Jump to content

Beliman

Members
  • Posts

    3,612
  • Joined

  • Last visited

  • Days Won

    16

Posts posted by Beliman

  1. 10 minutes ago, XReN said:

    Both Khorne abilities refer to fighting first time, that's why you can't stack them - they don't face the restrictions. Making aftersaves is always after you allocate a wound

    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"

  2. 10 minutes ago, XReN said:

    Since it's 2 or more the "more" can be any number, saves after saves are not ending after 2nd such ability

     

    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":

    1. -Your unite doesn't save 1 wound.
    2. -That wound is allocated to X model from that unite.
    3. -Immediately after that, you use one of this abilities (doens't matter which because all of them saves at 6+).
    4. -You fail that save too
    5. -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".

  3. Quote

    Q: I have a question about how the Reapers of Vengeance Slaughterhost command ability ‘Leave None Alive’ (after a unit has fought in the combat phase for the first time, if it is within 3" of an enemy unit it can fight for a second time) interacts with the Tyrants of Blood battalion ability ‘Fierce Rivals’ (after a unit from the battalion has fought in the combat phase for the first time, you can pick another unit from the same battalion that has not yet fought in that combat phase and it can fight). Both happen at the same time, so can I use both for the same unit? A: No. When you have two or more abilities that happen at the same time, you must use them one after the other, in the order of your choice, completely finishing one until you move on to the other. In this case you will need to decide which of the two abilities you want to use first for the unit. Having done so, you will not be able to use the second ability as each must be used ‘after’ the unit has fought for the first time, and this will no longer be the case for the second ability. Note that the use of the word ‘after’ in the Age of Sigmar rules is synonymous with ‘immediately after’, not ‘at any point in the future’

    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?

  4. 47 minutes ago, Kramer said:

    What would be your favourite pick and why?

    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.

    • Thanks 1
  5. There are some points that we could talk in this post:

    1. 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.
    2. 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.
    3. 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:

    1. 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". 
    2. 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.
    3. 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.

    • Like 2
  6. On 7/7/2019 at 3:54 AM, nine7six said:

    Looking for a tanky unit to hold objectives but can’t decide. Currently looking at ironbreakers or longbeards with runlord. Anyone got suggestions?

    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

    • Like 2
  7. 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)

    • Like 4
  8. 8 minutes ago, Kramer said:

    So for me the Ziflin ship does what it’s supposed to. It brings in this group of warriors into the think of things. And after that go after enemies of opportunity. So that’s what my frigate does. So I’m not mad about that. (Just a shame that we can’t fly in hearthguard  bezerkers )

    Now again that’s my bias. I agree that it’s not the mobile gun line playstyle GW originally seemed to push. But I also don’t think it’s likely we’ll get that because the transport capability is such an unique feature it can’t become to powerful. But hey, They are still my favourite army to play at this moment. I’m more of a have a fun game with friends player rather than a tournament kind of guy. Although I will be taking them to a doubles game day in my store if all goes well soon. 

    Transport is something unique and I love that!!!!!!!!!!!!! Don't get me wrong, I love my KO.

    But my problem with the ships is not about the transport, it's just that they need better sinergy with our army. Maybe is GW fault to make our fluff so awesome between fighting in/on our ships, ambushing from the sky with an entire fleet or even smuggling some "people" (not skyfarers) behind enemy lines... I don't care about how good we are, I'm still winning more than losing, but you get the point on what I'm saying.

    • Like 1
    • Thanks 1
  9. 13 hours ago, mikethefish said:

    So far I have been using proxies for the Marauders.  Not being a fan of proxies, I think I will shelve this list while I convert myself some (as the GW Marauders are absolutely terrible models).

    I'm really curious how Rampagers works in your list. I have an eye on Warcry/Underworlds to make the Rampagers (Untamed beasts with Godsworn Hunt maybe?).

    Btw, I'm still in love with Maneaters (I really hoped that the Firebelly was 0-1, I really like the look of 6 maneaters in the same unit)  but I'm using them like endrinriggers, and no model can beat the look of a flying dwarf...

    • Like 1
  10. On 6/30/2019 at 11:28 PM, Kramer said:

    For me playing KO is about the objectives. So you winning on objectives is a good thing in my view. 

    But my conclusions after a year are that the three things to go big on (and usually can't fit more than two of them in)
    - Big units of Arkanauts with a Khemist
    - Bigger units of Endrinriggers with a Khemist
    - Dropping in a Frigate with Thunderers to claim early objectives and if needed using their retreat move to do so. 

    I really like option two and three as it requires a bit more tactical play on the movement side. Not to say that the big unit of arkanauts isn't a tactical. But less the playstyle I like. Watch this batrep for inspiration (at least really inspired me): https://www.youtube.com/watch?v=63XyZKXp-kU&t=4296s

    Just a couple of things I'm currently looking to try out and see if it competes with any of the above options are:
    - Someone here suggested a screen (dwarven warriors I believe) with Skywardens 2" behind them so they are tagged when the screen is charged. With the point reduction on the Skywardens it has become more interesting to me. So big block of arkanauts, skywardens and then dwarven screen front and centre. Take the charge. Maybe flee over the unit for some objective grabbing and movement shenanigans  afterwards or stay the extra turn to delay a charge. 
    - Big Escort wing. In combination with (I think) Thryng to fit in an extra Frigate
    - Brokk in any lists. He will outshout the Frigate as mobile gunplatform and has combat potential. (Almost done painting him, Yeah! )
    - Allying in 10 hearthguard and a runesmiter. Super durable deepstriking unit, is just what we need. Only worry is that the points changes to Fyreslayers are not yet known. So maybe it will have to be a unit of vulkite bezerkers instead. 
    - Allying in 2 cannons and a cogsmith for an ultimate gunline, just for fun! 

    Hope this helps to give you something fun to try out. 👍

     

    100% agree.

    But my main concern about KO still remains. We use ships...to harrass? To make some skirmish warfare? To lower the number of drops? 

    Design behind the army is what it makes this army "bad". Of course we can fix this with Arkanauts blobs Light Skyhooks with Khemist and Endrinriggers with Khemist but I believe that we are not talking about what's competitive here.

    • Like 1
  11. 11 hours ago, Kramer said:

    When rolling you have to roll one after another instead of all at once.

    That's why I will always take rifles. I hate all the rules that just slow the game. Arkanauts at least use only "2" rolls, but thunderers are ...annoying. I really hope to see one unique profile for all thunderers special weapons and some abilities to make them special. One roll (or two if you mix them with rifles), but diferent abilities if you have that weapon still working.

    • Like 1
  12. From Warhammer Community:

    Quote

    Like aether-craft? Well, good news! The Grundstok Gunhauler,Arkanaut Frigate and Arkanaut Ironclad are all down in points in the latest General’s Handbook! You’ll have the points for even more firepower in your Skyfleet now, particularly with Skywardens and Grundstok Thunderers having also seen reductions.

    Something expected imo. Really happy for Thunderers. Not sure about how good Skywardens are going to be, but maybe we are going to see more of them like the small harassing blob like before.

    Not sure about the ships, but I can't wait to see a lot of them on the table soon. 

    • Like 1
  13. 7 minutes ago, Thiagoma said:

    I think that would break the 1 ally rule tho.

    I'm not sure about that. Companies are not "allies" even if they just take from the same pool of points.  

    My main concern is:
    "The Sons of the Lichemaster let you add a Necromancer plus some Zombies, Skeleton Warriors and a Corpse Cart to any army."

    We don't know how the companies are build, but from the community post, it seems that we must take all the units from this company (so 4 units) unlike the Grugg Brothers (add ap to...) or The Blacksmoke Battery (Cannons or Organ gunns). Hope I'm wrong.

  14. 23 minutes ago, Zanzou said:

    I definitely appreciate hearing a different take on this.  It will certainly take some getting used to, to say the least!

    IMO, Sylvaneth are a race of zealot forest-spirits that only accept  the ones that helped them before (SCE is a good example). Mercenaries are just some "tools" that the general/you (that's my main selling point of this argument) will use in their wars, but remember that the whole army are not accepting them (Disruptive Presence). 

    In the other side of the coin, The Lore Masters are not a sellsword (or at least, there isn't any company that use some of them...yet). The only Sylvaneth that have some type of business with them are the ones that don't follow the Sylvaneth Modus Operandi (laws, rules or whatever they follow), and that's why you can take the Lore Master using Sylvaneth models in GA:Order. Your army is not part of the Sylvaneth anymore (no Sylvaneth allegiance), and only the background behind lore master and your army can fix that (but you are just "cheating" the lore to make it happen, so it's more about Narrative Games than Matched Play). 

    That argument can be used for every other army (Devoted of Sigmar+Rampagers...yeah, a bit over the top, but still it works too).

    Maybe it's not enoug for some people, but in my head makes sense :D

  15. 7 minutes ago, GeneralZero said:

    Well, ally why not... But the mercenary thingy smells like GW want to sell just few minis for people not interested in an full army.

    As far as I like the idea, I'm also afraid that players will use this system as a power creep tool: taking the most powerful mercenary band to compensate the weakness of an army. I think that canons and giants can have a nice short term future here.

    I'm happy about that. This companies are nice and all, but they should have some type rules that makes them playable. You are losing a CP and all the points for other Allies to take them.

    Of course, some companies are going to be better than others, but that's not the point. I'm just looking fo any excuse to buy some Maneaters btw.

  16. We are talking about this in our duardin group too.

    400 ponts for 40 arkanauts+ battleline gunhaulers (140 points each) seems awesome. Lord Ordinator going down, thunderers max dc and Ironclad at 360...😍

    We still have design problems but that "leak/rumour" seems nice for all KO players.

  17. 8 minutes ago, JackStreicher said:

    the heck, the game looks awesome afaict. Seems to be a 1to1 Shadespire to PC Game conversion which rocks! (finally palying with my friends which live 200+ km away)

    The game is not the problem. The setting is not the problem too.

    Heck, even the company/platform is not the problem here.

     

    • Like 1
×
×
  • Create New...