chance we're going to get vehicles someday or is that impossible?
I'd love to play a Sentinel with my guards, even if it's as a Spec-Op.
>>
>>53183717
The game takes place inside a hive. Vehicles aren't really used as such there.
>>
>>53183717
GorkaMorka rules are easy to come by, Anon. Get crackin'.
>>
how do double pistols work man
can you split fire ?
can you take 1 reload and use it when either pistol runs out, if you take 2x the same pistol ?
>>
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>>53181912
I liked your guys so I tried my hand at making an inquisitor with arbites crew. I used some of the same bits like the maces and scions pants.
>>
>>53172539
fucking brilliant in all aspects. I can't get over these they make my hobby warm inside
>>
>>53183970
>how do double pistols work man
You shoot them as per the rules for shooting, or you attack with them in melee and use the pistol's statline for dealing damage.
>can you split fire ?
If you have the gunfighter skill, yes you can use your extra shooting attack to fire at a different target than your first attack (assuming it's a valid target). If you don't have the gunfighter skill you get *one* shooting attack.
>can you take 1 reload and use it when either pistol runs out, if you take 2x the same pistol ?
Yes.
>>
How do I into SWA Orks? Don't play 40k, let alone shadow war. It looks like fun though.
>>
>>53184271
Buy two boxes of boyz and you'll have everything you need (apart from modelling supplies for trimming and painting your models).
>>
>>53184271
dl rules
read rules
buy kits of Ork Boys
glue together
paint
bring to game store
find opponent
waaaaaaguh
>>
>>53184177
Love it. Any of them got any fluff to them?
>>
>>53184177
Looks awesome. Drill out your barrels tho.
>>
>>53184177
i want to know the non PP bitz you used for this.
are you taking Scion legs and shoving guard chests on them?
>>
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>>53184302
Thanks, since you asked...
The storyline for all the killteams that me and my brother made are all linked together by a vague plot.

The Inquisitor Orsus Khador is on the hive world to investigate the death of a colleague inquisitor (killed by a Chaos Cultist). He's your classc "Bad guy" inquisitor, in that he's not particularly intelligent, he's just a hulking guy as tough as any human and devoid of any sympathy or mercy or regard for civilian life. His deputy Sororitas handles all the actual investigating and intelligence work to facilitate the Inquisitors agenda. The hive world is so far away from other imperial authority that he blatantly disregards his official mission or Imperial law and callously commandeers and confiscates whatever he needs for his own purpose. He has pressganged this squad of Arbites as his personal army by using his Inquisitorial Rosette (with mind-control engram signaller).

Here is a better picture of the bits.
The inquisitor is just Khador Warcaster The Butcher, the sororitas is a Rackham Confrontation model Mira the Reckless, and the other arbites are Cygnar Warcaster Stryker (original and epic). Everything else is GW.
>>
Working on my first Kill Team, and I'm going with Grey Knights. How does this look?

Leader (1): 370
Justicar (250)
+Nemesis Daemon Hammer (100)
+Telescopic Sight (20)
TOTAL:

Troopers (3): 630
Grey Knight (175)
+Nemesis Falchions (30)

Grey Knight (175)
+Nemesis Falchions (30)

Grey Knight (175)
+Nemesis Warding Stave (25)
+Telescopic Sight (20)

TEAM TOTAL: 1000
>>
>>53184670
Sounds awesome.
Good luck with it!
>>
>>53186074
It's going to be hard to recruit gunners so I would remove the telescopics and exchange the warding stave guy for a gunner with the stave and photo visors.
>>
>>53186392
Looking at the rules, isn't it impossible to recruit Grey Knights at all, since they have no fighters that cost 100 or less?
>>
>>53187408
You can spend a single promethium cache to get an extra 100.
There's also a skill on the guerrilla list that gets you +50 in a mission where the guy who has the skill participated and didn't go out of action, and one of the results on the Hunt table gives the mission winner +50 or +100 if both players rolled it.
>>
>>53187408
Not impossible. Just expect to be spending Promethium until you get Skills like Scavenger or extra points due to 'Hunt in the Promethium Sprawl' results.
>>
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>>53171438
Ork Madboyz
>>
>>53187510
>>53187529
Ah, yeah, I noticed that right after I posted.

Could you explain how Specialists work, then? Do you have to pay for equipment that you give them, or does the Promethium Cache payment cover that?
>>
>>53187700
*Special Operatives
>>
>>53187714
Special Operatives just cost the Promethium. They come with their equipment already since they're just there for the fight you paid for them.
>>
>>53187736
Sweet. I can break out my Helmeted Voldus model for use as a Paladin or Termie then without worrying about paying 100 points for the hammer.
>>
>>53178494
he said epub preferred.
>>
>>53178890
Awww. did they take away your riptides?
>>
Question re: recruiting in a campaign. Am I restricted to only recruiting New Recruits (if my kill team have those), or can I recruit anything that isn't a Leader? Like, say, an IG kill team recruiting more Specialists as a campaign goes on?
>>
>>53171114

There is actually very little that has changed overall compared to Necromunda. The injury table is criminally lacking, as well as the fact that experience is non-existant..., so I don't get the hate that >>53171026
is receiving in suggesting that it could all be combined relatively easily.
>>
>>53188583
You can recruit anything, otherwise you couldn't get any special weapons.

Maybe you can recruit leaders if your old one dies? I know you have to nominate another model to be your leader but I'm not sure if that actually makes them a 'leader'.
>>
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>>53188742
this is actually in the faq
>>
>>53188583
Your recruit limits don't change- You can't exceed your specialist limit, and if you lose your leader you won't ever be able to recruit another.
>>
>>53171114
Specialist games will produce a Necromunda box set within next year or two, it's not a coincidence Shadow War came about imo.
>>
Just played a game last night with some Chaos, it was alright. Had four marines, two cultists.

>cultists are way too good at screening
>had one screen my leader, only taking a flesh wound
>proceeded to charge (a Necron) and take it out with axe and autopistol

>ammo rolls are almost impossible to fail and yet my plasma gunner still managed to do so
>after first mission definitely need sidearms

>bolters feel so unsatisfying compared to Necromunda, when you're facing shit like Necrons
>>
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This is what I'm gonna be rocking at the start of my league, I plan on picking up some Chinese ebay renegade militia bits, and IG stuff to make my cultists a bit more custom. I may even build a traitor guard kill team as well.
>>
>>53189874
Out of all the DV models for a leader you chose the power fist? I can tell you now that you won't need such a high strength weapon in SWA.
>>
>>53190027
I'm mostly using it to keep folks afraid of him, and to insure I can kill an enemy leader in hand to hand for those sweet chaos boons.
>>
>>53190130
All it will do is make people focus him more and kill him faster. Also makes him super expensive. I'd seriously recommend using the actual Lord model out of that box, plasma pistols are really damn good, or the cheaper alternative is the dude with bolt pistol and power axe, just have to use the power sword profile since power weapon variants are hard to come by for some reason in SWA.
>>
>>53190229
I'm mostly worried about that there are at least 2 tyranid players in the league and I'm not sure if I can burn them down before they get into melee combat.
>>
>>53190271
Plasma, plasma, plasma. Why are you bothering with a piddly flamer when you have two Tyranid teams?
>>
>tfw I realize wyches don't have any open right hands because they all have pistols

What do I do for modelling shit without pistols?
>>
>>53190322
Because the one game I've played so far I've failed 3 ammo rolls, so I had 3 marines running around with just a knife stabbing things to death. I suppose I should pick up a plasma gun instead of the flamer.
>>
>>53190369
Look at it this way: assuming your wielder can hit the broad side of a barn, you can plasma at max power to positively kill 1 warrior a game. If you pass the ammo roll, awesome!
>>
>>53190369
Seriously go for the Lord as your leader, Str 7 with a plasma pistol on max power (18" range too) and Str 5 with power sword. Drop a cultist, go for plasma gun on your specialist.
>>
>>53190343
This is why you have a bitz box.
>>
>>53190343
Are you serious? There are tons of knives in that box, just cut the pistol off above the hand, cut the knife blade off, glue hand to blade. Pistol handle becomes knife hilt, and warriors get a free knife so it's not an extra weapon.
>>
>>53190698
All the knives are left handed

>>53190698
I get what you're saying, but the issue is that I still need the pistols for normal 40k.
>>
>>53190803
>All the knives are left handed
>I still need the pistols for normal 40k
Yeah okay, I didn't realise just how dumb you were. My bad.
>>
Thinking of getting in to this, I havn't played 40k since 5th edition but I did love necromunda.
Trying to decide between GSC, Tyranids and Harlequins.
just wondering how those teams play, (are any of them really bad?)
>>
>>53190880
From what I've heard (keep in mind our FLGS has only done two days of SWA so somewhat limited data pool), GSC are reliant on their heavy stubbers, Nids and Harlies are the two most OP teams. I mean, Harlies literally can't even be pinned unless you're throwing Str 7+ attacks at them.
>>
>>53190505
Alright, you guys probably know better than I do, I'm just getting back into the 40k scene
>>
>>53183717
No.
No vehicles.
Ever.
Fuck you for even suggesting it.
>>
>>53190822

I think you're misunderstanding. If I cut off the pistol from the grip, I won't be able to use it as a pistol because, which means I'll need to make more pistols for 40k use.
>>
>>53191098
I don't think you understand. The pure nature of SWA, equipping every model differently etc means you are rendering them essentially useless for 40K. SWA is essentially a $50-80 purchase.
>>
My Shadow War book finally came in.

I couldn't help but note this line:
"A typical Ork Boy can rip the head off a Human with one hand while firing an oversized gun with the other."
>S3
>Same as guardsmen
>>
>>53191148
so it follows that a guardsman can also rip off a human head and fire an oversized gun with the other.
>>
>>53191162
Apparently so. I remember the fluff that had Pvt. Schmuck firing his heavy bolter with one hand while decapitating a cultist with his free hand.
>>
>>53191126
Wyches have no options they don't have in 40k, though, and magnets exist.
>>
>>53191148
It's just the typical fluff not matching game balance shtick that exists all throughout Warhams. That's the problem with talking so tough.

Take Only War for example, where a starting Ogryn really isn't even at Ogryn levels and can be out-strengthed by a human if rolling stats.
>>
>>53191233
But most of the right hands are pistols and so will need conversions that render them useless for 40K. Honestly I hate magnets, I think the people who magnetise every little arm are kinda cancerous. Wyches are one of the cheapest boxes you can buy anyway, just how stingy do you want to be?
>>
>>53191315

Personally, I love magnets, and magnetizing both arms for wyches is super easy.

Also, I remembered that dark elves exist. I can buy some of their bits and use them.
>>
>>53191098
Glue the blade under the pistol?
>>
>>53189389
"specialist games"? You mean the one that no longer exist?
>>
>>53191898
Specialist design team then. The guys who did Bloodbowl and I'm almost certain Necromunda is one of the next products or the main team wouldn't of got it on the brain to do Shadow war.

Apologies just used 1st google result, I know many don't like Bols

http://www.belloflostsouls.net/2015/11/specialist-games-returns-gw-confirms.html
>>
>>53191371
>buy Dark Elf stuff
>buy magnets
>could have just bought another box of Wyches by that stage
>also would then avoid massive ugly shoulder gaps
>arms wouldn't fall off mid-game either

Mmkay you do you.
>>
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There's my killteam. I made everyone except for the two painted models; they came with a second-hand lot of boyz I got a while ago now.
>>
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>>53192567
Whoops. Guess I was holding my phone upside down... somehow?
>>
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>>53192230
Looks like someone doesn't know how to magnet.
Keep trying my boy and the only regret you'll have is not doing it sooner.

>buy magnets
>could have just bought another box of Wyches by that stage

Dude, you get 200+ magnets for like 10 bucks.
>>
>>53173692
Depends on what you can get, and if your group plays with enough terrain to sneak a cheeky nade in.
GSC? The blast charges are better than their weapons, spam 11 S4 large blasts in a turn and see what happens.
Orks? Shootas are stronger than stikkbombs, and with sustained fire and red dots it's not that hard to hit something. Really, orks should have figured out how to make their frags more powerful (hint: tape a few together)
>>
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>>53192693

My nigga. This guy gets it. I bought tons of shardnets, razorflails, chains, and magnets for less than the price of a box of wyches. Pic related so far. It's nice seeing the chain gang.
>>
>>53192720
what size/kind of magnets are good for infantry models and what kinda stuff do you need to do to set this stuff up properly?
>>
>>53171756
>i've been using the big choppa because it's cheap but its drawbacks are pretty painful.


I don't really feel like it's much of a drawback, you can't use 2 weapons, but I gave my nob a shoota (eventually kombi skorcha) and the enemy loses one of their attacks if you charge. Also you're not gonna be winning any draws anyway since you have I3
>>
>>53192567
>>53192581
>Ork player
>can't figure out tekknology
Poetry
>>
>>53192788
This.

Big choppa is a fantastic choice for its price.

The difference in price alone between the big choppa and klaw will get you a full boy (with slugga!) or TWO yoofs. Guess which is better for a starting team?

Maybe grab it a couple games in on rearm.
>>
>>53192758
Most of the time, I use a 2x1mm magnet with a 5/32 drill bit in my pin vise, though I'd advise drilling a smaller hole first, which is what I should be doing. That's really it. The magnets were as said above like 200 for $10 on ebay, and if you want to wait a month, they're like $1-2 from china. The drill bits were a $7 dremel bit set at Walmart, and I probably paid maybe $15 for the pin vise, but that was years ago at a hobby shop.

Now, I really didn't have to magnetize the wyches, but for 40k, I'll be swapping out wych weapons in occasion and how many. A squad of 10 gets 3 wych weapons, but a squad of 9 for my Succubus only gets 1. Who knows how many we get in 8th edition, too. Now, for SWA, there's a big difference between a knife and a chain hook, which is why I just decided to magnetize the whole thing rather than like 6 of them.
>>
>>53192720
>pic so small you can't see the unsightly shoulder joints
>>
>>53192693
I love how you ignored the Dark Elf bit and the arms popping off mid-late bit, yes by the time you spend 10 on magnets and 10 on Dark Elf bitz you're almost at the 29 needed for just a new box.
>>
>>53193547
Far right model looks a little off but that just might be the angle of the shot, to me anyways.
Other than that this dude looks like he knows what he's doing
>>
>>53193626
I have never had this problem. With the strength of even the shittiest magnet it'll hold since the pieces glued on to them are the tiniest bits of plastic its as if it weren't there to begin with. I don't know what you did wrong to make you think that just because you're bad at magnetizing them that means everyone else does and will look equally as bad. It's not challenging at all but you sure do make it sound like it is, just keep trying and don't suck.
>>
>>53193626
>>53193673
One more question. You did drill a small whole to insert the magnets in right, and secured them with glue/greenstuff anything to hold them in place indefinably, right? I really hope you didn't just glue them in smooth surface of where the arm joins the torso like some retard or else you're going to have a bad time.
>>
>>53193627
The far right looks weird because the pistol is not in the right place. I didn't notice it before I took the picture, which is why the shoulder is rotated forward and down. There are a few torsos I drilled lower van intended, but I compensated that with lower magnets on the arms. The one on the right is one of them. Unfortunately, the siren is another, but she'll be fine. That arm just needs a little bit of Greenstuff because the hole was a bit too shallow.

>>53193547
I cropped it?
>>
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>>53193626
>10+10=29
>>
Wanting to get into this with my CSM. Is a Khorne-themed primarily melee based force viable? Or are a lot of heavy weapons a must? If possible I'd like to primarily be using Marines for assault with some cultists for meatshields and covering fire.
>>
>>53193964
A melee CSM force is viable, but you'll still need supporting fire from your gunners. Autoguns alone won't cut it.
>>
>>53194037
Will regular bolters, or do I need to go for some more expensive options?
>>
>>53194063
No you need high impact, so plasma guns and maybe an autocannon if you can find the points for it.
>>
>>53194145
How do Plasma Pistols fair?
>>
>>53194198
Nice to have but not as important as a plasma gun if you want to pin things like nids.
>>
Pistols pin nids fine.

Krak grenades work too. Amazingly. And their range is nid charge range, so you'll get a shot before they can come at you, guaranteed. Maybe two.
>>
>>53194375
I'd still rather have a plasma gun to pin with than a plasma pistol.
>>
how does a starting gsc list with tripple hstubbers fare?
>>
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How heretical would it be to run these 'veteran guardsmen'? I call em, the '735th Proxyian Fusilliers'
>>
>>53188765
So does this mean if I made, say, my plasma gunner my leader, does he get to keep his plasma gun?
>>
>>53194584
yeah. His gear options don't change. Technically, as you're now down a specialist, you could even get a new plasmagunner... I think.
>>
>>53194529
This is some Bronie Kings of War tier shit.
>>
>>53194653
Yeah myself and the other guard players noticed this almost immediately when we first started our campaign. If this is true, it kind of gives you an easy way to squeeze in an extra weapon provided you're willing to take an entire rearm phase out to do so.
>>
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Working on some terrain. I want to put something on the top of the tower but not sure what yet. No railings because we are doing modular walkways.
>>
>>53193673
>>53193709
You're assuming I'm the one botching magnets, I've never used any magnets at all. To me a miniature is its own character and magnetising removes that uniqueness, limits conversion/modeling opportunities. My experiences come from seeing magnets on other people's armies, and I also have a fear that anyone putting so much effort into magnetising basic infantry are going to be powergamers or similar.
>>
>>53191248
Same with SWA. Tau has Ion Rifles, whose description clearly state that they have a risky high power mode... but they only have one firing method.

And now he RAW said it was never intended to have more than 2 modes.

So GW are just dumb as fuck, and have no idea what they are doing. Or maybe trolling in the "I was just pretending to be retarded" kind of way.
>>
>>53193822
>almost at
How's that reading comprehension bud?
>>
>>53194760
Nice. How about a satellite dish?
>>
>>53194950
>20
>almost at 29
How's the math classes going, buddy?
>>
>>53195051
>More than 2/3 the way there
>Not almost at
>>
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>>53194760
>>53195045
I found a perfect little bottle to use as a ventilation stack. I will add some consoles and probably a valve wheel soon.
>>
>>53195126
Where did you get the ladders? Or what did you make them from?

I'm trying to find decent looking ladders that won't require me to glue together a fuckload of plastic rod.
>>
>>53195051
Are you dumb or just being shitty because I said I don't like magnets?
>>
>>53195153
Not sure about the ladders. They look like they might be old GW, they have little skulls on them. I got them from a friend with a ton of other GW building bits.
>>
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>>53195244
>>53195153
Yeah they're from the Imperial Sector terrain kits.
>>
>>53192581
Is that a scrunt?
>>
>>53195153
If you want cheap ladders you can cut apart some ladies' hair rollers, some have a ladder like structure.
>>
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>>53192581
>mold lines
>sprue connections
>undrilled barrels
>>
>>53195303
Oh thanks, not him but that's really cool.
>>
>>53191093
Well fuck you too m8
Are you afraid of fucking sentinels?
>>
>Kroot don't have a kill team for some reason
>I wonder what 7th edition kroot are like anyway
>S3
>Guns have no affect in close combat at all
what the fuck GW
>>
>>53195329
agree. kroot are the best thing about the tau. shame they are the way they are.
>>
>They didn't bother to give tau photon grenades proper grenade rules or give pulse carbines rules for the photon grenade launchers

Tau kill teams are a funny joke.
>>
>>53195329
Gotta push those robots.
>>
>>53195676
seeing taufag tears is beautiful

sorry you can't export your "fair and balanced" grey tide into SWAG
>>
>>53195833
I'm not a taufag, I'm just laughing about how garbage their kill team is. It's not just bad, it's really phoned in.
>>
>>53196016
Yeah, I was so surprised to see the complete lack of options.

Why even say they can pick from basic weapons list, when there is literally just the pulse carbine?

They basically have no options available. All of their tools are in special operatives, which isn't a standard part of a kill team.

They rely entirely on their high power short range guns. That's.. . Bad, but the main issue is how one dimensional they are. There is literally no depth.
>>
>>53196115
Craftworld eldar have the same issues, but have less shitty statlines, so they're actually playable.
>>
>>53195303
Stealing.

>>53195126
Is that craft foam on top of granny grate? The foam paint up OK?
>>
Did GW think the "You can't actually replace your leader if they die, ever." thing though at all?
>>
>>53182016
>>53182060
>>53182107
you suck at painting and should melt that plastic and sell it to factories.
>>
>>53196644

Yes. SW:A is designed for short campaigns where a new Inquisitor isn't just going to pop out of a box.

If you want to run a long campaign change that rule.
>>
>>53196644
This is mostly dumb, because it means you can promote a special weapons guy to the leader, and buy a new special weapons guy.

Leaders often have no redeeming features. Several of the kill teams leaves me wondering why I couldn't just skip the leader entirely, because they are overpriced garbage.
>>
>>53196854
There's two types of kill teams, ones with leaders with unique traits and wargear, and ones that would be better off with an extra specialist.
>>
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>>53194529
if your opponent can cope with how much better your minis look than his GW sculpts, i guess it'll be OK
>>
>>53196904
>Infinity miniatures
>looking good
They look generic as all shit and have fucking abominable weapon designs.
>>
>>53174214
>202 pages
You fucking legend.
God bless.
>>
>>53192758
2x1mm is perfect for magnetizing wrists, but I'd step up to 3x2mm for shoulder joins, especially white metal arms.
>>
>>53190880
Check out jewtube, look up Shadow War Armegedon battle report.

There are quite a few with varying team comps. Should give you an idea how each team plays
>>
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>>53192230
Use larger magnets you fucking mongoloid.
>>
>>53197260
The smallest neodymium magnets you can get will hold the arms on a mini like that.
>>
>>53193709
>like some retard
You mean like your writing comprehension? What in the fuck are you trying to say?
>>
>>53194777
Jesus, dont fear magnets bc you associate them with a negative element.
>>
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>>53197304
>>53197260
>bait posts start like eight hours later
>baiting both sides
why for though?
>>
>>53194950
When is the brain transplant you fucking slug?
>>
>>53195126
What are the yellow and white pieces?
>>
>>53195323
>cant climb ladders.
>cant fit in walk ways

Nah, not really
>>
>>53183717
If you get a sentinel I get a carnifex
>>
>>53197397

>If you get a pedal bike I get a Nr.1 Leopard 2A7
>>
>>53197352
Seriously, your post didnt fucking make sense.
>>
>space marines can get terminators
>tau have nothing good at all

Given Riptides are Tau's TEQ I feel it's fair and balanced they be a spec op for them
>>
>>53197427
Lol, that will never happen. Go play Killteam, faggot
>>
>9 am in america
>sudden furious shitposting
i thought it was the aussies who were meant to be bad
>>
Has anyone played Inquisition? How does that team do?
>>
>>53184591
Looks like Sniper scout legs. The two cyclops visors and the far right guy standing on a rock have heads from the same kit.
>>
>>53197410
Hey man it costs less points in 40k and is also objectively less useful.
>>
>looking over Dark Eldar since they have to be the cheapest team
>melee-orientated, no ranged weapons that require two hands
>no high Str, of course no High Impact
>6" movement but still can get pinned unlike their Harlequin brethren

So they're just Tyranid food? How the fuck are DE supposed to be viable?
>>
So 1 box of ork boyz is all I would need to start playing? getting the rules now that they are sold separately and I have tons of terrain already
>>
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Here's a very brief attempt at digital-camo on my Orks.

You can see in the background my possible favourite Ork model of all time, what will be the Nob of the gang.

Other Orks somewhat out of focus but you get the idea.
>>
Making a Skitarii team and wondering if it's me or GW that's retarded.
>No one can buy grenades from their wargear list
>Everyone can buy from the ammunition list, which does not exist
>Plasma Caliver is just a plasma gun, but strictly worse
>Radium Pistol/Carbine is a Bolt Pistol/Gun but worse
>Everyone gets access to combat skills as if that wasn't a completely awful idea
Are they just Guard but with fewer options and better ammo rolls?
>>
>>53198138
The Galcanic Rifles are brutal.
S4 -1Sv at 2+ to hit between 15 and 30"?
Yes please.
>>
>>53197806
They're actually very good at melee against anything other than clowns or tyranids.
>>
>>53198138

The Grenade thing depends on which version you have. The cardboard lists in GW stores and White Dwarf had no Grenades as equipment option for their guys, but I'm pretty sure the PDF did
>>
>>53198276
Well, yeah, that's a given since they're the only melee-focused team, but there's good reason as to why the other teams aren't so melee-focused.
>>
>>53198138
by that logic, the majority of weapons are bolter knockoffs with minor tweaks, since most guns are s4 1 damage, just with minor tweaks here and there. Caliver is a shit though, it ought to be 0-6-12" sustained 2 and have to reroll successful non-explosions

>everyone gets grenades
>ammo list is never mentioned anywhere
Try using up-to-date rules
>>
>>53198310
Dark Eldar aren't a bad kill team at all. They're super fast and their absurd initiative means they can charge things without LoS very easily.
>>
>>53198497
Just saying, heavy weapons could shred them and stunlock is a very real issue. Are you saying they aren't bad based on theory or actual experience?
>>
>>53198521
Not him, but assuming you play with more terrain than open space, you should be able to outmaneuver most enemies long enough to get into blind-charge range, at which point anything short of 1v1ing a tyranid is likely going in your favour. Plus individual models are cheap and the venom chainhook is really really good, what with -3 to armour and rerolling wounds.

If you do play on golf courses or run down an alley at a heavy bolter, you deserve to lose
>>
>>53198212
But /swag/ told me there's too much cover and I'll never see anyone at that sort of range.

>>53198332
It's more that Admech are supposed to be hoarding all the decent kit, but most of it is just worse than relatively standard shit. And the carbines bear no resemblance to their 40k versions.
>>
>>53198521
>stunlock is a very real issue
Are we talking about the same I6 eldars?
They're fragile, sure, but getting pinned round after round happens to orks in 'eavy armor, not to wyches.
>>
>>53198635
Still just hearing theorycrafting here.

>>53198675
Well they don't have the whole test without 2" support, so you're either keeping them blobbed and susceptible to a Heavy Bolter spray or grenade, or you're splitting them up and letting them get stunlocked.
>>
>>53198682
Now add in four bullet-catchers and its a proper kill-team
>>
Rate my veteran Chaos KT:
Champion:
Plasma pistol, chainsword, frag grenades, MoK, Hardy. 340pts
Trooper:
Bolt pistol, frag grenades, MoN. 170pts
Trooper:
Boltgun w/telescopic sight, MoN. 175pts
Gunner:
Autocannon, clip harness, Ammo Hound. 315pts
>>
>>53198731
Yeah I had a variant list that was one less Marine for a trio of Cultists, but everyone recommends going for 3+ with the initial team and hiring Cultists later.
>>
>>53197369
I was wondering the same thing, maybe part of an air filter?
>>
>>53197369
>>53198790
Possibly air filters from a bagless vacuum, or buffing wheels off an electric polisher.
>>
>>53198722
Ideally, you'd be out of LoS, sneaking in.
In less ideal situations, one wych will be visible but in cover, and her support sister will stay behind a corner.
If you can't leapfrog keeping at least 1 out of LoS at all times, no other faction could have done it anyway, except possibly the murder clowns.
>>
>>53198739
>Hardy
>Ammo Hound
Lol what? Is this mid-campaign?

Also I would recommend at least going boltgun on your second trooper considering you have such a small model count. Seriously, focus on all the extra bits like grenades later, you need bodies on the ground.
>>
>>53198722
well, i dont play them, nor does anyone in the store, but 12" blindcharge seems terrifying to anything not tyranids. Plus their i6 means pinning is a great deal less problematic for them than most. If you expose yourself then you're gonna have a bad time, but thats true of everything, and you have the motion to get from cover to cover and the initiative to recover from pinning easily. Ignore anything said here that goes against your preconception as theorycrafting, sure, but they're certainly not trash in the manner craftworlders/tau are
>>
>>53198642
>>53198823
But the problem with the game is "you put down terrain until one player thinks it's enough".

As soon as the other guy sees you're bringing a melee heavy team he's going to vote to place the absolute bare minimum he can get away with.

I've had games vs tau/skitarii where the other guy votes to put down two bits for his guys to hide in and then no more.
>>
>>53199427
Nice bait. Although the idea of a game with a single promethium pipe as terrain made me chuckle.
>>
>>53199427
>But the problem with the game is "you put down terrain until one player thinks it's enough".

What? I just checked some missions and both of them were "until the there is no more terrain or both players agree".
>>
>>53199427
>"you put down terrain until one player thinks it's enough".
RTFM.
It's 'until there's no more terrain to place or both players agree there is enough'.
The game is balanced around having a fuckton of terrain, if you want more just bring more with you.
>>
Do you guys paint your figures after assebly or before?
>>
Do orcs go on25mm or 32 bases?
>>
>>53200206
Yes. Make easy sub assemblies, paint those.
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