Kramer Posted August 9, 2019 Share Posted August 9, 2019 3 hours ago, Judicator said: Anyone else notice ko tome is now last chance to buy! New tome incoming! If true I assume it will come with a free pack of post it’s... Quote Link to comment Share on other sites More sharing options...
nine7six Posted August 9, 2019 Share Posted August 9, 2019 11 hours ago, Judicator said: no idea where you are getting this from, the UK, US and Canada store do not show this. Quote Link to comment Share on other sites More sharing options...
Judicator Posted August 10, 2019 Share Posted August 10, 2019 Friend screen shotted it from official gw Facebook page and sent it to me, hes in russia currently Quote Link to comment Share on other sites More sharing options...
Urbanus Posted August 10, 2019 Share Posted August 10, 2019 Hey everyone Just skimmed through the last couple of pages to see what the current "meta" is like. I have just one question for you all: Is a no-ship list still viable? I know they are a huge part of KOs appeal, but I really love the little guys, flying or not. Quote Link to comment Share on other sites More sharing options...
Beliman Posted August 10, 2019 Share Posted August 10, 2019 4 hours ago, Urbanus said: Hey everyone Just skimmed through the last couple of pages to see what the current "meta" is like. I have just one question for you all: Is a no-ship list still viable? I know they are a huge part of KOs appeal, but I really love the little guys, flying or not. Yes. You don't need to play with ships and still be "competitive". Arkanaut blobs with some khemists hit like a truck, Endrinriggers with 2/3 grapnels can move really far and still charge (and with brokk, they can run+charge too), Skywardens have some tricks and thunderers are still awesome. Imho, Khemists are still mandatory and Barak-Urbaz is one of the best Baraks forgunlines. Just remember to take care from cover/ LoS blocking terrain and Prismatic Pallisade and use some type of chaff for turn1charge/alpha strike armies. 1 Quote Link to comment Share on other sites More sharing options...
Urbanus Posted August 10, 2019 Share Posted August 10, 2019 2 minutes ago, Beliman said: Yes. You don't need to play with ships and still be "competitive". Arkanaut blobs with some khemists hit like a truck, Endrinriggers with 2/3 grapnels can move really far and still charge (and with brokk, they can run+charge too), Skywardens have some tricks and thunderers are still awesome. Imho, Khemists are still mandatory and Barak-Urbaz is one of the best Baraks forgunlines. Just remember to take care from cover/ LoS blocking terrain and Prismatic Pallisade and use some type of chaff for turn1charge/alpha strike armies. Sounds like the type of army Im going for. Thanks for the reply Quote Link to comment Share on other sites More sharing options...
WatcherintheWater Posted August 11, 2019 Share Posted August 11, 2019 On 8/10/2019 at 8:19 AM, Urbanus said: Hey everyone Just skimmed through the last couple of pages to see what the current "meta" is like. I have just one question for you all: Is a no-ship list still viable? I know they are a huge part of KOs appeal, but I really love the little guys, flying or not. I had some success in casual games with a no ship Urbaz list before the new points came out. Big blob of arkanauts, unit of endrinrigger, unit of skywardens, a couple khemists, and a big built of allied dwarf warriors for them to hide behind. The list really packs a punch, and has a lot of bodies. The downside is that it’s really stationary. If your opponent can take out the flyers, it’s really tough to go score objectives on the other side of the board. 1 Quote Link to comment Share on other sites More sharing options...
Mr Spadge Posted August 12, 2019 Share Posted August 12, 2019 I have a slightly different request for you guys.... I have purchased this army in one go, because it was cool and fit exactly into 2k.... Im taking it to the gt final next month, very much aware im not exactly gonna win all of my games (i might get one or 2 practice games in before the event 😅 ) So im asking, are there any tips/tricks/etc you can advise me of that arent too obvious from a casual look over?? Aether Khemist Lord Ordinator (Allied) 20 arkanaut 10 arkanaut 10 arkanaut 9 endrinriggers Ironclad Frigate 2x gunhauler 2000pts spot on. Havent 100% decided on guns/relics yet but thinking skyhooks on the bigger arkanaut unit and volley guns on the smaller ones... boats i cant quite decide atm... So, any tips on which weapons to take and tips/tricks in general are welcome Quote Link to comment Share on other sites More sharing options...
MrCharisma Posted August 12, 2019 Share Posted August 12, 2019 Just in case you missed it, I caught up with 3 fantastic KO players in Gary Percival, Alexander Krohn & Ben Spinetti in this Faction Focus. These Sky Admirals talk through both the foundations of building a great army, customising it with command traits/artefacts/etc, and tactics. 2 1 3 Quote Link to comment Share on other sites More sharing options...
Nicholunch Posted August 12, 2019 Share Posted August 12, 2019 Got a game in this weekend. 2000pts vs Daughters if Khaine. Recorded it for a battle report and plan to release it this upcoming weekend. I'll share it later if you're interested. Here was my list: Barak Urbaz Allegiance Aether Khemist - aethersight loupe, general Aether Khemist - Chamon spell that unbinds Lord ordinator - Ally x10 Arkanaut Company - skyhooks x10 Arkanaut Company - skyhooks x10 Arkanaut Company - skyhooks x10 Arkanaut Company - skyhooks Ironclad x2 Celestar Ballistas x6 Endrinriggers - grapnel x6 Endrinriggers - grapnel I had to split the units into smaller groups so I had enough ally slots for the ordinator and 2 ballistas. Urbaz allowed me to have smaller units and still buff enough in one turn. Ordinator buffed my ironclad and ballistas. Because they were split, it was less probability to get all 12 riggers to grapnel, but there's more opportunity for different directions and not all lost to battleshock. Same with the company. I suggest going 2nd and if the ironclad is stuck at the front line, he gets buffed by the ordinator. Played knife to the heart. Had a chance to defend the rushing witches and later in the game win by taking both objectives in the same turn. I got back-to-back turns on round 3 and that was the game winner. I felt the ballistas didn't do as well as hoped. The ironclad was a boss with the ordinator. Skyhooks performed well and rivet guns shredded the witches. Pistols were nice as they got closer and had the back-to-back turn. 3 Quote Link to comment Share on other sites More sharing options...
DavionStar Posted August 15, 2019 Share Posted August 15, 2019 Hey guys, it's been a while. I spent so much time trying to get ready to play games that I kinda fell out, and was also painting 40k stuff for a while. But I've hooked up with some local players AND finally noticed the big points changes that KO got in the latest General's Handbook! This is going to change my old plans a touch since my Frigate costs way less. Here's my old 1k list (not including artifacts and stuff) Khemist 10x Arkanauts w/ Skypikes 10x Arkanauts w/ Volleyguns 9x Endrinriggers w/Saws Frigate With the points changes, I now have a free 60 points. So I was thinking about what I could do with this and I decided to lower my Riggers to 6 models and add in 10 Thunderers instead. I still want to use the Frigate for now since I put the work into it. XD I might come up with a different 1k point list to keep the 9 Riggers. Maybe swap out the Frigate for a Gunhauler? Still thinking. Anyway, 10 Thunderers. I haven't assembled them yet and I wanted some advice. Do I go for a unit of 10, or 2 units of 5? I'm going to model them with all the weapons but might swap between that and all rifles depending on how I feel. I don't think I'll have any "counts as" issues. Thanks guys. :) Quote Link to comment Share on other sites More sharing options...
Kubrick54 Posted August 15, 2019 Share Posted August 15, 2019 (edited) 35 minutes ago, DavionStar said: Hey guys, it's been a while. I spent so much time trying to get ready to play games that I kinda fell out, and was also painting 40k stuff for a while. But I've hooked up with some local players AND finally noticed the big points changes that KO got in the latest General's Handbook! This is going to change my old plans a touch since my Frigate costs way less. Here's my old 1k list (not including artifacts and stuff) Khemist 10x Arkanauts w/ Skypikes 10x Arkanauts w/ Volleyguns 9x Endrinriggers w/Saws Frigate With the points changes, I now have a free 60 points. So I was thinking about what I could do with this and I decided to lower my Riggers to 6 models and add in 10 Thunderers instead. I still want to use the Frigate for now since I put the work into it. XD I might come up with a different 1k point list to keep the 9 Riggers. Maybe swap out the Frigate for a Gunhauler? Still thinking. Anyway, 10 Thunderers. I haven't assembled them yet and I wanted some advice. Do I go for a unit of 10, or 2 units of 5? I'm going to model them with all the weapons but might swap between that and all rifles depending on how I feel. I don't think I'll have any "counts as" issus. Thanks guys. I'd go for a full unit of 10 if you want to use the Khemyst with them... Edited August 15, 2019 by Kubrick54 Quote Link to comment Share on other sites More sharing options...
Beliman Posted August 15, 2019 Share Posted August 15, 2019 (edited) 10 hours ago, DavionStar said: Hey guys, it's been a while. I spent so much time trying to get ready to play games that I kinda fell out, and was also painting 40k stuff for a while. But I've hooked up with some local players AND finally noticed the big points changes that KO got in the latest General's Handbook! This is going to change my old plans a touch since my Frigate costs way less. Here's my old 1k list (not including artifacts and stuff) Khemist 10x Arkanauts w/ Skypikes 10x Arkanauts w/ Volleyguns 9x Endrinriggers w/Saws Frigate With the points changes, I now have a free 60 points. So I was thinking about what I could do with this and I decided to lower my Riggers to 6 models and add in 10 Thunderers instead. I still want to use the Frigate for now since I put the work into it. XD I might come up with a different 1k point list to keep the 9 Riggers. Maybe swap out the Frigate for a Gunhauler? Still thinking. Anyway, 10 Thunderers. I haven't assembled them yet and I wanted some advice. Do I go for a unit of 10, or 2 units of 5? I'm going to model them with all the weapons but might swap between that and all rifles depending on how I feel. I don't think I'll have any "counts as" issues. Thanks guys. It's all about what you want to do with them: Make a mini-alpha strike with Khemist+10 thunderers+6 endrinriggers+frigate with Barak-Zilfin. Maybe just a team to capture objectives with the frigate and 2 units of 5 thunderers (Keep Your Distance is awesome!). Go Urbaz and buff 1 unit of 10 Thunderers+Skyhooks Arkanauts and use the frigate+volleygun arkanatus and endrinriggers secure objectives in another side of the table. These are only a few examples but you get the point. Traits like Fleetmaster can help vs armies that doesn't have teleport/movement bonus, Prospector can give you the edge early game with Volley Fire instead of Inspire Presence:, Barak Thryng is awesome if you roll a 3, 4, 5 or 6, Barak-Mhornar hits really hard and Zil'fin will always be useful with the Endrin,... All of this highlight your strategy, you just need to know what you want to accomplish and build the list aiming to do that. I can't wait to see your new lists!!! Remember that apart from points reduction, we have 3 new Command Abilities: re-roll hit rolls of 1 for ranged, re-roll hit rolls of 1 for melee and re-roll saves of 1 in the combat phase. Edited August 15, 2019 by Beliman 1 Quote Link to comment Share on other sites More sharing options...
schwabbele Posted August 15, 2019 Share Posted August 15, 2019 On 8/12/2019 at 10:44 PM, Nicholunch said: I felt the ballistas didn't do as well as hoped. As a SCE player I know how that feels. They either blow everything of the board or feel like shooting tooth picks at your enemy 1 Quote Link to comment Share on other sites More sharing options...
Kramer Posted August 15, 2019 Share Posted August 15, 2019 On 8/12/2019 at 10:44 PM, Nicholunch said: share it later if you're interested. Absolutely nice write up, curious to see how your opponent played it that you got through turn 2 unscathed enough to go for both witch elves hit like a truck and you don’t have a big defensive ally in your list. Well played! 20 hours ago, DavionStar said: Anyway, 10 Thunderers. I haven't assembled them yet and I wanted some advice. Do I go for a unit of 10, or 2 units of 5? I'm going to model them with all the weapons but might swap between that and all rifles depending on how I feel. I don't think I'll have any "counts as" issues. Thanks guys. Haven’t played in awhile either but ziflin frigate with 10 rifle thunderers with a Khemist gives me the most joy to play. I love that it’s something relatively fragile that your setting up forward to disrupt your opponent. It’s a rewarding tactical challenge that win or lose I get satisfaction from if I pull it off. 4 Quote Link to comment Share on other sites More sharing options...
Ironbreaker Posted August 17, 2019 Share Posted August 17, 2019 How do you guys keep your flying stand stable while gluing? I can't seem to get mine to stay still. The frigate slowly falls over each time. I've tried making a frame but that doesn't help. Quote Link to comment Share on other sites More sharing options...
Baron Wastelands Posted August 17, 2019 Share Posted August 17, 2019 2 hours ago, Ironbreaker said: How do you guys keep your flying stand stable while gluing? I can't seem to get mine to stay still. The frigate slowly falls over each time. I've tried making a frame but that doesn't help. Don’t stand them up when they’re gluing. I literally hold them upside down for 10 mins, then try and stand them upside down (by propping it up with several things, and protecting the top) and leave it overnight. The stand is not heavy, so a lot less likely to droop than the ship. 1 Quote Link to comment Share on other sites More sharing options...
mikethefish Posted August 17, 2019 Share Posted August 17, 2019 15 hours ago, Ironbreaker said: How do you guys keep your flying stand stable while gluing? I can't seem to get mine to stay still. The frigate slowly falls over each time. I've tried making a frame but that doesn't help. Are you using plastic glue? If so, don't. Use regular super glue instead. Quote Link to comment Share on other sites More sharing options...
Ironbreaker Posted August 17, 2019 Share Posted August 17, 2019 1 hour ago, mikethefish said: Are you using plastic glue? If so, don't. Use regular super glue instead. Why not plastic glue? Quote Link to comment Share on other sites More sharing options...
Grudgebearer Posted August 18, 2019 Share Posted August 18, 2019 Because the plastic glue does not melt the two different kinds of plastic from the stand and the miniature together as well as it should, therefore I can second on using regular super glue. And if you are doing so, you can use an activator spray to dry everything instantly. Quote Link to comment Share on other sites More sharing options...
Beliman Posted August 18, 2019 Share Posted August 18, 2019 Quote Forgot to add: all Dispossessed infantry now has 2 wounds!!! I know that these are just "rumors" (check them in the rumor thread) but if they are right, it could mean something more! First hint for a future new KO update maybe? 2 wounds arkanauts sounds awesome!! Quote Link to comment Share on other sites More sharing options...
Azamar Posted August 18, 2019 Share Posted August 18, 2019 On 8/17/2019 at 7:49 AM, Ironbreaker said: How do you guys keep your flying stand stable while gluing? I can't seem to get mine to stay still. The frigate slowly falls over each time. I've tried making a frame but that doesn't help. I pinned mine- it’s pretty easy to do (first thing I’d ever pinned) you just need a hobby drill, and use cut pieces of a paper clip for the pin. Has the added bonus that you can remove the flying stand for transport. Quote Link to comment Share on other sites More sharing options...
Nicholunch Posted August 18, 2019 Share Posted August 18, 2019 (edited) On 8/17/2019 at 2:49 AM, Ironbreaker said: How do you guys keep your flying stand stable while gluing? I can't seem to get mine to stay still. The frigate slowly falls over each time. I've tried making a frame but that doesn't help. My plastic stand broke and so I used a wooden dowel. Screwed it in on both ends. For the model side, I cut the ****** head off and was able to thread it into the bottom of the model with glue around it. It's super sturdy. Painted the dowel green and put trees around it to hide. Couldn't think of anything better at the time as tournament was like a week away. Edited August 18, 2019 by Nicholunch Typo 4 Quote Link to comment Share on other sites More sharing options...
mikethefish Posted August 18, 2019 Share Posted August 18, 2019 (edited) 19 hours ago, Ironbreaker said: Why not plastic glue? Because it will lock it in place instantly, and you won't experience that slow-motion tip over. EDIT - just as an aside, that plastic stand that GW supplies you with in the box is woefully inadequate. Super wobbly and flimsy. I had to support mine with a couple of extra rods. Edited August 18, 2019 by mikethefish Quote Link to comment Share on other sites More sharing options...
Grudgebearer Posted August 18, 2019 Share Posted August 18, 2019 Overlords just went undefeated at the CCBB GT!!!! If the brave Admiral is here on the Forums, I would really appreciate hearing about your list and your tactics. And congratz by the way on the Performance if you Happen to read this 1 2 Quote Link to comment Share on other sites More sharing options...
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