AlexHarrison Posted May 12, 2017 Share Posted May 12, 2017 1 hour ago, Bashpan said: Within or on so if u have 1 unit in the trait still working. Do you mean one model from the unit? Link to comment Share on other sites More sharing options...
Bashpan Posted May 12, 2017 Share Posted May 12, 2017 15 minutes ago, AlexHarrison said: Do you mean one model from the unit? The rules says the unit (every model in that unit) need to be whitin or on the terrain not 1 model alone but without a FAQ i think is open to interpretations Link to comment Share on other sites More sharing options...
Earthtremor Posted May 12, 2017 Share Posted May 12, 2017 I think that is going to be debatable. We'd love it if it was one model from the unit like damned/mystical/arcane etc.. terrain. You could also point to the 'cover' rule which requires all models to be wholly on/within. Hopefully will be faq'd Link to comment Share on other sites More sharing options...
Bashpan Posted May 12, 2017 Share Posted May 12, 2017 45 minutes ago, Earthtremor said: I think that is going to be debatable. We'd love it if it was one model from the unit like damned/mystical/arcane etc.. terrain. You could also point to the 'cover' rule which requires all models to be wholly on/within. Hopefully will be faq'd KO was release earlier this month so i think they will post soon some type of FAQs anyway. Link to comment Share on other sites More sharing options...
Lecfast Posted May 13, 2017 Share Posted May 13, 2017 On 5/11/2017 at 2:51 PM, Halfmad said: Has anyone had any problems with the turret while assembling the frigate? I lined up the notches and pushed the dome on but it only rotates a few degrees so I can't get it to point forward. I can't seem to find a nice way to remove the dome and I'm not sure what's causing this binding. Any thoughts/tips? For me the turret ring at the bottom is a bit too tught. Before j prime mine I will take it off and shave down some of the spots where it seems too narrow. It is probably the same issue as the drop pod doors: a tiny bit of extra plastic in the wrong spot. Link to comment Share on other sites More sharing options...
Sactownbri Posted May 13, 2017 Share Posted May 13, 2017 Hi all, need a bit of help here. Can anyone point me to a good resource for the Kharadron's alphabet? All I have left to do is paint the name on my frigate, but I keep coming up blank for references.Sent from my iPad using Tapatalk Link to comment Share on other sites More sharing options...
Spinsane Posted May 13, 2017 Share Posted May 13, 2017 4 hours ago, Sactownbri said: Hi all, need a bit of help here. Can anyone point me to a good resource for the Kharadron's alphabet? All I have left to do is paint the name on my frigate, but I keep coming up blank for references. Sent from my iPad using Tapatalk Just do a Google search for Khazalid... Link to comment Share on other sites More sharing options...
Lecfast Posted May 13, 2017 Share Posted May 13, 2017 So I dont remember if this was covered, but skyhooks. The requirement for a unit who has skyhooks to move say "closer to a unit that was harpooned", not to the unit they harpooned. That is quite a bit more flexible. I might plan on taking a couple more guys to abuse this. Link to comment Share on other sites More sharing options...
Bashpan Posted May 13, 2017 Share Posted May 13, 2017 8 minutes ago, Lecfast said: So I dont remember if this was covered, but skyhooks. The requirement for a unit who has skyhooks to move say "closer to a unit that was harpooned", not to the unit they harpooned. That is quite a bit more flexible. I might plan on taking a couple more guys to abuse this. Yeah the skyhooks let you move 1D6 to units who was harpooned so when u wound a unit with skyhooks they get harpooned forever and u have a 1D6 free if u go close to that unit or units. Link to comment Share on other sites More sharing options...
Sactownbri Posted May 13, 2017 Share Posted May 13, 2017 Just do a Google search for Khazalid...Thank you!Sent from my iPad using Tapatalk Link to comment Share on other sites More sharing options...
Sactownbri Posted May 13, 2017 Share Posted May 13, 2017 Yeah the skyhooks let you move 1D6 to units who was harpooned so when u wound a unit with skyhooks they get harpooned forever and u have a 1D6 free if u go close to that unit or units."Great Skyhook: If one or more enemy units suffer an unsaved wound from a Great Skyhook,the Arkanaut Ironclad can immediately move D6", as long as it ends the move closer to one of these units."It's the unsaved wound caused by the great skyhook that triggers the move. They may stay harpooned forever but you still need ANOTHER unsaved wound caused by the great skyhook to trigger ANOTHER D6" move.Sent from my iPad using Tapatalk Link to comment Share on other sites More sharing options...
Joakim Posted May 13, 2017 Share Posted May 13, 2017 But is that move any good? Why would you like to get closer? And d6 is hard to be useful by the random factor. also the move doesn't need to directly towards the target? It can be sideways as long as it's also a fraction of an inch towards the target? can you pivot a bit too? Link to comment Share on other sites More sharing options...
Sangfroid Posted May 13, 2017 Share Posted May 13, 2017 The move is good I guess if you are playing for a double turn 1 into 2 so you move up with your ships, then shoot (move a bit closer) get the double turn and disembark further up the field by d6" than you would have been. Also later in the game if you need to get to a far off objective the extra d6" might be useful Still prefer canons tbh Link to comment Share on other sites More sharing options...
Sactownbri Posted May 13, 2017 Share Posted May 13, 2017 But is that move any good? Why would you like to get closer? And d6 is hard to be useful by the random factor. also the move doesn't need to directly towards the target? It can be sideways as long as it's also a fraction of an inch towards the target? can you pivot a bit too?Depends on if you are trying to get off a charge? Not entirely sure since my experience is the kharadron do not want to be in combat. No mystic shield is just a killer to that strategy for me. I use endrinriggers just to countercharge or hold up a unit for another round of shooting. Otherwise I just scoot and shoot.Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
Cerlin Posted May 13, 2017 Share Posted May 13, 2017 Am I the only one that noticed that KO unit are very wound light? This Is backed up by pretty mediocre saves. They do get awesome buffs compared to most factions but they seem to be pretty balanced. Even compared to dispossessed lists, they gain mobility and lose melee ability and wounds. Also Rune magic buffs. I ask because people here already seem to be complaining about khemists, which while powerful, is still only one unit which can be sniped pretty easily. Link to comment Share on other sites More sharing options...
servoarm Posted May 13, 2017 Share Posted May 13, 2017 Anyone running or planning on running 2000pt lists with Brokk in? Link to comment Share on other sites More sharing options...
Bashpan Posted May 13, 2017 Share Posted May 13, 2017 1 hour ago, servoarm said: Anyone running or planning on running 2000pt lists with Brokk in? I want to try a big unit of endrinriggers with brokk deep striking. Link to comment Share on other sites More sharing options...
Dez Posted May 13, 2017 Author Share Posted May 13, 2017 I'm going to use him in fun games for sure! Link to comment Share on other sites More sharing options...
Bashpan Posted May 13, 2017 Share Posted May 13, 2017 12 minutes ago, Dez said: I'm going to use him in fun games for sure! Is a bit expensive but i think can work in some type of deep strike lists. Link to comment Share on other sites More sharing options...
Aezeal Posted May 13, 2017 Share Posted May 13, 2017 4 hours ago, Cerlin said: Am I the only one that noticed that KO unit are very wound light? This Is backed up by pretty mediocre saves. They do get awesome buffs compared to most factions but they seem to be pretty balanced. Even compared to dispossessed lists, they gain mobility and lose melee ability and wounds. Also Rune magic buffs. I ask because people here already seem to be complaining about khemists, which while powerful, is still only one unit which can be sniped pretty easily. A lot of hero's can be sniped easily... But still they don't have such a strong ability which doesn't cost your command ability, doesn't need to be cast AND stacks. Sure it can be sniped, but it's still stronger than comparable hero's. I'm not saying his points should be tripled or anything (doubled would be nice ) Link to comment Share on other sites More sharing options...
Thomas Lyons Posted May 14, 2017 Share Posted May 14, 2017 On May 12, 2017 at 1:33 PM, Bashpan said: The rules says the unit (every model in that unit) need to be whitin or on the terrain not 1 model alone but without a FAQ i think is open to interpretations The FAQ does make clear that a unit is within X" of whatever if at least one model from the unit meets that qualification. It seems to follow that the unit is considered to be "on" the terrain if at least one model is. If the whole unit needed to be on that terrain, then it would have been worded like Cover (which is clearly in contrast with how Prospector is worded): Prospector should trigger is at least 1 model from the unit fulfills the condition (as per the FAQ for similar things). Link to comment Share on other sites More sharing options...
Bashpan Posted May 14, 2017 Share Posted May 14, 2017 10 hours ago, Thomas Lyons said: The FAQ does make clear that a unit is within X" of whatever if at least one model from the unit meets that qualification. It seems to follow that the unit is considered to be "on" the terrain if at least one model is. If the whole unit needed to be on that terrain, then it would have been worded like Cover (which is clearly in contrast with how Prospector is worded): Prospector should trigger is at least 1 model from the unit fulfills the condition (as per the FAQ for similar things). Yeah but without a KO FAQs i cant really say that prospector works like that but anyway is open to interpretations when i use prospector im using it like the cover rules says. Link to comment Share on other sites More sharing options...
Dez Posted May 15, 2017 Author Share Posted May 15, 2017 This is probably the coolest Warhammer related Content I’ve come across. It’s a story I believe written by the narrator, followed by a description of what the Kharadron Overlords are. Loved it, and I’m wanting more! https://www.youtube.com/watch?v=J1aj3Z-4ohE Link to comment Share on other sites More sharing options...
Simhis Posted May 15, 2017 Share Posted May 15, 2017 I think I've decided on a 2000pts list but I'm not sure about one unit. So far I've got: Admiral Khemist Endrinmaster 3x10 Arkanauts 5 Gundrak Thunderer with rifles 3 Endrinriggers Ironclad Frigate Gunhauler 100 pts left. What do you guys think? Another unit of thunderers or skywardens? Link to comment Share on other sites More sharing options...
Dez Posted May 15, 2017 Author Share Posted May 15, 2017 I'd personally get more into the Thunderers or Endrinriggers, with preference on Endrinriggers. Link to comment Share on other sites More sharing options...
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