Post your first game SWA

DarkNwss

Ganger
Aug 21, 2016
151
307
88
Reading, UK
Slippery floors ended up basically removing three harlequins our of five in one game we played :/ now some of them cannot be on floor level as they hare those floors that much......
 
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Insurgent

Gang Champion
Mar 17, 2016
469
501
103
Springfield OR
Okay, I don't know where this is from, but I was sent this by a mate yesterday morning, so since I was spending the afternoon playing shadow war I tried out these rules and used my goliaths.

View attachment 11830

I didn't know if they were balanced (heads up, they're not), but they are fun. My new goliaths were up against @DarkNwss nid warrior list, and his better halfs harliquins. They both had a few games under their belts.

As the single page doesn't explain what equipment lists, we used the NCE goliaths ones (and their skill tables access, but used shadow wars actual skills, subbing techno for guerilla). I started the gang using NCE costs, however after noticing after the 2nd game that the autocannon was 110 creds cheaper in the NCE, and there were various other discrepancies, from that point on I used SW costs. We also agreed that all my weapons had unreliable trait as it made the statistical chance to pass ammo rolls under SW make sense for underhivers.

So with those caveats out the way, my list is/was:

Leader, meltagun,
Heavy, heavy stubber
Heavy, Autocannon (costing 260)
Heavy, flamer
ganger, autogun
juve, laspistol
juve, autopistol
juve, stub gun

The first game was a 3 way 3 for all, claiming loot in the middle. As we rolled sludge again as a sub plot, 2 harlies went down in their first turn. My guys managed to take 2 wounds off a warrior, and meltagun a harli. By the time we were vaguely close to the center and the loot, the harlies had one clown upright, with a fusion pistol, so promptly said 'if I cant have it, no one can' and vaped the loot.

My gang bottled fairly quickly, then 2 harlies stood up again, managed to kill a warrior or 2 before they finally gave up the performance and buggered off.

Next game was against the warriors, who brought a ravenor and a zoanthrope. I'd recruited another juve and a ganger with a boltgun and sword for this game. Overall it was me failing my second bottle roll, being down 3 juves and a ganger by that stage. However I will note I autocannoned his ravenor out, and downed his venom cannon toting warrior so he was taking tests before me, by a turn or so, but was never really looking on the backfoot.

After this game I appreciated the need for high impact and traded my last heavy's flamer for another autocannon (this one bought for 150). I also got another juve and a lasgun ganger. So now I'm up to 12 guys and the others are still capped at 5 and 6. However since my list has no spec ops, and I get a minimum of 1 cache per turn and can trade only 1 per turn for 100 extra creds, winning games for more has no incentive to my gang (other than win a campaign) to get more.

The lack of a maximum cap though means that after every game I am adding between 2 and 4 guys usually. I should add that my leader and one heavy have picked up scavengers by this point for an extra 100 creds after every game (averaging 270 to spend at this point). So onwards for my 3rd and final game of the day, against a solitaire.

This one ended with the colourless clown being finally 'downed' by my new ganger with a lasgun, who shot into the combat with a juve. The juve promptly stuck his knife in to pull the curtains down. Aptly this was his 3rd game so he became a ganger and promptly rolled up... true grit I think. Or whatever the new version is called, 6 on the ferocity table. I was down to 4 juves and that lasgunner left by then though, so my injuries were all fairly minor for the other 7 guys apart from my heavy stubber being captured. As it was late, and I didn't want to be limited if I play against 'not the harlies' I left him to his fate and bought a new heavy with a heavy stubber. I still have enough to buy... a ganger and a juve I think, as I ended up with about 300 that game. I also have 4 extra caches that I'll never use as I can only cash one in at a time and get a min of 1 per game.

So 2 losses and a win, and the gang will go onwards and upwards in numbers and skills from here. Sadly I can never get a specialist skill, have 4 other heavy models that I wont use (to be fair I might swap the stubber for a missile launcher at some point), and I suspect after a game or 2 more any game that allows my entire gang is going to be a pretty much landslide for me.

I intend on suggesting to @DarkNwss that we say my numbers rules are identical to orks, so I get more in raids and other ones, but I do cap out at 20 guys... otherwise I've only got 40 goliath models and will likely have used them all within another 5 games.
Not sure what to make of this. It seems a little hollow compared to the rules we already have. It does try to break from the norms of other kill teams but it still feels unnecessary. I still just want to say "Gangs aren't Kill Teams". The two can fight each other just fine but they simply don't operate the same way in the post battle sequence.
 

dabbk

Gang Hero
Yak Comp 2nd Place
Tribe Council
Nov 26, 2016
727
1,580
163
Berlin, Germany
No max on team size is HUGE. Especially at those costs, and with gaining experience that fast.
I'm pretty sure a gang would be OK or struggle a bit for the first couple of games, and then grow more and more powerful way faster than the rest. Also, no restrictions on which weapons to take?
 

Insurgent

Gang Champion
Mar 17, 2016
469
501
103
Springfield OR
Played my third game against a Kill Team yesterday. It was a Tau player. The guy was really sporting and went about building a list right away. This is the 8th time this year I have taught someone how to play Necromunda during their first game. It is just such a logical system that there really isn't any difficulty to teach someone as you play. The first words out of my mouth are always "You can run 8 or you can move 4 and shoot." This is enough to get games running right away and I rarely have any speed bumps after that.

Gang Fight / Kill Team Fight = Tau Vs. Goliath
In my third game for the Goliath gang "Brown Town Army" I am continuing my experiment where I play the worst House Gang against the galaxies finest military forces. This is to prove a point that gangs are competitive against Kill teams. I'm hoping to run a Van Saar to balance out the other side of the equation soon.
It felt like there were about the same amount of Tau on the board as there normally would be for a gang. Those pulse carbines with strength 5 are scary and as soon as he learned about overwatch he started using it. I went on the offencive and the Tau dug in. He managed to split his force on two ends of the board so I decided to focus on one side and then the other. TAU FIREPOWER IS REALLY SCARY. But surprisingly one ganger went out when he failed to jump a 2in gap and my leader failed an initiative test and fell off a building. After three turns of huffing my rocket launcher into position he took down two Tau in a blast and in the same shot failed his ammo roll and was out of rockets. A lot of ground level pistol poppin with my juve's went on in those hard to reach places at the bottom of the terrain. This was enough to keep one side of the board occupied while I dealt with another. Next my gangers were starting to get into position with basic weapons at the ready. Lucky shotguns went to work and by the time I was taking bottle checks with three guys down I decided to stick it out when I realized the Tau had five guys down.

The whole game the Tau held their position and kept me in check. My shotgun probing was effective but a failed ammo roll from the auto-gunner with a weapon reload left the auto-gunner simply running away with nothing to do. The only HtH of the game was a Juve that charged in and used the head butt skill on a Tau. Unfortunately it was only a flesh wound (since Tau have vaginas on their foreheads getting headbutted must be horrible).

Bottle check failed by Tau.
Just for fun we rolled injuries on the Gang injury chart for the Tau. A hand injury with three fingers lost is more serious for a Tau than a human (4 fingers.....get it?). One Tau is officially named thumbs now.

On my end the "Brown Town Army" didn't fare so well. My heavy with the flamer got a DEAD roll. And my prize Juve with the auto pistol and two swords got captured. The Tau play had so much fun that he is devoted to playing a Rescue next week and he has such good gaming sportsmanship I am excited to play him again. A lot of fun but despite my first victory and two Caches / Isotopic Fuel Rods, I'm reeling from the loss of my flamer armed heavy.
 

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
9,421
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283
Tilehurst, U.k.
It seems a little hollow
This is a WiP I have found out, got sent an updated version which has weapon lists and stuff. I'll see about posting that once I've worked out who it is writing it and getting their permission. But for those of us who might paly in a store, I suspect they will be happier to allow rules written for SW compared to bringing in a community edition necromunda rulebook to play against. It's just more options.

No max on team size is HUGE
Yes... yes it is. I think the update might have capped them, otherwise we certainly will at ork-ish gang size numbers.

gaining experience that fast.
They really do. It's good because it means you don't mind that you have no high BS fighters or fancy sights/powerful tech. After 3 games they are a force to be reckoned with, I suspect they had pretty much capped out apart from adding more troopers with rifles/swords & pistols.

struggle a bit for the first couple of games, and then grow more and more powerful way faster than the rest
Yeah that's pretty much it, a starting stealer cult or guard kill team are both better, and will remain a more elite feel (soo many BS 4 vets in a guard team!), but once you get up to 14 or so members you become the scavy esk gang, with a ton of cheap bodies.
 

Insurgent

Gang Champion
Mar 17, 2016
469
501
103
Springfield OR
@spafe looking at the rules, weapon stat lines, and point costs, it looks like they are running ORB or LRB. I play ORB so I don't have much issue fielding Necromunda gangs against Kill Teams. I know NCE is what has kept this community alive but we need to integrate Necromunda with SWA and begin teaching a whole new generation of skirmish gamers. I have been teaching people how to play ORB Necromunda left and right and it's starting to build a lot of momentum in my community.
Shadow War Armageddon as a product is kind of a joke and horribly lacks campaign depth. There isn't anything original about it. What Games Workshop has given us is Kill Teams for every current faction in the 40K franchise. Necromunda is built on irregular HUMAN forces, which gives everything else attached to this system measurable baseline to build upon. It is also remarkably accurate as a tabletop skirmish system. GW has essentially unlocked all of 40K for our playground.
I say we let what GW has given us stand (this is important). Kill Teams can stay in their silos and Gangs can stay in their silos and the two have no problem fighting on the table top. What we need to figure out is how do Kill Teams progress past their 15 cache victory condition? And how do Gangs and Warbands build their territories into fortified compounds and production facilities.

IDEAS
#1) Kill Teams that make their 15 cache quota can field a 1,500 point 2nd edition 40K army against the Kill Team with the next greatest Promethium cache. Cache runner up are forced to field an army the size of 100 points per cache. Kill Team members serve as HQ unit and squad leaders in battle. Injuries are rolled after battle.
Battle results: Winner of battle gets to keep three models of his choosing and starts over with 1500 points of initial (SWA) recruitment. Loser gets to keep one model of his choosing and starts over with 1200 points of initial (SWA) recruitment.
Next major battle will be 2000 points of 2nd edition 40K and Kill Team reaches 20 cache. Winner of battle will get to keep 4 models of his choosing and recruit 1800 points of initial (SWA) recruitment. Lozer will get to start again with two models of his choosing and 1500 points of initial (SWA) recruitment.
Third battle will be 2500 points of 2nd edition 40K after Kill Team reaches 25 cache. Winner of battle will get to keep 5 models of his choosing and recruit 2000 points of initial (SWA) recruitment. Lozer will start again with three models of his choosing and 1800 points of initial SWA recruitment.

At the time of any quota goal the runner up can refuse to fight and lose 3d6 cache in the process of stepping aside. If the 3d6 result is more that the runner ups cache inventory the difference will be subtracted in models of the runner ups choosing deserting the Kill Team. The challenge is then handed to the Kill Team with the next highest cache inventory who may fight or also refuse to give battle.

#2) Gangs get to build compounds and manufacturing facilities. You need 10 cache to start a compound but can plug up to 15 cache into a compound to supply various amenities. It also takes one cache to power a vehicle. Vehicles can only be built in compounds. Various territories can recruit various troops which can be used in major battles. Gangs in compounds must give battle but can do so in a compound.
 

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Insurgent

Gang Champion
Mar 17, 2016
469
501
103
Springfield OR
Played 4 games of SWA today with a Craftworld Eldar Kill Team. Two "Kill Team Fight" victories against Orks and Tyranid Warriors. Two losses against CSM, one "Kill Team Fight" and one "Raid".

Orks: (KTF) Used to fighting the green menace. Stayed out of arm's length and got to unload two Dire Avengers and a Scatter Laser into a Runtherd's swarm of Grots. Lot of fun. Orks failed bottle.

Tyranid Warriors: (KTF) I stayed high, they went low. Various shrunken fire and a Scatter Laser took out the three wounds on one warrior. This was enough to make them start bottle testing and I got lucky when my opponent rolled boxcars.

CSM: (KTF) Totally brutal. This guy fielded all Marines and no Cultists (made me sad). All devoted to Khoran with two attacks and chainswords. His first game he didn't even arm them with Bolt Pistols. I lost a Heavy dual with his heavy bolter right away and my leader who recently aquired a second Dire Sword got into a draw with a CSM. Next round his Champion and another Marine piled into the combat and my Exarch was easily overwhelmed. This eventually lead to the incident where one Dire Avenger on Overwatch held off three CSM who were too hesitant to cross his path and charge him. A shameful day for the Blood God indeed. But the Eldar eventually bottled anyway which was the CSM's "master plan".

CSM: (Raid) My Scatter Laser really tore shit up this time and took down his heavy bolter twice. It laid waste to two other Marines. He rushed the objective with a Raptor, his Champion, and a Marine and simply started wailing on it with chainswords and two attacks each. After two rounds of this he destroyed the objective and went for the escape. By this time my Exarch and a Defender had the flank on him and my heavy was boxing him in. The Exarch scored big and swept them up in HtH but this effectively ended the game without him bottling and the objective destroyed. I thrashed him but he still won. I don't mind losing like this, it's cool to see objectives happen.

I hope the SWA community develops out here more and other players are challenging each other. Right now it's me fighting a lot of one-off battles and letting people get their feet wet.

GIVE IT UP FOR BLACK CELEBRATION: Craftworld Eldar Kill Team, 6 Promethium Cache
DSCF4257.JPG
 

spafe

Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Feb 8, 2013
9,421
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283
Tilehurst, U.k.
Sounds like some great games dude! And very nice models to boot!

I'm surprised the marines managed to actually make it into combat, but I do love the idea of 3 marines sitting round playing rock paper siccors for who has to draw the overwatch fire from that dire avenger!
 
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Purple Prose

New Member
Aug 3, 2017
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My gaming group moves slowly, and although much of the world already seems to have moved past SW-A, the four of us finally got our campaign started yesterday.

I play craftworld Eldar, and my opponent was the Necrons.

My list:
Menelaos - Exarch with Twin Avenger Shuriken Catapults
Sharp-eyed Antilochos - Guardian Gunner with Shuriken Cannon HWP
The brothers Ajax - two Dire Avengers each with DA Catapult and 2 combat knives
Lykomedes - Recruit with Shuriken Catapult

My Necron opponent had a leader with a couple powers (move through cover and concealed always) and a Gauss Blaster, 3 troopers with Gauss Blasters and 2 recruits with Gauss Flayers

I must admit, I was initially disheartened to be outnumbered by Necrons. Our mission was "Scavengers", him with Indominitable and me with all quiet. We each had two caches in fairly easy reach, and the final was in the middle of the map, in a little trench maze with structures overlooking it from both sides.

He got a couple guys into a tower commanding the field on his side, and I got my HWP and Exerch into a three story structure with a similar position on mine. He got a couple lucky wounds onto my heavily concealed leader before he was able to hide, but luckily I rolled flesh wound and was able to stay in the fight. After that, I was able to have those two shoot and hide, and my opponent soon realized you can't win a shooting war against concealed Eldar who are in range. I managed to put flesh wounds onto four of his guys, and there were always a couple pinned, but its tough to keep the Necrons down, and he started hiding and approaching with the troops who weren't laying on their backs. At that point, I realized that my fire superiority was not going to win the game - he was taking a bottle test every round from newly wounded troops, but he needed a 12 to fail, and eventually those wounded Necrons got up again.

My two troopers and recruit had collected the easy caches and taken up hidden positions outside of the trench maze, but there was finally nothing for it but to send one of them on a mad run to collect the last cache. His guy on overwatch missed, fortunately, and I was able to get back close to my side in cover. With little time left, my opponent ran a spotter across the field to detect my hidden troops and (thanks to some good recovery rolls) three other Necrons were able to open fire. His luck had run out, though, and my troops were unscathed. The next round I got them back to my side, escaping from a final overwatch shot. The lords of fate then kicked my opponent while he was down, I rolled a monster attack on his final turn, which prevented his leader (the only one in position for a miracle charge to my side) from taking any action.

Very exciting game, but no casualties on either side, and after all the rolling we both ended up with a single promethium cache - so more of a draw, really. My leader rolled an extra wound (taking him to 3!) and his leader rolled a sorely needed extra point of initiative.

I had a bit of an edge in the game, because I knew the rules better and I knew how the Eldar "shoot and hide" trick worked, and my opponent didn't. Still, Necrons are pretty indomintable on their own, and his rolling the actual "indomintable" power on top of that made it a closer match than the shooting showed, and I needed some good luck with my mad dash to pull off a win.

Our other match featured a horde or orcs (13, I believe) taking on a beleaguered Tau force of 7. One orc slipped in corrosive slime, and one got shot, but both came back stronger after the match. The Tau player lost three guys out of action before voluntarily bottling, and ended up with one getting "Frenzy", and a second being captured (his drone, and best shooter) - all three will miss the next match. Rather than forcing him to face the orcs again to get his kidnapped drone back, we just had him roll for it (1-3 rescue fails, 4-6 it succeeds). He failed, but got an extra 100 recruiting points. The orc player, meanwhile, rolled three promethium plus a bonus for his mission, so he came away with four. A pretty clear case of how teams can spiral in opposite directions if the dice go wrong.

Looking forward to our next event in two weeks. I face the badly wounded Tau, so it's my match to lose, but I better not get too cocky, because if we have time for a second match I'll be taking on the orcs right after. I hope the Necrons soften them up a little....
 

Insurgent

Gang Champion
Mar 17, 2016
469
501
103
Springfield OR
Started a new campaign with what I hope will be the Kill Team I run for 15 Promethium cache victory. I'm running a Craftworld Eldar Kill Team (The Spiral Scouts) with models from what I hoped would be a collection of Eldar Corsairs from the Inquisimunda Void Pirate list. I'm also playing a backup of Guard Kill Team (The 135th Light) of Catachans that I intended to be a Goliath Gang.

The CSM player that I'm fighting knows the rules and the two of us can pull off a game every 50 min. We played out three games so far and we are at the point that we need other players to help mix up the fighting. My rule of thumb is that you should never play more than two skirmish games in a row against the same player.

Here is the pics
https://yaktribe.games/community/gallery/albums/for-the-win-shadow-war-campaign.310/

GUARD Vs. CSM: A Hit and Run with the Guard attacking in a #4 Shock Tactics. It was a pretty simple game with my Leader running straight down the middle at ground level and distraction on both side also running at ground level. One Guard was victim of the fact that I discovered you could Arm Guardsmen with only a laspistol. Seeing as I modeled them to be a Goliath Gang I had lots of pistol Juves lying around. This guard was mercilessly crushed by a Khoren worshiping CSM that arrived as a reinforcement on my right flank. The guard that were actively fighting stalled the CSM's long enough for my leader to make the other end of the board and claim victory.

ELDAR Vs. CSM: An Ambush scenario with the Eldar defending. I thought I was screwed. The CSM had good vantages on me from everywhere and the first turn. He downed my Avenger and Exarch but my Scatter Laser spit back and took out two chainsword wielding Khoren CSM's that were planning to barrel down on me. I was then able to "shoot and scoot" with my Defense Gunner into cover. The CSM Heavy Bolter dominated the board but the real heros of the game were two Guardians at ground level that were popping up from ground level and sustaining fire on ledge snipers. Bodies started falling from their high vantages and soon the CSM failed a brake test. Before the end my Avenger and Exarch recovered with flesh wounds.

ELDAR Vs. CSM: A Scavenger's mission. We built the terrain really high for this one with a long diagonal of terrain that cut the board in half. It was six stories high (24 inches). After the terrain was set and deployment was my choice, I actually chose to switch us around. Yes everyone needs to move their crap but sometimes it can just be tactically wise. It's good to "cut the deck" every once in awhile. I had a quick run to grab three loot counters. They were all down a long hallway on an upper level. The poor CSM had get up all the ladders to touch me. But when that Bastard Bolter finally made it up the ladders it was a shooting duel between it and my Scatter Laser. That Scatter Laser really feels like you are throwing water balloons at Marines. The Bastard Bolter nailed the Gunner and I failed my first initiative check with an Eldar. The Damn gunner fell 8'in out of action with a loot counter. In the meantime my Avenger and Exarch were running full speed while jumping gaps to open up point blank on some other ladder climbers. It's really a mess when Eldar can open up on someone at close range. Cultists and CSMs were falling off ladders and soon all that was left on the board was his Bastard Bolter. He voluntarily bottled out with no loot and I got two loot.

Here is a flier we made to help promo
[photo=medium]5604
 
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Purple Prose

New Member
Aug 3, 2017
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Do tell?

As soon as you mentioned this I started researching it.
Good to see so many Eldar battle reports - for the longest time I couldn't find one, and here we have three in a row. And congrats on the strong performance against CM, who seem formidable.

As far as shoot and hide, since Eldar can move after shooting, and since you hide when moving, Eldar can shoot (perhaps breaking a previous hide) and then hide right after, as long as they have some cover. Everyone else breaks their hiding when the shoot, and then has to wait until the next round to hide again.

This can be countered a bit by your opponent using overwatch to shoot you (right before you shoot, in the instant you come unhidden) but then they're in a shooting match with Eldar at -1 to hit, and that probably isn't a winning strategy in the long-term. Still, my Necron opponent did make some use of it in our encounter.
 
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Insurgent

Gang Champion
Mar 17, 2016
469
501
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Springfield OR
It just burns me that we are back to 2nd edition rules and they nerfed the range on the catapult to 16 and only gave it a -1 armor modifier. That's effectively pistol range. If we are going back to 2nd edition I wouldn't mind having a lasgun again. The catapult was always supposed to be a bolter equivalent and an expensive upgrade for guardians.

These new tactics and rules sound really wild. It almost looks unfair to me. This Battle Focus is a really over the top ability to give every member of a Kill Team. It makes me uncomfortable just thinking about how I'm going to explain this to other players. It's too powerful and broken.

It seems like they tried to balance it by painfully limiting equipment choices. The Eldar progression is very linear and lacks any kind of diversity. I'm not an Aspect Warrior fan boy but even they add a little color to a craftworld force. No scouts is really a slap in the face. Not even a special operative scout? They really just burn the lore whenever they feel like it at GW.
 

Insurgent

Gang Champion
Mar 17, 2016
469
501
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Springfield OR
As far as shoot and hide, since Eldar can move after shooting, and since you hide when moving, Eldar can shoot (perhaps breaking a previous hide) and then hide right after, as long as they have some cover. Everyone else breaks their hiding when the shoot, and then has to wait until the next round to hide again.
I have another question? Can you be in overwatch, shoot, move, and hide? And then take your next turn to go into overwatch?
 

dabbk

Gang Hero
Yak Comp 2nd Place
Tribe Council
Nov 26, 2016
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Wait, what? If you're in overwatch, you can shoot whenever your opponent's movement phase, that is all. So, no further move (!!), nor hide.

Basically, going into overwatch is giving up your own full turn for that miniature to give it possibility to shoot during your opponent's next movement phase, nothing more.
 

Azzabat

Hive Guilder
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Jan 24, 2013
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I have another question? Can you be in overwatch, shoot, move, and hide? And then take your next turn to go into overwatch?
You can be in overwatch at the start of your turn, (call it turn 1) but if you move or shoot (in turn 2) you lose your Overwatch. You could then go back into Overwatch (on turn 3)

Wait, what? If you're in overwatch, you can shoot whenever your opponent's movement phase, that is all. So, no further move (!!), nor hide.

Basically, going into overwatch is giving up your own full turn for that miniature to give it possibility to shoot during your opponent's next movement phase, nothing more.
Yep, you basically forsake your entire turn for the ability to shoot your opponent in his.
Sometimes this can be great as you can deny an area of approach if your opponent doesn't want to risk getting shot.
Sometimes your opponents just avoids the area and you've wasted an opportunity to move or shoot.
 

Insurgent

Gang Champion
Mar 17, 2016
469
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Springfield OR
But if I'm reading the Eldar rules right you can move after you shoot. You are shooting in overwatch, so by virtue of the Eldar Battle Focus you can move after you shoot and if you move you can hide?

Looking at the text, I see that Battle Focus says this move is carried out in the "shooting phase". So I guess you can't go crazy in an overwatch.
 
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