Shadow War: Armageddon General Discussion

I woke up this morning especially to pre order it.. and seeing the official details on the GW site left me thinking.. £80 for some terrain and a rule book.. no thanks. Even the alt suppliers at £64 made me feel like I couldnt stomach it... then I found that MiniWargaming have released a video on their youtube channel... and... well... it just too damn similar to NCE. I already have more bulkheads than I know what to do with and GW are going to release the scenery pieces separately later in the month anyway apparently...
 
Called my local GW store this morning and the manager said pre orders could be processed through the store five minutes early. Was able to get there in time and to my surprise the store was not crowded. Only three other people aside from myself that got their orders in before the storm.
 
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Was able to get there in time and to my surprise the store was not crowded. Only three other people aside from myself that got their orders in before the storm.
Out of curiosity how many copies did your local store have Cowboy if you know? I only ask cos the shop where i live only got 4 and was wondering about others experience.
 
No clue on if the store location had a pre-set limit of how many people could pre order. They had a little seat and computer where I sat down and logged into the GW site. Printed off the order as a pick up and pay in store right there.
 
Ah, right. Sound, that was long gone by the time i got there today so i preordered a copy that will be from the store's stock then. Cheers anyway.
 
Ahhh, GW. I thought you had changed, I hoped... no, believed that you had given up on your obsessive ways of making everything limited so that it's really frustrating for your customers and difficult to foster a community when half or more of the potential player base can't access the rules or gaming components.

Were you just leading me on? Were you?? :cry:

OK, mockery aside I've got to admit I'm disappointed in this particular move today. I can accept that stocking errors mean that a popular product can sell out, that happens. Did anyone know this was limited though? I never read or heard from anywhere about this until I got a message from a friend saying it was gone... not sold out... No Longer Available. :eek: Whaaaaat? Why?? Wasn't this supposed to be the new gateway game? A replacement for Kill Team? Why would you artificially limit the run after promoting it and stoking up such interest??

Had a look on GW's social media presence and, lets say there are a lot of disappointed potential customers all being remarkably polite I must say, though the overwhelming attitude is of disbelief. Disbelief that this is not a new, permanent game, just another in a long line of throwaway temporary products that GW have issued over the years.

Now, I'm hoping they back peddle on this and put this game on permanent sale where it should belong. Someone at GW has to take on board that this game is popular, there is huge interest and not having it on sale is silly. I very much doubt that people who missed out on this box will suddenly decide to buy all the components separately for a higher price than the box RRP, it's much more likely they just won't buy anything at all, move on and continue with their existing projects.

Now, just to address this earlier post which I think was made before the revelation of the 10 minute wipeout worldwide (unbelievable!!)
<snip>
You know your exactly right about it being a sales strategy, but I really feel that this game can't fail! It's opening the doors for new players, giving a new play style for those already engrossed in 40k, and is a total calling for all us old folk to emerge from our slumber!
This game can't fail. Well it really looks like it shouldn't fail, because there's so much interest in it! But it kinda will if they don't release the rules pretty sharpish as a PDF and preferably as a printed book! Because it's going to be tremendously difficult to get people interested in a game they can't easily access. I mean, really you should just direct people to the NCE and get them playing Necromunda direct if its a case of supporting an out of print game! I'm sure someone will have a copy of SW:A and we can get the 40k parts as an addon for the NCE.

The only things that I think might hinder its development, is that 1) people will just use the miniatures that they already have (gw will most certainly be wanting to see a big rise in sales before committing more to a project) and 2) I just don't know how the current 40k community will take to the rule set and change in pace for the game!? <snip>
People will use miniatures they already have but a skirmish level game encourages them to invest in a small band of models that they don't own, because they liked them but didn't necessarily want a whole army. I mean, how many people have just had one gang? Maybe quite a few but most players I've known have had a couple or more over the years. So I wouldn't worry about point 1 so much.

Point 2, as I understand it the upcoming 8th Edition game of 40k will include open, narrative and competitive types of play like AoS has now, so ultimately it'll accommodate all player types, no matter their playing preferences. Most of the current 40k guys seem highly tournament centric, which isn't really my scene but all the more power to them if its theirs. But that seems to stem from 3rd Edition's simplification and reached an apex by 5th. 6th onwards seems to have been adding stuff back in that would be familiar to players of 1st-2nd and there has been much gnashing of teeth from the people who started under 3rd-5th because it disrupted some of their "meta".

I think what I'm trying to say here is that a game like SW:A could have been fantastically useful into getting those players into the idea of skirmishing which isn't just stock 40k rules at <200pts+no heroes. Which was essentially Kill Team before. As a gateway to 8th and the world of 40k entirely, SW:A would be perfect.

I'm glad a forum thread here has been opened up for SW:A so we can discuss things, possibly even a SW:ACE?? Where we can mash the NCE and SW:A rules together if GW doesn't get their act together. There's no reason a good idea has to die because of GW pulling support - this whole site is a testament to that!!
 
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I'd like to see future White Dwarf articles support this with new rules for scenarios and creatures. Speaking of creatures, unless the boxed rule book has something about rules for a Lictor, I'm not finding anything in the Tyranid Kill Team profiles. Would really enjoy a scenario of a team attempting to hunt one down. Just take a glance at the Harlequin Special Operative Solitaire profile. @@ could only imagine what a Lictor profile would be like.
 
Well, if someone when they could get it post a pdf of the rules somewhere, I'd really like that. I'm really, really, disappointed that it was a limited print run. I hope they bring out the rules elsewhere but still...
 
Im wondering if since its not officially launched until 8th April... if they kept a set number for preorder and then next week stores will receive copies to sell.

Also,
How many editions have there been of blood bowl and space hulk? If it proves that popular they will re-release it. GW want to make money. "Here, buy this thing we sell... awww we've sold out but loads of people are upset... shall we a) let them wallow in misery and leave them to go to ebay and buy off scalpers who preordered 2+ editions or b) do a re-run and make MORE money"
 
Looks like it's out of stock in every single gw country from the official website. I wonder if they relly sold it out, or if its april 1st, or ... They must have printed a very limited number of copies to get smashed like that on day one!
I wonder though: how would they not reprint copies of a product that sold out on day one? One that they never identified as limited edition, I would not understand.
 
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And so it begins:
 
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Hey folks. So while i didn't get to order the game, I did go to my local GW store and play a game with the rules they had. They had on hand the rulebook, all the additional warbands, summary sheet, scenarios seperate from the book (and on nice thick glossy cardstock, something I wouldn't mind gatting my hands on), a tiny pad of 5x8 rosters. And for participation I got the Spec Ops cards (only for Orks, Scouts, and Astra Mili...er Imperial Guard Vets), and token sheet with enough tokens for one side.

The game was almost identical to the Necromunda LRB, and I'll try to detail what I remember standing out as different. Some of these differences could just be due to my inability to find the rule, and not actually have changed. I didn't have unfettered access to the rules for long periods of time. I'll try to keep this info to what has not already been covered (ex: we all know ammo rolls are 2d6)

  • You may run if you start within 8" of an enemy. I could not find the rule disallowing this.
  • There is no arc of fire on your turn. I like this change.
  • 90° arc of fire for overwatch. Overwatch was -1 to hit as explained by employee, I didn't check other modifiers.
  • Running tokens are actually important, because enemies have -1 to hit a target that ran last turn! I like this change.
  • Scenarios were pretty much copy paste jobs of six standard Necromunda ones, only with different rewards.
  • Shotguns come with solid and blastshot: uses a small round template on hit and ignores cover modifiers, str3. Employee said it doesn't scatter like grenades, but they were getting other rules wrong and i didn't double check.
  • Reward for the game I played (rescue mission, don't ask why i played it for my 1st game), was interesting. The defender gets 100 "points" for recruiting after the game if he wins. The attacker steals a Prometheum Cache (PC), form defender if they win, as well as the captive back.
  • After the game, roll 1d6 for down models just like Necromunda. Injury chart is 1d6, i didn't read it all, but a death is a "1", followed by a "1-3". Bitter enmity is in. I think stat penalties are gone.
  • After each game you choose one model, who isn't a "fresh recruit" to gain an advance. No xp. All fresh recruits check a box when they survive without going out, after 3 checks they become troopers. They are kind of the opposite of juves now, advancing not at all until a few games whereas juves advanced quickly. They are only one stat point lower than troopers though.
  • Income is standardized and automatic. Each gang gets 100 pts to recruit new models and 100 points to buy new equipment, all from the list used to start the gang. Unspent points are lost. You can spend a PC to add +100 to either pool, hopefully more than once of else Tyranid Warriors can't ever recruit anything...
  • Leader not going out gives you a few more options including hiring Spec Ops for the cost of a PC each. Sorry I can't remember the rest.
  • There are tables you roll on before each game for exploring the hive and subplots. They are 2d6 charts, so not d66 style variety, but they can keep the games fresh.
Any specific questions?
 
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Also this looks to be how they are repackaging the terrain into separate (suitably renamed & fluff-ified) elements.

I really really like it.
 
I pre-ordered from the NZ store, they said they were getting in only two copies for the store to buy on release day so I though t I would pre-order. I actually did it in-store by the time I had got home the pre-orders had sold out.

Kambuk