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Showing results for tags 'Shadow War: Armageddon'.
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With the Space Marine Kill Teams rules firmed up (link goes to the last version I posted, though a few minor tweaks are described in multiple replies), it's time to expand. One of my favorite events in the setting, and one that has a definite focus on the Adeptus Astartes, is the Badab War (coincidentally, one of my favorite Chapters, the Exorcists, took part in that campaign). So here's my initial stab at Chapter Honours and skills for the various Chapters that participated in the Badab War. For the most part, I took the 6th edition Chapter Tactics that Forge World provided for these Chapters, and I adapted them to Shadow War: Armageddon. For Chapters that have identified Legion lineage, I used the skill progression from those Chapters as a baseline, though I tried to apply some tweaks here and there in order to introduce some (very minor) differences. A few of the Chapters simply use their predecessors' Chapter Honours (e.g., the Novamarines are among the Primogenitors, so I reasoned that they follow the Ultramarines rules exactly). Others are very close to their predecessor, but have minor adjustments to Chapter Honours or skills or both. And some were very distinct (e.g., the Executioners are almost nothing like the Imperial Fists). Page 1 (introduction and timeline) Hidden Content Page 2 (skills - Astral Claws, Carcharadons Astra, Executioners, Exorcists, Fire Angels) Hidden Content Page 3 (skills - Fire Hawks, Howling Griffons, Lamenters, Mantis Warriors, Marines Errant, Minotaurs, Novamarines, Raptors) Hidden Content Page 4 (skills - Red Scorpions, Sons of Medusa, Star Phantoms) Hidden Content Page 5 (Chapter Honours - Astral Claws (includes rules for Tyrant's Legion kill teams)) Hidden Content Page 6 (Chapter Honours - Carcharadons Astra, Executioners, Exorcists, Fire Angels) Hidden Content Page 7 (Chapter Honours - Fire Hawks, Howling Griffons, Lamenters, Mantis Warriors, Marines Errant, Minotaurs) Hidden Content Page 8 (Chapter Honours - Novamarines, Raptors, Red Scorpions, Sons of Medusa) Hidden Content Page 9 (Chapter Honours - Star Phantoms) Hidden Content I've tried to keep balance on par with the main Space Marines Kill Team rules, but I'll need other eyes to help me with that. I have an idea that these rules might include campaign rules, at the very least a series of scenarios to play out shadow wars (i.e., squad/team level skirmish battles) within the setting of the Badab War. These might potentially include a modification of the Shadow War: Armageddon campaign rules (though that might be nothing more than changing "Promethium caches" to "victory points" or "campaign points" or somesuch. That's way down the road, though. For now, the focus is getting these rules accurate and balanced. Any input is appreciated.
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- Shadow War: Armageddon
- Badab War
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In my efforts to expand the kill team options available to Aeldari players, I've developed a new kill team list for Dark Eldar players - Kabalite Trueborn. Many Dark Eldar players don't have Wyches, but these players most likely have Kabalites, so this gives such players a way to play SWA with their existing units. You can see the rules here. This is just my first stab at the rules and I hope to refine it with playtesting and feedback.
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- Shadow War: Armageddon
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How about a set of rules for turning Necromunda or Shadow War: Armageddon into a first person shooter style diversion? Most of us are familiar with console and computer FPS games (I played a lot of Quake II, Half-Life, and Counterstrike way back when), and some of us may be familiar with Frag from Steve Jackson Games, which is a boardgame that emulates the computer/console FPS games. About ten years ago, we had some rules for this at a B&C-run table at Games Day Los Angeles, which was quite a bit of fun. With the release of Shadow War: Armageddon and the reincarnation of Necromunda, both of which follow the pattern of Games Workshop's squad skirmish level games, players might find this a fun little diversion. I don't have anything set in stone, but here are the concepts that occurred to me: Each player controls either a single fighter (standard mode) or a team of fighters (when you can only get two or three players). Games can be every man for himself or team play; team play can be two, three, or even more teams. Fighter spawn points can be assigned (e.g., Fighter Bob always spawns on this point, or always on blue spawn points), or they can be random (some mechanism for spawning on a spawn point of the player's choosing). All fighters are Trooper options, starting with a knife and a pistol, as appropriate to the faction. Game play is ideal when everyone is using the same type of fighter (e.g., everyone has a Space Marine Scout); but provisions might be made for fighters from different factions. The board has equipment spawn points that you must run over to get the equipment. Equipment includes various types of weapons, as well as special equipment (Terminator armour, jump packs, etc.). There might even be "advance" spawn points that give stat or skill advancements. Normal turn sequence is followed (just to keep things easy), but fighter order is determined each turn (some mechanism to determine order of fighters - might be a roll of the dice or might be some other method). At the end of each game turn, all equipment spawn points regenerate. Equipment is identified by tokens of some sort (my plan is to use bits to decorate bases to show what is on the spawn point). When a fighter goes out of action, the model is removed from play. A fighter that starts the game turn down can "suicide" and be removed from play. At the start of the game turn, any fighter that has been removed from play re-spawns on its spawn point. If a fighter is removed from play before its turn, it may re-spawn when its turn comes up and may act normally. There might be some mechanism for limiting the amount of gear that a fighter can carry (e.g., you can only carry two weapons (in addition to the knife and pistol that are basic), and up to five other things such as grenades and ammunition reloads). There are lots of different play variations, from kill count (i.e., first fighter/team to reach a certain kill count wins) to capture the flag to kill the zombies to whatever. There should probably be a mechanism driving fast play, such as using a chess timer or the like to limit player turns and drive up the pressure. Anyhoo, while this isn't something completely new, the execution will be a little different from what we've done in the past. This would be a fun little diversion from normal play, and might be fun at conventions and the like. If you have ideas, I'd love to hear them.
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So as we all know, the bundle of joy that is Shadow War: Armageddon contains rather awesome rules for Tyranid Warrior kill-teams. They also seem to be pretty good, with decent ranged weapons, obscenely murderous melee potential and some of the toughest units in the game. So, this here is a thread to talk about the Great Devourer in SW:A, be it modelling ideas, tactics, fluff inspiration or whatever else comes to mind. To start the ball rolling, I've written up a roster of Warriors for my Hive Fleet- this awesome foursome being named the Death Roaches. First, here's the basic list, complete with a veritable mountain of fluff... ...And my basic modelling ideas for the gribblies: Anyway, now all that rubbish is out the way, let the discussion begin!
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Hey all, After downloading the Inquisition Kill Team list, I decided to adapt it a little (basically crossed with bits from the IG list) to create a Rogue Trader/Void Pirates Kill Team for those wanting to build their own crew! (like me: http://www.bolterandchainsword.com/topic/327677-the-imperium-below-neverwhere-inspired-inq28inquisimunda/ ) Link: http://www.mediafire.com/file/kfumnjnausg2bup/ROGUE+TRADER.pdf C+C very welcome! (Also, this is the first time I've used Mediafire so let me know if the pdf doesn't download or read properly!) cheers Lysimachus
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Greetings, After a long time of restraining myself from buying Guardmen, I finally caved in with the new release of Shadow War. My original plan was to get the boxed game and use the Scouts as my Kill team, since I could reinforce those with the guys I already had. Alas, we all know how that particular release went. With the recent pre-orders for the rulebook, I figured I might as well do something else than Scouts, since I'm getting a bit tired of painting marines. I never had the intention to start a new army, but I always loved the look of the Scions. Building a kill team for SW should be great excuse to paint some of those Scions I always wanted. I already assembled and primed 5 legs w/ torsos, so updates should come swiftly (more or less). Progress: Finished - Sergeant with melee fighter - Veterans: 8 men with Lasguns - Recruits: 4 men with lasguns - Special weapons: Plasma gunner, flamer, grenade launcher and sniper - Special operatives: Techpriest enginseer. Work in progress: -Special operatives: 2 commissars & 3 bullgryns/ogryns
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GW has given us "Inquisition" rules, though they are for the Ordo Xenos. If we look at that faction's rules as a template, how might the other factions, including the Ordos Malleus and Hereticus as well as generalists (so three new factions) look? The replacement of the Deathwatch with Grey Knights, Adepta Sororitas, and "plain" Adeptus Astartes, respectively, seems fairly obvious to me. What other fighter roster and weapons/equipment would you change?
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This thread is to mark my progress in a new side project I've recently started. Actually, perhaps two side projects: an Adeptus Arbites patrol team for Shadow War: Armageddon, and a host of civilian models for background or objectives in-game. As a bit of backstory, a minor catastrophe struck my house last month. I woke one Sunday morning to find my basement under water. I didn't lose any belongings and my 40K collection was saved, fortunately, but the decontamination efforts necessitated the partial demolition of my game room. So, over the course of a few days my usual work area went from this: http://i.imgur.com/JCtZUTal.jpg To this: http://i.imgur.com/addooKxl.jpg Everything is currently safe and sound in my garage or my upstairs office. However, the lack of space forced me to put a hold on my long-term projects. That lasted all of a month before I started to go mad with boredom. I decided to launch this relatively minor Shadow War: Armageddon project to keep my hands busy. I'll apologize in advance, as my usual painting and photography skills will be even more handicapped. EDIT: Adding a table of contents for ease of navigation: Adeputs Arbites Patrol Team (Necromunda Precinct 265) Kill Team Leader, Troopers, New Recruits, Specialist Kill Team Leader Part II, Special Operatives Civilians and Bystanders Adeptus Mechanicus maintenance team Lay-operator work crew, wandering pilgrim Merchants Nobles and attendants
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- Shadow War: Armageddon
- Adeptus Arbites
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Hey all. I thought it would be a good idea to have a thread discussing the lists and tactics people are using in SW:A with their Guard. Feel free to post up any army lists you're working on and discuss any tactics that have or haven't been working for you. To be honest, any Imperial Guard SW:A chat is welcome here. At the minute, I'm working on converting up a Veteran Kill Team based on one of the Black Library Novels. You can check out their progress in my thread. http://www.bolterandchainsword.com/topic/321424-stuff-thangs/ Here is my provisional starting list. 1. Veteran Sergeant with lasgun, camo gear 150 2. Veteran with lasgun, camo gear 90 3. Veteran with lasgun, camo gear 90 4. Veteran with lasgun, camo gear 90 5. Veteran with shotgun, lasgun, camo gear 110 6. Special Weapons Operative with plasma gun, camo gear 155 7. Special Weapons Operative with sniper rifle, telescopic sight, toxic rounds, camo gear 155 8. Special Weapons Operative with grenade launcher (frag), camo gear 160 1000/1000 The plan with this list is to buy two recruits without any other gear after my first game, to bring me up to maximum team size. They'll try not to die in the second game (as I don't believe you can give traded gear to a recruit before their first game). I will then give one the shotgunner's spare lasgun and use my 100 points to get a lasgun and camo gear for the new recruits, and a smattering of new gear for the vets. Sound like a decent plan? In my opinion, it looks like lasguns are a better plan than shotguns, but I have the model and it's more of a rule of cool thing. That said, if anyone has had success using shotguns, let us know. I don't know if the special weapons I've chosen are the most optimal, but I thought it would be more interesting to try different weapons than to spam the "best" gun. One option for my list is to drop the spare lasgun and give the sgt. a bolter and grab a clip harness for the sniper? Do people think this is a better option? Dallo
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I've been working on rules for a [power armoured] Space Marines faction in Shadow War: Armageddon and have taken an initial stab at things. These rules include rules for the Space Wolves. You can see Playtest V1.0 here. I'd appreciate any feedback that you can provide to make this a better (and balanced) product.
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I've been working on rules for a [power armoured] Space Marines faction in Shadow War: Armageddon and have taken an initial stab at things. These rules include rules for the Blood Angels. You can see Playtest V1.0 here. I'd appreciate any feedback that you can provide to make this a better (and balanced) product.
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I've been working on rules for a [power armoured] Space Marines faction in Shadow War: Armageddon and have taken an initial stab at things. These rules include rules for the White Scars. You can see Playtest V1.0 here. I'd appreciate any feedback that you can provide to make this a better (and balanced) product.
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I've been working on rules for a [power armoured] Space Marines faction in Shadow War: Armageddon and have taken an initial stab at things. These rules include rules for the Ultramarines. You can see Playtest V1.0 here. I'd appreciate any feedback that you can provide to make this a better (and balanced) product. Note that I am especially concerned that the Ultramarines rules are somewhat underwhelming, so I'm looking for your help on that front (keeping in mind that the Ultramarines rules should be representative of Codex adherent Chapters everywhere).
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I've been working on rules for a [power armoured] Space Marines faction in Shadow War: Armageddon and have taken an initial stab at things. These rules include rules for the Salamanders. You can see Playtest V1.0 here. I'd appreciate any feedback that you can provide to make this a better (and balanced) product.
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I've been working on rules for a [power armoured] Space Marines faction in Shadow War: Armageddon and have taken an initial stab at things. These rules include rules for the Imperial Fists. You can see Playtest V1.0 here. I'd appreciate any feedback that you can provide to make this a better (and balanced) product.
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There are several threads growing in various forums concerning the latest release, Shadow Wars: Armageddon. The current skill trees available include specific Chapters such as the Salamanders and Dark Angels and a group known as "Sons of Guilliman" ... but no Raven Guard skill tree. So, ideas for discussion: 1) What current skill tree do you think fits the Raven Guard (and/or the Successors)? 2) If you could wishlist a skill set, what would they be? 3) What plans do you have for your Scout unit to play SW:A? I've scattered some thoughts in other threads, yet may compile them here. I'll add more details in "my thread" when I get around to building the models ^_^
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I'm sitting down to kitbash about 15 Scouts, for my Templar Neophyte list, looking for the best possible loadouts. I already have 4 camo cloak + sniper rifle scouts from 40k, a LOT of the BP + CCW metal types and four shotgun dudes. So these are already covered. I also have my Sword Brother covered by the Telion miniature, unless I should specifically add something to it, like a power weapon (he has a silenced bolter with a sniper scope on it and a camo cloak. For the rest, I need guidance on what to model for SWA specifically. I have 15 leg sets and 16 bodies (4 of those are camo cloaks). I have an abundance of Marine weapon bits and of the Scout-specific ones I have 4 sniepr rifles and 8 shotguns left. It's feasible for me to magnetize arms and switch weapons if need be. I assume I will need some bolter dudes, a heavy weapon dude (HB?). Some of them will need to be permanently kitbashed onto the cloaked bodies. Please advise!
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So, with the rumour thread for Shadow War closed and the game now out (for a lucky few at any rate!), I'd love to hear people experiences of the game so far. Things like: The making your Warband / Gang / Mob / Killteam or whatever you want to call it. Your first games and what you learnt. What happened after the game. Any funny anecdotes of clumsy Orks falling to their death after getting altogether carried away and trying to leap from one building to the next...
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I don't have the Shadow Wars book yet, do DA have their own faction in it? I expect maybe it is some sub-rules for regular spacemarines? If so, how are they playing? What are you guys doing with them?
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I'm using Sisters later this week in my first SW:Arma... ah screw it... Necromunda game and wondered if anyone else has and if they had any pointers? NB. I'm using the Space Marine Scout rules and headcannoning it as stripped down power armour for long recon missions into the hive (someone suggested using the Chaos SM data slate instead for the 3+ and I offered to burn them as heretical)
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Unlike the other thread speculating on future rules, this thread is intended to discuss Grey Knights exclusively within the Shadow Wars system. I know Syn has already had a game with his GK and I hope he shares that experience with you guys here. From what I've read it looks like Psychic tricks are reserved for the Purifier spot and we are limited to 3-5 models per game, which seems very limiting but there are some interesting options. What kind of team do you think you'll field?
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Although we currently don't know the rules for the game I'm going to get started on a warband so that when it hits the stores I'll be ready to roll. While I do regret that it's not actually Necromunda being a long time fan and player of the game the more I think about this game the more I like the idea of 40k armies being the focus rather than specific gangs. For starters if you have even a partially assembled and painted 40k army chances are you are good to go and secondly the range of possible warbands is HUGE compared to having to wait for a drip release of new plastic gangers. The other good thing about this system is that there are so many models I'd love to have a sound reason to buy and paint but I really can't justify buying a box of models that will never see the table because the army doesn't interest me. So with this in mind, I'm taking a gamble and going with Chaos Marines. The possibilities for narrative are amazing (even though I am keeping my expectations low) and one thing I did learn from my many hours of playing the likes of Necromunda and Gorkamorka is that it can be amazing fun as you watch your fledgling group of warriors step out into the harsh world of 40k and do their best to survive and thrive battling it out with your friends. So with this in mind I am going with the narrative of a small group of Chaos Marines who captured a small Imperial transport and are surviving through raids on remote outposts or even turning up on far flung worlds declaring themselves to be servants of the Emperor and demanding tithes from locals who most likely have only ever seen a space marine in ancients texts or paintings. I find the idea of a large number of the Imperium never having set eyes on an Astartes fascinating and something I think that renegades might try to use to their advantage. Basically these guys are nobodies in the greater scheme of things, they are not the Khans or Abaddons of the universe, they are forced to raid small outposts and scavenge wargear from the dead. They are not a tightly knit band of brothers, they are bought together out of a mutual need for survival and do not trust each other in the slightest. The idea I am playing with is that after a raid on a remote agriworld they have entered the warp but due to a miscalculation they emerge in real space near Armageddon right in the middle of a battle between massive Imperial Battleships and Ork Kroozers as their tiny ship is heavily damaged in the cross fire forcing them to crash on Armageddon itself. From here their goal is simply to survive and escape no matter the cost. WIP Champion I'm assuming Bolter, Chainsword and Bolt Pistol are fairly safe bets for a load out even though I've no idea how this will work beyond a list of options. This guy is a former Sergeant of the Death Guard that never turned with the rest of the Legion to Nurgle. A survivor of the Istvaan Massacre and with both sides of the conflict treating him and his men as the enemy, he and his surviving brothers were driven out to the Eye of Terror during the Scouring and now he has emerged ten thousand years later into a universe of utter madness. He's bitter to see the Empire he proudly fought to create during the Great Crusade turn against him despite his loyalty and curses the betrayal of his Primarch. Now he plunders worlds killing traitor and loyalist alike, the splendour of the Great Crusade little more than a distant memory. Still early days at the moment as I am slowly building up the bone to an off white. I've given him a Blood Angels arm and Ultramarines leg to show how he has had to scavenge parts from dead enemies and I like how the arm is a nod to the Dusk Raiders which may or may not be intentional on his part. The other aspect of this I like is that each panel and plate is probably of huge significance to the Chapter which it came from, the plates probably were present at historic victories or belonged to great heroes but to him it's just armour to replace the damaged plates of his own suit. It's something that always struck me with the original Space Wolves 13th company with the models having various parts from traitor legions that they had looted on their war in the Eye. I'm using the standard 40k embossed bases, partially to save time and partially because I think it fits well to the setting of the game. The lighting is not great on these but it will do for now till I can get some better ones up. http://i68.tinypic.com/343t4xs.jpg http://i64.tinypic.com/2e6ebkp.jpg http://i65.tinypic.com/e5r3hh.jpg http://i64.tinypic.com/2ep0e3n.jpg http://i65.tinypic.com/34ee0ap.jpg
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So a few times I've been asked for close ups and references to my battle reports so I think it's time to just start this up as a thread: Contents: + Finished Thousand Sons and Tzeentch Models are here: +LINK+ The following WIPs and Finished projects are in order of oldest to newest: + WIP shots of various units: Tanks/Forgefiend/Flamers/etc: +LINK+ + Finally...after some delays Magnus the Red is complete! +LINK+ + Alright time for Daemons! We have Pinks, Blues, Brimstones, a Tzaangor Herald AND Flamers all in one post: +LINK+ + Hopefully some better shots of Magnus the Red here: +LINK+ + Finally a WIP Forgefiend turns into the finished product! +LINK+ + Thousand Sons Helbrute for 8th edition! +LINK+ +++ New Shadow Wars Content +++ I'll slip in the Shadow Wars Armageddon content here as most of it will be paint related, but I will link the Shadow Wars batreps in the section below. Whereas this section will mostly host projects related to Shadow Wars: + First up I challenge myself to finish some terrain from the starter box set in 2 Days! Can I do it? +LINK+ + Phase 2: I showed you the Crates/barrels, but I also bought a Galvanic Magnavent and gave myself the same 1 week challenge: +LINK+ + Two Batreps for the price of One! ITC mission 5 (Highlander) 1500 Points: vs Orks and vs Admech: +LINK+ + Another ITC (Highlander) 1500 Points vs Space Wolves: +LINK+ + Two Batreps again for the low price of one: 1850 Points Maelstrom vs Orks and Tyranids: +LINK+ + Another ITC (Highlander) test of my futility at 1500 vs AdMech + Skittles: +LINK+ + The Fall of Cadia Campaign SUPER DUPER Batrep collection (3 games, then a 4th mega battle game featuring 3 Chaos armies vs. 3 Armies of the Imperium using the "Emperor Protects" scenario. All games were played out at my local GW store: (lots of pics) - Fall of Cadia GAME ONE: +LINK+ - Fall of Cadia GAME TWO: +LINK+ - Fall of Cadia GAME THREE: +LINK+ - Fall of Cadia Final Mega Battle: The Emperor Protects: +LINK+ + An important tactics article for me as I'm trying to understand Tzeentch Daemons and Summoning. I never foresaw me going down this path until I saw how tough life is with 18 models on the table.... Are you trying to figure it out as well? Do you have something to add? Please check out the conversation here: Using Daemons with Thousand Sons +LINK+ + + More to come shortly!
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Members of the B&C are challenged with the modelling and painting a power armoured kill team of Adeptus Astartes from select Chapters that participated in the Third War for Armageddon. The purpose of this challenge is to find imagery suitable to decorate the finished Adeptus Astartes in Shadow War: Armageddon rules that will be published here at the B&C for download. The winning squad will be featured at the bottom of page 12. And the member submitting the winning squad will also receive some other small prizes to be announced later. Below are images showing the Chapters that participated in the campaign. Where known, the progenitor legion is provided to show the Chapter Honours to follow in the linked rules (with regard to weapons and equipment you may include). Click on each image for a larger version: Celebrants (10 companies) Black Dragons (9 companies) [possible Salamanders] Angels of Redemption (4 companies) [Dark Angels] Blood Angels (1 company) not eligible* Salamanders (6 companies) Raptors (5 companies) [Raven Guard] Black Templars (3 crusades) not eligible* Mortifactors (10 companies) [ultramarines] Storm Lords (2 brotherhoods) [White Scars] Storm Giants (5 companies) [possible Salamanders] Omega Marines (9 companies) Space Wolves (5 great companies) not eligible* Angels of Fire (7 companies) Silver Skulls (7 companies) [ultramarines] Marines Malevolent (2 companies) Relictors (10 companies) Sons of Guilliman (6 companies) [ultramarines] Celestial Lions (10 companies) [imperial Fists] Angels of Vigilance (6 companies) [possible Dark Angels] Angels Porphyr (8 companies) Exorcists (12 companies) White Scars (3 brotherhoods) Flesh Tearers (5 companies) [blood Angels] Iron Champions (7 companies) [imperial Fists] Legion of the Damned (?) not eligible** * The "Big 5" Chapters (Black Templars, Blood Angels, Dark Angels, Ultramarines, Space Wolves) aren't eligible because we want to focus on other Chapters. Successors of the "Big 5" Chapters are okay, however. ** The Legion of the Damned isn't covered in the linked rules. What to Submit: One image of your power armoured (legacy) Adeptus Astartes kill team, created per these rules and representing one of the eligible Chapters shown above. Your kill team may include up to 1 special operative (but doesn't have to include one, if you don't want). No Primaris Marines! The Third War for Armageddon took place before the Primaris Marines came into play, so we're looking for legacy Space Marine models. Members may submit as many kill teams as they want, but may only submit one (1) image in jpg format of each kill team. The image should be at least 800 pixels across, and should be cropped to minimize wasted space. No backgrounds or terrain are necessary - a different image of the winning kill team will be used in the rules and that will be taken later. You can find tutorials on photographing your miniatures here. E-mail your submissions to @Brother Tyler at . Include your display name in the e-mail. Pictures of entries should not be posted or saved here at the B&C (e.g., in your galleries or in topics, whether within the Forge or your faction-specific forum). Once the members have voted for their favorite, then you can post WIPs and what-not to show everyone how you did it and how it came out. Deadline to enter: Midnight 7 January 2018 (the holidays will probably be busy, so I'll give some extra time). Basically, as long as it is in my e-mail inbox when I log in first thing on Monday 8 January, it will be allowed. The members will vote for their favorite and I'll contact the winning member so that we can discuss the composition of the image that will be used in the finished rules (and it will include either terrain or a plain background, so keep that in mind). In addition to the winning kill team, one or two other miniatures from among those entered will also be included in the finished rules. Selection of these models will be my prerogative, based on variety (i.e., the additional miniature(s) will differ from the winning kill team in terms of colors and lineage, along with whatever I find aesthetically pleasing). I'll also contact the creators of images for the additional Chapter(s) that will be used so that we can discuss final image composition. If you have any questions, post them here. You can see the submissions in this post. Vote by replying (you have through Sunday, January 14).
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The Journey So Far. So, following a six year hiatus from the hobby I've finally been drawn back in. After convincing my girlfriend to read the Gaunt's Ghosts and Horus Heresy series, she eventually convinced me, to show her the physical side of the 41st Millennium, which is to say, collecting, painting and gaming. We decided, first, to tackle Shadow War:Armageddon, its simple rules, small units, and relative cheap nature (only needing one box of miniatures) being the perfect introduction for her, and refresher for myself. After some back and forth she decided on a Dark Eldar Wych cult, where as I went for the indefatigable Skitarii Rangers. In this thread, I'd like to show, discuss, and get C&C on our miniatures. Any advice on Shadow War, or indeed collecting Skitarii and Dark Eldar armies (our next goal), would be very much appreciated. Thanks in advance all, I hope you enjoy. The Theta-23 Ranger-Expatriarii. Skitarii Alpha: Primus Expatriarii Calix-Δ-88 Skitarii Specialist: Expatriarii Vasily-N-43 Skitarii Specialist: Expatriarii Remus-Ω-50 Skitarii Ranger: Expatriarii Chobham-Γ-03 Skitarii Ranger: Expatriarii Crarrv-Σ-45 Skitarii Fresh-forged: Expatriarii Bordon-Γ-67 Skitarii Fresh-forged: Expatriarii Tomaz-Φ-94 Skitarii Alpha. http://i.imgur.com/CE3nWnD.jpg http://i.imgur.com/sixAT5e.jpg Skitarii Fresh-forged. http://i.imgur.com/3dgEBvy.jpg http://i.imgur.com/ONTdT7e.jpg Skitarii Rangers. http://i.imgur.com/j1tHKqR.jpg http://i.imgur.com/Ym7QNQt.jpg