Shadow War: Armageddon tactics and warband make up

Discuss every aspect of the Shadow War stand-alone game.
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Vay
Shas'Ui
Posts: 821

Re: Shadow War: Armageddon tactics and warband make up

Post#51 » Apr 17 2017 02:45

The Tau rules now are just bad, badly written, and baddly thought out. As I said above.

It looks like they had extra non selling models and said make a kill team with them (Like they did for kill team where pathfinders actually worked).

Let me see if i can focus on some glaring ones we are talking about.

- Drones are not anything. Not a trooper or a recruit. Functionally not right. Drones do not have JSJ and what comes with JSJ that would make the recon drone actually work. The BC should not have been heavy, it could have been special and only on the two options listed. The grav drone is worthless, as the effect would mean nothing in almost all situations where an actual fighter was charging you the way it is written. Our MB3 is useless, 18 inch range and no move? not the extra wound it should have, and non of the extra recon stuff it has in fluff? And our pulse drone, a tax to be like others that does not work for crap on any of the missions you have less forces. (most of them)
-- BLUF Drones are written for crap.

- Pathfinders: No stat increases from recruits, no weapon choices, no MISC choices, and they made the two ok options for weapons less good then they should have been and made them special. The ION should have been a rocket launcher equivalent. The rail rifle should have been better as well. No grenade launchers?!?!?!?!?!?!?! The model that had them forever and never had rules gets into a game with them and does not get to launch grenades? Where are emp grenades?
-- BLUF Pathfinders: look at astra and see what they should have been written like to truely see how crap they are.
-- Stealth suits should have been our Specialists / heavy gunners.
--- Heck, Stealthsuits should have been our army like chaos. Small numbers with great skills and maneuver.
-- So much frustration on this, re-read a lot and with every page it seems broken stupid how we got written.
++ I am running my pathfinder team and Space Marine Space wolves as thier skills matched us the most. Holy greater good, you can see how bad we are from the other grass.... It IS greener. The Tau grass is yard weed.

Tau devices - they could have given us Astra MISC access and we would have been good. They could have let us buy grenade launchers for our Pulse carbines THAT HAVE GRENADE LAUNCHERS!?!?!?!?!?! but they did not. Tau without gearing are not Tau.

Tau have toys and specs. Tau have tactics. Tau are not cut and paste bland 2 options cookies that go to the cookie mill.

I own and play Tau (more or less exclusively) and this is the worst tau writting i have ever seen for rules. Even the card game got us more correct than this. That said, you can fix it by playing your tau models but using astra or space marine rules. It is the only fix that I see.

If you want to play the Tau rules, you are at a HUGE disadvantage. It will grow as the game goes on. AND it is not fun as it is not Tau. It is not like 4th - 5th where we had 4 good codex items and life was hard. That was tau and fun!

This is just bad writing on a PDF for our forces. (No other army has a non functional type like our drones is the red cherry on top if you need a place to start looking at how they stacked this poop sandwich)
Shas'O Kais Vay Shone’nan

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Kakapo42
Shas'Vre
Posts: 867

Re: Shadow War: Armageddon tactics and warband make up

Post#52 » Apr 17 2017 05:04

Just a quick recommendation from one of your friendly neighbourhood mods, I would advise that everyone takes care not to get too off-topic here. This is intended to be a thread for Tau tactics and possible warband setups in Shadow War: Armageddon, and while pointing out flaws in the Tau list is useful (so that they can be worked around as much as possible), focusing on them too much can detract from other facets of this topic and start a slippery slope.

As an alternative I would suggest creating a new thread for drafting possible suggestions to send to the GW design team. Experience with Forgeworld has shown that a coherent and well coordinated effort to come to a consensus on problems and solutions in the rules has more effect than spitballing them on a tactics thread.

As you were.
A Shas and a Kor walk into a bar...
Naked Metal

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ARC'Thunder
Shas'Vre
Posts: 848

Re: Shadow War: Armageddon tactics and warband make up

Post#53 » Apr 17 2017 09:05

Following Kakapo42's suggestion, I have created a thread for discussing and collating feedback and rules issues (with the intention of directing it to GW) here: Shadow Wars: Rules Feedback and FAQ.

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Panzer
Shas'La
Posts: 1823

Re: Shadow War: Armageddon tactics and warband make up

Post#54 » Apr 21 2017 04:26

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. ;)

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ARC'Thunder
Shas'Vre
Posts: 848

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
Shas'La
Posts: 1823

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
Shas'La
Posts: 97

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
Shas'Ui
Posts: 1492

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
Fio'O
Posts: 5582
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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
Shas'La
Posts: 97

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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