Shadow War: Armageddon General Discussion

Besides the skull disease, its got the tube disease. While tubes are the most materials cost efficient way to enclose a volume (lowest cost for GW), they are the worst possible shape for determining cover. No way to hide "behind" or get cover from a large tube and still shoot. A couple of them on the table are fine, but I tend to specifically NOT build them because of the problems determining cover with them.

Not so sure how useful the 6" * high platforms and walkways will be for Necro. Unless you are within an inch of the ladder base, its going to take two turns to get up a ladder. Going to want "ladder" bases** to hold figs that are partway up ladders at the end of their turn. Something that hooks into the ladder and has a base large enough for the fig to stand on. Half of the stanchions also do appear to potentially support intermediate height walkways, except for the two with the fan and speaker that would be blocking the walkway.

*Would be nice if someone who has the box could measure the height of these...

**Possible opportunity for Tak's lasercut projects.

Platforms are 5" high
 
Is anybody waking up to the fact that it would be really easy to play the original Necromunda gangs in SWA?

Just call them the six standard worker houses of the Imperium and the fluff works in any hive.

The gangs can work territories, buy weapon, and roll scenarios against any SWA faction. Just use all the Necromunda campaign rules. Let gangs do everything they would normally do in the post battle sequence.

THE ONLY DIFFERENCE IS GANGS ALSO SCORE PROMETHIUM CACHES WHICH WORK LIKE ISOTOPIC FUEL RODS.
 
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Is anybody waking up to the fact that it would be really easy to play the original Necromunda gangs in SWA?

Just call them the six standard worker houses of the Imperium and the fluff works in any hive.

The gangs can work territories, buy weapon, and roll scenarios against any SWA faction. Just use all the Necromunda campaign rules. Let gangs do everything they would normally do in the post battle sequence.

THE ONLY DIFFERENCE IS GANGS ALSO SCORE PROMETHIUM CACHES WHICH WORK LIKE ISOTOPIC FUEL RODS.

I could be convinced if I was able to get my hands on a copy of the SW:A rulebook to read.

Based on only seeing the free issued gang rosters it certainly looks like the Necromunda gangs could just slot right into the SW:A rules without any real changes.

You could even just do away with all the Necromunda bits and just call them Hiveworld Civilian Militia and give them the bounty hunter, pit slave and ratskin scout as their special operatives if you really wanted to dumb them down to SW:A campaign level.
 
You could even just do away with all the Necromunda bits and just call them Hiveworld Civilian Militia

Why not keep all the Necromunda bits? There is no reason not to keep using the old experience chart, serious injury chart, skill tables, and the whole post battle sequence. It sounds like everything about the gangs would plug in perfectly to SWA.

I keep trying to illustrate the point that Promethium Caches are just Isotopic Fuel Rods. When gangs get their hands on them after playing a scenario on the SWA scenario chart just consider them Isotopic Fuel Rods with a sale back price of 25 credits. Gangs can use them to build settlements. The fluff behind the whole game would be that armies invading the hive are looting the fuel rods that power the underhive. If a gang ever loses a scenario with 3 to 1 down or out, the invading kill team will loot one of the gang's settlements and get a Promethium/Isotopic rod.
 
The three obvious differences that might make integration more difficult are;

•Different xp progression and starting points.
•SWA doesn't use xp so they don't have a Gamg Rating as such
•Who is going to want to sit there and watch their more elite opponent roll ammo on 2D6 while they get only one D6? :)

Also something strikes me about the new walkways (which GW must sell seperately btw); unlike Necro terrai at 6" high you will actually be able to fit your bloody hand under them to move a model!
 
Is anybody waking up to the fact that it would be really easy to play the original Necromunda gangs in SWA?
It's easy, but what's the point? Without experience, a Necromunda gang would be very weak in Shadow Wars. The only way I see it being interesting is if you use gangs with ratings of 2000 or higher.
 
It's easy, but what's the point? Without experience, a Necromunda gang would be very weak in Shadow Wars. The only way I see it being interesting is if you use gangs with ratings of 2000 or higher.

What's the point? It's the opportunity for gangs to fight against the best in the galaxy. It's the pleasure of a bunch of baseline humans fighting with only what weapons they can afford and decades of tactical experience fighting in the hive. It is a chance to hand every power playing, mid-maxing, elite spamming, zerg rushing, banshee wailing, smurf muhrine his ass with a bunch of gangers. It's time to prove that this game is built on tactics. It's the most interesting thing that has ever happened in the 40K franchise. Is isn't extraordinary people with extraordinary challenges. It is normal people rising to meet extraordinary challenges.

And after all, a gang doesn't look much different than a guard kill team. I think most gangs will do just fine.
 
My take on hive gangs:

Build using Necromunda rules.

Max size 20.

Use the SW:A role classifications, Juves are treated like New Recruits.

Use the SW:A experience and injuries. No experience points.

Use Necromunda income, recruiting, and rare trade.

Use Insurgent's Prometheum = isotropic fuel rod idea.
 
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•Different xp progression and starting points.
•SWA doesn't use xp so they don't have a Gamg Rating as such
•Who is going to want to sit there and watch their more elite opponent roll ammo on 2D6 while they get only one D6?

All this stuff sounds pretty minor to me.
~XP progression may be different and this is the biggest problem I see. But starting points are 1000 and the troop profiles and costs look really similar to Necromunda. All the weapon prices are the same. The Guardsman profile and cost is the same as a ganger but the Guardsman does get flack armor(watch out!). To me gangs look really competitive with their two heavies and cheap juves.

~Now that I think of it Gang rating could screw up three things. Originally I thought it would just be who rolls the scenario. But it would also mess with Giant Killer Bonus and Underdog Bonus. Gang rating also gives you a comparison of how powerful opposing gangs are but that never stopped anyone from fighting each other. I will have to look closer to see it this can be resolved.

~At this point I'm not even sure the ammo roll ratios pan out to be different than in Necromunda. I know the amount of dice you roll changes but the chances might still be really similar. Even if it is a hit that gangs will have to take it is one we have been dealing with for years and have more than adapted to in our tactics. Bad ammo rolls don't stop people from playing Scavvies.
 
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My take on hive gangs:

Build using Necromunda rules.

Max size 20.

Use the SW:A role classifications, Juves are treated like New Recruits.

Use the SW:A experience and injuries. No experience points.

Use Necromunda income, recruiting, and rare trade.

Use Insurgent's Prometheum = isotropic fuel rod idea.

If I can get you to be down with the Promethean Cache / Isotopic Fuel Rod idea I will gladly give up experience. Experience was always the most time consuming part of post battle sequence. We really should look and see if it pans out to be a more or less powerful progression or not. It may just be different numbers with the same result.

I can take a hit and keep the old serious injury chart. It looks considerably more deadly and may simply suit the conditions gangs deal with.

Income, recruiting, rare trade just seems like it would fit right into the post battle sequence of SWA without a problem.
 
What's the point? It's the opportunity for gangs to fight against the best in the galaxy. It's the pleasure of a bunch of baseline humans fighting with only what weapons they can afford and decades of tactical experience fighting in the hive. It is a chance to hand every power playing, mid-maxing, elite spamming, zerg rushing, banshee wailing, smurf muhrine his ass with a bunch of gangers. It's time to prove that this game is built on tactics.
You could have just said you liked the idea of a challenge. (y)

But don't forget the other guy playing his Shadow Wars gang may be a Necromunda veteran as well. :sneaky:

And after all, a gang doesn't look much different than a guard kill team. I think most gangs will do just fine.
Interesting question.
The Guard team has more interesting options overall I'd say, including BS4 from the start and nice special weapons (sniper rifle with red-dot laser sight and/or cheap grenade launcher) that can be used by 3 specialists.
The Necromunda gang has access to heavy weapons on 2 heavies and cheap juves as meat shields.
So it's probably not too different, especially if the juves use the Necromunda xp system.

However, the IG team is imho one of the weakest teams in Shadow Wars (if not the weakest).
 
Just noticed on the FB thread about the rulebook - photo copyable page for tokens
- plan is for complete rulebook to be permanent fixture (as opposed to limited run)
- sisters and inquisition will be free download as well as in new book.

Trying to work out if this book was intended all along or that they are just making it up as they go along. Leaning towards the later.
 
in hindsight, I see this as GW supporting a growing INQMunda and INQ28 community but also trying to take back some ownership of it. They have been supporting it for awhile now with things like blanchitsu in WD and the pilgrim project, which I believe is now on display at warhammer world. Maybe this is the start of GW trying to legitimise that support.
Who knows what the future is for this growing trend in "INQsagaming" but I'm sure GW want to be a part of it and calling the shots.
 
I'm a bit meh on the terrain now I've seen it a bit closer, it's got skull disease - all very detailed but seems rather expensive for what you get.....

Transmission ends, tv screen blinks on to show a small ginger Troll being dragged off by the GW inquisition shouting heresy "build it from PVC pipe, my tribe, PVC pipe!!"

Hahahahahaha!, pure @ClockworkOrange !!
 
in hindsight, I see this as GW supporting a growing INQMunda and INQ28 community but also trying to take back some ownership of it. They have been supporting it for awhile now with things like blanchitsu in WD and the pilgrim project, which I believe is now on display at warhammer world. Maybe this is the start of GW trying to legitimise that support.
Who knows what the future is for this growing trend in "INQsagaming" but I'm sure GW want to be a part of it and calling the shots.
I think that's spot on and I share your hope. The 40k universe is such a rich tapestry with so much cool stuff to use to tell great stories, and the Necro/2nd ed system is the perfect foil for playing those stories out against.
I wonder if we might see a kind of codex system emerging for this game now, with different Shadow Wars:Blah blah blah to expand the settings of the game beyond Armageddon. Their seeming reluctance to reprint the game might indicate that's the direction they are heading; a limited edition boxed set but a permanent rule book.
Incidently that's a system I'd hoped they would have Perseus for Necro back in the day. Supplements that focus on specific gangs and events to add to the narrative of Necromunda, like a Delaque vs Orlock set with plastic models for those gangs, and adding special characters like heads of houses and stuff.
I'm still scratching my head as to why they don't make this game a permanent edition to their core systems. Yes, the models are old, but it's basically the start of two armies and some really cool scenery for a half decent price. Perfect for new recruits to get their first taste of wargaming. Honestly can't see any negatives to keeping this game hanging around for a while.
 
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I'm sure this is something I know all you true Yakkers and hardcore Necromunda veterans out there will be dying to know:

My Shadow War terrain sprues arrived today, and I gotta tell ya, the detail and flavour is B.E.Autiful! - looking forward to assembling and painting them up to add to the "ambience" of Hive Sector 0-GG or "S0gg-bottom" (our long-running "rags to riches" campaign setting):

IMG_3060.jpg


LEFT to RIGHT:

Pegasus Hobbies | Mantic Battlezones | old-style GW Necromunda "classic" bulkheads | new Shadow War: Armageddon support-strut & ladder

And so,.... sadly, It looks like the new sprues / supports etc... are dimensioned to be more compatible with the floor-to-ceiling heights in the newer GW kits, and not the old Necro Bulkheads!
(I don't currently own any of the Manufactorum / Basilica Administratum etc... kits so I'm kinda guessing here, but it makes perfect sense if they do...)

*sigh*

oh well....