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[SWA] Product Review: SWA From A Necromunda Perspective  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Wicked Warp Spider





Chicago

Well, I hate to say it but I recently broke down and bought my first Games Workshop product in almost 10 years...and from a GW store on top of it! That product was the rulebook for Shadow War: Armageddon, Games Workshop's possible reentry into the skirmish gaming market. This review will consistent of my initial impressions of the book itself without having played any actual games. I will likely do a second review that takes a more in-depth look at the ruleset and how it actually plays on the tabletop.

Full review below:
http://empireofghosts.blogspot.com/2017/05/product-review-shadow-war-armageddon.html
   
Made in ru
!!Goffik Rocker!!






Want to add something i've found out about the game after a bunch of games.

CSM are in fact one of the strongest killteams in the game. The end result is 10 marines, 2 of which wield heavy or special weapons and the rest can either be potent mellee fighters or carry bolters - great weapons. Essentially, you can't buy a fighter without spending promethium or without scavanger trait. But when you get one, it's a marine dude with a red dot bolter or a more mellee focused one. Bolt pistols and chainswords work great either. And you can easilly have a more mellee-focused army or a ranged list that will devastate your foes. They're definitely nothing close to "limited".

On the other hand, there are some rather weak bands. I'd say that witches and ig are on the weaker side. Witches wholly depend on terrain as all they have are fast naked girls with decent but not top-tier mellee. And ig are just regular humans with so-so special rules and limited power level.

It's pretty easy to bring those teams up to the level of most other warbands. For example, ig would benefit from buffing hot-shot packs (they're s+1 but ammo roll goes from 3+ to 6+ for...15 pts iirc, I'd suggest it to be s+1, rend -2, ammo 6+, cost 30-35) or allowing to take a heavy weapon team. Maybe providing some leadership buffs cause they currently have really huge issues with ld, durability and no access to heavy weapons. Currently their trick is 3 special weapons which are nice and all but after a bunch of games you got nowhere to progress any more while other teams can become more powerful and eventually outperform your dudes. And Witches...hard to say really. They can be an ok force if you have enough terrain for them to crawl up to their enemies remaining hidden. But if there's not enough terrain, they're simply unplayable. At least harlequins are harder to hit, have 4++ and can't be pinned.

SWA ends up playing differently to necromunda simply cause the fighters are stronger and gear is deadlier. You usually hit on 5+/6+ in necromunda. A scout/marine/ig vet with a red dot basically gets bs5 and usually hits his target on 3+/4+. Movement and ld become more important as games are won and lost with positioning and bottle tests.

This message was edited 3 times. Last update was at 2017/05/18 05:41:02


 
   
Made in au
Infiltrating Broodlord





 koooaei wrote:
On the other hand, there are some rather weak bands. I'd say that witches and ig are on the weaker side. Witches wholly depend on terrain as all they have are fast naked girls with decent but not top-tier mellee. And ig are just regular humans with so-so special rules and limited power level.


See I was thinking simular also including GSC..

But then playing GSC I realised how strong the Grenade launcher is.. 3 of them with Krak/Frag can make a mess of any squad, plus with the added bodies of just regular las/autogun fire you can generally pin most things down

haven't had a change to play with the DE yet.. but I would suspect they play just like I use to paly Esher gangs.. Move/Hide until I get into position to charge
   
 
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