[WIP] Sa'Cea Recon Cadre

Discuss every aspect of the Shadow War stand-alone game.
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Panzer
Shas'La
Posts: 1167

[WIP] Sa'Cea Recon Cadre

Post#1 » Apr 10 2017 11:02

Time to post some pics myself as well.
I was thinking about going with a different theme for the kill team than my regular army ones but decided against it so I can use them in regular 40k without them looking weird.

My list so far includes the following guys:

Pathfinder Shas'ui
+ Pulse Carbine
+ Markerlight
+ Pulse Pistol
+ Photon Grenade
= 225p

Pathfinder
+ Pulse Carbine
+ Weapon Reload
+ Markerlight
= 120p

Pathfinder
+ Pulse Pistol
+ Pulse Pistol
= 120p

Pathfinder Specialist
+ Rail Rifle
+ Pulse Pistol
+ Clip Harness
= 220p

Pathfinder Specialist
+ Ion Rifle
+ Pulse Pistol
= 190p

Recon Drone
= 110p

I wish we could take some of the cool misc gear the other teams can take like Camo gear for example but we are unfortunately very limited in our loadouts.


Anyway, lets kick this off with my Leader Shas'Ui!
Image

EDIT: list corrections
Last edited by Panzer on Apr 11 2017 03:57, edited 2 times in total.

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Tael
Fio'O
Posts: 5470
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Re: [WIP] Sa'Cea Recon Cadre

Post#2 » Apr 11 2017 12:09

Interesting list, I'm scribbling over and over with likely fitting in more drones. I haven't a dual weild fighter though :D

I like the commander pose; will he hang back majority of the game "coordinating" ?

As for Rifles and Carbines, I'm not sure either - seems like you can shop till you drop ala 2nd Edition Weapon Lists.

I used have Imperial Guard with lasguns, Frag Grenades, Grenade Launchers on their lasguns, visors...etc etc

As you say though, if illegal, can always count as Pistols.

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Panzer
Shas'La
Posts: 1167

Re: [WIP] Sa'Cea Recon Cadre

Post#3 » Apr 11 2017 12:57

Tael wrote:Interesting list, I'm scribbling over and over with likely fitting in more drones. I haven't a dual weild fighter though :D

I like the commander pose; will he hang back majority of the game "coordinating" ?

That was the plan, yeah. :D Makes a lot of sense for Tau imo so it's not even about protecting my leader or anything like that.

The gunslinger guy is me just being fancy. I can do it and I love gunslinger so I'll do it. Even my CSM team has a gunslinger. :D
I don't expect him to be efficient at all though. S5 AP- is bad and in melee he won't be any real threat with WS2 anyway. Maybe if I get the gunslinger skill with him he can be that one annoying guy that goes around and pins everyone with his two shots.
I wish I could give him Agility skills though so he could run&jump better. :D

Jemini78
Shas'La
Posts: 28

Re: [WIP] Sa'Cea Recon Cadre

Post#4 » Apr 11 2017 03:48

hey just for the record, the specialists unfortunately can't be equipped with a carbine for SW:Armaggedon, they are only allowed their specialist guns or a pistol. Modelling wise they look cool with a carbine strapped to their back, but rules wise they aren't allowed them, so just letting you know. I too wish we could get camo cloaks, or even some other goodies like the telescopic lens to extend the range on our specialists. The lack of options does make some factions like scouts more appealing, simply because they can get weapons with some serious range, but that probably wont matter as much if you have a dense terrain set up.

I look forward to seeing your models though.

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Panzer
Shas'La
Posts: 1167

Re: [WIP] Sa'Cea Recon Cadre

Post#5 » Apr 11 2017 03:53

Jemini78 wrote:hey just for the record, the specialists unfortunately can't be equipped with a carbine for SW:Armaggedon, they are only allowed their specialist guns or a pistol. Modelling wise they look cool with a carbine strapped to their back, but rules wise they aren't allowed them, so just letting you know. I too wish we could get camo cloaks, or even some other goodies like the telescopic lens to extend the range on our specialists. The lack of options does make some factions like scouts more appealing, simply because they can get weapons with some serious range, but that probably wont matter as much if you have a dense terrain set up.

I look forward to seeing your models though.

Oh you're right!
Totally missed that they can't take basic weapons. Well that's that then I guess. Pistols it is. :D

Thanks for mentioning it. If there's anything else against the rules with my list let me know!

Makes me wonder...depending on how skill progression goes I might even make my Ion Rifle specialist into a secondary gunslinger as well. He has to be fairly close anyway (12") and it might be an interesting choice to up the chance to pin a target instead of trying to kill it.

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Panzer
Shas'La
Posts: 1167

Re: [WIP] Sa'Cea Recon Cadre

Post#6 » Apr 11 2017 04:51

Okay I'm re-thinking my list a bit. I might actually fuse my Ion Rifle and Gunslinger guy.

Sure, I wouldn't be able to use both Pistols in melee but that would hardly make a difference anyway.

On the otherside he would have access to the agility skills from which Catfall, Sprint and Leap are very nice. Catch Grenade, Dodge, and Jump back are a bit unreliable but can save his life from time to time if he gets lucky.
Especially Jump back could change a whole game on its own. A 1/3 chance to avoid hand-to-hand combat at all sure is nice for someone with close range weapons like pistols and the Ion Rifle. :D

Imagine getting Sprint, Gunfighter, Fast Shot and Hip Shooting. Running 12" and then still being able to shoot 2d3 shots. :crafty:

Anyway, that would leave me with one model with no purpose. I could make him into another Carbine/Markerlight guy. I'm open for other fancy ideas though. :D

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Tael
Fio'O
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Re: [WIP] Sa'Cea Recon Cadre

Post#7 » Apr 11 2017 04:55

Dang that is annoying modelling wise :/

Fair idea Panzer on the gunslinger.

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Rizzle
Kor'La
Posts: 93

Re: [WIP] Sa'Cea Recon Cadre

Post#8 » Apr 11 2017 05:27

Aha! I can see why you mentioned the similarity between our Shas'Ui now :)

Looking forward to seeing your team progress. On the subject of the gunslinger, it is a pity the limit of 2 stops you bringing a rail rifle, ion rifle and pistol specialist. The only rules disadvantage I can see to combinining the ion and pistol chaps together is that you miss out on the +1 attack dice in close combat. I doubt that is your priority here :)

Actually, as I type this I realise that once the pistolier starts acquiring skills they'll be tricky to actually charge for any non-Harlequin, non-Tyranid fighters. With the +1 to hit from short range with he pistols and multiple shots from either Overwatch, Supporting Fire or both they are likely to pin the target before they reach them.

Blimey. I may have to push pistols up my Rearm priority list and consider getting my own pistol specialist.

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Panzer
Shas'La
Posts: 1167

Re: [WIP] Sa'Cea Recon Cadre

Post#9 » Apr 11 2017 05:41

Rizzle wrote:Aha! I can see why you mentioned the similarity between our Shas'Ui now :)

Looking forward to seeing your team progress. On the subject of the gunslinger, it is a pity the limit of 2 stops you bringing a rail rifle, ion rifle and pistol specialist. The only rules disadvantage I can see to combinining the ion and pistol chaps together is that you miss out on the +1 attack dice in close combat. I doubt that is your priority here :)

Actually, as I type this I realise that once the pistolier starts acquiring skills they'll be tricky to actually charge for any non-Harlequin, non-Tyranid fighters. With the +1 to hit from short range with he pistols and multiple shots from either Overwatch, Supporting Fire or both they are likely to pin the target before they reach them.

Blimey. I may have to push pistols up my Rearm priority list and consider getting my own pistol specialist.


Yeah a third Specialist would be ideal!

Haha you're right, didn't even think about Overwatch yet. 2 shots hitting on 5s (most likely) at short range Overwatch is not half bad! Even better once you got the Fast Shot skill since that would be 2d3 (average of 4) shots hitting on 5s! :D

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Rizzle
Kor'La
Posts: 93

Re: [WIP] Sa'Cea Recon Cadre

Post#10 » Apr 11 2017 05:46

And that's to counter a charge :D

I'm going to be painting up some holsters, is what I'm saying. Even a group of 3 cadets + drone has an expected output of on pistol hits from Supporting Fire. It's not a 'win the game' button as it relies on positioning and luck, but it's a wrinkle I'd completely overlooked.

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