[General] General Shadow Wars Discussion Thread

Discuss every aspect of the Shadow War stand-alone game.
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guges
Shas'La
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Re: Necromunda/shadow war: tau rules

Post#91 » Apr 04 2017 08:01

I don't think rail rifles are rapid fire. Rapid fire is a special shooting skill you can only get through leveling up.

Also keep in mind a burst cannon can get six shots where a gun drone would maybe get two.

Jemini78
Shas'La
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Re: Necromunda/shadow war: tau rules

Post#92 » Apr 04 2017 08:20

wish burst canons were a weapon option for specialists, i so wanted to convert a tau pathfinder with a big rotary cannon smoking a cigar, but sadly the burst cannon is only taken by the recon drone or the stealth suit special operative which only lasts one game. also wish carbines were 2 shots or at least one sustained dice, but they are what they are.

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guges
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Re: Necromunda/shadow war: tau rules

Post#93 » Apr 04 2017 09:26

I honestly just wish pulse rifles were in there for 40-50 points or so. Maybe make carbines +1 to hit so they're not useless.

Also wish crisis suits could be special operatives...

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Panzer
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Re: Necromunda/shadow war: tau rules

Post#94 » Apr 04 2017 10:57

Just to remind you guys: if you fear too dense terrain, you can always give the Specialist the Ion Rifle. Such a board should be ideal for him since he would basically always be at short range and still do the same damage as a Rail Rifle.
Also there's the possibility of verticality on skirmish boards. You can draw a lot Line of Sight on a super dense board if you manage to get your Rail Rifle to a nice high position. You know...like a Sniper. :crafty:

I wouldn't bother with the Agility skills. They are not bad but they don't really give us much and that doesn't even have much to do with our low Initiative.....okkay it has but also because we shouldn't get in situations where they are usefull that often. It's more a Skill set for an army like Harlequins.
Concentrate on Stealth and Shooting for everyone, those are gold. Guerilla is nice as well but more of a utility Skill set and won't affect the game itself as much as the other two.

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Calmsword
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Re: Necromunda/shadow war: tau rules

Post#95 » Apr 05 2017 02:37

GW just came out with the 'ok' to use necromunda rules and equipment charts: the shadow war and necromunda loot/campaign/trading post charts all deliberatly line up with rules.

Chainsaw shas'la are now a reality...
~Good Hunting

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Panzer
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Re: Necromunda/shadow war: tau rules

Post#96 » Apr 05 2017 02:57

Still a terrible idea with our WS though. :D

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guges
Shas'La
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Re: Necromunda/shadow war: tau rules

Post#97 » Apr 05 2017 04:23

Calmsword wrote:GW just came out with the 'ok' to use necromunda rules and equipment charts: the shadow war and necromunda loot/campaign/trading post charts all deliberatly line up with rules.

Chainsaw shas'la are now a reality...


Where did they post this? It's kind of 1000% game changing.

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Lyi'ot
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Re: Necromunda/shadow war: tau rules

Post#98 » Apr 05 2017 09:22

Quasi-meta discussion: would posters be interested in ATT creating a subforum specifically dedicated to Shadow Wars/Necromunda?

Ko'Vash
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Re: Necromunda/shadow war: tau rules

Post#99 » Apr 05 2017 09:53

I certainly would. I don't post much, but I do enjoy lurking. A place to go for seeing peoples' kill teams, batreps, and thoughts specifically for Shadow War would be neat.

Also, just because, this is the list I've been toying with:

Shas'ui, Carbine, Markerlight, Photon Grenade

Specialist, Rail Rifle, Clip Harness, Photo-visor, Weapon Reload

Shas'la, Carbine (x6)

The rail rifle sniper alone takes up just over a quarter of my points, but I just don't feel right not having sniper support. If I dropped him, I could field another three Cadets with carbines and still have points left over to give the Shas'ui something. Maybe a Clip-Harness, since he'll be in the same situation as the sniper up high and near a ledge with crappy Initiative. Or maybe a pair of Cadets and a pair of drones? Idk, to be honest. I just like sniper support for taking down bigger threats. If we could just have access to some decent gear, it would be an easier decision. A scope and a red dot laser, for example, would be swell on a railrifle. I'd trade in the Weapon Reload for it in a heartbeat.

I figure that the sniper and the Shas'ui will hang out someplace high overlooking as much of the battlefield as possible together. The sniper snipes (shocking!) while the Shas'ui spots with his markerlight for the others. The six Shas'la will split into three man teams and go hunting. During my first reinforcement phase in any campaign, I'd use the hundred points to pick up a pair of Pulse Accelerator Drones, one for each three man team.

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Calmsword
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Re: Necromunda/shadow war: tau rules

Post#100 » Apr 06 2017 02:12

A subforum might make sense at this point.
~Good Hunting

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Rizzle
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Re: Necromunda/shadow war: tau rules

Post#101 » Apr 06 2017 04:22

Right now, with excitement bubbling merrily along, a sub forum makes a lot of sense. It's a (sort of) new system with a lot of mindspace to explore, hobby projects to share and narrative to play with.

My only reticence would be that if the game isn't supported then the medium to long term viability of a subforum might be questionable. That's a small concern against providing a clear hub to generate ATT-level discussion of this game though.

Ko'Vash wrote:Also, just because, this is the list I've been toying with (SNIP!)


The photo-visor on the rail rifle specialist is a very good call. Both tools only work when stationary, so even though markerlights might be situationally better it keeps you flexible at a low cost. Similarly, taking a photon grenade on your irreplaceable leader from game one is a sound plan.
I could go either way on giving the Shas'Ui a markerlight, but keeping him far off the front lines whilst still effective is a win.

Toys like clip harnesses, markerlights, reloads and pistols are very easy to buy with the between mission 100pt budget for either new kit or new bodies. I completely agree with your intention to use the first Rearm/Recruit step to buy a pair of 50pt drones. I set out a few posts ago why I believe they are great value for their utility and it will offer both fire teams a good chunk of flexibility.

In fact, I think I might suggest it to my friend that wants to borrow some Tau for the store campaign we're joining. Lacks a little range other than the rail rifle, but should develop well and could thrive in a high-terrain environment.

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guges
Shas'La
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Re: Necromunda/shadow war: tau rules

Post#102 » Apr 06 2017 05:50

I think a subforum would make a lot of sense given the mechanics and game play are going to be radically different from 40k.

I also don't think 8th is going to borrow a whole lot from SWA... but that's a different topic altogether...

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Czar Ziggy
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Re: Necromunda/shadow war: tau rules

Post#103 » Apr 07 2017 04:27

I agree that there should be a new sub-forum. You could call it the "Shadow Ops Center". That would be a nifty addition to the orbital.

Czar Ziggy

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Lyi'ot
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Re: Necromunda/shadow war: tau rules

Post#104 » Apr 07 2017 04:39

I'll make it happen this weekend!

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Rizzle
Kor'La
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Re: Necromunda/shadow war: tau rules

Post#105 » Apr 07 2017 05:41

I had the chance to play a few practise games at our local store, in preparation of the campaign, and it's thrown up a lot of food for thought.

Markerlights really mess with target priority
When shooting you must target the closest model you can see, but you are also permitted to choose a different target if it would be an easier shot. You are still restricted to choosing the closest target at this lower 'difficulty' to shoot.
This can include penalties for weapon range, things like running and cover.
Normally this is straightforward, but as markerlights erase the cover bonus you can tilt the system in your favor. Imagine a line of foes in partial cover; by marking one they might become the closest target with no penalties and thus a legal shooting choice.

I can imagine moving a Pathfinder back to put partial cover on a closer target just so I can focus on a marked target further down the table. Other teams can pull tricks in this vein but only markerlights and onmispexen let you plan around it.

(Yes, this also makes my plan of using a screen of running drones as -1 to hit lightning rods trickier to set up. )

Being pinned is sad and the Shas'Ui/Bonding Knife Ability is no joke
Letting even drones with 12" of the leader take that 1-in-3 test to ignore pinning is great. It's a small mercy given how poor Tau initiative is, of course.

Tau on Tau fights are odd
As no very little in the kill team benefits from close range, and also pulse weapons perfectly counter T3 5+ models, we found the Tau mirror match an odd dance around the objectives. I enjoyed having some drones charging in and watching lots of failed falling tests.
That said, the team to get the first solid round of shooting in had a decisive advantage.

Stealth Team Leader is a good choice on Scavenger missions
Although costly to hire, the pre-game 20" move can secure the loot before a shot is even fired. On their way back for extraction you can enjoy their (superb) durability and the possibilities of a BS4 burst cannon. Possibly even justified as each loot counter has a 1-in-6 chance of being a bonus promethium cache.

R.D.
Shas'La
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Re: [General] General Shadow Wars Discussion Thread

Post#106 » Apr 09 2017 07:40

As a more general question, how do shotguns work precisely? Thinking of doing genecult with a squad all armed with that.

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guges
Shas'La
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Re: [General] General Shadow Wars Discussion Thread

Post#107 » Apr 09 2017 08:00

They basically have two modes. S4 single shot or s3 blast template. 18" range.

R.D.
Shas'La
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Re: [General] General Shadow Wars Discussion Thread

Post#108 » Apr 09 2017 09:49

guges wrote:They basically have two modes. S4 single shot or s3 blast template. 18" range.


Hm, interesting. Make sense for most of a unit to have or would auto/lasguns generally be flat out better?

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