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Beliman

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Everything posted by Beliman

  1. Or not. We don't know for sure. There is just an easter egg in the Hamilcar books about that talks about him. Maybe it's just that...an easter egg or maybe you are right.
  2. Are there any leaks? Or minor spoilers? All conventions have their own leaks: From the end of Star Wars XXI to the new Blizzard's game Diablo of the Storm VII. I just need someone to say that Half Life III Kharadron Overlords Battletome is comming!!!
  3. Vs tier 1 and below, I think that we are fine (frigate+thunderes+khemist is still the most fun list to play!!!!). Sometimes you win, sometimes you lose, no problem here. Vs Tier S, I got desroyed turn 1 vs FEC... two times. I conseded both games, and I will not play him with the same army anytime soon.
  4. Two sides of the same coin: The hype is so real here that what started as an 8 man whatsapp group has become a 152 players that can't wait for the game to be released.
  5. IMO, both have diferent functions. On the Spearhead, I feel that skywardens have an earlier impact with 12" movement+24" drills and volleys but you will need to sacrifice thel grapnel for that. Urbaz khemist can buff both units for a 4 drill cannon shoots but I like to play Mhornar/Thryng and I usually only bring a hero that can block spells (Knight Incantor/ Runelord) but maybe I will try that... 2 Endrinrigger units with 8 saw atacks have a bit more punch but the oponent can deny any charge by just not moving past 12". Another option is to bring 1 grapnel for both units (so 3 saw atacks for both) for a 50/50 option to charge but I'm not sure about that... it could be really fun. I don't know how good they are in the Mainbody, never played with them. On the the Rearguard, I think that Endrinriggers are the ones that can go with 1 or even 2 grapnels without losing to much punch or have enough flexibility to be split in two units to support/heal an skyvessel and still do damage. A Khemist buffing 6 Endrinriggers is really scary in a low points game btw.
  6. I voted for Corvus Cabal first, but Cypher Lords are close behind.
  7. I like how they look and I believe that they are perfect for their job. But I'm with you that there are a lot of other armies that are in need to new releases/updates than another SCE chamber.
  8. Same here. I would add that the Khemist could have the "Aethershock Earbuster" artifact for another battleshock test in the shooting phase (10" range, can shoot after the Thunderers so their bodycount helps for that battleshock test too, and enemy can't use Inspiring Presence). Maybe not something that yo must have, but could help.
  9. I completely agree with you. In Malifaux we have similar roles. The “Beater” (offensive dudes), “tank/blocker/frontline” (defensive dudes), “scheme runner” (objective grabber) and lastly the “support” (summoner, snipers, etc…). I know that hybrids are what makes the game interesting (melee beater with tank characteristics is what we could call an “elite melee unit”) but before going in to that, the roles should be well established. In AoS, we already have two type of tanks: Screens (tank one turn, then die) and Tanks (can soak dmg with high saves, high wounds, abilities to regen/heal, etc..). We already have Supports (magic/prayers/buffs/debuffs/etc…). We already have Beaters (melee, ranged, magic). But I’m not sure about Objective Grabbers: At this moment, we use all unites as objective grabber. Of course the ones with high movement are better for that role, but if we can teleport them, we just throw our chaff /tanks to an objectives. I don’t know, maybe I’m wrong, but if we don’t have he roles well stablished, we are going to have units with “meh” characteristics because they don’t have a role in our lists. That shoudn’t happen, even if they are bad at doing their job, they should still have one.
  10. Hey people! This lasts days we had a lot of new threads in this forum about what is wrong and what is right, wish-lists and what we need (or don’t need). This thread will not be really different but I want to focus on roles. Reading the Strength/ Thougness or the Horde discussion, I was thinking, why people are upset about that things? I want to believe that’s because some units don’t behave like they should. Some examples written in S/T discussion were about why Dwarfs or Chaos Warriors have worst “to wound” than a simple goblin (with Horde buffs) even if they use better skills or better hand-crafted weaponry . So, simple question, what should standard units do? And for standard units, I mean units that are generic enough to have an specific role. Some examples that I have in mind: Battleline units (Horde). Battleline units (No-Horde). Cavalry (Light). Cavalry (heavy). Archers (generic). Archers (special)*. Elites (generic). Elites (Special)*. War-machines. Transports. Monsters (Troop--monsters). Monsters (Giant-monsters). I know that there are a lot of hybrid units but I want to focus on simple generic roles (without heroes). * (special) units are just there for harashers, units that can unbind or use spells, etc...
  11. I don't have any problem with max sized units like Freeguild Guards or Dwarf Warriors. My main problem is with some buffs (outside of their own warscrolls): Battleshock buffs: Generic bravery buffs with banners or just the number of miniatures, inmunity to that phase, etc... Offensive buffs: Between more atacks, double fighting, fight at the begining of the phase, rend, etc.. Defense buffs: Saves after saves, ressurection, ignore mortals, etc... Again, IMO, Dwarf Warriors are not a problem, but buffed Plague Monks that destroy everything they touch, are inmunity to battleshock and really, really hard to take down is another completely diferent thing.
  12. I'm really interested in your lists!! Frigate!!! My first ME game (The Centre Ground) will be this weekend and I'm going to play with this list: Allegiance: Kharadron Overlords Realm: Aqshy SpearheadSkyport: Barak-Thryng- Additional Footnote: There's No Trading With Some PeopleKnight-Incantor (140)5 x Grundstok Thunderers (90)- 5x Aethershot Rifles5 x Grundstok Thunderers (90)- 5x Aethershot RiflesMain BodySkyport: Barak-Thryng- Additional Footnote: There's No Trading With Some PeopleAether-Khemist (140)- General- Trait: Prospector - Artefact: Thermalrider Cloak 20 x Arkanaut Company (240)- 6x Light SkyhooksRearguardSkyport: Barak-Thryng- Additional Footnote: There's No Trading With Some People6 x Endrinriggers (240)Total: 990 / 1000Extra Command Points: 1Wounds: 52 First turn I will try to position my Thunderers+Incantor to be in range to shoot whatever the enemy moves near objectives. Incantor could stop early blocking endless spells (Prismatic Palisade, Mork's Mighty Mushroom, etc...) or try to snipe/cripple enemy units or buff something (we use realm magic rules but I don't know what realm will be playing on). With two units of Thunderers, even if they alpha strike/charge turn one, I can still "Keep your Distance" and Prospector could bring me some protection for battleshock. An extra CP will give me some flexibility (maybe re-rolls 1 save or inmune to battleshock). In the second turn I will have 6 skyhooks+khemist+1CP to bring some "reliable" support to my Thunderers and I can start removing enemy units to contest objectives. Endrins are there because they hit hard and are fast, and If the enemy moves fast enough to threaten my backline, I can khemist-buff endrins to counter-charge. Barak-Thryng will give me some reliability to shooting so I can use my CP to upgrade my staying power when someone hit my units. I don't know if I will need 8" flying khemist or just go with the traditional gryp-feather charm (?).
  13. Hey ppl. I have a question: "Exploding Drill: If the wound roll for a Drill Cannon is a 6 or more, you can pick another enemy unit within 3" of the target unit. That unit suffers D3 mortal wounds in addition to any damage dealt to the target unit." I can read two versions with this wording: -[D3 damage] to the target of "To Wound" and [D3 Mortal Wounds] to an enemy unit within 3" of the main target. -[D3 damage] to the target of "To Wound" and [Damage dealt to the main target]+[D3 Mortal Wounds] to an enemy unit within 3"of the main target.. I'm confused because both options seems to be valid 😰
  14. That's a LOT of Arkanauts!!! I can't chose a list but I can give you some tips: -Without anything that can dispell/unbind, care for the Prismatic Pallisade. Your main punch are the big blobs of arkanauts (backed with thunderers or skywardens), so one spell that block LOS and you will lose some firepower. At the same time, there are some magic buffs that will give you some random -1 to hit or wound that can take down your plan. -Ships are not well pointed and can't soak a lot of damage, so you should have a plan B for them. Barak Zilfin is awesome for that, but If I use Mhornar, I usually use them to take Thunderers/balloon boys to objectives and block bottle necks. -Care for Alpha Strike/one turn charge. If an enemy can position close enough (3") of your two main arkanauts blocks, look for your other units that are not engaged to remove them. Having both arkanauts at 100% to shoot may be the key to win the game. -Use CP to make your arkanauts inmunte to battleshock. Simple but effective (5+ saves with B6 is not something that will stay on the table for so long). Remember that you arkanauts blocks will have better bravery for every 10 more models!! -Care for horde-killers. One Mork's Mighty Mushroom near your two blocks of arkanauts and you will see a lot of death Arkanauts in no time. Take care of this type of things. -Most importan: Have fun.
  15. I believe that you are right. I re-read the FAQ and they explicitly say "after" to know when you can do that. Even the last word "immediately after" indicates when the ability triggers. In the "saves after saves", the timing is "when you allocate a wound..." (not after ), meaning that you don't need to use the "save after save" immediately after anything, you just keep doing saves because the wounds is still going to be "allocated"
  16. But you can't use them because it's not "instantly after". Ex.: You have 6 "save after save" for one unit witht he wording "after you allocate a wound or mortal wound": -Your unite doesn't save 1 wound. -That wound is allocated to X model from that unite. -Immediately after that, you use one of this abilities (doens't matter which because all of them saves at 6+). -You fail that save too -You can't use any more "save after save" for that wound because that will not be "Immediately after" and the unite suffers the wound. IMO, you can only stack two saves after saves. The one that says "allocate" and the one that says "suffer".
  17. Yeah, because if it was only one ability, then there wasn't anything "stacking" at the same time. Not sure what you mean. (sry, I'm not not used to speak in english 😰)
  18. Not related to Blades of Khorne, but that could this mean that there are only two saves after saves? I can only find two wordings behind all saves after saves: "each time you allocate a wound or mortal wound" and "each time this unite suffer a wound or mortal wound". No more Mystical terrain+Warscroll Abilitties+magic+artefacts+Allegiance Abilitites, etc... to make more than 2 saves after save?
  19. Hard question to answer. I don't like to play competitive so take that in mind: Liberators+Lord Castellant and gryph-hound: Nice and fluffy. Liberators withs 3+ rerolling 1 save and a gryph hound protecting my backline are some nice tools that I'm not used to play with. Ironbrakers+Runelord: Only one match under my belt. It was a competitive game vs Skaventide but it gave me some dispells, some defense , and more dwarfs. Merc Company: Sons of the Lichmaster: Narrative game. They didn't do anything but it was awesome to play in an urban scenario and having a Necro with zombies and a corpse cart. Zombies didn't stop anything (they can't soak damage really), but having a mage with +1 spellcasting was refreshing (I usually play with 1 knight incantor/ runelord to dispell). I didn't like to lose 1cp btw, but I had some luck beccause the terrain/houses didn't give the option to alpha strike.
  20. There are some points that we could talk in this post: Stats and impact on the table. This units usually have some weakness that the enemy could use. Problem comes when this “weakness” disappear because of some synergies, buffs, etc… and the unit itself gains new abilities, making them the perfect unit for everything (from killing, to capture objectives, to tank some damage, …). That is what DoK, LoN, Skaventide, etc… are using to compete at the top for Tier S armies. Objectives and winning points. Objectives are just promoting to have more miniatures on points. If we read Point 1, it’s really easy to understand why this big Horde Units can do everything. Roles and type of troops. Some (or all) of this Hordes are Battlelines. “Battleline” is not a role, it’s a category that says this unites are “basic troop for this army”. But after Point 1 they can do a lot more... With this ability to “swap roles” as we want, their job becomes a bit ambiguous and so other (non-battleline) units that started with diferent roles become a direct competitor with them. IMO, to fix Hordes we should re-writte the same points: An Horde of skavens that tank shoots (and elite units) and don’t run for their lives shouldn’t be capable to destroy all other units. Don’t buff all their stats to 10!!! We need some type of weakness to make Point 3 relevant. First of all, get ride of "inmune to phase X". Make some type of interaction between units and objectives. Make more “this unit counts as 20 models” type of rules. From units that could have better attacks vs units near objectives to others that will be improved if they are defending them. With weakness (point 1) and an stablished modus operandi to play the game (point 2) we will have a roles for every unit (hybrids too). With all of that, everything will have some type of “soft-counter” (we don’t need perfect counters in this game) that could promote what your units should be doing on the tabletop (we already play like that, just expand and improve this rules to make it clear). Competitive Players will try to have a bit of everything to still be relevant, and that, in my book, is a win/win situation.
  21. I had the same question and I did some research to find what could be good and what could be fun (heroes are optional but have some type of support that could be nice): -Ironbrakers+Runelord -Longbeards +Runelord -Dwarf Warriors+Runelord -Vulkite Berzerks +Battlesmith/Runesmitter -Hearthguard Berzerks+Battlesmith/Runesmitter -Liberators+Lord Castellant (gryph-hound)/Lord Relictor/Knight Azyros -Sequitors -Merc Company: Greyfyrd Lodge - Take them as allies -Merc Company: Rampagers -Merc Company: Sons of the Lichmaster -Merc Company: Tenebrous Court (Archregent+Ghouls) - CP dependant
  22. What's better than a dwarf? A flying dwarf. What's better than a flying dwarf? A flying pirate dwarf. What's better than a flying pirate dwarf? A flying steampunk pirate dwarf!!!! I can't think anything more epic than that. Maybe a Rock-Star Zombie riding a T-REX over a Flying Giant Shark with Lasers (wink-wink)
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