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Beliman

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About Beliman

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  1. Beliman

    The Rumour Thread

    Imho, I don't see any problem with Duardins, Aelves or the average Joe. Just give them some new aesthetics to visualy break from other generic fantasy settings and we are ready to go. Look at free guild, they ride demi-gryphons, so push that over 11, expand the lore a little bit, give them a new flavour and we have a perfect army for AoS (it's just what happened to Gloomspite Gits).
  2. Beliman

    The Rumour Thread

    I'm not saying that you are wrong, but I've the feeling that all of this arguments are just people playing with semantics. Imho, Free people will become the Imperial Guard of AoS, and it could be awesome ( and remember that we can have a lot more weird and funny things than IG btw). Lore will be diferent, the feeling too...but that's not what we are talking about.
  3. Beliman

    The Rumour Thread

    So, it's possible to see a new skyport released on White Dwarf? I would love to see new variations of army building and abilities like old Slaanesh Cults. Btw, thanks for the answer.
  4. Beliman

    The Rumour Thread

    Can you explain what does it mean? Btw, what's the Tome Celestial? A new stormhost? New battalion maybe?
  5. Beliman

    The Rumour Thread

    I think that the Squatting was made at the begining of AoS (Tomb Kings and Brettonia). All other armies will have an update (sooner or later), but some units will be lost in the process. They can still make "legends" warscroll's for them, and even make some white dwarf rules to create exclusive armies from <random zone/city/whatever> that doesn't work like other armies (something like freecites, End Times armies, or even old campaigns and supplements). One of the hardest things is try to maintain all armies relevant but we saw with legions of Nagash, Beasts of Chaos, etc... that they can just group some factions under one banner so that's not a problem anymore. If they want, they can even create a new "Ravening Hordes" supplement for old kits.
  6. Beliman

    Artefact + Hero Megathread

    Thx then (I will edit my other post). Didn't remember what abilitiy was that and I don't play Gutbusters.
  7. Beliman

    Artefact + Hero Megathread

    We play just for "fun", so not really a competitive combo, but it was hilarious in our last game: Tyrant (general): Trait: Might is Right Great Gutgouger (weapon) Artifact: Anraheirs’s Claw: Big name: +1 wound on charge. 3 atacks at 3". Hitting on 3+, wound 2+, -2 Rend, 3 dmg. If the wound roll is 4+, the dmg becomes 8. It was a fun match and I could 1shooted him, but we wanted to see crazy numbers with just an 160 points model.
  8. Beliman

    AoS 2 - Kharadron Overlords Discussion

    I will try to explain a little bit how I see our "competitives builds". Maybe not really what you want but something that you need to know before buying anything: -Our battlelines are our old "dwarf canons". Give them skyhooks and try to have a big unit to be buffed by a khemist every shooting phase. That's our ranged shooting. -Endrinriggers are our heavy cavalry. Try to buff them with the khemist and have a unit with enough damage to remove your priority targets. Btw, they can't recieve a hit. -Khemists are our most important leaders. We only use CP for battleshock Phase so we can "ignore " other Command Abilities. -Navigators are good for low-magic armies, but are a waste for dedicated magic armies. Barak-nar don't have the tools to deal with magic-heavy tactics. -Everything else in our army is just to support the points above or to give us a bit more "tools". If you want to have Brokk for CA charging endrinriggers, that's a plus; if you want some skywardens to make a moving gun platform, nice!! ships for alpha strike, awesome!! Here is were every KO player can "play" with their list-building (a bit). -For skyports, you will see that urbaz is one the best for gunlines and big units, Zilfin is a beast if you want to make an alpha strike (buffed endrinriggers/arkanauts) and I have a soft spot for Mhornar (if you hit early, you will hit really hard without going full alpha). Btw, other armies seems to have better alpha strikes, better ranged dmg (magic) and better staying power (charging and defending zones) than anything you have, but that's more about our outdated battletome than anything else. -For allies, I will recomend a knight incantor+comet for competitive play. Duardin Warriors or even Vulkite Berzerks are really good units for objectives/chaff and don't need an HQ to support them. -Try to ignore battalions unless youhave a plan that needs their ability. To make a one-drop-army just put one or two ships (really eazy to give them some type of strategy to be worth). -Ignore gunhaulers. They are really hard to use, don't have enough damage buffs than other units, can't road-block better than chaff or comet, don't bring anything that you need unless you have a really good plan for them (don't know how, I played with three of them with battalion/ironclad and old ordinator buffs/CA and imho, It was a waste...). Your meta will dictate how you need to build your army. But in my experiències, KO are hit/shoot or miss. Ex.: Don't try to stop Nagash magic, kill him ASAP.
  9. Beliman

    AoS 2 - Kharadron Overlords Discussion

    If you have an open-minded group, you can play without WYSIWYG. Just talk to your oponent and say what's the loadout of every miniature. After some games and (maybe) more bits in your box, you will have everything you need to build a proper army.
  10. Beliman

    GHB2019 Hopes & Expectations

    Me too. And I hope to see some new mechanics to give Artifacts of Power to other units than Heroes (and change the behaviour of that unit). Don't know how (standards becoming Artifacts of Power maybe?), but it could be healthy for the game.
  11. Which chaos god I need to pray to make this thing real?!
  12. Beliman

    Let's Chat Zarbag's Gits

    I agree, but without winning the board roll, my Squigs will be charged ASAP without any bonus (most cases, they have 3 hexes between their minis and my Squigs, so they can charge any flank, and of course they never go for Drizgit). If I put my Squigs behind Drizgit (so they can only charge t'he gobbo), I can countercharge with two inspired Squigs but I need two activations (charge) to punish him (or hope to have some pushing gambits). So again, he has an eazy target to make free coins for kills (and of course, I don't build my deck to make more coins for kills) so one early death-gobbo/squig could mean 1 or 2 coins for him and my obligation to countercharge him for one coin and maybe losing the oportunity to score other objective cards. My only oportunity is a perfect hand (martyred and double push for Squigs and two other objectives cards that don't need more than two activations to complete) or hope that they don't kill my Squigs/gobbos. Anyone has some tips to counter that situations? Any trick with boards to stop them (even if they won the board roll)?
  13. Beliman

    Let's Chat Zarbag's Gits

    Hey ppl! I have a big problem with aggro warbands (Magore's for example). If I lose board's roll, I play handicapped since first activation. The high dmg (well, 2 to 3 dmg) can kills something in the first activation (early game), and late game they usually kill everything throwing 3 or more dice for every atack. How do you handle this type of warbands? I usually play with cards that I can score inmediately (like "Martyred" or "Strong Start" if I can delete one of them with Snirk, but it's really a gamble that I can use to still be in the game). My deck is focused in scoring with things like "Mad Scurry" or "Keep them guessing" that I must use one or two activations moving my Gobbos, but that gives the enemy a free will activation that I can't just counter him. And at some point, he will catch my backline... Long story short, any tips to handle that situations? Maybe focus with more agressive decks with free dmg? Or decks with cards like "Baffling illusions" and hope to stop them in the Power Phase with some help of RNGods??
  14. Beliman

    GHB2019 Hopes & Expectations

    That sounds awesome. I was thinking about a prison-like model/terrain (don't know if created by "building points/summoned" or just a hero/behemoth/warmachine that can "contain/remove" endless spells and release them when you want (magic-prison). I don't know how it could work, but the concept is that Duardin don't use "normal magic/uber-magic" but create some type of structures/new model/whatever to shut down endless spells (or normal magic) or even put them in a cage to be released later (in the battlefield/table). Maybe a dual kit of a some type of vehicle that you can build a magic-disruptor or a cage that has some random endless spells in it (maybe a table that you need to roll to see waht is released?).
  15. Beliman

    GHB2019 Hopes & Expectations

    IMHO, "Runes" or "Impossible-machines" are part of dwarf "magic". I mean, we don't need to think about magic like a fireball, and uber-magic like a bigger fireball. We can expand the concept of runeforging (whatever that means) and just that will be perfect for AoS settings. Rune-Golems with Ancestor Spirits (like other said, like Wraith-things from Eldars or even Dreadnoughts), Mechanical-beasts animated by runes, etc... are just examples that can work for Duardins, and that's only just the begining, because you can go crazy and it will still fit really well with AoS.
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