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About WatcherintheWater

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  • Birthday January 27

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  1. WatcherintheWater

    Let's chat Kharadron Overlords

    I plan on starting out trying the two lists below: 2 Frigate Zilphin - Each Frigate gets a unit of Endrinriggers or Skywardens + a Khemist (eventually I may swap the Skywardens for more Endrinriggers, but I'm pretty tired of paining those guys) Anti-Magic Nar - Drop one Frigate for The Arcanum on Gryph Charger or an Incantor + a Navigator. Gives me between 3 and 5 dispels, mostly at +1. Plus a little Magic of my own. I'll use this if spell casting is really as powerful as people here seem to think it will be. I actually think Overlords might be OK, even without a Stormcast buddy. Seems like you don't actually need a wizard to move the endless spells (not positive). Also, if Magic is really all over the place there is some chance that other armies will gear up their lists to match up against other magic heavy armies. Sometimes there is a benefit to being an outlier.
  2. WatcherintheWater

    Let's chat Kharadron Overlords

    You definitely may be right, but I'm not ready to give up on the overlords yet. Even though shooting was made more difficult, I think it was also made more important. I think a huge part of the game is going to be getting to your opponet's key hero pieces: Death Generals, Slanns, Wizards, and anything that drives summoning. Even more so than in AoS1 you have to take those things out, and Overlords still well above average ability to do that early in the game with skyhooks, grappels, and ships deepstriking or moving in the hero phase. Agreed that Zilphin is still the go to skyport, though. Don't think that will change until we get a new battletome. Doesn't seem like GW uses the GHB for much more than points adjustments usually.
  3. WatcherintheWater

    Let's chat Kharadron Overlords

    I'm pretty much fine with the changes overall. Maybe it will encourage more boats on the table, which I think looks pretty cool. The cost of my 2 Frigate list stayed exactly at 2000 (although it might be worth swapping out my 9 Skywardens for 9 more Endrinriggers). The changes to shooting don't bother me too much. Arkanauts and Thunderers rarely survive a combat to shot of of it next turn anyway and we have so many shooting options that by managing the order we select units to shoot, I think we can mitigate that rule pretty well. "Look Out Sir" hurts a little, but honestly I think we are still better equipped to deal with it than most other armies. And if other players start to put a bunch of 5/6 wound casters on the table we have plenty of power left to take them out still. One side effect of the re-roll charge command is that it makes the difference between using 2 or 3 Grapnels smaller. Assuming you are piling out of a deep striking ship 9" away from your target here are the odds of making the charge: 2 Grapnels no command: 80% 3 Grapnels no command: 89% 2 Grapnels w/command: 87% 3 Grapnels w/command: 93% Pretty marginal, but something to consider.
  4. WatcherintheWater

    Age of Sigmar: Second Edition

    Seems like a lot of people are in favor of the roll off for turn 1. Anyone care to share why? I sort of like that there is a benefit to being the first to deploy, but can't say I feel that strongly. I like that it balances out the benefits of seeing where all your opponent's stuff is if you have more drops.
  5. WatcherintheWater

    2k list complete!

    I finally finished painting my 2k list. Just in time for all the points to change in 2.0馃榿 Heres the list: 1 Enderinmaster 2 Aether Khrmists 3x10 Arkanauts 9 Endrinriggers 9 Skyeardens 2 Frigates
  6. WatcherintheWater

    Let's chat : Maggotkin of Nurgle

    One thing you could try is a lighter color drybrush on the mud. Might make it stand out a little more. You could also try to add some more small bits here and there. to break things up. Light colored static grass like swamp reeds, skulls, rocks, that sort of thing. Good job on the head tentacles, btw!
  7. WatcherintheWater

    Let's chat Kharadron Overlords

    Looks cool. I always like to see people's homebrew rules. The 3+ save seems a little high for a scout/frontiersman. Maybe instead he could have a 4+ and a rule where in terrain he gets an additional bonus (5+ ignore wounds & Mortal wounds or something like that)to represent his knowledge of the land.
  8. WatcherintheWater

    Let's chat Kharadron Overlords

    I'm not a super-gamer by any means, but I wonder if some of these changes will actually be really good for us. Seems like there is going to be an even bigger focus on taking out enemy heroes/summoners/spellcasters. I know "Look out sir" makes that tougher, but everyone will have to deal with that, and it will be a bigger deal for things that rely on 6's to do something special (Skyfires, Longstrike Crossbows). Arkanauts have the +1 vs heroes & monsters, we have a lot of mobility and deployment options, and most skyports have buffs that will be super helpful in taking out those high priority targets early. Unless your opponent really hides him away in a corner, no Slanns are going to survive round 1. I don't think there are a ton of other armies that can take things out this early.
  9. WatcherintheWater

    Let's chat Kharadron Overlords

    I'm excited about the decrease in cost for the boats. Right now I have two frigates painted up, and it sounds like I could almost add a gunhauler in my list just with the points freed up from those all dropping in price! I know the gunhauler isn't great, but for 160 points it doesn't seem bad as a mobile cannon platform.
  10. WatcherintheWater

    Let's chat Kharadron Overlords

    Thanks for the input! Both good points. I actually have an Admiral already, so that would be pretty easy to swap in. Basically a decision of whether the +1 save and Admiral command trait is better than the Endrinmaster's better hammer and ship healing. Feels pretty close to me. Adding 3 Skywardens and a griffhound would be fun, but I wonder if the griffhound is worth adding another drop. Feels like there could be a lot of armies right around the 3 or 4 that I am at right now. The tournament is the Triumph GT in New Jersey.
  11. WatcherintheWater

    Let's chat Kharadron Overlords

    Hey all, I鈥檓 going to my ever first two-day tournament ever in about a month and here鈥檚 what I plan on taking: 路 Zilphin, No Reward Without Risk 路 Endrinmaster w/Fleetmaster (General) 路 2 Aether Khemists w/ 1 Earbuster 路 2 Frigates w/ Skycannons and one Aetherspheric Endrins 路 3 x 10 Arkanauts (2 with skyhooks, 1 with rotary guns) 路 9 Endrinriggers w/ 3 Grapnels 路 9 Skywardens w/ Sky Pikes I know it鈥檚 not a 100% optimized list, but it鈥檚 what I like and have painted for the most part. The one thing I鈥檓 considering changing is the Endrinmaster. Here are the options I am considering that would be pretty easy to throw together: 路 Keep the Endrinmaster 鈥 Gives be 3 heroes that are all useful, so opponents have to decide to go after my general or the Khemists. Useful for 3 Places of Power or Duality. 路 Bump up the Endrinriggers to 12 鈥 More attacks and bodies. Maybe they stick around a little longer than usual. Also, I could probably skip the grapnels since I already have 3鈥 路 Bump up the Skywardens to 12 鈥 Probably easier to get use out of the big unit with the 2鈥 pikes. Would put me at 1960 though. Don鈥檛 like wasting those 40 points. 路 Add a unit of 3 Endrinriggers or Skywardens with the Drill Cannon and Volley gun 鈥 They can just zip around and sit on objectives and maybe get lucking with shooting every once and a while What do people think?
  12. WatcherintheWater

    Let's chat Kharadron Overlords

    My local community is doing something similar, but starting at 750 and using the Malign Portents rules. Two games at each level and then going up 250 points. Here's what I am starting with: Lord Ordinator Khemist 2 x 10 Arkanauts 6 Endrinriggers If you have battleline requirements, you really don't have much room to change things up. I'll add a Frigate when it goes up to 1K. The problem I see, is we are pretty slow and fragile at these small sizes, which is a bad combination for any scenario with objectives. That's why I would tend to get as many endrinriggers and skywardens as possible early on. Use them to maneuver around and capture objectives, but try to keep them out of harm's way until late in the game. That's my plan at least
  13. WatcherintheWater

    Let's chat Kharadron Overlords

    I agree that they don't need a nerf, I don't think they need a buff either. So if you make some things cheaper/better, you have to make some more expensive/worse.
  14. WatcherintheWater

    Let's chat Kharadron Overlords

    If we are trying to brainstorm ways to create more balance between the clown car and other lists, here is what I would do: I like the idea of making Frigates battleline instead. I think they're supposed to be the most common ship in the fluff, so it makes sense, and hopefully you would see more of them on the table that way. Or make it so this is only unlocked if you have an Admiral as your general or something like that. Update the "Hitchers" rule so that only one unit of endrinriggers/skywardens can embark on a skyvessal without counting towards the capacity. Decrease the points for the Skyvessals, heroes (except the Khemist), and maybe some of the battalions Make Barak Zilfin cost some points to take as your skyport (50-100). To me it seems so much better than the other skyports that if you are trying to take the best list you almost have to take it. Doing those would incentivise people to use more ships and a bigger variety of heros and skyports.
  15. WatcherintheWater

    Covering The Expanding Costs Of TGA

    Congratulations on the success of the site! It's such a great resource for the community. I like the idea of adds, but also giving the option to buy a membership that makes the site add free for paid members. That way people who don't like the adds have a way to get rid of them, and people who don't want to keep up on a subscription have a way to still use the site without any big restrictions.