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Made in us
Veteran Inquisitor with Xenos Alliances






At this point we have a pretty healthy list of Killteams for Shadow War Armageddon... With the news that a separate rulebook will be available and will include rules for a Sisters of Battle Killteam and an Inquisition Killteam ... it's clear that atleast for the time being we won't be getting the greatly demanded Deathwatch Killteam.

Besides that what other Killteams would people like to see?

Two that come to mind for me, a Kroot mercenary unit, and Black Templar team that parallels the mixed Chaos team.

Certain factions like Tyranids I can't help but feel could have some alternative Killteams like a unit of Genestealers, or a Penal guard unit for IG.

I'm just curious to see what the community could come up with.

This message was edited 1 time. Last update was at 2017/04/18 22:26:10


 
   
Made in au
Infiltrating Broodlord





Kroot team would be kewl..

what would you use for specialist though?
   
Made in us
Hard-Wired Sentinel Pilot




Oakland, CA

Kroot and Demiurge! (First is serious; second not quite so much)
   
Made in us
Mekboy Hammerin' Somethin'




Cary, NC

I think a Kroot list with a Shaper Leader, Kroot Warriors, and Kroot Hounds as recruits (but no advances) would work, with a Krootox, Vespid, and some Tau as Spec Ops

Alternatively, you could have a Tau Leader, Kroot Troopers, Human Auxiliary recruits, and Vespid as Specialists, with Krootox and Tau as Spec Ops.

I think a pure Chaos Cult team with a Cult Leader, Cult troops, cult novices, and Cult Heavies would work. This would let people play chaos with numbers, rather than CSM. If you added the right heavy weapons options, it would also perfectly mimic a Necromunda Gang. You could have rogue psykers and a Hired Gun as Spec Ops, or maybe Daemons?

I really wish there was a Deathwatch team like the Grey Knights. Smaller in size, no recruits, with DW Terminators, Bikers, etc. as Spec Ops. That would be great.

Also, given that there's a GS Cult, and a Tyranid team, why no Genestealer Team? Broodlord, stealer troops, lictor spec ops. Seems weird they aren't there. Horribly weak on shooting, but fast and deadly.

I also really wonder why there's no Dark Eldar equivalent to the Eldar team. I mean, I love the Wych Team, but DE have soldiers, so why don't they show up? If they don't show up, why do the Eldar soldiers?

I also wish the Chaos Team had factions rather than just Chaos Marks. I'd love to see Alpha Legion, etc, as separate skill charts. It's weird that they had sub-factions for Orks, and Guard, and Marines, but not Chaos Marines, given how many power-armor dudes you can take in the Chaos team.

I'm too lazy to work out all these lists (mainly because I'm stoked about doing an Ork Team for each clan), but I'd love to see them in White Dwarf!

 
   
Made in au
Infiltrating Broodlord





Da Butcha wrote:
I think a pure Chaos Cult team with a Cult Leader, Cult troops, cult novices, and Cult Heavies would work. This would let people play chaos with numbers, rather than CSM. If you added the right heavy weapons options, it would also perfectly mimic a Necromunda Gang. You could have rogue psykers and a Hired Gun as Spec Ops, or maybe Daemons?


So GSC then?

Da Butcha wrote:

I really wish there was a Deathwatch team like the Grey Knights. Smaller in size, no recruits, with DW Terminators, Bikers, etc. as Spec Ops. That would be great.


As I said Elsewhere, just gonna use CSM rules myself and use the marks to represent chapter tatics
   
Made in us
Sneaky Kommando




Southern California

Battle Sisters of the Adepta Sororitas and warbands from the Inquisition.

https://www.warhammer-community.com/2017/04/09/shadow-war-armageddon-the-rules-available-soon/
   
Made in us
Veteran Inquisitor with Xenos Alliances






Yep mentioned in the preface of my original post. Thanks for the link.
GodDamUser wrote:
Kroot team would be kewl..

what would you use for specialist though?

GW could alway just outright invent something, but I think a Kroot Killteam would generally have to borrow from their old Kroot Mercenaries 40k list from way back when...

Central to that armylist were there ability to upgrade with "evolutionary adaptations." I think we'd see some limited list of such adaptations for the Killteam with different Kroot entries being limited in how many of such adaptations they can take or simply one taken across the whole team.

Team member choices would probably be:
Kroot Shaper
Kroot Kindred
Kroot (juvenile)
Krootox Rider or Kroot Hunter

I think there is something distinctive in the Krootox being this beefy gunner amongst relative agile warriors, though it may or may not be appropriate in a game with so much verticallity. Similarly I'm not sure if Kroothound would be appropriate outside the contex of an operative, either would require some restrictions in how they move or hand waving, and hand waiving is easier with something special.

I think the Kroot specialists would be a Master Shaper, either a Stalker and/or Headhunter from their old mercenaries list.

The Master Shaper would likely have a suitable combination of "adaptations," weapons, and stats... straight forward all around best Kroot.
The Headhunter would have a special poison attack and some sort of higher movement and/or running advantage
The Stalker would have some sort of special ambush attack and a Kroothound or two.

This message was edited 2 times. Last update was at 2017/04/10 03:43:39


 
   
Made in us
Regular Dakkanaut






Super excited for Inquisistor teams.
Don't lose hope on more Kill Teams to follow, Inq and SoB were just pointed out as being printed in the book, doesn't stop them doing more in WD. So Email GW with you're Kill Team requests!

One thing you could do right now as a house rule, that's very easy would be to port over Hired guns from Necromunda.
They could work as cheap alternatives to Special Ops.
Bonus here is that Inquisimunda has a bunch of rules for including Xeno hired guns.
Want a Squat Gunslinger or Kroot Beastmaster, or Tarellian Thug?
   
Made in gb
Bloodthirsty Vampire Thrall





UK

Tau Fire Warriors
Kroot
Dark Eldar Kabalites
Dark Eldar Hormunclues and Wracks
Hive Gangs
Nomad Gangs
Primitive Orks
Chaos Culists with Daemon Spec Ops
Deathwatch Kill Team

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

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A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Longtime Dakkanaut






Westchester, NY

I'd like to see some of the greatest hits from necromunda, like muties and arbites, but they might have reasons not to be doing this (no models, maybe they are still working on re-releasing necro)

So instead the '40k' factions I'd like to see:

1. Daemons (each god treated separately, and a 'generic' furies type faction). It's a little bit odd but seriously, we have grey knights... and it's armageddon.
2. Different factions of IG (not just Cadians)... especially steel legion.
3. All-Grot faction... with bonus a grot tank as your specialist
4. Chaos cultists... with rules for chaos cultist champ and the stuff that renegades get. It's really a shame since the chaos cultists are really the best suited to this type of game.

 
   
Made in us
Fresh-Faced New User




I'd like to see an Eldar aspect shrine kill team. How amazing would it be to have a howling banshee charging up the middle while a striking scorpion creeps around the side and a warp spider jumps behind the enemy. All the while a swooping hawk circles overhead and a dark reaper lays down suppressing fire.

That's what I want.
   
Made in us
Regular Dakkanaut






Steal Legion are already in the rulebook?

I looked at the Grot Revolutionary list from Gorkamorka, without their vehicles the list is pretty limited. There's also no specialist equivalent.
Might be better off just using the grot stats from the SpecOps listing and some of the more basic weapons from Nercomunda.
Like the grot tank idea, no need to use vehicle rules, maybe some simple move and turret tracking rules.

Maybe Forgeworld will make their own kill teams for some their armies, Chaos Renagades, Drop Troops, Eldar Corsairs.
   
Made in gb
Battlefield Tourist





On an Express Elevator to Hell!!

I was thinking of putting together a quick force for the game (it will undoubtedly be popular at my local club)

Am finding it difficult to find a full list of the factions you can play at the moment. Are IG an option, and if so where can I find the rules for that faction?


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Fresh-Faced New User




I'd love to see a full Chaos Cultist Kill Team.
   
Made in us
Sneaky Kommando




Southern California

 Meade wrote:
I'd like to see some of the greatest hits from necromunda, like muties and arbites, but they might have reasons not to be doing this (no models, maybe they are still working on re-releasing necro)

There's probably more good reasons for NOT releasing Necro factions, than for doing it (i.e., model availability, encouraging forks to just download the old Necro book from other sources, etc.). Who knows, could prove me wrong tomorrow.

The online statement from GW that a Necro gang could be used in SW:A leaves out some important particulars. While all the stats and point costs are the same (creds = points), Necro gang structure differs from SW:A teams. So is the campaign structure between the two quite different. Necro's is based on individual experience, SW:A's on number of games. Equipment and gear accumulation are also quite different. That said, the Genestealer Cult is basically a Delaque gang (ignoring Special Operatives). And, an Arbites kill team for SW:A would be easy to create (but hard to acquire the minis).


 Pacific wrote:
I was thinking of putting together a quick force for the game (it will undoubtedly be popular at my local club)

Am finding it difficult to find a full list of the factions you can play at the moment. Are IG an option, and if so where can I find the rules for that faction?


Astra Militarium (IG), Scouts, and Orks are in the rule book. All others can be found in this pdf:
https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf
   
Made in gb
Longtime Dakkanaut






The "official" line - i.e. what whoever is behind the Warhammer 40,000 Facebook account said - is that you could use Necromunda ganger minis with the Astra Militarum Veterans Kill Team list.

Thematically, I would think that the Arbites have probably withdrawn from Acheron Hive or been killed at the beginning of the third war by Von Strab's followers as he re-appeared. Still, a Kill Team roster shouldn't be too difficult to knock together. Use the Astra Militarum list and come up with a points value for Carapace armour.
   
Made in us
Veteran Inquisitor with Xenos Alliances






As far as Arbites go, they'd be very appropriate. The Shadow War is set 50 some years after the third war of Armageddon and represents an attempt by the Imperium to clean out one of the Hive cities lost during the war that still has enemy remnant forces. An Arbites presence by this point would be more than likely. In a lot of ways this could be called "Shadow Wars: it wasn't worth sending a whole army."

The three Killteam lists in the book include minor variants covering Wolf Scouts for the astartes Scouts as well as other chapters; Steel Legion, Cadian, Catachan, I swear there was one more... then a number of Ork clans for Orks... with the exception of Wolf Scout the majority of differences are in their skill table options for when models progress.

This message was edited 2 times. Last update was at 2017/04/10 21:07:04


 
   
Made in us
[MOD]
Custodian






Holy Terra

Thousand Sons badly need their own list.

Aspiring Sorcerer (Kill Team Leader)
Rubric Marine (Trooper)
Tzaangor (New Recruit)
Rubric Gunner (Specialist)

- all have MoTzeentch (incl. Tzaangor)
- Aspiring Sorcerer has psychic powers
- Tzaangors advance but stats do not change (as with Chaos Cultists)
- Rubric Marines and Rubric Gunners have some kind of Slow & Purposeful penalty*
- skill table as per CSM

*cannot run?

Ammunition
- Inferno Rounds

Misc
- Icon of Flame
- Disc of Tzeentch†

Hand-to-Hand Weapons
- Force Stave*
- Chainsword**

Pistols
- Warpflame Pistol

Heavy Weapons
- Soulreaper Cannon
- Heavy Warpflamer
- Hellfyre Missile Rack‡

Special
- Warpflamer

* Aspiring Sorcerer only
** included in Tzaangor equipment list
† Exalted Sorcerer only
‡ Scarab Occult Terminator only

Spec Ops

- Scarab Occult Terminator
- Exalted Sorcerer
- Chaos Spawn

This message was edited 4 times. Last update was at 2017/04/10 21:57:51


   
Made in gb
Dakka Veteran






zombies.. because, zombies
   
Made in gb
Battlefield Tourist





On an Express Elevator to Hell!!

 Gobbla wrote:
 Pacific wrote:
I was thinking of putting together a quick force for the game (it will undoubtedly be popular at my local club)

Am finding it difficult to find a full list of the factions you can play at the moment. Are IG an option, and if so where can I find the rules for that faction?


Astra Militarium (IG), Scouts, and Orks are in the rule book. All others can be found in this pdf:
https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf


Brilliant, many thanks

Is there any way to get hold of the Astra Militawa.. Milirara.. I'm sorry, I can't do it! The Imperial Guard rules and the main book as a PDF (or I would need to buy the boxset I assume?)

Small but perfectly formed! A Great Crusade Epic 6mm project: https://www.dakkadakka.com/dakkaforum/posts/list/694411.page
Excellent discussion forum & information collection for Epic and other small scale miniatures: http://www.tacticalwargames.net/taccmd/index.php
 
   
Made in us
[MOD]
Custodian






Holy Terra

So far there is no free PDF for the box set factions.

This message was edited 1 time. Last update was at 2017/04/10 23:01:00


   
Made in us
Dangerous Outrider






I am also excited about this.. it is like getting necromunda and inquisitor back with updated playable forces for all army types.

My feeling is games workshop will not do any army lists of miniatures they currently don't sale. So I really don't we will see rules for hive gangs.

But what would be really crazy that no one would see coming if they made rules for the new Kharadron Overlords in SWA 40k..

I would like to see rolled out is deamons; they would be crazy not to release lists for them because they've produced new sprues for them

in the past few years..

Another thing is more missions; they can look at all the 40k campaign books that had a ton of mission ideas with a ton more from mordheim, necormunda

and even from legends of the old west game.

 
   
Made in us
Regular Dakkanaut






I think Necromunda is still slated for a Specialist Game release, though considering current rate that could be years away.
I could see Forgeworld just releasing resin gangs to work with the plastic terrain.

I would actually want to see some Hive Archeron gangs; Hive and Ash Waste militia, Corrupt Nobles that sided with von Strab, Underhive scavengers etc.

Or Update the Ash Waste vehicle rules as an expansion - Rad Wastes of Hades; vehicle battles in the ruins of Hive Hades.
   
Made in us
Veteran Inquisitor with Xenos Alliances






Daemons would be interesting, but given the nature of the conflict I struggle to see how they're justified. I really think the different minor Daemons would best be represented as special operatives for god specific Killteams or cults.
   
Made in us
[MOD]
Custodian






Holy Terra

 aka_mythos wrote:
Daemons would be interesting, but given the nature of the conflict I struggle to see how they're justified.
How so?

   
Made in us
Dangerous Outrider






I think what ever 40k unit is not selling well at the time will get a list...

 
   
Made in us
Veteran Inquisitor with Xenos Alliances






I wish. Although GW appears to have originally envisioned this as a one off and its only people making a lot of noise that changed that. I think we'll be lucky to get anything past the republish of the rulebook and the PDF release of the 2 new kill teams it will contain.

Manchu wrote:
 aka_mythos wrote:
Daemons would be interesting, but given the nature of the conflict I struggle to see how they're justified.
How so?
Daemons can only exist in the material plane of reality through the confluence of extreme amounts of warp energies... those energies coalesce in the presence of extreme human emotion. Khorne the rage and violence of war, Nurgle the fear of the inevitabilities of mortality... etc but it takes the concentration of hundreds of millions suffering to allow a stable daemonic incursion, where Daemons can run rampant without some sort of mortal psyker acting as conduit for those warp energies.

This game is set 50 some years after the third war for Armageddon, after the planet has been largely passified and the Imperium is systematically clearing some of the lesser Hive cities. Quite simply the chaos presence on Armageddon at this time shouldn't be strong enough to allow Daemons to manifest independently. To that end we'd likely see either a Chaos psyker or cult that's managed to some some limited presence or a greater influx of daemonic possession.

This message was edited 1 time. Last update was at 2017/04/11 04:02:34


 
   
Made in us
[MOD]
Custodian






Holy Terra

Ehhhhhh ... I think you are being a little precious about the fluff there. Nobody needs such justification to run a daemon army in 40k. Moreover, what are Tau doing on Armageddon. Seems like there is a difference between the setting of the box set and Shadow War generally.

This message was edited 1 time. Last update was at 2017/04/11 04:24:56


   
Made in au
Infiltrating Broodlord





Manchu wrote:
Ehhhhhh ... I think you are being a little precious about the fluff there. Nobody needs such justification to run a daemon army in 40k. Moreover, what are Tau doung on Armageddon. Seems like there is a difference between the setting of the box set and Shadow War generally.


Well the thing with the other races is that they are not on Armageddon, they are so you can come up with your own campaign and fluff.This is also why you only get 3 races in the actual rule book ..

That being said they could do Daemons, but have chosen not to at this stage.. but there is nothing really stopping you from coming up with custom rules for your own gaming group

   
Made in us
Veteran Inquisitor with Xenos Alliances






Even in some other campaign on some other planet... the point of Shadow War is representing a conflict where it is either petering out or it hasn't escalated to full out war. In either case Daemons in numbers only appear when a conflict has escalated to a point beyond the scope of the game.

I want an Imperial Knight Killteam.
   
 
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