Shadow War: Armageddon tactics and warband make up

Discuss every aspect of the Shadow War stand-alone game.
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ARC'Thunder
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Re: Shadow War: Armageddon tactics and warband make up

Post#55 » Apr 21 2017 08:12

Panzer wrote:Good news guys!

They updated the link to the rules pdf. It now includes the SoB and the Inquisition faction!

Also there are two other links as well. One for all the marker/counter and one for a blanke roaster sheet. ;)
Thanks for the heads up, Panzer.

I'll link them here for easy access from this part of the thread:
Kill Teams PDF (updated with Adepta Sororitas and Inquisition)
Roster Sheet
Tokens

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Panzer
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Re: Shadow War: Armageddon tactics and warband make up

Post#56 » Apr 22 2017 04:49

I honestly really like the Inquisition list. Hurts a bit to see that those too can easily outshoot Tau (Troops with Sniper BS5, Photo-Visor, Camo gear) but happy to see that their regular Troops can't take Carapace armor so we aren't the only squishy ones out there anymore (together with GSC).
Their Specialists with Storm Shield sounds pretty cool as well.

I think though it would be a nightmare for us to face them in a Raid mission with us as defender. They can easily pick us apart with all their Sniper without getting noticed. We had it bad in Raid missions as defender before and they make it only worse.
To be fair it depends on the kind of list though. They could just as well equip their Troops with Storm Bolter instead which while not weak either at least gives us a chance to notice them.

BillyBones
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Re: Shadow War: Armageddon tactics and warband make up

Post#57 » Apr 22 2017 06:54

And these many choices in wargear innthose new lists

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Calmsword
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Re: Shadow War: Armageddon tactics and warband make up

Post#58 » Apr 23 2017 03:13

Well, I've played about 4 games now- here are some realities for us:

Bottling out is really really easy. With no real way to improve LD you need to get a specialist into your games as fast as possible. The Stealth Pilot is the only way to get a high impact weapon which is essential against some of the monsters out there.

Terminator armor is terrifying.

The quirk I've learned about our race in Shadow War is their necessity to work in a close knit group. Being able to fire charging units, get up early if you're close to your Shas'Ui ect. make it the only real tactic that reveals an overall defense against all comers.

Equipment: Red Dots are a must, as are clip harnesses with our low initiative (why on earth its 2 for a game about special forces navigating the Underhive is just lazy writing on behalf of GW).

The drones are excellent if you use them to screen your actual troopers, just expect to have to replace them every game.

All and all I'm going to keep playing- slowly have some house rules that make the Tau more fun to play with; because they're not. The Tau don't have anything flashy or interesting- just look at the new inquisitor warband or the mechanicum which are kitted out to a degree that we needed to be. Grey Knights are deathstar monsters, Harlequins crystal canons that feel like a roller coaster you're trying to hold on to, and even space marine scouts are interesting since they can take so much gear they actually feel like what their fluff is.

Here's hoping for a v.2 soon.
Last edited by Calmsword on May 03 2017 11:29, edited 1 time in total.
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Tael
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Re: Shadow War: Armageddon tactics and warband make up

Post#59 » Apr 24 2017 06:25

Aye, I've been reading all over the net, here's hoping for V.2 and an update to our options 'Officially'. :)

BillyBones
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Re: Shadow War: Armageddon tactics and warband make up

Post#60 » Apr 24 2017 06:56

I also had the opportinity to play a game with marines against skitarii, we had a lot f terrain with LoS bloks and to get over it you had climb some industrial containers. Essetialy most of the mess was done by falling. Heavy bolter was absolute beast but my snipers were unable to do much damage. The skitarii with galvanic rifles are really dangerous with their aweome range and also +1 to hit in long range.

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Tael
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Re: Shadow War: Armageddon tactics and warband make up

Post#61 » Apr 25 2017 09:38

Adds credence to observations about Tau hugging the cover on their way in.

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pforson
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Re: Shadow War: Armageddon tactics and warband make up

Post#62 » May 11 2017 10:51

V2 FAQ is out and Tau have been buffed.

Change the ‘Using a Tau Pathfinder Kill Team’ section to read:

A Tau Pathfinder kill team follows all of the normal rules, with the following exception:
– A Tau Pathfinder kill team consists of 3-10 Pathfinders and can additionally include up to 3 Drones.

Change the Wounds characteristic of the MB3 Recon Drone to 2.


Good stuff :D

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ARC'Thunder
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Re: Shadow War: Armageddon tactics and warband make up

Post#63 » May 11 2017 11:49

pforson wrote:V2 FAQ is out and Tau have been buffed.

Change the ‘Using a Tau Pathfinder Kill Team’ section to read:

A Tau Pathfinder kill team follows all of the normal rules, with the following exception:
– A Tau Pathfinder kill team consists of 3-10 Pathfinders and can additionally include up to 3 Drones.

Change the Wounds characteristic of the MB3 Recon Drone to 2.


Good stuff :D

Here's a link to the post, it seems they just updated the old one.

Calmsword wrote:Equipment: Red Dots are a must...

You do realize that our kill teams don't have access to red dot sights, right?

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Panzer
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Re: Shadow War: Armageddon tactics and warband make up

Post#64 » May 11 2017 12:27

Underwhelming. It doesn't address any of the real issues we have.

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Tael
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Re: Shadow War: Armageddon tactics and warband make up

Post#65 » May 12 2017 12:28

At least more hooves on the ground, be interesting to try a larger unit. Though more bodies mean more targets and less places to hide.

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Rizzle
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Re: Shadow War: Armageddon tactics and warband make up

Post#66 » May 12 2017 04:20

It's a pretty big change, even if I doubt it goes for enough to bring Pathfinders up to a level with the core rulebook factions. Certainly, we are now the kings of disposable screens now, which whilst not the most Tau philosophy is a broadly valid use of drones. If something has to take a bullet, surely it's best that a kor'vessa does before a Shas'Ui, operational situation permitting.

Interestingly, thanks to the confirmation that new recruit allowance is determined by model count a team of Shas'Ui, 2 Specialists, 7 Cadets and 3 Drones is legal. Penny pinching ahoy!

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Panzer
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Re: Shadow War: Armageddon tactics and warband make up

Post#67 » May 12 2017 04:22

Well yeah, i for sure will now gonna take 1-2 Recon Drones eventually to hover infront of my guys out in the open to tank some wounds. Who cares whether it's downed as long as the enemy can't shoot at my Pathfinder in the meantime. :D

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Peregrim
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Re: Shadow War: Armageddon tactics and warband make up

Post#68 » May 12 2017 11:49

"No more than half" so 6 is the maximum number of recruits now (not 7).

Also we can lose an extra guy before bottling.

BillyBones
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Re: Shadow War: Armageddon tactics and warband make up

Post#69 » May 12 2017 02:09

ARC'Thunder wrote:
pforson wrote:V2 FAQ is out and Tau have been buffed.

Change the ‘Using a Tau Pathfinder Kill Team’ section to read:

A Tau Pathfinder kill team follows all of the normal rules, with the following exception:
– A Tau Pathfinder kill team consists of 3-10 Pathfinders and can additionally include up to 3 Drones.

Change the Wounds characteristic of the MB3 Recon Drone to 2.


Good stuff :D

Here's a link to the post, it seems they just updated the old one.

Calmsword wrote:Equipment: Red Dots are a must...

You do realize that our kill teams don't have access to red dot sights, right?



When I look up the Tau file it seems to me that it's exactly the same. Could you please link the file itself?

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Peregrim
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Re: Shadow War: Armageddon tactics and warband make up

Post#70 » May 12 2017 02:45

It's in the FAQ and Eratta.

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Rizzle
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Re: Shadow War: Armageddon tactics and warband make up

Post#71 » May 13 2017 04:15

Peregrim wrote:"No more than half" so 6 is the maximum number of recruits now (not 7).

Also we can lose an extra guy before bottling.


As per Core Rules - Dividing (page 22) fractions are always rounded up in Shadow War, so half of 13 is 7. It's a moot point as I don't think there's an efficient way to end up with the team composition I outlined anyway.
That 13th member pushing you over to needing a 4th model downed/out of action before bottle tests begin is a much bigger deal - good spot.

I'd be very interested in hearing thoughts from the orbital on initial teams and purchasing strategies now that we can't quite afford a whole team in the initial budget. This change makes me want to consider the Scavenger skill (+50 recruit/rearm points) and spending the first cache for +100 recruit points much more highly.

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Peregrim
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Re: Shadow War: Armageddon tactics and warband make up

Post#72 » May 19 2017 12:08

Here's a starting list built around maximising kill team size as soon as possible:

    Tau Pathfinder Kill Team [1000pts]
    Pathfinder Shas'ui [170pts]: Pulse carbine
    Pathfinder [90pts]: Pulse carbine
    Pathfinder [90pts]: Pulse carbine
    Pathfinder [90pts]: Pulse carbine
    Pathfinder [90pts]: Pulse carbine
    Pathfinder Specialist [105pts]: Markerlight, Pulse pistol
    Pathfinder Specialist [105pts]: Markerlight, Pulse pistol
    Pathfinder Cadet [80pts]: Pulse carbine
    Pathfinder Cadet [80pts]: Pulse carbine
    MV31 Pulse Accelerator Drone [50pts]
    MV31 Pulse Accelerator Drone [50pts]
Spend a promethium cache to recruit a MB3 Recon Drone [110pts] and a Pathfinder with Pulse Carbine [90pts] during the first recruit/rearm phase to bring the kill team to 13 models. In future re-arm steps, you can give the specialists special weapons (I'm leaning towards ion rifles rather than rail rifles) and swap the markerlights to other models. If there's other starting gear you want, you can start with fewer Pathfinders and more Cadets.

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