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The Adventures of Awesome Fury! A Shadow Wars Report


SyNidus

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So I started off in the local GW campaign with the same list as Brother Tyler

 

Justicar - Sword

GK Trooper - Stave

GK Gunner - Stave, Telescopic Sight

GK Gunner - Stave, Telescopic Sight

Total: 1000

 

First off, the telescopic sights are genius, these allow us to out-range enemy bolter fire.

 

Anyway, briefly, my first game was against DE. Kill points mission.

My opponent fielded a swarm of wyches and because of he had already had a game before, he was able to buy a haemonculus. All in all my 4 knights were looking to face down 9 xenos. Winning the roll for deployment I did what any smart justicar would in that situation: I picked the most defensible corner of the map, which was los-blocked on the first floor but had a one sided window on the second floor. This allowed me to wait until he appeared in LOS before moving up and gunning them down from afar. This is precisely what happened, he came running full pelt, splitting his forces on a wide front, attempting to approach my squad from multiple angles.

 

I was able to halt his attack on one flank almost entirely, however one debutante managed to make it into combat with my trooper, unfortunately he was taken out by her. My justicar then counter charged and killed her. The damage was done though because now I was forced to take bottle checks at the start of each turn. The next turn after that, he still could not reach me but I bottled out, rolling an 11 for my leadership.

 

At the end of the game, my trooper recovered fully and with the 100 points, I upgraded the squad as follows:

 

Justicar - Sword

GK Trooper - Stave

GK Gunner - Stave, Telescopic Sight, psybolt ammo, red dot. Skill advance: guerilla-medic

GK Gunner - Stave, Telescopic Sight, Psybolt ammo, red dot

 

Psybolt Ammo gives you greater str shots and instead of being -1sv modifier, it was -2sv modifier instead. Awesome!

The Red dot sight gives +1 to hit, whilst the "drawback" of giving the target 6+ invul if shot from the front arc. Not a big deal really because more often than not the target would have a better save.

 

What this meant however was that with astral aim turned on, my gunners would generally be hitting targets on a 2+, ignoring any cover modifiers, at 36". If the target was running, they'd hit on 3s, which is just fine.

 

This load out really shined in the next game.

 

Game 2:

Vs Chaos Space Marines

Kill points game

My opponent had a pretty snazzy looking Iron warriors squad. 1 champion w power sword, bolt pistol & frag grenades , 4 chaos warriors with 3 bolters & frag grenades, 1 plasmagun, all with camo cloaks and 1 cultist with an autogun.

 

I won the roll off again for and chose the same side.

 

In the first game I turtled because of the opponent's numerical advantage, in the second game, I turtled because of my range advantage. Because his guns were maximum 24" range, he had to move out of the building he had initially deployed his autogun & plasmagun in.

 

Unfortunately, he did not realise this until my first shots knocked a normal CSM to the ground. He also split up his advance, this time attempting to flank me from 2 directions. His frontal assault consisted of a frag grenade being thrown at the window but it bounced off. Nonetheless, this meant I had to either make sure they didn't get close enough or I spread out over the levels as the grenades only hit 1 level.

 

He was unable to advance quickly because I had open fire lanes and that +2 to hit was just brutal when combined with our sustained fire stormbolters. The Psybolt ammo helped me remove 2 of his marines out of play. As he got closer, 2 of my men were pinned but avoided injury. This is where our other advantage comes in: ATSKNF! I was able to recover my men early so that I can move and fire. I pulled my gunners deeper into cover while my trooper & justicar hid on the first floor, waiting to pounce.

 

Badly for him, due to the casualties, he took a bottle test and failed. This was just when he made a gamble and wanted to lure me out with his champion.

 

At the end of it, I got the following loadout:

 

Justicar - Sword, Psybolt ammo, red dot

GK Trooper - Stave, Psybolt ammo, red dot

GK Gunner - Stave, Telescopic Sight, psybolt ammo, red dot. Skill advance: guerilla-medic

GK Gunner - Stave, Telescopic Sight, Psybolt ammo, red dot. Skill advance: shooting-marksman

 

Total promethium cache: 3

 

The goal of the campaign is to get 15 cache.

 

I'm hoping that in my next game I can start upgrading their weapons to falchions for the twin parry. This will allow me to be more aggressive going into CC

 

However, having a 5th member would mean I'd only take bottle tests when I lose 2 guys rather than 1. This would also be crucial to allowing me to play more freely.

 

Frag grenades are also another important for multiplying the shooting damage that we do.

 

Overall, I'm quite optimistic about my prospects.

 

EDIT:

I realised I've been playing sustained fire wrong. I thought sustained fire just meant I get more shots at the target, but it actually allows me to split fire between the primary target and secondary target that is 4" away. This changes the power level of our army I think.

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My leader has twin falchions. I haven't made it to CC yet. My army is too small. I'm facing like 9 Skitarri or 10 Orks. I find CC is almost out of the question for GK. We have to shoot in careful, defensive positions. Honestly I love the Psilencer. Psycannon has impact but against a much more numerous foe, the Psilencer can do some heavy lifting.
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My leader has twin falchions. I haven't made it to CC yet. My army is too small. I'm facing like 9 Skitarri or 10 Orks. I find CC is almost out of the question for GK. We have to shoot in careful, defensive positions. Honestly I love the Psilencer. Psycannon has impact but against a much more numerous foe, the Psilencer can do some heavy lifting.

Amazing, just double checked, can distribute to more, as long as those models are within 4" of the original target.

 

It's a shame about HtH, but I do see what you mean. In the game against the DE, I had to thin out the horde before even thinking of charging forward.

 

That being said, I think next game I'm going to try and be more aggressive I think. Hopefully it'll be an objectives game so that there's more chance of something interesting.

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My leader has twin falchions. I haven't made it to CC yet. My army is too small. I'm facing like 9 Skitarri or 10 Orks. I find CC is almost out of the question for GK. We have to shoot in careful, defensive positions. Honestly I love the Psilencer. Psycannon has impact but against a much more numerous foe, the Psilencer can do some heavy lifting.

I know i've got at least 1 Tyranid kill team coming in soon. Those guys are particularly tough because of their 3 wounds a piece. Also crucially, they don't get pinned unless when hit with a weapon that has impact (i.e. psycannons). It's a real toss up, the earliest game i'd be able to get in is on thursday and i intend, after that one, to get my gunner a psycannon or psilencer.

 

On one hand, the psilencer can give me up to 9 shots. But those shots lack the armour save penetration and the impact. But that ammo roll is incredibly low. What do you guys reckon?

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Hmm, haven't played those guys yet.

 

I had a similar conflict with the heavy weapons choices. The Psycannon is Impact and deadly, but the reason I chose the Psilencer is once someone is down, you can keep hitting other fighters within 4" of the original target, and 3 sustained dice... that's nice if you only have one heavy weapon. :)

 

It's good rule writing though where you have two distinct heavy choices, and they seem equally useful. I don't think you can go wrong with either.

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Probably go with one of each then? I imagine you'll wanna snipe key enemy models (like their Leader or Specialists), so that's your psycannon. Then take psilencer on the other Gunner to thin out enemy numbers. 

 

I'm hoping I get more melee happening once I dive into Shadow Wars proper. Gonna do some test games with mates, then run a campaign in my local group :) based on stuff I've seen so far, should be fun. How long is a typical game btw? I'm assuming 1k is a normal game size. 

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The funny thing is Darius, once you learn the game they can be 15 minutes up to about half an hour? Maybe 45 mins if you have to reference things in the book.

 

What I did in my campaign is make only your first game count, and everyone plays the same scenario. You can then apply your results to your team, but the second game is purely for fun.

 

The reason I did this is the Campaign at our local GW is not like this and we have some guys who are literally walking around with 1800 point teams playing guys with 1000 point games. I played one of these games and the nature of SW is that I still almost won (forced a bottle check). But still it was a little silly playing someone with about 800 more points than me.

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The disparity in team values in your local meta is interesting, and perhaps disturbing. Is there any mechanism for balance or handicaps, such as were found in Necromunda (i.e., re-rolls)?

 

This concept (kill team balance/progression) will affect tournaments and leagues, though I suppose that discussion should take place in the Other Games forum since it's not faction-specific.

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From my xp playing necromunda.

Shoting >melee, unless you are realy breaking the games rules[you know like gangs were 200pts, and a terror from the deep stealer was 300pts type of "ok you can do melee with 10+ special skills"].

You want 2 hvy dudes as soon as possible. Single shot weapons suck on them, unless again you can break rules somehow [to give an example eldar ancient rangers in necromunda were like mini phoenix lords, with one shot sniper rifles, but the shots could either go through multiple dudes losing -1str -1sv mod per dude hit, or bounce to a guy within 3" on a +4, type of "it is technicly a one shot weapon"].

 

From how the weapons look like you would want the first heavy dude to A not die or get an injury that nerfs shoting. B have a psycannon. The second hvy can be a psi lancer, and the psi lancer option is better the more bad armies are being played [aka low sv low Ld dudes]. two psy cannons are valid option too. You always want to have 2 hvy dudes. Always even if your factions doesn't have hvy dudes, then you cheat to get them.

 

Storm bolters are weapons from hell, and curse on anyone who thought having an army armed with them, was a good idea for a skirmish system.

 

Do not fall for the melee weapon trap. Yes, falchions are awesome, and yes two parry are good. And meq stats or ok for doing melee. At the same time you have a low count army, and you never ever want to give your opponent even the smallest chance to kill your dudes[and to be honest even with two falchions the chance to get wounded in melee is not that low]. Melee upgrades unless there are some very specific metas being played, should be rare/one of the last things to buy

 

Scavenger skill is god.

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Cheers for the feedback, eventually i settled on getting a Psycannon.

Report #2
 
I had 2 more games tonight. 
 
First was against Tyranids. He had only 3 models. After the initially trying to shoot my men who were bunkered down in cover, he came charging. Shooting was ineffective from both sides and when he came in range I charged him. In total we had 2 combats going. My justicar and trooper fought against his gunbeast and trooper, whilst my gunners dog piled his leader.
 
It was quite scary to have them in close combat, on average they rolled 4 dice. I also knew that one failed save meant my men would be taken out of action. Combat went on for a couple of rounds and while he was generally winning combat, it was usually by a slim margin he just couldn't seem to make his to wound hits against me count. Finally the force sword started paying off because the save modifier coupled with higher strength and damage helped cut his two guys down. The force staves were still useful because they were +1 strength. With hammerhand, my gunners were able to bring down the leader and we won.
 
After advancement & rearming, I had the following list:
 
Justicar - Sword, Psybolt ammo, red dot. Skill advance: guerilla-hunter
GK Trooper - Stave, Psybolt ammo, red dot, frag grenades
GK Gunner - Stave, Telescopic Sight, psybolt ammo, red dot. Skill advance: guerilla-medic
GK Gunner - Stave, Telescopic Sight, Psycannon, red dot. Skill advance: shooting-marksman
 
Current promethium cache: 5
 
Was feeling pretty good about myself and I headed into the next game. 
 
The next game was a three way battle between chaos marines, scouts and my GK.
 
The chaos player had 4 CSM & 3 cultists (the CSM had a plasmagun, heavy bolter), whilst the Scout player had 7 guys as well, 2 sniper rifles, a heavy bolter and the rest armed with boltguns.
 
This was an interesting game. I got to pick my table edge second, so I took the edge opposite from the scout player, leaving the chaos marines no choice but to be wedged between us.
 
The scout sgt had a sniper rifle and tried to snipe out one of my guys on his first turn, thankfully he missed. Other than that he didn't do much damage. In my turn my men advanced and hid behind LoS blocking terrain. The chaos player ran his cultists head long into the scouts. The chaos heavy bolter couldn't seem to take out anything. 
 
Next turn the scout heavy bolter opened up and pinned 2 cultists & downing 1. He also shifted more of his scouts towards the chaos front, 3 of them moving in a nice tight pack. During my turn, I seized the opportunity and took out his scout sergeant with Psybolt ammo from one of my gunners, rolled a 6 on the injury chart and he was taken out of action. My Psycannon opened up on those 3 scouts that were out in the open, downing all 3. He passes his bottle check. The chaos player moves his plasmagunner and champion towards my position. He then poured heavy bolter fire into his sniper and killed him out right. The scout player then chose to bottle out to save further injuries.
 
With the scouts out of the way, I prepared to meet the chaos assault. My Psybolt gunner took out his plasmagunner whilst my trooper took up a forward position to counter charge. My Psycannon took out another marine moving up from the other flank, killing him outright. He took a bottle check but passed. Next turn, he passed his bottle test. He moved his champion up the rear whilst his cultists pushed forward. Importantly, he managed to draw a bead on my Psybolt gunner and took him down. I passed my bottle test and again in my turn. My trooper charged his cultist but drew in combat. This really made me wish I had falchions on him. Next turn the other cultists dog piled my trooper and he was taken down after he killed one. Again I took a bottle test but passed.
 
The next turn saw my justicar charge his champion and my Psycannon cut down the remaining 2 cultists. This time he had to bottle test and failed.
 
Victory for the Grey Knights!
 
At the end of that I advanced my justicar again hoping for some interesting skills. Instead he got Great Leap (3+D3" when jumping over chasms). I spent 1 more promethium to but a fifth man for my team. My roster looks like this now:
 
Justicar - Sword, Psybolt ammo, red dot. Skill advance: guerilla-hunter, agility-great leap
GK Trooper - Stave, Psybolt ammo, red dot, frag grenades
GK Gunner - Stave, Telescopic Sight, psybolt ammo, red dot. Skill advance: guerilla-medic
GK Gunner - Stave, Telescopic Sight, Psycannon, red dot. Skill advance: shooting-marksman
GK Trooper - Stave
 
Promethium Cache: 6
 
 
To win the campaign I need 15 promethium.
 
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Report #3

Small Update: 

I was at the Warhammer store today and after playing a casual game trying out Tau (Horribly bad experience, likely i played it wrong though). My previous Chaos opponent walks in and asks me to play a rescue mission to give him the chance to rescue his chaos warrior (named Jared). I said sure and saddled up.

 

For those of you who may not be familiar, when one of your suffer a serious injury, there is a chance, a small chance that they would be captured by the opposing team. In this case, you have 2 options: A) Ransom him for 1 promethium (assuming the captor agrees), or B) Play a Rescue mission in an attempt to save him. My opponent the good sport that he was decided to try and mount a rescue.

 

The Defending player places the captive anywhere he wants to on the table and then the Attacker must get someone into base to base contact with him. They must then escape. Sounds like a really cool and cinematic mission.

Terrain was more open as this time the battle was not set in the promethium sprawl but a more open semi-industrial plain with trees still subsisting alongside industrial pipes. My list is as follows:

 

Justicar - Sword, Psybolt ammo, red dot. Skill advance: guerilla-hunter, agility-great leap
GK Trooper - Stave, Psybolt ammo, red dot, frag grenades
GK Gunner - Stave, Telescopic Sight, psybolt ammo, red dot. Skill advance: guerilla-medic
GK Gunner - Stave, Telescopic Sight, Psycannon, red dot. Skill advance: shooting-marksman
GK Trooper - Stave
 
Promethium Cache: 6
 
My opponent had to play me with a man down as he did not recruit anyone. He had considered spending promethium to bring in a terminator but decided not to. This was a real shame though as i think he would've benefitted from the tougher body to cover his advance.

I won the roll of and did the smart thing which was to pick the table edge with the lone building. I hid my men there and bundled the Jared into the back of the building.
 
In my first turn, i moved up my new trooper behind a pipe stack so that he can meet the chaos attack. The others hid and waited for targets to present themselves. In his first turn, he presented those targets. He got no shooting done, instead opting to close ground as quickly as possible.

In my second turn, i was able to pick off a cultist who was being escorted by a trooper. The psycannon killed him outright and caused the trooper to break. I also advanced both my troopers forward and hid. In his next turn, he moved up, running as well. 
 
In my turn three, my second gunner peeked out the window of the top floor and was able to spot a cultist being screened by the heavy bolter gunner. 2 well placed shots downed the cultist and pinned the heavy bolter. He then failed his bottle test rolling a double 6. The mission to rescue Jared was a failure and Jared was executed by the Grey Knights once his mind had be hollowed out for what little intel there was.
 
I rolled a and got 3 promethium for this game and spent 1 to buy a second psycannon. The latest config looks like this:
 
Justicar - Sword, Psybolt ammo, red dot. Skill advance: guerilla-hunter, agility-great leap, guerilla-survivor
GK Trooper - Stave, Psybolt ammo, red dot, frag grenades
GK Gunner - Stave, Telescopic Sight,Psycannon, red dot. Skill advance: guerilla-medic
GK Gunner - Stave, Telescopic Sight, Psycannon, red dot. Skill advance: shooting-marksman
GK Trooper - Stave, Psybolt ammo, red dot
 
Promethium Cache: 8

Also, after that last victory, i am now in the lead.

I don't know whether i should go straight for the victory or spend more promethium to make the campaign last longer.
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Didn't you play the Raid mission for the rescue? Keep in mind that the defender can't do anything until the alarm goes off. So no shooting or hiding etc. You are basically a NPC until the attacker makes a mistake and you notice him.

 

Also the way I read it, the exchange for a Promethium thing only works if both have captured one of the opponents team and both want to rescue their guys. If i'm wrong with that please point me to where it says otherwise since that definitaly can change things in a campaign. :)

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The disparity in team values in your local meta is interesting, and perhaps disturbing. Is there any mechanism for balance or handicaps, such as were found in Necromunda (i.e., re-rolls)?

 

This concept (kill team balance/progression) will affect tournaments and leagues, though I suppose that discussion should take place in the Other Games forum since it's not faction-specific.

 

There have been no mechanisms for balance or handicaps, at least none that i noticed. Frankly, i'm trying not to play against newer teams for fear of overwhelming them and stopping the fun for them.

 

I think in future, campaign organizers should have a cap on the new teams that join and perhaps a way to limit which teams can fight other teams?

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Didn't you play the Raid mission for the rescue? Keep in mind that the defender can't do anything until the alarm goes off. So no shooting or hiding etc. You are basically a NPC until the attacker makes a mistake and you notice him.

Also the way I read it, the exchange for a Promethium thing only works if both have captured one of the opponents team and both want to rescue their guys. If i'm wrong with that please point me to where it says otherwise since that definitaly can change things in a campaign. smile.png

I think we might've read the game wrong then, because we just turned to the rescue mission and played it like a normal game, except with the captive. Maybe we were wrong.

As for the exchange for promethium you don't need to have both captured a member.

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Didn't you play the Raid mission for the rescue? Keep in mind that the defender can't do anything until the alarm goes off. So no shooting or hiding etc. You are basically a NPC until the attacker makes a mistake and you notice him.

Also the way I read it, the exchange for a Promethium thing only works if both have captured one of the opponents team and both want to rescue their guys. If i'm wrong with that please point me to where it says otherwise since that definitaly can change things in a campaign. smile.png

I think we might've read the game wrong then, because we just turned to the rescue mission and played it like a normal game, except with the captive. Maybe we were wrong.

As for the exchange for promethium you don't need to have both captured a member.

The rescue mission points to a different mission for deployment and sentry rules, etc, etc. It's really hard to keep a prisoner for small armies. I just give my opponent back their model now because defending with D6 models usually just means losing 1-2 members permanently.

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Didn't you play the Raid mission for the rescue? Keep in mind that the defender can't do anything until the alarm goes off. So no shooting or hiding etc. You are basically a NPC until the attacker makes a mistake and you notice him.

Also the way I read it, the exchange for a Promethium thing only works if both have captured one of the opponents team and both want to rescue their guys. If i'm wrong with that please point me to where it says otherwise since that definitaly can change things in a campaign. smile.png

I think we might've read the game wrong then, because we just turned to the rescue mission and played it like a normal game, except with the captive. Maybe we were wrong.

As for the exchange for promethium you don't need to have both captured a member.

The rescue mission points to a different mission for deployment and sentry rules, etc, etc. It's really hard to keep a prisoner for small armies. I just give my opponent back their model now because defending with D6 models usually just means losing 1-2 members permanently.

I see, i'll need to go back and tell him about the mistake, though it might be too late to change things back.

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Didn't you play the Raid mission for the rescue? Keep in mind that the defender can't do anything until the alarm goes off. So no shooting or hiding etc. You are basically a NPC until the attacker makes a mistake and you notice him.

Also the way I read it, the exchange for a Promethium thing only works if both have captured one of the opponents team and both want to rescue their guys. If i'm wrong with that please point me to where it says otherwise since that definitaly can change things in a campaign. smile.png

I think we might've read the game wrong then, because we just turned to the rescue mission and played it like a normal game, except with the captive. Maybe we were wrong.

As for the exchange for promethium you don't need to have both captured a member.

The rescue mission points to a different mission for deployment and sentry rules, etc, etc. It's really hard to keep a prisoner for small armies. I just give my opponent back their model now because defending with D6 models usually just means losing 1-2 members permanently.

Really? So far our Tyranid player successfully won the mission against attacking Skitarii and my CSM won against attacking Astra Militarum. ;)

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Err.. congratulations?

 

I never said it was impossible. I believe what I said was it's hard for smaller armies to guard a prisoner.

 

I have been playing opponents with a ton more points on their teams, largely due to how our GW store is running that campaign. I don't really see a big reason to play those out. I personally prefer to give the prisoner back and play out regular games. It adds a weird mechanism in a campaign. Someone has to hunt you down for the game and that means they need to play you again somehow.

 

So far it's my least favourite part of a system I love. Glad you've had success defending though. Keep it up.

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Had two games today with my GK vs Orks. Won my first game due to clutch sustained fire on storm bolters and psycannon being a beast (Impact is brutal), lost second game due to melee being busted. I also learned that 3 is too small lol, you need four dudes. I think we also got a lot of rules wrong, its confusing when you start out. 

 

Really need that core rulebook to come out, was reading off an iPad and its just not as good as having a physical book you can flick through. I also really need to write down what wargear I have and what it does, kept forgetting. 

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Err.. congratulations?

 

I never said it was impossible. I believe what I said was it's hard for smaller armies to guard a prisoner.

 

I have been playing opponents with a ton more points on their teams, largely due to how our GW store is running that campaign. I don't really see a big reason to play those out. I personally prefer to give the prisoner back and play out regular games. It adds a weird mechanism in a campaign. Someone has to hunt you down for the game and that means they need to play you again somehow.

 

So far it's my least favourite part of a system I love. Glad you've had success defending though. Keep it up.

They don't have to "hunt you down" tho. You can completely ignore the Rescue mission until you face the same player again. That's when you have to decide whether you want to get your captured model back or not. So depending on the size of the group it could actually take quite a while if the matchings are completely random.

 

Skipping something because it's unpleasent goes completely against the spirit of a campaign imo.

My example was just to show that it's very much doable and without having to sacrifice some of your member permanently. In fact so far in our group we've lost only 2 models permanently over 3 rounds of the current campaign. Half of the rescue missions succeeded and half didn't. Sounds not too bad to me.

 

Actually I think deciding whether you want to risk to get your prisoner back or not is one of the most interesting parts of the campaign system. However if you just play it like generic random games with some little extra then yeah I could see how the narrative aspect is not very appealing to you lol

 

Edit: Also :cuss Prot stop changing your profile pic! :D

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I think the issue is more;

 

There are 6 other players in your Campaign.  One of them captures one of your guys (I'm assuming you can't use said guy until he's rescued?).

 

With 5 other opponents, all looking to get games in, it's going to take a while to get a match versus the guy that captured your dude.

 

So until you do, you're a man down versus everyone else.

 

Which is massive. And your priority would be to not play any of those other 5 guys, until you've faced that particular opponent and got you captured guy back.

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Aye it is indeed a setback. But everyone should see that a campaign where the winner gets more points to grow his team and the better you do in a mission the less you have to replace will be unbalanced after a few games by design, right? In a system that's not supposed to be 100% balanced and more about some narrative and coole scenes have one guy less for a few games shouldn't be the problem, really.

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Aye.

 

Which is sadly why my guys aren't going to pick it up.  And are now more interested in the upcoming release of 8th.

 

With the break rules, I think losing 1 guy in a three or even for man squad is going to hurt a bunch.  You are simply better off not playing another opponent until you can get your guy back.

 

Sure, you're going to be a guy in your next match, but I you play the captured one, you can get a full squad member back in addition to the 100 points and promethean.

 

It's the best option.

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Hold up a second.... the thing you have to realize ( and this is maybe my own fault for not clarifying) is I'm in two sizeable campaigns plus I am still doing one offs to teach the game to new players and new to 40k players (now that's exhausting).

 

So I may go weeks even.... months without possibly seeing a guy again. The GW campaign is on two nights with many players.

And I can only make one of those. My own hosted campaign even has about 10 players with 2 more wanting in next week.

 

So I prefer to just give the fig back unless I can immediately play the rescue.

 

Darius add a second gunner ASAP. Close combat is nasty. I will tell you I played against Orks. The guy was new so I turned my list way down and got annihilated by 14 Orks to my 4 guys at 1000 points each!

 

Also ammo run out in T 1 killed me.

 

I run the Psilencer now. I love it for mega sustained fire and low ammo roll. You can knock out a few dudes a turn with it

 

Playing on lots of levels really helps too. Lots of fun.

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