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Everything posted by Nick907

  1. How’s everybody doing these days? Are your KO mopping up? Share your successful raids and plunders!
  2. I feel like my Endrinriggers are heroic enough
  3. Here’s my current list. It is a beta strike list with shooting that averages 59 damage per turn (before saves and rerolls) but can potentially do 178 damage per turn. Also can repair up to 24 damage per turn as well. *settle the grudges, always take what you are owed, without our ships we are naught General: Endrinmaster w/dirigible, endrinprofessor, phosphorus bombs Ironclad w/hull plates, volleycannon Gunhauler w/cannon x2 (1x with torpedo) Endrinriggers (3 man, ranged weapons) x 7 Thunderers (rifles, garrisoned, 10 man) Grundstock Escort Wing battalion
  4. That aelf mortal wound combo will be given the same treatment as our Thunderers were a month after they came out
  5. What's up sky dwarfs? How's the Volleygun working out for all you Ironclad users? I see a lot of talk about the cannons but no love for the Volleygun.
  6. Not with that list. I have an alternative build with 2 gunhaulers that uses Grundstok Escort Wing, but it only has 21 Endrinriggers.
  7. I play a custom sky port with ‘settle the grudges,’ ‘always take what you are owed’, and ‘without our ships we are naught’. endrinmaster with balloons, Ironclad, Gunhauler, 5x Thunderers and 30x Endrinriggers in various unit sizes and mostly ranged special weapons considering 180 points of arkanunts for screening but I’m not sure I really need them.
  8. If we can’t underdrop an opponent then we have to MSU and screen. Ideal builds and strategy change with each opponent but some general principles apply. I dont think KO is meant to be an alpha strike type army anymore, I think we have to deploy boats and important units 9” from a corner and screen with arkanunts another 18” from the boats, or about 27”-30” from a corner. Then prioritize your targets and try to kill the most threatening things first. Flamers are expensive with low wounds and low saves. They will kill what they shoot but so can we. Finding a way to shoot first is more important than having more shots.
  9. Our army mechanics are unique, and like with the first rendition, KO are trail blazing new rules possibilities. Tzeentch isn’t trail blazing anything new, they have a selection of good stats and good rule mechanics that everyone already is familiar with. The flamers are a powerful unit but they have lower defenses and wounds than most 120 point units, and no rend. We can just string out some units of arkanunts 18” ahead of our skyvessels, and feed them 180 points. For that we get 20x 1” models we can space 1” apart. Gyrocopters/bombers seem like they are also a good screen choice. Just remember flamers can’t teleport within 9” and make sure to prioritize them as targets. They’ll die.
  10. The infamous ‘Bearded Lady’ still need names for my gunhaulers though
  11. Drill cannons do 3 mortal wounds on a 6 to hit, so shoot volleyguns at enemy infantry and shoot your drills at enemy heroes, spell casters and monsters. Same idea goes for the drill cannons on gunhaulers.
  12. The ranged mortal wounds and the 6+ are the reason gunhaulers are awesome. They are like having a 10 wound, 4+ save flying wizard that can hurt you from 36” away but you can’t dispel, and they have a utility of helping bigger ships defensively. I think 3 gunhaulers can threaten most enemy synergies, and 2 can finish off weakened monsters and heroes pretty effectively.
  13. My current list utilizes shooty Riggers to maximum effect: Endrinmaster with dirigible suit general 1x ironclad w/volleygun 1x gunhauler w/drill cannon 1x5 Thunderers w/ rifles 10x3 Endrinriggers w/volleyguns & drill cannons I start the Thunderers inside the ironclad, and keep the general and 2 units of riggers close enough to repair and hitch I keep the gunhauler close enough to help defend the ironclad and give it 2 units of riggers as well, close enough to repair either Skyvessel. the remaining 6 units of Endrinriggers spread out, claim objectives, shoot at enemies, and relieve repair duty if one of those units hitching skyvessels is weakened. so I have a total of 10 ‘drill launcher’ attacks that do 3 mortal wounds on a 6 to hit at 24” away, or do 4/3/-3/d3 otherwise. Great for targeting heroes and high priority spell casters. Volleyguns are pretty good too, especially against low armored horde type units. That’s 60 shots at 4/4/-1/1 also from 24” away. Rivet guns are the weakest link, but 30 shots at 3/4/-1/1 is a good little boost when enemies are in range. so altogether my Endrinrigger’s shooting has a potential damage output of 120 per turn, averaging around 31 damage per turn if everything shoots. Since I have the mobility to pick and choose my targets, I think that’s really good. When I add my general, ironclad, gunhauler, and Thunderers to that and my shooting has 201 potential wounds per turn, or about 59 wounds on average (before saves). Defensive placement, priority targeting, and wise use of rerolls can make for a devastating hail of gun shots... and repair up to 34 damage per turn.
  14. Endrinriggers with guns aren’t going to do as much damage in a turn as they would with saws but they can hide behind a Skyvessel and survive longer, so they will do more work over time, on average. The saws are kind of a one and done technique, Endrinriggers in melee hit hard but die quick.
  15. I mopped up in meeting engagement tournaments with the old rules. New rules would be much better.
  16. Im suggesting that the anti-synergies or ‘negative rules’ are the means by which we can have rules like fly high and garrison and negatives to hit and bonus attacks while preventing powerful combos from breaking the game. By saying that some rules don’t work in a garrison, we have those rules and garrison rules. We have our cake and eat it.
  17. On the topic of anti- synergies: KO have a plethora of fun and unique mechanics that when combined would make for an OP play experience. Rather than deprive the player of these mechanics, the game designers restricted when certain abilities could be used. This ensures that players have more options with how they build and play their armies.
  18. It all depends on what you want them to do. Stay back and repair boats? Go with the special guns. Rush out and take objectives? Saws will do the trick. I’m going for the first option, if I need to take an objective I’ll shoot first and charge in with the Missenmaster.
  19. Too bad I already have a paint scheme because red helmets with white ‘make arkanunts great again’ would be hilarious! Your list looks okay, I think I’ll be focusing on mobility with my own and try to split up enemy forces and take objectives later game. Good luck skyfarer!
  20. I think the rules writers really stressed the need to avoid certain power combos that would ruin the gaming experience. Even so, KO have many powerful abilities that aren’t easily quantified, such as movement and shooting ranges, that require careful planning to prevent abuse. I don’t think we can just do a basic wound count/damage output/point cost type of comparison with this army because of the aforementioned abilities.
  21. I think warhammer Weekly is the best show on YouTube but they did an overtly negative review of the book. It was uncharacteristically pessimistic of them. Vince said he’ll do better when they get around to the ‘Kharadron Revisited’ episode.
  22. Rules question: the ‘Aether injection boosters’ allows an Endrinmaster with Dirigible Suit to use the ‘fly high’ ability from the gunhauler warscroll. Gunhauler warscroll says it is a ‘sky vessel’ and the ‘hitcher’ rule says ‘sky vessel’ but the Endrinmaster is a ‘sky farer’. Will Endrinriggers be able to use the ‘hitcher’ rule when the Endrinmaster uses the ‘fly high’ ability, or does ‘hitcher’ only apply to models with the ‘sky vessel’ keyword? I’m thinking they cannot, but it might be worth an faq.
  23. I think magic is a single component of the game and that excluding dwarfs makes it more flavorful and fun. I think command abilities and special rules are an excellent alternative. My favorite YouTube show, Warhammer Weekly, just did a pretty overtly negative review of the new book, which was disappointing. I think KO is a great force that requires extra stress on movement, placement, target selection, and late game objective grabbing in order to succeed... but that we have all the tools to make it work. The old strategy was to win deployment, drop in range of the opponent’s best unit, and vaporize it with shooting. That didn’t work well. Now we should expect to lose deployment, we have to survive alpha strikes, repair, retreat and whittle down enemy units until we can start to take objectives later on in the game. We have to divide the opponent’s forces and take damage while moving all around the board. We need to steal objectives that are poorly guarded with smaller units and keep moving. We need to think about turn 3 as our chance to reclaim objectives and finish off enemies. We shouldn’t be holding down objectives but rather peppering opponents that are. We shouldn’t commit to combats we can’t win outright but bait the enemy splitting up their forces. Just a few thoughts.
  24. I like to think of the boats as being ultra terrain. Where as some armies have teleportation spells, we have the boats. Some armies have damage spells, we have guns. The new book talks about some boats equipped with anti magic technology, I’m surprised we didn’t get an artifact along that line but it’s okay, magic users are uncontested in that phase and we are uncontested in movement and shooting.
  25. Nah dwarfs don’t need magic, we have shooting and rend and fly-high instead of spells. Just let the casters do their thing and then shoot them. We are weak in melee but that’s okay because we rule movement.
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