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Yoyo ninja

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I have upgraded my sniper after the last game, I will let you know ow how he work when I play next. He got an upgrade to his BS which will be useful, and a photo visor+toxic ammo, I'm hoping that will make him more useful.

Photo visors are very useful, I used one in my first game and combined with a red-dot sight sniper rifles can be very reliable.

 

I didn't have the points for toxic rounds, but automatically wounding can never be a bad thing!

Had a good game last weekend, unfortunately made the mistake of taking some overpriced wolf scouts with gear I took for pure aesthethic. Meaning I had 5 scouts vs my opponent's 8 scouts due to me deciding to take a flamer for fun, while the other guy used his points to get more novitiate scout mooks. I also had a heavy bolter scout which was expensive which further contributed to my costs.

 

My team: 

Scout leader with bolt pistol and power sword

Scout with boltgun

Scout with CCW and bolt pistol

Scout with flamer

Scout with heavy bolter

 

Opponent

Scout leader with grenade, pistol and CCW

Scout with sniper

3 noob scouts

4 scouts

 

Of course the other guy had already a few games and had an additional 100 points of gear and prometheum cache used since his previous game against my brand new list.

 

Nevertheless, thanks to the hiding and running mechanic in the game, i was very pleased that I was able to sneak my way across the board even with his sniper having a birds eye view over most of the open ground. In the end, my sergeant and one scout managed to get close enough to use their swords, but sadly, my poor sergeant got ganked by 5 smurf scouts, though not before taking one of them down and lasting two rounds. Flamer dude got shot but miraculously managed to get back up at some point and flamed a poor sod, which thankfully wasn't affected by my wound.

 

In the end, 3 guys went down and eventually failed leadership. He also lost 3 guys.

 

Despite the rather poor game, the aftermath was much better for me than him. basically all my 3 guys including the ganked sergeant made a full recovery and will make it to the next game more or less the same. the other guy on the other hand, permanently lost 1 of his mooks and I CAPTURED the other onw, small consolation for me, but at least it forced him to spend his points in repleneshing his numbers rather than gear. Sadly, it was still enough to buy a missile launcher for him. ouch.

 

All in all, pretty cool game and i like it that my scouts can finally be sneaky in a way that they never could in 40K. For me, i will have to slowly boost my numbers due to my mistake of splurging on the flamer and heavy bolter. The heavy bolter was a good deterrent, although the ammo dump made me stressed a few times.

I don't thing the heavy bolter and flamer were a waste. I found them to be the most efficient guns I took. I kept the heavy bolter and sniper rifle at range and used them as a fire base, then moved my CQC guys up with the flamer as support. Worked well till I got jumped by reserves.

"the other guy had already a few games and had an additional 100 points of gear and prometheum"

 

Soooo get in lots of games so you can roll over new guys? Sounds fun... not.

 

Well, that's the weakness of Shadow War too, difficult to measure balance between those who have had a few campaigns and "experience" vs new guys.

 

Even then, it wasn't a total blood bath. I could have won too if he had just lost his leadership despite being down to two guys in end.

 

In the end, long story cut short, i had fun. 

A WINNER is YOU!

 

Question for you. How long does it take to get through a game? I know that it CAN be pretty short (based on the miniwargaming demo game they played) but just in general what has your experience been?

 

All in all, a little less than 2 hours. Actually the aftermath is more tedious, recovering wounded fighters, calculating your wins (minimum one promethium cache for the loser), and then decide what the heck to spend on it. We Space Wolves actually luck our on nearly all the skill trees for the Sergeant, short of Agility. But for each tree, we have to roll a damn D6 again, so there's a chance we get a skill we don't want even if most of them more or less useful.

 

for my, I decided to be sneaky and roll on the stealth table, hoping to get something that will make me even harder to hit before I charge. Instead, I got a roll where if I continue hiding and the enemy tries to spot me, the spot range is halved. Not sure how useful it is.

 

Either way, all the skill trees look cool, but again subject to randomness.

 

In the end, I think still suffer the 40K problem of taking some time to prepare and calculate BEFORE the game, and AFTER the game. that's a bit too much for a casual game in my opinion, especially with a non-40K player.

 

for my part, its a welcome break from 7th ed.

I didn't have a chance to pick up the box of Shadow War before it sold out, but I'm interested in playing. I've heard that Space Wolf scouts get a few perks to represent the fact that they're veterans rather than raw recruits. Can anyone tell me what those are specifically? 

I didn't have a chance to pick up the box of Shadow War before it sold out, but I'm interested in playing. I've heard that Space Wolf scouts get a few perks to represent the fact that they're veterans rather than raw recruits. Can anyone tell me what those are specifically? 

We can only recruit fully trained scouts, not novitiate scouts. This is to represent the fact that all SW scouts are veteran astartes.

 

Then our scout gunners get access to melta guns, plasma guns, or flamer.

 

In addition to this, all three SW roles (leader, trooper, specialist) get access to one additional skill advancement table over other astartes. This comes into play only in campaigns.

 

Hope this helps

 

I didn't have a chance to pick up the box of Shadow War before it sold out, but I'm interested in playing. I've heard that Space Wolf scouts get a few perks to represent the fact that they're veterans rather than raw recruits. Can anyone tell me what those are specifically? 

We can only recruit fully trained scouts, not novitiate scouts. This is to represent the fact that all SW scouts are veteran astartes.

 

Then our scout gunners get access to melta guns, plasma guns, or flamer.

 

In addition to this, all three SW roles (leader, trooper, specialist) get access to one additional skill advancement table over other astartes. This comes into play only in campaigns.

 

Hope this helps

 

 

So far I find the humble bolter the most cost efficient gun, truly worthy of astartes. You wound most things on 4s with reasonably good range with only heavy weapons outranging you and can increase the accuracy through the red dot upgrade.

 

Best game I had was against an Eldar. I lost first but captured his leader, and in the second game, played a rescue mission, and I sent him packing. Meaning I permanently killed his sergeant, a dire avenger exarch no less.

 

In all games so far, despite my losses, all my soldiers were recovered and restored to full health. Now at 7 man with good assortment of guns, with only the sergeant packing a power sword for melee. 

I have played a few games now and I'm feeling very underwhelmed by our combat ability. Having set my guys up for close combat with a little bit of ranged support I feel like I made a bad choice. I have played 4 games against Orks and Eldar, all of which I felt like I had a chance of winning to start with, then after getting into combat I have lost a few guys and failed a break test.

I think I may write a new list and try out the humble bolter after writing it off to start with. With a scope and helfire bolts they could be rather brutal.

I have played a few games now and I'm feeling very underwhelmed by our combat ability. Having set my guys up for close combat with a little bit of ranged support I feel like I made a bad choice. I have played 4 games against Orks and Eldar, all of which I felt like I had a chance of winning to start with, then after getting into combat I have lost a few guys and failed a break test.

I think I may write a new list and try out the humble bolter after writing it off to start with. With a scope and helfire bolts they could be rather brutal.

 

If we want to kit out melee, then I think the bolt pistol is a must, which sadly isn't free. Make sure you have a red dot and you can still pump out some fair bolter shots at reduce range, even overwatching if you dare the guy to come near.

 

and camo cloaks to reduce the range of enemy weaponry. combines with run moves across open ground, or sneaky move-hide, should be enough to get the jump and charge.

 

sadly, this is still a range game, but unlike regular 40K, a wounded soldier doesn't just simply roll over and die, they all got a chance to get up again, either in the current game or the next game.

 

In more hilarious moves, a Tyranid player captured a Grey Knight Justicar. Somehow, the Knights of Titan managed to bargain back its justicar for a promethium.

 

 

....... this is the kind of crunch that doesn't make sense in fluff.

Yea, i have two CC guys with bolt pistols and swords (modeled as axes). They get close support from a flamer guy and the sniper and heavy bolter take things out from range. The ranged guys have been the most effective so far though, this is definitely a game of shooting.

I have had mixed experience with the flamer, it's great for keeping things pinned, but it's limited range of course.

Yea, i have two CC guys with bolt pistols and swords (modeled as axes). They get close support from a flamer guy and the sniper and heavy bolter take things out from range. The ranged guys have been the most effective so far though, this is definitely a game of shooting.

I have had mixed experience with the flamer, it's great for keeping things pinned, but it's limited range of course.

 

Yep, the flamer so far acts more as a deterrent for me. Most T3 models fear it whereas T4 at least got 50% chance of avoiding an injury.

 

Sadly our CC guys main strength and job is to act as bait for the other guys CC units, to hopefully get them into combat and at the same time, into range and line of sight of ranged units. If we manage to win CC combat, all well and good. But if they fall, then at least the Heavy bolter and rest of the bolt gun guys will take them down with reduced cover.

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