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Beliman

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Everything posted by Beliman

  1. I think that you can't. It was FAQ'd that when you have a legal option to take an exlusive Allegiance Abilities for your army, you must take them. So, if you can take Sylvaneth Allegiance Abilities, you must take them (removing the option to take GA: Order). One option is to take other battlelines (ex.: Wanderers) breaking any possibility for your army to be Sylvaneth only. At this point I'm a little lost, because I think that you could take specific battalion from other armies and still be Order? This battalions must be taken like allies for GA: Order? What's the Allegiance of this battalion, Order or their specific keyword?
  2. Don't go mad. Like I said before, this last week we didn't have anything for this forum (not even the thuesday sneak peak from the community team gave us a lot to talk). At least we had some fun chats about "supposed rumours" (but they become worthless in the end). That's how this things works, if the main company don't feed us, we become hungry for news and every wishlist has some potential to become a rumour. I'm not saying that it's GW fault (we are not talking about that here), but in the end, all of this helps this thread to be alive (anyone reads other fantasy forums? That's what I'm saying). We had some fun and duardins have the Big first Grudge written in the Big Book, imho, that doesn't feel like we had a bad ending with this "affair".
  3. I believe that It was FAQ'd. Maybe I'm wrong, but I remember that If you have any Allegiance Abilities, you must take them (without the option to chose GA:Order and free city abilities). Imo, the main problem is if you chose an allegiance that has "battleline if..." and NO abilities, then you pick Order+Free city AND an ally that you can pick because you are "Order" but you shoudn't because you used "battleline if..." because you previously took Y allegiance. It's a bit blurry, technically you could chose this "allies", but picking them seems wrong if you took "battleline if..." before.
  4. Not going to lie, it seems awesome!!! DoK (just ignoring how good they are) had a really nice update, with tons of mechanics: diferent "hosts", magics, prayers, even two types of "fluffy units"with Witches and mutated witches (well, or maybe "gifted" witches), etc... and not counting on a Morathi herself!!! And with a bit of luck, terrain and endless spells (if firebellies are going to be part of the same battletome, I see some big fireballs or even monstruos creatures made for fire). Only time will tell if this rumours are true or not, but until then, we can hope for the best.
  5. Don't know if I'm one of "this people", but I'm not saying that we (KO) need an update because we are bad. Someone made a joke about there was nothing for KO in the last rumours, and someone continued with some arguments about why KO needed some type of update ASAP. Nobody says that KO are the worst (that was debunked after Khron gameplay in CanCon btw...), and that's what happened this last to pages: people talking about powerlevel or why KO need any updates (they don't need to be true btw). Nothing more, nothing less. We have rumours, we can talk about them and by the nature of this thread, we will have a bit of wishlisting. This type of arguments are just part of this thread (like Aelves, Dispossessed,... and now, Gutbusters!!! First rumour about the fat boys!). Sorry if you are upset btw.
  6. Thanks! I'm really happy to see this "new" tricks for some underused units (g.thunderers). A bit sad for our ships, but happy that we still are using one of them (even if it's just a teleport-thing).
  7. I can't speak for other KO players, but, like I said in another thread (KO main thread btw), my main complain is not about the power level of our units but the "fluff" that's represented in our gameplay. The latest battletomes (including BoC) have an awesome design (even if they have bad units), and that type of design is what I want to see for KO. Some old battletomes have the same problem, others (Tzeentch, Nurgle, etc..) had some nerfs but the main core-mechanics are still there. KO at this moment uses some type of canons (blob of arkanauts with hooks buffed by khemist), some type of countercharge/shock troops (evocators or endrinriggers) and sometimes an ability to deep strike ( ship+Zilfin). I'm not saying that we are bad, I'm saying that (ignoring powerlevel and competitive play), we are a bit "underdesigned". Having a battletome that is FAQ'd just after being available to doesn't help. Editions can change points, make some units better and others worst, but my main complain is how GW wants the army to be played and if It has enough "fluff" behind that design.
  8. Well, after more and more bad news, only good ones can come Grand Alliance: Dispossessed confirmed!!!
  9. Thanks for the rumors @Ndabreaker. I don't have a problema if they are true or not, but at least they are rumors to talk about.
  10. Well, my main complain about KO is that we don't have enough "fluff" in our gameplay. I'm not really mad about competitive play, but our ships are more for one turn alpha and not because we need them (if we had some type of teleport like other armies, I believe that people will just swap Zilfin-ships for more bodies and rely on that teleport to make our alpha). At the same time, GW wrote awesome new allegiance abilitites (Nurgle, Gloomspite, ID, etc...), and IMHO, Kharadrons Overlords deserve something like that (I love the Code btw).
  11. Wow, congratz @GrandAdmiralAutumn. I will try to view on youtube/Twitch. Really happy to see KO be played and doing great!!!!
  12. Can I see it with twitch tv or any other platform?
  13. Wops, I wanted to say "Rune blade" not "Relic Blade" sorry. Btw, don't know if @Furuzzolo wants to use some realm artifacts, just an assumption for my part.
  14. If you go for a melee beatstick, maybe it's better to swap for an endrimaster with grudgebearer+Relic blade: 4atacks at 3+3+ -3rend with D3 dmg (or 3 if you overcharge him). Possible 12dmg that could clean a lot of elite units with one swing. Btw, doens't Urbaz give you another artefact? (I don't have the book here) So you could go with one charging Brokk+endrinmaster and a khemist with Gryph feather (or Thelmarider cloak to follow your riggers) buffing your mid range dmg and still haver another khemist on your backline. Alpha strikes can be a pain for that strategy, but your countercharge could be devastating too. Sounds nice! I'm not sure that the boats will have the punch that you are looking for, but if that works, it could be awesome!!!! Care for alpha strikes armies, you don't have alot of bodies and one big hit could mean 30 dead arkanauts and that will be the end of your objectives (endrinriggers+skywardens can't stay on points). If you go Mhonar, imho, "there is no reward without risk" don't have enough utility without big chunks of endrinriggers or skypike arkanauts, and I believe that your list want to shoot them (not charge them), so maybe "there is no trading with some peole" could help (D3mw always helps, that Stardrake charging or even lowering their monstruous dmg table to make your arkanauts hold the line). Of course with 3 enrinriggers+6skypikes you can still use it, but I'm not sure if that has enough damage to charge other frontlines. I'm curious with the Aethercharged Rune, seems that you have something in mind with the Admiral but I can't see what will be 😍😍😍!!! I need to knowhow good the admirals are because I'm used to swap him for an endrimaster (melee punch), Khemist or even Brokk. Btw, if you still want some tipe of frontline, 5man Grundstock Thunderers can give you 9 aethershock rifle atacks+1aetheric fumigator and reduce 1atk with "Choking Fuse", and you can put them behind some arkanauts and this ability will still be active (2" range). I use that to stop some 40skeletons blobs cleaning my arkanatus (removing form 25% to 50% of their hits with just one model that they can't even reach him with more than 1 or 2 skeletons is awesome), btw, that doesn't mean that our arkanauts will survive, but if the big blob is not buffed enough , we have some change that the enemy will lose more than two or even three turns to take an objective (enough to score a win!!!).
  15. Squad of 9+khemist buff means 19 atk. 3 Squads and only one buffed means: 15 atk, and enemy can retaliate after your first combat 8so they can target your other riggers). Imho, If you don't have a plan for them, maybe go with 9+khemist buff. For the friggate I always go with the Canon. But it's just because I like big numbers, but maybe somebody can give us some arguments to use skyhooks. Talking about Sky-Ports, I can't give you just one. Like I said in my other post, every Sky-port has some type of use, but in my experience, Urbaz, Mhornar and Zilfin are the ones that you need to look if yo go for 2k points (unless you have a plan and some type of combo with other sky-ports). Hope that helps, good luck!!!
  16. None have the tech or quality for this rumor, Warhammer 40k is the most logic answer. Clearly KO!!!!!!
  17. 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).
  18. 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.
  19. 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.
  20. Can you explain what does it mean? Btw, what's the Tome Celestial? A new stormhost? New battalion maybe?
  21. 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.
  22. 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.
  23. 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.
  24. 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)?
  25. 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??
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