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SWA GENERAL TACO...NECRO-GORK-MORD

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Thread replies: 34
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Everyone get in here and let's talk about some real games.

Where is all this going?
Where did Rick Priestly intend for it to go?
Do we need to take GW's lead on any of it?

Is it time to go back to 2nd edition and build a universal galactic skirmish setting?

Building Shadow War Armageddon into a viable tabletop system and campaign structure may be a better solution than conforming to 8th edition?

Can we build every codex into SWA rules?
Can we just play 40K skirmish with full codex options?
Wasn't 40K originally supposed to be a skirmish game anyway?

These are just the big questions but feel free to discuss any of the skirmish games listed.
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If someone could post the download links that would be cool also. I will try to remember to save them this time.
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A friend recently got the rulebook so we were going to get into this, is there any good homebrew for more options or good factions? Or can Necromunda stuff be ported over without much trouble?
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>>54361871
>https://mega.nz/#!m9BTkKCC!7k0JPHqH0hQpcdV9ZjX5CqrHIRR-ujkDsrVKdmDKrcc

>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://www.warhammer-community.com/2017/05/05/shadow-war-armageddon-your-questions-answered/

One man army stuff
>https://www.warhammer-community.com/2017/05/03/shadow-war-armageddon-one-man-armies/

And a link to feel more like Necromunda with underhive gangs http://i.4cdn.org/tg/1496989886284.pdf
Some may be broken, but that's the "old" OP
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There was a post by someone to GW on if we would see more SWA... GW rep responded that they knew the game was super popular and that more stuff was on the horizon
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>>54361829
Hell yeah. Where I live Mordheim survived it's own death and is one of most popular games to this day (like models were still avalible and there are recast anyway). I will try to animate Gorka and maybe munda soon in the club as well. I normally /hwg/ but my love for the Fantasy and underhive gasngs and those ork wacky races is unrelenting.

I think that Necromunda with Gorka's vechicle rules would be interesting (it was done, but a quite slapdash job it was). Gorka I would left as it is maybe with bit of balancing.

>>54364639
Does Shadow War add any new rules or were those all faction slapped on simplified Necromunda gang rules?
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>>54365483
Shadow war changes up the rules a little bit compared to Necromunda. The biggie off the top of my head is being able to measure at any time (instead of declaring a charge or shoot, then measuring).
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>>54366105
>>54365483

Ammo rolls are on 2d6, advancement was streamlined (some like it, some don't), acquiring more points/credits/whatever worked more simplistically (as territories didn't make sense for the factions involved)
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>>54362690

Necromunda fits easily into Shadow War Armageddon (SWA) tabletop combat. Though the two games have different campaign rules they can operate parallel to each other. Let the Kill Teams of SWA play their military campaign system and let the gangs of the hive city conduct "business as usual" by playing the traditional Necromunda campaign system.

BUSINESS AS USUAL IN THE HIVE: Easy rules for Gangs in SWA
#1. If a Necromunda Gang fights a Kill Team then you roll the scenario on the SWA scenario table and follow those scenario rules.
#2. Ratskin Scouts and Ratskin Maps still provide local knowledge and can still modify the SWA scenario table.
#3. Any promethium caches awarded for playing a SWA scenario are still awarded to a Necromunda Gang.
#4. Promethium caches double as Isotopic Fuel Rods for gangs and can be used to turn any territory into a settlement, stashed, or sold at half cost for 25 credits.
#5. If a gang loses 3 to 1 casualties in a Kill Team Fight or an Ambush the gang must forfeit a settlement or its most valuable territory to the Kill Team, the Kill Team loots the territory for an additional prometheum cache.
#6. Gangs roll on their own injury chart, use their own experience progression, use their own skill tables, and collect income from territories. Gangs disregard Underdog and Giant Killer Bonus when fighting Kill Teams.
#7. Any forces of the Imperium can report gangs and make them roll on the Outlaw chart with the -3 for fighting forces of the Imperium.
#8. Necromunda gangs can also fight other Necromunda gangs in a campaign involving SWA Kill Teams. Gangs use all the standard rules for gangs fighting gangs. They roll on the Necromunda or Outlaw scenario chart as normal. No promethium caches are awarded when gangs fight gangs.
#9. Gangs use Necromunda ammo rolls to represent their poorly maintained equipment. Use SWA sustained fire rules.
#10. THE GENERAL RULE, if you are playing a gang use the Necromunda rule for it.
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>>54362802
Thanks anon.
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>>54366187
I do believe there is a need to compose more territory carts than are currently available. There are currently three territory tables. Standard Gang territory, Outlaw territory, Redemptionist territory. These are all cool and Redemptionist Territory kind of works as territory for any general rebel movement on the move.
I think there needs to be new territory with factions that have more authority like Arbites and Planetary Defense Forces. There also needs to be xenos territory for weird stuff like Eldar and Orks. Finally I think there should be specialized territory for stuff Rouge Traders, Void Pirates, and Nobelists.

The sooner we crossover into stuff like Inquisimunda the better. Inquisimunda is a great game but I think some of their stuff attempts to accommodate modern 40K too much, when I believe it should reflect old school 2nd edition more.

They have an Void Pirate list that accommodates Eldar Corsairs and Ork Freebooters pretty well. They need to work on their Craftworld Eldar list and their Ork list. These lists reflect modern codexes too much.
I would like to see an Ork list called an "Ork Spawning" that allows you to build a Ork warband literally from the ground up. Autonomous, full of Grots, and primitive weaponry.
Eldar should have an "Outcast Party" list. It should be a mix of Scouts, Corsairs, Exodites, Dark Eldar, and/or Harlequins.
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>>54365483
>I think that Necromunda with Gorka's vechicle rules would be interesting (it was done, but a quite slapdash job it was)

always wanted to run a tournament game, with necromunda gangs in speedboats, hunting giant spiders on the surface of the sump, with a great big battlefield, with a few walkways poking out the surface, and anyone falling off likely to go out of action immediately from drowning.
>>
>>54361829
>Is it time to go back to 2nd edition and build a universal galactic skirmish setting?
As much as I remember enjoying 2nd ed the games used to take an entire day to play if you were lucky, and lots of the rules were wonky as hell.
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>>54367890
>>54367890
>>>54361829 (OP)
>>Is it time to go back to 2nd edition and build a universal galactic skirmish setting?
>As much as I remember enjoying 2nd ed the games used to take an entire day to play if you were lucky, and lots of the rules were wonky as hell.
How many points were you playing? I remember our group's 2k-ish games being pretty manageable. I'll agree 2e is a wonky rules set though (not that I'd want it any other way, that's half the appeal).
>>
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>>54367890
I do agree, but scaling down the battles might solve a lot of problems. I don't think anything that is 28mm was meant to be played as a huge pitched battle. Most tactical minds agree that shit was meant for Epic 40K. The 28mm scale lends itself well to skirmishes but in big battles the models just end up becoming wound counters. Squads of terminators might not be a well rounded choice for a 28mm tabletop as well, because expensive elite troops could be defeated by terrain more than the enemy. Clashes with 15-30 models, one vehicle, and a couple of bikes might be a much better game. Especially if there is a campaign system where you can customize all that stuff and build it from noobs.
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>>54367890
The flip side was that Necromunda games took 30-60 minutes.
>>
With the changes to 8e, would it be reasonable to include units like Dreadnoughts and Penitent Engines in Kill Team 8e lists, assuming that these units fit within the cost of the game (200-300 points)?

Are they reasonably killable for such a small scale?
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http://www.specialist-arms.com/fanatic/ hosts all the old articles from Fanatic. The coolest thing IMO from Mordheim was the "Expanded Campaign Rules" which allowed for map campaigns with territorial control, with a clear win condition for the campaign. (Fanatic #88).

Something of the sort could easily be adapted for regular SW:A accordingly.

On another note, I'm working on general "revised mounts" and vehicle design rules, and am looking for ideas to help "flesh out" the internals. Appropriate gold costs/rarities for certain items, etc.
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>>54372759

Inquisimunda might be a place to look. They have rules for Equine animals and mounted rules, including rules for fighting and shooting while mounted and at mounted troops. Although, frankly, I think it gets a little bogged down with each rule.
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>>54369910
>>54370108
It was usually 2000 point games. What I liked most was it was bright and fun and the goofiness was embraced. I left it all behind when 3rd came out and made it all grimdark all the time.
I like the idea of a similar game with <30 models.
>>54370218
Necromunda was fun (that scenery blew my little mind) but in a campaign one gang could easily becaome unassailable (win, buy stuff, get more powerful, win, repeat until invincible).
Does SW:A fix that at all?
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Is it possible they bring back Gorkamorka, hopefully with new Ork vehicle models?
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>>54373725

Probably not. Gorkamorka seems a little too niche even for the specialist games line.

Also consider that it's all Orks with the exception of Diggas who don't have models in the current lines, as everything is currently done in the current lines.

It's more likely they'd bring back a vehicle skirmish game featuring bikes and light vehicles, or build an expansion for it onto SW:A.
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Noise Marines as special operatives: good idea or best idea?
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IMO every faction should be able to retain spec ops that don't have Prometheum bounties. Some are barely any better (or not better at all) than their loaded out normal counterparts, like the Stormtrooper, or most of the genestealer options.
Just let them stay on the roster until they roll 1-3 from the serious injury table.
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>>54375910
Honestly I'd like to have the option to have more God specific wargear, similar to what they did with the Inferno Bolts.
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>>54380775

A lot of factions could do with expanded wargear. If you are not Marines or Guard, you gear options are rather limited.
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Karis Venner list for SWA
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>>54382526
cool but sloppy and needs some work
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>>54373665
>does SW:A fix that?
Yes, mostly. All attributes can only be enhanced by one, and your gear list is all you can get.
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>>54372715
No, vehicles in general should be removed.
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>>54382675
Eh, I like the idea of "some" vehicles, ala Gorkamorka or Heralds of Ruin. Especially if the game provides rules for Boarding Actions. Orks jumping from a Trukk to the top of a Rhino = fun.
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>>54383935

I think some vehicles would be ok but most should be kept out. Like, a Penitent Engine would be a good one. Or a Killer Kan.

Nothing too tough though.
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>>54373665
>>54382649
there are some teams that can get a bit out of hand. Mostly orks due to having a cap of 20 models, and tyranids for having stupidly good team-members to begin with
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>>54384047

Heralds of Ruin has good guidelines. Before they limited them by points cost and AV, though. We'd have to limit them by points cost and perhaps power level.

Still, HoR's concessions to that rules were all walkers, with the exception of Grot Tanks, and bringing a Dreadnought, Sentinel, Penitent Engine, Dragoon, War Walker, Killa Kan, etc. would be a neat addition to the team as a centerpiece model.

Optional rules for vehicles are also present, and even Inq28 allows for vehicle participation, though any weapons those vehicles have need to be paid for with the team's points, as these are more movement and terrain/set pieces rather than combat models.
Thread posts: 34
Thread images: 8


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