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Shadow War Teams!


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So I've started to construct some Shadow War teams in anticipation for actually playing it sometime next week. I've decided to make up two teams just for fun based on the Aliens and Predator teams using Cadians and Catachan respectively. Trying to go for a good mix of fluff and actually being good enough to have fun playing. Either way, this is my first attempt, have any of you guys who've played already got any insight on it? Is it good? Should I just take ten guardsmen with lasguns and a few upgrades sprinkled in? I'd love to see your teams as well!

 

Goreman, leader, 170:

120 base

25 bolt pistol

25 chainsword

 

Vasquez, SWO, 200:

70 base

100 heavy flamer

15 laspistol

15 hotshot

 

Frost, SWO, 175:

70 base

40 Sniper

20 toxic rounds

20 red dot

20 telescopic

5 cammo cloak

 

Hudson, SWO 195:

70 base

125 grenade launcher

 

Hicks, vet 140:

60 base

20 shotgun

25 lasgun

20 red dot

15 hotshot

 

Apone, vet 120:

60 base

25 lasgun

20 red dot

15 hotshot

 

 

total 1000

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You're going to get pinned a lot. More models are better than well equipped models, as well equipped models that are pinned can't do anything.

 

Equipping a model with lasgun and shotgun or even laspistol and flamer is too much in my opinion.

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Though I've not got the rules yet I would agree with Kilo. Numbers are Guard's friend, and from what I know of Necromunda's Shadow War's rules it's not a huge effort to remove a Guardsman from the equation even if temporary. You can always use some earned points in future battles to start tooling up your soldiers a bit :)

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Yeah I thought that might be the case, oh well, I'll keep this list for its fluffiness and probably field one with many more people. I was initially concerned with ammo rolls, in which case giving models two guns might be more effective than an extra clip, but it doesn't really help when your whole force is on the ground.
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Exactly, think of it this way. Most weapons only have 1 shot.

 

If you have 8 models vs your opponents 5 models, then turn over turn you could theoretically pin all 5 of them, while he also pins 5 of yours but you still have 3 models free to operate.

 

Standard Lasguns on Vets (maybe with Red Dot) is enough to pin. While you have one other guy with a special to mop up.

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Looking at it more, it might be hard to say. There's some armies like 'nids and space marines that are really resistant to pinning. I could probably afford to ditch the secondary weapons, especially since hotshot just counts as special ammo which when used up leaves regular lasgun ammo. Then again the hotshot pack does turn the lasgun into a worse boltgun for more points so eh...

 

I'd really like to keep my heavy flamer though since it's my favourite converted model* from my army, but it seems silly to invest so many points in such a weak model.

 

It might come down to what happened in my 40k experience of playing a few games where my giant blobs of guard were reduced to ash in a single shooting phase before I decide coolness isn't worth being tables turn 2 all the time.

 

 

*back when I was much younger I didn't realize what a heavy flamer was really, all I knew is sentinals got them. So seeing as I couldn't find one that looked like that in my infantry sprues, and figuring I'd never use silly heavy flamers on sentinals(ugh) I concerted a special weapon guy to hold one of the sentinel heavy flamers, and thus Really Heavy Flamer Guy was born.

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I'm looking to run Elysians using the Cadian skill table. To start with i'm looking at:

 

Sergeant, Carapace, Bolt Pistol, Camo Gear - 170

Veteran, Carapace, Shotgun, Red Dot - 120

Veteran, Carapace, Shotgun, Red Dot - 120

Veteran, Carapace, Shotgun, Red Dot - 120

Veteran, Carapace, Shotgun, Krak Grenades - 140

Veteran, Carapace, Shotgun - 100

Specialist, Sniper Rifle, Camo Gear - 115

Specialist, Sniper Rifle, Camo Gear - 115

 

In the longer run the sergeant will gear towards combat (or rather counter attacking), and i'll acquire another specialist, with Melta or a grenade launcher. Snipers will pick up clip harnesses and toxic rounds. Other troops will acquire some grenades and the 2 without dots will get them, camo gear, plus back-up weapons for ammo fails.

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