Sample Shadow War Kill Team Builds

For those interested in Shadow War: Armageddon unable to experience it due to GWs mismanagement of supply-and-demand (not your local retailer's fault), the standalone rule book--enhanced with all the Kill Team build options currently available on the web plus two exclusives--is available to preorder now and out May 6. Watch this space for a (hopefully) exciting development regarding organized play thereafter; in the meantime, to answer the questions regarding what a force composed for the game might look like, three sample SW:A Kill Teams built with the current rules and Kill Team kits follow.

Old school hobbyists will immediately recognize the mechanics and points-construction template of GWs well-regarded 90s Skirmish wargame Necromunda--only with real warriors, 41st Millennium Kill Teams, instead of scavenging Hive Gangers as your playable protagonists. That means a much broader scope to the game, and to personalizing your Skirmish Team according to your 40K army's background, characters, etc...and it means better access to much better kit.

There are size limits for every team--one Leader, two or three Specialists, max ten or twenty warriors depending on Troop quality (ten Marine Scouts, twenty Orks or Guard, fex)--and players start building with a max of 1000 points for warriors and gear. A tremendously cool option allows adding high-end Specialists to your chosen team for one-off missions, not at addtl points cost but rather in exchange for the 'promethium caches' you've earned in play, which represent your path to victory. Worth it, for example, if you are playing a high-quality IG-style Militarum Tempestus Kill Team, to trade a hard-won promethium cache for a Commissar to join their ranks? Possibly--if you have the model!

Points-built and equipped teams, however, are the core of the game. Building them will be half the fun--naming each model, keeping track of their adventures as they advance toward--or fall away from--ultimate victory. Everything will be about balancing effectiveness versus numbers; sometimes--for some type teams--it will be better to have as many members of a Kill Team as you can muster, even if they lack spectacular punch...other times, for other teams, the only way they will win consistently is insuring they have the right kit to do the job. You--as the tactician behind your proxy team leader--have to decide what works best for you.

Which decisions might yield variants like:

+++Space Marine Scout Kill Team+++
Six Scouts armed with Combat Blade in Scout Armour (990 points)
•Leader (250 points): Scout Sergeant (200) w/Bolt Pistol (25), Chainsword (25)
•Gunner (290 points): Scout Gunner (110), w/Heavy Bolter (180)
•Scout (135 points): Scout (100), Boltgun (35)
•Scout (125 points): Scout (100), Bolt Pistol (25)
•Novitiate (95 points): Novitiate Scout (75), Shotgun (20)
•Novitiate (95 points): Noviate Scout (75), Shotgun (20)
One could drop the second Novitiate to beef up kit; that's the kind of individual choice Necromunda/SW:A encourages

+++Ork Kill Team+++
Ten Orks armed with a Shank in Hide Armour (1000 points)
•Boss Nob (235 points): Boss Nob (160), Eavy Armour (25), Slugga (10), Big Choppa (15), Stikkbombs (25)
•Spanner Boy (215 points): Spanner Boy (70), Big Shoota (130), Red-dot Laser Sight (15)
•Boy (100 points): Boy (60), Slugga (10), Buzz Choppa (15), Stikkbombs (15)
•Boy (80 points): Boy (60), Slugga (10), Choppa (10)
•Boy (80 points): Boy (60), Slugga (10), Choppa (10)
•Boy (80 points): Boy (60), Slugga (10), Choppa (10)
•Yoof (50 points): Yoof (30), Slugga (10), Choppa (10)
•Yoof (50 points): Yoof (30), Slugga (10), Choppa (10)
•Yoof (55 points): Yoof (30), Shoota (25)
•Yoof (55 points): Yoof (30), Shoota (25)
A really solid Starter Team, this: loaded Boss, well-kitted Heavy, a lieutenant with slightly upgraded kit in case you have to split the team (or--horrors--you lose the Boss), and good numbers. Love to have a power klaw, love to have a rokkit launcha, but the big choppa and big shoota instead give you an extra boy...and numbers are, in Skirmish as in 40K, usually a green walking fungus's best friend.

+++Astra Militarum Kill Team+++
Nine Imperial Guard armed with Combat Blade in Flak Armour (1000 points)
•Veteran Sergeant (215 points): Vet Sgt (120), Carapace Armour (20 points), Bolt Pistol (25), Power Sword (50)
•Operative (170 points): Operative (70), Plasma Gun (80), Carapace Armour (20)
•Operative (130 points): Operative (70), Flamer (40), Carapace Armour (20)
•Veteran Guardsman (90 points): Vet Guardsman (60), Laspistol (15), Sword (15)
•Veteran Guardsman (85 points): Vet Guardsman (60), Lasgun (25)
•Veteran Guardsman (85 points): Vet Guardsman (60), Lasgun (25)
•Veteran Guardsman (85 points): Vet Guardsman (60), Lasgun (25)
•Guardsman (70 points): Guardsman (50), Shotgun (20)
•Guardsman (70 points): Guardsman (50), Shotgun (20)
Adding the second Operative to this build reduces the numbers to nine; you could drop him and add two Guardsmen instead, successful IG Kill Teams *have* to win with smart, effective shooting, and massed lasguns is usually the formula, but I envision the Vets in this build acting with the Plasma Operative as a traditional Astra Militarum Skirmish firebase while the two basic Guard protect the Flamer Op (who has to advance), probably with the Sgt and perhaps his second (who is likely better leading the fire team). An alternative would be to up-Carapace all Vets to Tempestus and try quality over quantity, a build I am itching to try, given those outstanding models...but 'quality over quantity' builds always seemed to backfire on me in Necromunda.

Anyway...these are some samples, and variant options, to at least illustrate what you would have to invest in, to get involved in SW:A. Intrigued enough to want to know what all that abbreviated data means--order the standalone rulebook ASAP. Not an overwhelming investment in models, is it? Even if you are eager to add miniatures to allow fielding cool specialists (a Deathwatch Veteran Space Marine or even a Terminator to your Scouts, an Enginseer to your IG, a Mad Dok or Flash Git with gigantic snazz gun for your Boyz), Skirmish 40K promises weeks, perhaps months, of fun using little more than a squads-worth equivalent of models--all of which you can lavish time on with your best conversions and paint jobs, your most elaborate background and imaginative detail.

Recommended. For ideas on what to do with said Kill Team in the near future--watch this space.

Outrider Chris
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Tank War Starter Set for Bolt Action

While Warlord Games' WWII 28mm skirmish game Bolt Action has included vehicle rules from the outset, the primary initial focus was on infantry combat; with the Tank War supplement, however, players can now recreate the swarming, massive tank-against-tank battles which occurred in virtually every combat theater, at some point. The contents of the Tank War Starter box have been announced and constitute an impressive value:

Armoured Fury Bolt Action Tank War Starter Set/

That's $200+ US of 28mm 1/56th scale plastic tank kits, rulebooks and game accessories for $128...and if Shermans versus Panthers isn't your cup of tea, Warlord have a number of deals online for additional WWII tanks (and other combat vehicles) to suit.

http://www.warlordgames.com
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Holiday Parade of Space Marines

In celebration of a the holiday season, a new codex and a raft of new models for the iconic Warhammer 40K army, Gunslinger Games announces 'The Holiday Parade of Space Marines!'

Interested hobbyists are encouraged to participate by submitting a Tactical Space Marine model from their chosen chapter, whether of GW creation--Ultramarine, Black Templar, Blood or Dark Angel, Space Wolf, etc--or the player's own--a 'DIY' or 'Do it Yourself' chapter. Gunslinger will devote space in their display case to these power-armored representatives of the thousand chapters of the Adeptus Astartes through November and December, with opportunity for hobbyists to vote for their favorite. Anyone may submit one of their Space Marines, and anyone may vote in the Parade--no purchase necessary!

Chapters are more than just the fighting strength of their individual warriors, however--and to reflect that, additional contests will run concurrently for Space Marine Leaders and Space Marine Vehicles. Hobbyists interested in submitting models for these two supplemental contests can do so by *making the relevant purchase* from sponsor Gunslinger Games (with plenty of time to make a special order, currently the best way to obtain GW product through Gunslinger--and at a discount off list price), completing and submitting their model of choice for display in Gunslinger's display case through the end of the year.

Further--although the Parade of Space Marines tactical entries are restricted to one per hobbyist, players may submit as many Leaders or Vehicles as they purchase from Gunslinger and complete!

In addition to prizes for Favorite Space Marine on Parade, Favorite Space Marine Leader and Favorite Space Marine Vehicle, all of which will be determined by popular vote, there will be an adjudicated prize for Best Space Marine--which will be the single best painted and converted space marine in power armour, from either the Space Marine or Leader category--and Best Chapter Representative--which can be *any* model from any of the three categories, including vehicles, which through excellence of execution best embodies the ideals of the Adeptus Astartes and it's individual chapter.

Entrants *must* register when they submit their tactical space marine model to the Parade, listing their name and the name of their represented chapter. They do this simply by posting that information to the Adeptus North Texas emailing list.

Any model which would constitute a legal 'Tactical Space Marine' or the equivalent from a related codex may be submitted, including Sergeants, special and heavy weapon carriers, but remember a stated goal of the contest--and one of the adjudicated prizes--will reward the iconic model in this category. Hobbyists who make a purchase of a Leader (defined for the purposes of this contest as any Space Marine Commander, Captain, Librarian, Chaplain, Techmarine, Apothecary, Standard Bearer or Squad Sergeant model or the equivalent from a related Space Marine chapter, such as an Iron Priest or Rune Priest, or a chapter-specific Leader such as the Black Templars' Emperors Champion) or a Vehicle (defined for this contest as any codex entry having an AV--including walkers and flyers--*or* being a Bike) will register at the Adeptus North Texas emailing list upon making the purchase, identifying themselves and what they bought, which will then be confirmed on the list when they return to submit it for display. Leader models in Terminator Armour *may* be purchased and submitted.

Entries may be submitted to Gunslinger Games for display immediately. Voting will not begin until after Christmas...but the Parade will only look good if there are models to see, so there is incentive to submitting models early: any model on display in Gunslinger's case *and* registered on the Adeptus email list during November (before 12:01am Central December 1) accrues one bonus vote for Favorite model in it's category, and any model on display in Gunslinger's case *and* registered on the Adeptus email list in December before Christmas Day (12:01am December 25) accrues one bonus vote for Favorite model in it's category. Yes, that is potentially two votes a model can earn before balloting begins! Winners will be announced, prizes awarded (and models may be collected) after January 1, 2014, following conclusion of balloting at close of business for host Gunslinger Games for 2013.

Any questions about the eligibility of a given model not clear in these contest instructions may be clarified through inquiry on the Adeptus North Texas email list at http://www.AdeptusNorthTexas.com , as Adeptus is acting as event administration for the Parade.

They are the Emperor's Chosen. They are Humanity's Champions. They are the Space Marines. They know no fear--and they will be on Parade at Gunslinger Games through the 2013 Holiday season. Muster your Chapter's colours, and represent!
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October 12 Comic Asylum 40K Tournament

Saturday, October 12th, 2013 there will be a 1500 point Warhammer 40,000 Tournament hosted by Comic Asylum. A $10.00 fee will go toward the prize pool: start time is 10am. Bob and the crew invite you to come out and throw some dice with them!
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Fall 2013 40K Escalation League

Fall 2013 40K Escalation League play will begin in September and run through December 14th. Games begin at 500 Point Adepticon Combat Patrols, then become standard Force Org and increase by 250 points every two weeks up to 2000 points. December 14th there will be a Mega Battle held and prizes awarded, provided by organizers dfw40k.com, for the Top Three Generals, the Best Painted Army and the MVPs from each side of the Mega Battle, as voted on by the league participants.

There will also be random drawings at each point level for players who report for small prizes, including dfw40k.com tape measures.

Rules and Info (these are the exact same rules as originally created for the Summer 2013 League):

SCORING:
Each participant will play 2 games at the specified point level against 2 different opponents. A win is worth 4 points, a draw 3 points, and a loss 2 points. Subtract one point if your army is not fully painted (painted bases optional) for that battle. Games missed at one point level can be made it up at the next level (so if you aren't able to find 2 games at 750pts you can play 4 at 1000pts for example).

RULES:
Any Games Workshop published army lists are allowed, including Forgeworld and White Dwarf lists and units that have been updated to 6th edition (except super-heavies and other Apocalypse scale units). If in doubt please contact league organizer Matt Plummer.

All models should be WYSIWYG, especially conversions, but do not have to be all ForgeWorld or Citadel miniatures.

Each player should bring a copy of their army list to the game for their opponent.

All results should be reported to the league organizer and include point level, the names of both players, the results (who won/who lost), the mission and deployment type, and your army list (there should be a report for
each battle from both players).

COMBAT PATROL RULES (Modified from Adepticon):
• Armies will consist of 500 points or less, and must conform to the following Force Organization restrictions:
⇒ 0 - 1 HQ
⇒ 1 - 3 Troops (you MUST bring at least one Troop choice)
⇒ 0 - 1 Elite
⇒ 0 - 1 Fast Attack
⇒ 0 - 1 Heavy Support
⇒ 0 - 1 ‘Swing Slot’ (this maybe be used to field one additional Troops, Elite, Fast Attack OR Heavy Support choice)

• Armies are not required to take mandatory unit choices. All other unit restrictions (i.e. 0 - 1) apply.

• You may spend remaining points on units from anywhere in the Codex.

• No Special/Unique/Named Characters are allowed.

• As only one HQ is available, Allies are not allowed.

• With the exception of Troops and models with the Swarm USR, No model can have more than 2 Wounds.

• Aside from Troops choices and dedicated Transports, only vehicles with a maximum of 11 in any armor facing may be taken. Dedicated transports and troops may have a maximum armor facing of 12. Vehicle Squadrons and Artillery units are permitted provided every unit within the unit individually would be permitted. Vehicle upgrades that increase an armor facing may only raise the armor value to a maximum of 12 (this includes Necron Quantum Shielding).

•Rules Modification (Psykers): All Psykers may use ONE Warp Charge per game turn. Psykers may exchange powers as normal.

•Rules Modification (Flyers/Reserves): At the start of your Turn One, and each turn thereafter, you must roll a D6 for each Flyer being held in reserve. If the roll is 3 or more, the Flyer and all embarked units arrive at the start of the following turn. Flyers and all embarked units will automatically arrive at the start of Turn Five. Example: On Turn Three, a Necron Night Scythe with troops makes a successful Reserve Roll - they will arrive on Turn Four. There is no need to make a Reserve Roll at the beginning of Turn Four, as all remaining Flyers and embarked units will automatically show up at the beginning of Turn Five.

Good luck, aspiring commanders!
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