Beliman Posted March 6 Share Posted March 6 So, Dawnbringers V have Siege rules. Nothing big, but there is something interesting: Powerful siege engines redirects to the Cities of Sigmar cannon. Maybe, siege engines, artillery and/or war machines are going to have a bonus or the ability to destory fortifications. Let's see if something like that will be ported to 4.0... Quote Link to comment Share on other sites More sharing options...
Fellman Posted March 16 Share Posted March 16 Test model and arme list - Army Faction: Kharadron LEADERS Arkanaut Admiral (150) - General - Command Traits: Ex-Grundstok Aetheric Navigator (110) Aether-Khemist (110) BATTLELINE Arkanaut Company (90) Arkanaut Company (90) Grundstok Thunderers (340) Grundstok Gunhauler (180) BEHEMOTH Arkanaut Frigate (310) Arkanaut Frigate (310) OTHER Endrinriggers (260) TOTAL POINTS: 1950/2000 1 Quote Link to comment Share on other sites More sharing options...
Beliman Posted March 18 Share Posted March 18 (edited) On 3/16/2024 at 2:13 PM, Fellman said: Test model and arme list - Army Faction: Kharadron LEADERS Arkanaut Admiral (150) - General - Command Traits: Ex-Grundstok Aetheric Navigator (110) Aether-Khemist (110) BATTLELINE Arkanaut Company (90) Arkanaut Company (90) Grundstok Thunderers (340) Grundstok Gunhauler (180) BEHEMOTH Arkanaut Frigate (310) Arkanaut Frigate (310) OTHER Endrinriggers (260) TOTAL POINTS: 1950/2000 Nice and thematic, I love it! You can go Zilfin, Nar or even Urbaz and use Stormcaller instead of Ex-Grundstock to have diferent play styles. What about the artifacts and The Code? Pretty sure that there is a lot of potential there to make the list a bit more spicy. Btw, love your paint scheme! It remind me about Barak-Zon (Mario!) Edited March 18 by Beliman 1 Quote Link to comment Share on other sites More sharing options...
Fellman Posted March 23 Share Posted March 23 On 3/18/2024 at 12:52 PM, Beliman said: Nice and thematic, I love it! You can go Zilfin, Nar or even Urbaz and use Stormcaller instead of Ex-Grundstock to have diferent play styles. What about the artifacts and The Code? Pretty sure that there is a lot of potential there to make the list a bit more spicy. Btw, love your paint scheme! It remind me about Barak-Zon (Mario!) i was thinking of trying something like this - Army Faction: Kharadron Overlords - Subfaction: Barak-Urbaz - Stick To The Code (Amendments): Trust To Your Guns - Stick To The Code (Artycles): Honour is Everything - Stick To The Code (Footnotes): There’s No Reward Without Risk, Without Our Ships, We Are Naught LEADERS Aether-Khemist (110) Aetheric Navigator (110) Arkanaut Admiral (150) - General - Command Traits: A Scholar and an Arkanaut - Artefacts of Power: Celestium Burst-grenade BATTLELINE Arkanaut Company (90) Arkanaut Company (90) Grundstok Gunhauler (180) BEHEMOTH Arkanaut Frigate (310) Arkanaut Frigate (310) OTHER Endrinriggers (260) Grundstok Thunderers (340) TOTAL POINTS: 1950/2000 Quote Link to comment Share on other sites More sharing options...
Beliman Posted March 25 Share Posted March 25 On 3/23/2024 at 9:22 AM, Fellman said: i was thinking of trying something like this - Army Faction: Kharadron Overlords - Subfaction: Barak-Urbaz - Stick To The Code (Amendments): Trust To Your Guns - Stick To The Code (Artycles): Honour is Everything - Stick To The Code (Footnotes): There’s No Reward Without Risk, Without Our Ships, We Are Naught LEADERS Aether-Khemist (110) Aetheric Navigator (110) Arkanaut Admiral (150) - General - Command Traits: A Scholar and an Arkanaut - Artefacts of Power: Celestium Burst-grenade BATTLELINE Arkanaut Company (90) Arkanaut Company (90) Grundstok Gunhauler (180) BEHEMOTH Arkanaut Frigate (310) Arkanaut Frigate (310) OTHER Endrinriggers (260) Grundstok Thunderers (340) TOTAL POINTS: 1950/2000 Fantastic list! Remember that your army comes from Barak-Urbaz, take another Article! I'm not used to play with a double footnote, but I think it has a lot of potential with a double-frigate. I'm not a fan of Trust to Your Guns, it seems good on paper but I love to sweep around the battlefield with a 2D6" run. Even our foot soldiers can move fast with this amendment. Good luck with your games! 1 Quote Link to comment Share on other sites More sharing options...
Fellman Posted March 28 Share Posted March 28 This has to be done to a tournament 20e of april Wish me luck fellow sailors 1 Quote Link to comment Share on other sites More sharing options...
Fellman Posted March 29 Share Posted March 29 First match with Kharadrons vs Kruleboys. Built a wall of Arcanaouts. but the krulboys used "Supersneaky" to move forward and CHarge with 30 Gutripas and a hero on vulture. The ship survived with one woond and teleported over to kill the crossbow and orcs. witch failde and they sank the boat but my Thunderers and Admiral repel the Orcs and on the left flank my other frigate charga his crosbows and heroes. Vin to the kharadrons 1 Quote Link to comment Share on other sites More sharing options...
Fellman Posted April 1 Share Posted April 1 Loss vs Stormcasts We both bubble wrap and he gawe me first turn moved the screens up and shot a litle he faild his spels and batel tactick and i felt good. turn two i move upp and blast a chariot and take the Puls He casts the comet and kills my adirel and ether cemist kills It went downhill from ther... tryd to play the objektivs but cant kill his drakolines and is puched awey. Fun game tho 1 Quote Link to comment Share on other sites More sharing options...
Fellman Posted April 21 Share Posted April 21 2 game game one loss vs deapstrik stormcast with celestial prime 2x3 hammer annialetors 3 sheild annialetors lord imperant tried to screens his deapstrik whit arcanots and pick of his units but from turn 2 and forward they killed one of my boats every turn lost on points a tight fun game game 2 loss vs gild of sumouners lost admiral first turn to gatway+spellportal gravetid did som damge trid to pick of cultist and pinn him in but his hero face damge was to mutch. kiled 2 lords of chenge witch wos fun but lost the game two grat fun games vs to fun players 3 Quote Link to comment Share on other sites More sharing options...
Fellman Posted May 4 Share Posted May 4 Same list vis sylvaneth his list warsong revenent doing the tree nuke spirit of durthur kiling my shisp in one go trelord ainchent 2 trelords 2+ dryad units 5 tree revennts geomantic puls turn 1 took one corner andd screend the nuke and durthur lost on unit of arkanots kild one unit of dryads turn 2 he start nuking my ship and kills my navigater gunholer and one frigat. i shott a trelord to bits and hurt one turn 3 he trys to kills my second frigat but i survivs whit one woond my admiral dys to the nuke My thunderers ar stranded and kan do nuthing for the rest of the batle my seckond frigat kills the revenents turn 4 he kills my last ship and whit that my grand stratetgy i retrret whit my balooons but cant do batel tactic turn 5 dubbel turn i kill som dryads whit my baloons and tack a batel tactick He gets 5 points and its over loss bur a gret thigt game hard to play vs teleporting trees 1 Quote Link to comment Share on other sites More sharing options...
Beliman Posted May 6 Share Posted May 6 Red frigattes are so sexy Quote Link to comment Share on other sites More sharing options...
Fellman Posted May 12 Share Posted May 12 On 5/6/2024 at 9:19 AM, Beliman said: Red frigattes are so sexy Yes it is, that's how you do to recruit new sailors. And the red color makes it easy to paint over the blood from the previous crew Quote Link to comment Share on other sites More sharing options...
Fellman Posted May 12 Share Posted May 12 Match one of three A ruff start Boxed in a corner, comet in the face, dragons concusers and anialetors in the face. Stormcast feels like a tough match. Match two of three loss vs nurgel this time vs nurgel whit glottkin Bloab herald sorcerer 20 pluegbers and some beaasts and 2 plueg claw catapults turn 1 he cast a spell for beteltactick and moves farvard turn 1 i kill a beast on right flank for bateltactick turn 2 he chargs arkanaouts on right flank an kills dem with glottkin and bolab turn 2 i go right kiling his pleugberer and charg his herald whit boat and endring rigers kiling it. stoping his grand. turn 3 he charge the boat with Blobe and beasts not kiling it turn 3 kils Blobe and a beast turn 4 he sumouns beast and charge boat witch survives turn 4 kils beasts turn 5 dubbel for me i score batel tactics but ar tu fare behind on main objektivs Fun thigt game Match tree vs slavs of darkness turn 1 he chargs my line vit 10 chosen kiling may arckanouts and cast spel for batel tactik turn 1 i kill his chosen turn 2 he charg frigat whit endrinrigers with 5 knights and demonprins. frigat survives turn 2 i kill the demonprins and knights on the wond turn 3 he moves upp the rest of his arme for bateltactik turn 3 i kill his lukus and and grand strategi but fail to kill his knights turn 4 batel tactics and holding objektivs turn 4 i kill his waraltar to secure grand turn 5 batel tactics and holding objektivs turn 5 kills som stuff try to tacke objekvivs loss on obektivs and he vins 24-25 great fun game 1 Quote Link to comment Share on other sites More sharing options...
Beliman Posted May 13 Share Posted May 13 (edited) It's weird because most people think that SCE are one of the worst armies, and their BT and Strategies are not that competitive, but their stats and some units (mainly dragons and mw-spam) seems to be good and can throw a lot of mw on the right side of the table. Nurgle corruption's points rack up so fast, and we can't mitigate any of their mw, and S2D have awesome hammers if buffed correctly. And all 3 armies are hard to crack with no mw or low rend. Btw, 24-25 seems an awesome scrore, both players fighting till the end. Good job! Edit: So, 4.0 is around the corner, what do you think GW will change? Imho, I think that some USR would be good for our special weapons. I can see some Anti-infantry (-1 rend) for our multiple volley guns. Skyhooks with Anti-Monsters seems to be a must, and I think that cannons need a bit of punch or e more clear role. What would you like to see? Edited May 13 by Beliman Quote Link to comment Share on other sites More sharing options...
Boar Posted Friday at 10:19 AM Share Posted Friday at 10:19 AM On 5/13/2024 at 9:00 AM, Beliman said: and I think that cannons need a bit of punch or e more clear role Even more? They got +1 atk at loss of 1 to hit in 3e, and folk already are not happy with KO shooting prowess. Why would it need more defined role? It is general purpose weapon, and it's characterstics (especially range) already created sort of role for stand off shooting used in more cagey/careful KO plays. Volley Guns right now are underpowered on Skyriggers, so that's concern, however on Arkanauts they profile can be resolved together with pistols wich is good thing from flow of game/ergonomics. Not mean to be dismissive toward your points, just digging for more arguments/justification. I like anti-monster skyhook thing from lore/versimilitude perspective, it just need to be good enough so you would use this. Right now actually I think it can have some play (shiphooks specifically with both scoring max damage AND potentially stoping rampage) even if ultimately it is rarely played. Can they repeat that with USR I wonder? 1 Quote Link to comment Share on other sites More sharing options...
Beliman Posted Friday at 11:12 AM Share Posted Friday at 11:12 AM (edited) 3 hours ago, Boar said: Why would it need more defined role? It is general purpose weapon, and it's characterstics (especially range) already created sort of role for stand off shooting used in more cagey/careful KO plays. My point was made from the persepective of all "cannons" (or better said, artillery pieces), a clear role for all of them. If the basic profile of all cannons has a bonus (e.g: high range, better rend than most weapons, can destroy terrain sets, etc...) that would be enough to make it clear what they are made for. USR can improve that feeling, at least, it is what I think. 3 hours ago, Boar said: Volley Guns right now are underpowered on Skyriggers, so that's concern, however on Arkanauts they profile can be resolved together with pistols wich is good thing from flow of game/ergonomics. I prefer that they give a role to Volley guns too. If volleyguns are dedicatted to killing low-armour infantry, just do it. Arkanauts and Skyriggers can be so different (movement, hit, etc...) that I don't have any problem with Anti-Infantry (Auto-wound) or whatever. 3 hours ago, Boar said: I like anti-monster skyhook thing from lore/versimilitude perspective, it just need to be good enough so you would use this. Right now actually I think it can have some play (shiphooks specifically with both scoring max damage AND potentially stoping rampage) even if ultimately it is rarely played. Can they repeat that with USR I wonder? Time will tell, but I hope so! Edited Friday at 01:38 PM by Beliman 1 Quote Link to comment Share on other sites More sharing options...
cofaxest Posted 15 hours ago Share Posted 15 hours ago (edited) My predictions/wishlist for KO 4 ed. Battle traits 1 Fly high - one time per turn ability 2 Combat landing command ability 3 Stick to the code (before the battle pick one bonus) 4 Flagship (general can't be targeted while on board, general can use CA without spending sp ones per turn) New Brock dualkit ship with named and non-named variant Old Brock became generic Magnate model(admiral with baloon) Frigate, Ironclad and Grundstock split on 2 warscrolls Frigate transport ship (skyhook, can transport 12-14 models) Frigate battle ship (canon, can transport 6-7 models, bonus crew shooting - 10 shots 9" 4+/4+/-/1) Ironclad transport ship (skyhook, can transport 21-22 models) Ironclad battle ship (cannon/volley gun, can transport 12-14 models, bonus crew shooting - 16 shots 9" 4+/4+/-/1) Grundstock sharpshooters (long range full rifle grundstocks, 18" 2 shots each 3+/3+/-1/1 with mw on 6+, if not moved or setup can target character OR deal mw on 5+, leader have drill bill, for drill bill ones per turn at the begining of any phase you can choose enemy unit within 12" on 4+ it can't use CA, 1 icon for each 5 models, each model with Icon have control 3) Grundstock thunderers (short range full SW grundstocks, 12" 2 shots each 3+/3+/-2/2 can shoot in combat, if unit have at least 1 type of each SW and all shooting goes into 1 unit - that unit suffers -1 tohit debuff, leader have drill bill, for drill bill ones per turn at the begining of any phase you can choose enemy unit within 12" on 4+ it can't use CA, 1 icon for each 5 models, each model with Icon have control 3) So in total without big wave of new releases we can get 6 new warscrolls to play with. Edited 15 hours ago by cofaxest Quote Link to comment Share on other sites More sharing options...
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