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Made in gb
Dakka Veteran






Thought i'd start a thread to talk about SW in general.

Doing scouts myself and weird thing is shotguns... +2 range on a bolt pistol and a bit cheaper but -1 at long range and why on earth would you ever use the blast shot its flat worse than the other round... not sure why on earth you'd ever take a shotgun over a bolt pisolt for scouts!? am i missing something.

This message was edited 1 time. Last update was at 2017/04/18 22:30:40


 
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

Good call! And yeah, there is a little more to it.

First, I agree with your critique of the shotgun, and would like to add some more: Being equipped with a basic weapon means the model cannot gain the +1 Attack for two melee weapons. So the bolt pistol have a huge bonus there as well, since "highest of 2d6" has 4.5 as average and a more predicatable value than "1d6".

Also, short range 0-4" requires careful positioning.

However, it might not be all bad. The weapons are presented in more detail in other places in the book, sometimes including rules that are not listed in the leaked overview. I havn't read the rules for shotgun, but in Necromunda the Scatter Shot used the small blast template and ignored cover. (It have probably kept at least one of those rules.) So depending on how your local terrain, meta and playstyles look, it could be very useful to have that alternative.
   
Made in us
Regular Dakkanaut






Shotgun comes with both shells as standard.
When you fail an ammo roll it's for that ammo only, so a shotgun could still shoot with the other ammo.
Blast also uses blast template w/ no scatter, pretty sure it doesn't ignore cover though.
   
Made in gb
Dakka Veteran






Maybe the summary is lacking then.

Decided to go for the Eldar for a change

Dire Avenger Exarch 275
Avenger Shuriken Pistol, Blade

Dire Avenger 145
Avenger Shuriken Catapult, Blade

Dire Avenger 145
Avenger Shuriken Catapult, Blade

Dire Avenger 145
Avenger Shuriken Catapult, Blade

Dire Avenger 145
Avenger Shuriken Catapult, Blade

Dire Avenger 145
Avenger Shuriken Catapult, Blade


Lots of sustained fire s4

This message was edited 1 time. Last update was at 2017/04/04 09:40:24


 
   
Made in ie
Cultist of Nurgle with Open Sores






Considering one of the following lists to be my warband's starting point, the first list has more solid bodies starting out but the second has more firepower from the get go, honestly not sure which to go with so any thoughts would be appreciated!

Aspiring Champion (225), Mark of Nurgle (0), Boltgun (35), Camo Gear (5) Power Fist (85) – 350pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Gunner (130), Mark of Nurgle (0), Bolt Pistol (25), Camo Gear (5)Clip Harness (10) – 170pts.
Total = 1000pts.

Aspiring Champion (225), Mark of Nurgle (0), Boltgun (35), Camo Gear (5) Power Weapon (50) – 315pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Gunner (130), Mark of Nurgle (0), Bolt Pistol (25), Camo Gear (5) Autocannon (150) – 320pts
Cultist (40) Combat Blade (5) Combat Blade (0) – 45pts.
Total = 1000pts.

This message was edited 1 time. Last update was at 2017/04/04 10:09:38


   
Made in gb
Yellin' Yoof




England

What is the point cost for a Devourer on the tyranid warrior team, doesn't appear to be in the weapon list.??

   
Made in ie
Cultist of Nurgle with Open Sores






 Shuma-Gorath wrote:
What is the point cost for a Devourer on the tyranid warrior team, doesn't appear to be in the weapon list.??


Only the Ravener can have a Devourer, you can only equip Warriors with weapons from the list.

   
Made in gb
Dakka Veteran






ready to go! least eldar are not as broken in SW than normal 40k
[Thumb - IMAG6237.jpg]

   
Made in au
Infiltrating Broodlord





Yeah I am thinking of do a Deathwatch Kill Team, using the Chaos Spacemarine rules

(using the marks as kind chapter backgrounds)
   
Made in ie
Cultist of Nurgle with Open Sores






Latro_ wrote:ready to go! least eldar are not as broken in SW than normal 40k


Nice miniatures! Super appropriate for this 2nd ed-ish ruleset

GodDamUser wrote:Yeah I am thinking of do a Deathwatch Kill Team, using the Chaos Spacemarine rules

(using the marks as kind chapter backgrounds)


Possible alternative might be to use the GK rules to represent their super sci-fi wargear, just if you don't want any filthy cultists (possible PDF stand-ins?) on your Kill Team

   
Made in au
Infiltrating Broodlord





 nurgle5 wrote:
Possible alternative might be to use the GK rules to represent their super sci-fi wargear, just if you don't want any filthy cultists (possible PDF stand-ins?) on your Kill Team


yeah looked at Grey Knights.. and it doesn't fit as well, plus it is GK gear..

While CSM its just base Spacemarines, with Chaos marks.. and it is to say the marks are represented of their Origin Chapter. I just wont the Cultist of the Chaos Spawn specialist

This message was edited 1 time. Last update was at 2017/04/06 01:32:24


 
   
Made in us
Frightening Flamer of Tzeentch




Hope they post the rules for SM and ork teams soon

2000 6000 with Reaver Titan guard 2k
2500 (imperial force)
2500 (trimming down in 8th)
TS 30k at 5k points
Yes I have a problem
 
   
Made in au
Infiltrating Broodlord





Oldmike wrote:
Hope they post the rules for SM and ork teams soon


They are in the Rulebook

So you have to wait to see what they do with that
   
Made in us
Freaky Flayed One




https://www.warhammer-community.com/2017/04/05/shadow-war-armageddon-rules-support/
   
Made in au
Infiltrating Broodlord





BomBomHotdog wrote:
https://www.warhammer-community.com/2017/04/05/shadow-war-armageddon-rules-support/


I am presuming he had already seen that..

But it doesn't actually say what they are doing, just something is gonna happen
   
Made in us
Sneaky Kommando




Southern California

 nurgle5 wrote:
Considering one of the following lists to be my warband's starting point, the first list has more solid bodies starting out but the second has more firepower from the get go, honestly not sure which to go with so any thoughts would be appreciated!

Aspiring Champion (225), Mark of Nurgle (0), Boltgun (35), Camo Gear (5) Power Fist (85) – 350pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Gunner (130), Mark of Nurgle (0), Bolt Pistol (25), Camo Gear (5)Clip Harness (10) – 170pts.
Total = 1000pts.

Why bother with a Gunner with no guns? When you could add another Marine? I don't have the campaign rules, don't know if he's required.

Aspiring Champion (225), Mark of Nurgle (0), Boltgun (35), Camo Gear (5) Power Weapon (50) – 315pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Gunner (130), Mark of Nurgle (0), Bolt Pistol (25), Camo Gear (5) Autocannon (150) – 320pts
Cultist (40) Combat Blade (5) Combat Blade (0) – 45pts.
Total = 1000pts.

Probably more flexible, with long range fire power.

I know it's way too early to start whining, but as many as 5 Nurgle CSM (T5 with Bolters and 3+ Sv.) is going to be mighty tough in the Hive. Compared to my Genestealer Cult (8 or 9 Neophytes with average human stats and a 6+ Sv.).
   
Made in gb
Dakka Veteran






Prob went for the gunner incase he manages to buy new weapons in the campaign + they can roll on a another skill tree that troopers cant
   
Made in ie
Cultist of Nurgle with Open Sores






Gobbla wrote:
Why bother with a Gunner with no guns? When you could add another Marine? I don't have the campaign rules, don't know if he's required.


Pretty much as Latro_ said, so I can buy him a heavy weapon (hopefully early) during the campaign. The conundrum for me basically boils down to whether to start out with an extra marine for greater Kill Team resilience or the autocannon already on the gunner for greater killing power I would have to cash in promethium to pick up either as the campaign goes on.


Gobbla wrote:I know it's way too early to start whining, but as many as 5 Nurgle CSM (T5 with Bolters and 3+ Sv.) is going to be mighty tough in the Hive. Compared to my Genestealer Cult (8 or 9 Neophytes with average human stats and a 6+ Sv.).


Aye, they're hard as nails, but also more costly to replace if killed and can take less casualties before bottle tests are forced. I do think they start out strong, but my reckons is that it'll balance out over a campaign.

   
Made in us
Executing Exarch






I wonder if they'll address the error in the Avenger catapult stat-line.

I really hope for more options than what they've posted because certain races end up being super boring (i.e. Eldar...which I own).

You can have catapults, or...catapults. Your guys have nearly identical stats....yawn. Nothing a little house-ruling can't fix I s'pose.
   
Made in us
Fresh-Faced New User




I'm surprised that the Eldar Guardians don't have an option for sword and shuriken pistols. Storm Guardians would makes such a great addition to the game.

Would they be too powerful?
   
Made in gb
Dakka Veteran






Whats the error in the stat line for the catapult?
   
Made in us
Deranged Necron Destroyer




Out of my Mind

Necrons.

I decided to start out Simple and go with all Immortals.
Awakened Immortal w/Gauss Blaster, Phase Shifter
Immortal w/Gauss Blaster, Phase Shifter
Immortal w/Gauss Blaster, Phase Shifter
Immortal w/Tesla Carbine
Immortal w/Tesla Carbine

995 pts.
I just felt this was a solid core. The Phase Shifters are great because we simply walk through walls, and I'll get them for every model during the campaign. Necrons can always test to escape pinning so I don't need to bunch them up, but I don't think that's going to be too reliable since it's an Init Test. Necrons take a Flesh Wound on a 1-3 if we're down in the recovery phase, so that more than makes up for it. The Tesla Carbines are Sustained Fire 1, so until they get their Phase shifters, they're Overwatch Campers to spread my opponent out for the Blasters to pick them off. Gauss re-rolls to wound, at S5 with a -2 (I think) they're pretty reliable at taking down single targets if they hit. I haven't made up my mind yet on taking Warriors. It's a base 130 points to add one compared to the 170/175 for an Immortal and is stuck with a 4+ save. After playing against a Deathmark, I kind of regret not making at least one of them but will be adding two as soon as I have points.


Despite owning a sizeable Necron force already, I decided to purchase a box of Immortals to make the team and paint them for a more Thematic story for SWA. They're almost finished and I'm happy with the Progress so far. The head is a spare head I had lying around from a Praetorian to represent the Awakened Immortal. He's really the only minor frustrating thing about the Necron list since you have to pay the extra points, and Necrons basically have all the advantages of a Leader anyways. I understand that it's in fairness to keep the points even for all starting teams, but there is no reason to take him beyond the rules telling us we have to take a leader to start with.

I went with a 'Ghost' theme to represent the Phase Shifters and terrorizing the Underhive. Even got kind of a fluff idea built around 'Ghosts of Angry Machine Spirits' approach as opposed to a Necron awakening approach.

This message was edited 1 time. Last update was at 2017/04/07 14:43:03


Current Armies
Necrons
Ork Kanz
Ravenwing

 
   
Made in us
Fresh-Faced New User




 nurgle5 wrote:
Considering one of the following lists to be my warband's starting point, the first list has more solid bodies starting out but the second has more firepower from the get go, honestly not sure which to go with so any thoughts would be appreciated!

Aspiring Champion (225), Mark of Nurgle (0), Boltgun (35), Camo Gear (5) Power Fist (85) – 350pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Gunner (130), Mark of Nurgle (0), Bolt Pistol (25), Camo Gear (5)Clip Harness (10) – 170pts.
Total = 1000pts.

Aspiring Champion (225), Mark of Nurgle (0), Boltgun (35), Camo Gear (5) Power Weapon (50) – 315pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Marine (120), Mark of Nurgle (0), Boltgun (35), Combat Blade (0), Camo Gear (5) – 160pts.
Chaos Gunner (130), Mark of Nurgle (0), Bolt Pistol (25), Camo Gear (5) Autocannon (150) – 320pts
Cultist (40) Combat Blade (5) Combat Blade (0) – 45pts.
Total = 1000pts.


I'd go autocannon first personally. It gives your team a much stronger base of fire and allows you to lock down any open areas of the battlefield. Plus, it's simply more fun.


My CSM list:

Aspiring Champion, Mark of Chaos Undivided, Plasma Pistol, Power Fist
Gunner, Mark of Chaos Undivided, Meltagun, Reload
Chaos Marine, Mark of Chaos Undivided, Bolter, Reload
Cultist, Autogun
Cultist, Flail, Autopistol
Cultist, Sword, Autopistol

Going to need to close range but should terrorize at 12" or so. Meltagun just wrecks about anything.

Some of these choices were due to models I have. I chose undivided because my other option was Slaanesh due to how the CSM's are painted (purple-ish red).
   
Made in ie
Freaky Flayed One





Necrons.

My local GW is running a 8 man tournament in which every week for 8 weeks you add more to the list via Spec Op units if you win a game or any other game condition as well as any New Recruit being able to change to a Trooper through out the tournament if they survive that long.

My Necron list at the moment
Spoiler:
Appointed Immortal w/ Gauss Blaster, Phase Shifter

Immortal w/ Gauss, Shifter

Immortal w/ Gauss, Shifter

Deathmark w/ Synaptic Disintegrator, Photo-Visor

Deathmark w/ Synaptic Disintegrator, Photo-Visor

Total 995


And the list I am leaning towards
Spoiler:
Appointed Immortal w/ Gauss Blaster, Phase Shifter, Photo-Visor

Deathmark w/ Synaptic Disintegrator, Photo-Visor, Shadowloom

Deathmark w/ Synaptic Disintegrator, Photo-Visor, Shadowloom

Warrior w/ Gauss Flayer, Phase Shifter

Warrior w/ Gauss Flayer, Phase Shifter

Total 990pt


What are yer thoughts?

necrons - 2500+

Admech - 1500+  
   
Made in us
Fresh-Faced New User




I threw together a quick roster spreadsheet anyone is welcome to use/share. Let me know if you encounter any issues!

https://docs.google.com/spreadsheets/d/1QYPQlsY7n7NxlSUUH9wW3_ttA1MkG2yGkLbzJ9okcOM/edit?usp=sharing
   
Made in us
Deranged Necron Destroyer




Out of my Mind

Odrankt wrote:

Spoiler:
Appointed Immortal w/ Gauss Blaster, Phase Shifter
Immortal w/ Gauss, Shifter
Immortal w/ Gauss, Shifter
Deathmark w/ Synaptic Disintegrator, Photo-Visor
Deathmark w/ Synaptic Disintegrator, Photo-Visor

Total 995


And the list I am leaning towards
Spoiler:
Appointed Immortal w/ Gauss Blaster, Phase Shifter, Photo-Visor
Deathmark w/ Synaptic Disintegrator, Photo-Visor, Shadowloom
Deathmark w/ Synaptic Disintegrator, Photo-Visor, Shadowloom
Warrior w/ Gauss Flayer, Phase Shifter
Warrior w/ Gauss Flayer, Phase Shifter

Total 990pt

What are yer thoughts?
- Photo-Visors only work if you remain Stationary. Deathmarks deployment count as their movement, so they won't help you.
- I REALLY want to like Shadowlooms, but it's 30 pts to always count as being in partial cover. It doesn't stack/add so you're still Partial Cover if in Partial Cover. It'd be better if it added one for the points cost. That said, they're pretty good on Deathmarks since often times your positioning them to get the best shot, which often means not being in cover.

Warriors seem to have more Drawbacks than benefits to be worth it. They don't advance to Immortals, so they're stuck with the 4+ save after they advance. They have to be alive at the end of a game, for 3 games before they no longer count as recruits, which is going to be rough with the Deathmarks off the table for a turn. If you lose a single Deathmark or the Leader, you're scrap metal, and have to start over with a fresh list.

Adding them is also awkward because of their cost. You get 100 points to recruit at the end of a mission. That means no weapon for a Warrior to start out with. If you blow a Promethium point, win your mission with the random bonus, or Succeed in a Rescue, you'll get a bonus 100 points. So 130 for the Warrior leaves you with 70 points of upgrades that have to go on him. So Phase Shifter + Shadowloom? For 170, you get the Immortal with 30 points to blow, you get the higher save, and don't have to bother with the Recruit status. So unless you're planning on buying a naked Warrior with your auto 100 points, where is the advantage in getting the Warrior since any excess points are lost? I MIGHT make a case for the stars aligning and you win a scenario for the bonus 100 points AND spend the Promethium getting you 300. Two Warriors with Shifters will come in at 290.

Since you have the points, I would really recommend having 1 Tesla Carbine in there. They may not look great, but they're Sustained Fire 1. So having one for Overwatch or Crowds has been great.

Current Armies
Necrons
Ork Kanz
Ravenwing

 
   
Made in ie
Freaky Flayed One





Photo-Visors only work if you remain Stationary. Deathmarks deployment count as their movement, so they won't help you.
- I REALLY want to like Shadowlooms, but it's 30 pts to always count as being in partial cover. It doesn't stack/add so you're still Partial Cover if in Partial Cover. It'd be better if it added one for the points cost. That said, they're pretty good on Deathmarks since often times your positioning them to get the best shot, which often means not being in cover.
- Thats true that turn 2 photo-visor is pointless but if I put them ontop of buildings and don't move them they will get the benefits of the photo-visor. This is what I did in my test game against my brother and it was pretty good. I was only running 1 Deathmark thought hence why I want to use 2 as their ability is pretty good.
-Yeah thats a fair point. However my thinking is if I deploy behind an enemy and I am in the open then atleast my Deathmarks still have cover to leave them last a bit longer. It would be an auto take if its was 20pts but at 30pts i suppose it is hard to field it and make it affective.

Warriors seem to have more Drawbacks than benefits to be worth it. They don't advance to Immortals, so they're stuck with the 4+ save after they advance. They have to be alive at the end of a game, for 3 games before they no longer count as recruits, which is going to be rough with the Deathmarks off the table for a turn. If you lose a single Deathmark or the Leader, you're scrap metal, and have to start over with a fresh list.

With Warriors though you do get to field more units meaning my opponent will have to spread out their shooting. But because they are worse then Immortals and take 3 missions before they can get skills it does make it hard to field them when for 30 pts more you can get a better unit that does the same thing but can generate skills right away and have access to 2 weapons.

Adding them is also awkward because of their cost. You get 100 points to recruit at the end of a mission. That means no weapon for a Warrior to start out with. If you blow a Promethium point, win your mission with the random bonus, or Succeed in a Rescue, you'll get a bonus 100 points. So 130 for the Warrior leaves you with 70 points of upgrades that have to go on him. So Phase Shifter + Shadowloom? For 170, you get the Immortal with 30 points to blow, you get the higher save, and don't have to bother with the Recruit status. So unless you're planning on buying a naked Warrior with your auto 100 points, where is the advantage in getting the Warrior since any excess points are lost? I MIGHT make a case for the stars aligning and you win a scenario for the bonus 100 points AND spend the Promethium getting you 300. Two Warriors with Shifters will come in at 290.

Thats a very good point however. I never got to finish my test game (only went on 2 turns each as we had to leave early) so there is still a bit I do not understand. If you do not mind could you explain the following please.
-Does the 100 per mission mean I could add Weapon Reload to a few units or change my Immortals from Gauss to Tesla or do the units not change and I am only able to add models to the squad and not "improve" anything I have previously used.
-What is a Promethium point and how do you get them?
-What are the ways to get extra points
-How do you win the missions and/or does it depend on the scenario?
-How do you field Spec Ops modela (Lynchguard and Praetorians) they have no cost but I am not sure how to being them into my list or what I need to do to get them.

I never played Necromunda before either so sorry if my questions are basic things I should know.

Since you have the points, I would really recommend having 1 Tesla Carbine in there. They may not look great, but they're Sustained Fire 1. So having one for Overwatch or Crowds has been great.


Gauss is strength 5 and -2 save which I think is better then the Tesla's strength 5 and -1 save. However I do not know what Sustained Fire means so if you could also clarify that rule as well it would be much appricated.

Cheers for the reply.

This message was edited 2 times. Last update was at 2017/04/09 12:33:43


necrons - 2500+

Admech - 1500+  
   
Made in us
Deranged Necron Destroyer




Out of my Mind

Odrankt wrote:
-Yeah thats a fair point. However my thinking is if I deploy behind an enemy and I am in the open then at least my Deathmarks still have cover to leave them last a bit longer. It would be an auto take if its was 20pts but at 30pts i suppose it is hard to field it and make it effective.
I agree with this thinking as well but only if you're going to get shot back at. Deathmarks are great, but my group is quickly learning that they're REALLY easy to deal with. You'd really only want the Shadowlooms if your opponent has put some guys on Overwatch. If you can't put the Deathmark somewhere he can't be shot at on Overwatch, the Shadowloom might help him survive. All he has to do is be hit, and he becomes pinned removing his ability to shoot. If you manage to do that, then you have to hope to be lucky enough to down the target you want to hit which can be difficult to do. If there are 2 guys around, you're only going to be able to get one with the shot. If you only manage to Pin them, then they can test to escape pinning. (Marines/Necrons can always test to escape) then you've put a lot into something that pretty much anyone can get out of. After all that, you're still within 8" because of the deployment rules, so can easily be charged.

Odrankt wrote:
With Warriors though you do get to field more units meaning my opponent will have to spread out their shooting. But because they are worse then Immortals and take 3 missions before they can get skills it does make it hard to field them when for 30 pts more you can get a better unit that does the same thing but can generate skills right away and have access to 2 weapons.

The list building restrictions are where the Warriors become a liability. You have to have a Leader and minimum 3 models. Only 1/2 can be recruits (Warriors). If you have more recruits than non-recruits, you have to disband and start completely over. Your list has the Awakened Immortal and Warriors starting on the board. The Deathmarks will come in Turn 2. You're pretty safe your first game from losing 2 out of the 3 models. In order for the Warriors to get their 3 points, they can't be taken out of Action at the end of a game. So you'll need to add more Immortals, and it'll prevent you from adding more Warriors until they're promoted or you get more Immortals. Unlike several of the other armies that have access to armor upgrades, Warriors remain Warriors.

Odrankt wrote:
-What is a Promethium point and how do you get them?

Promethium is pretty much what the game revolves around. (A bit irritating that they spread them throughout the rulebook, but I think this is all of the things you can do with them)
- You need to get 15 to win a campaign. Typically you'll get D3 for Winning, and a minimum of 1 for losing a game.
- There are ways to modify this, either through missions or pre-game rolls.
- Players will have the option to spend a single Promethium to add 100 points to your recruit/rearm option.
- You can spend a single Promethium to hire a 'Special Operative' for your next game. They don't stick around, can't gain skills, and are stock with their gear. If you want to keep having them, you have to keep spending the Point, keeping you from your 15 to win.
- Captured. If you get anyone captured and don't want to perform a rescue mission, you can pay a Promethium to your opponent as ransom to get your guy back.

** Every player gets the option to choose to either Recruit or Rearm, default is 100 points. You do get to buy any gear for your recruit(s) out of those points and any leftover points are lost. With a Rearm, you can upgrade anyone on your existing team, and can even swap gear (which we don't really get as Necrons. Our weapons are restricted to their unit type, and if we're spending the points on Rearming, we'll probably be able to just buy whatever it is we want to swap out. Spending a Promethium will be the most common way to get an additional 100 points. The pre-game roll has a way for the winner to get an additional 100-150 for the winner of any Scenario you play. The Rescue Scenario will an additional 100. I'm sure there is more, but we've only just started playing.

** If a model is Out of Action and they roll a 6, they recover and gain a skill. This is in addition to the one you get to pick. One of our AM players has 7 guys with skills after 3 games because of this. If a Recruit rolls this, they just gain a promotion token exactly if they survived.

Odrankt wrote:
I do not know what Sustained Fire means so if you could also clarify that rule as well it would be much appreciated.

Weapons could have a Sustained Fire X. It gets D3*X shots when it fires. These shots are resolved one at time, so could run out of Ammo on the first shot and lose the additional shots. You still have to dedicate 1 shot to the original target, but the additional shots can be allocated to any models within 4" of the Target, provided he is no longer the closest/easiest target. So players that run them in small groups, to help their buddies if they get pinned, now run the risk of one weapon taking down a few. While Tesla is only Sustained Fire 1, you should average out to 2 shots which I'm finding to be worth it. Crons get to stay in the game easier than most other armies, but those Flesh Wounds stack pretty quick and while we can shoot, we'll often be at BS 1 or 2 until the game ends. So late game, you might need those extra shots to be able to hit.

-----
I'm already VERY biased in how the Crons work. The cool stuff we have is fairly easy to counter. This is largely because of the Teams we have lined up in our group.
- 2x GK players. GK's are the biggest BS. While they'll typically only have 3 models to start out with (capping at 5) they have some serious BS, that isn't fun. Stormbolters are Sustained Fire 1, with Psybolt Ammo that's S5/-2. If they fail the Ammo roll, they revert to their normal ammo. Psilencers are Sustained Fire 3, isn't a Heavy Weapon so he can move and shoot, can use a Telescopic Sight to up the range to 36". Oh, and a simple LD test and he IGNORES all cover bonuses. So he'll average 6 shots and hit you on 4's in most cases, and you can't outmaneuver him like Heavy Weapons. He's a Marine, so can always test to escape pinning, so even a Deathmark can't reliably take him down. He just passed his Init test, stood up and charged taking out the Deathmark. I see them losing power fast as the campaign goes on, but it's NOT fun to play against.
- 3x Tyranid players. Tyranids can't be pinned unless they're hit with a S7 weapon. With 3 Wounds they won't go down until you get that final wound, so Gauss/Deathmarks won't slow them down until you get that final wound. With a 10" charge, the Deathmarks are just going to be dead. Even the shooting Warriors have Scything Talons.
- 3x Harlequin players. Harlequins are fairly squishy, but they're hard to hit. They come with a -1 to hit if they run, and can only be pinned by High Impact (though I haven't seen them survive a normal hit). With a 12" Run/Charge they'll close FAST. With an Init 6+, they'll be able to charge anything within 12", LoS or not. They come with the ability to move freely over all terrain, they don't have to purchase it.
- 5x Horde Players. This covers anything that can have more than 10 models on their Roster. AM/Skitarii/GSC/Orks. These guys will run in groups of 3+ to reduce the penalty for being pinned. They run the risk of Breaking when the first one goes down, but if the Leader is around they get to use his LD. If they don't break, that's when Sustained Fire can pick up the slack and shoot another one. This is an OLD trick that has been around since the Necromunda, but has been particularly useful to counter Deathmarks. They have enough models to surround the target, go on Overwatch, and force you to shoot the menials first if you wanted to get a leader or specialist. I even watched the AM guy just double down on it and force the Necron player to put his Deathmark out of LoS to avoid triggering 2 Overwatches, just to have the Flamer come up and burn him out.

With Crons, we're pretty much stuck at 5 models to start out with no matter how you swing it. You could get 6 if you started Warriors out with no guns, but good luck with that. I'm currently trying out a double Deathmark list, but you should probably only need to start with 1 to get at a pesky Overwatch Heavy weapon despite the drawbacks. I'll be adding Warriors later on to try them out. Rescue missions are always an option for the player if you don't play a random scenario if any of their models get captured. Surprisingly, we've seen it as a common thing despite how difficult it is to capture a model. (A Model has to be Out of Action, roll a 1 on recovery and THEN roll a 4-6 to get captured!!) I've captured 2 of my last opponents models, so she is going to have to Rescue them or they die!

This message was edited 2 times. Last update was at 2017/04/09 17:09:09


Current Armies
Necrons
Ork Kanz
Ravenwing

 
   
Made in gb
Longtime Dakkanaut






 Dravis wrote:
Shotgun comes with both shells as standard.
When you fail an ammo roll it's for that ammo only, so a shotgun could still shoot with the other ammo.


Not true; the weapon is useless for the rest of the game, not just a single ammo type. Same goes for grenade launchers.


Automatically Appended Next Post:
 Akar wrote:
If you have more recruits than non-recruits, you have to disband and start completely over.


No, you only disband if your Leader is killed and you only have New Recruits left. This is because only Troopers and Specialists may be promoted to Leader.

It's unclear, but based on precedent (i.e. how Necromunda did it) if you have more than half your Kill Team made up of New Recruits, you may not recruit any more New Recruits until they drop to less than 50% of your Kill Team's numbers. That's not set in stone, though; I'm willing to accept that's a restriction not carried over from previous games.

This message was edited 1 time. Last update was at 2017/04/09 18:03:18


 
   
Made in us
Deranged Necron Destroyer




Out of my Mind

 AndrewGPaul wrote:
No, you only disband if your Leader is killed and you only have New Recruits left. This is because only Troopers and Specialists may be promoted to Leader.

It's unclear, but based on precedent (i.e. how Necromunda did it) if you have more than half your Kill Team made up of New Recruits, you may not recruit any more New Recruits until they drop to less than 50% of your Kill Team's numbers. That's not set in stone, though; I'm willing to accept that's a restriction not carried over from previous games.
After reading it you're right, so the only time the restriction applies is when you create the team. I didn't see anything preventing you from filling out with recruits as you expand. I could be wrong on this but I'll figure it out later.

Current Armies
Necrons
Ork Kanz
Ravenwing

 
   
 
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