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Nick907

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Everything posted by Nick907

  1. Some people think that the meta shifting may have just made Wanderers into a competitive force.
  2. That makes sense, I have one 'Slayer' themed unit of Riggers with saws for melee, but my other 6 units are all ranged. Wardens are just as strong at longer ranges, so I might buy another box of models and make a few Custodians. The good thing about the multi-kit that shares special weapons is that I can use the ranged models for either type of unit!
  3. I'm thinking Skywardens will be strongest in a Meeting Engagement as small units with ranged weapons. I like Riggers a lot too, but if you're not using skyvessels then you can't use the repair ability. Unless you are going to hangout and repair a vessel, Skywardens are probably a better ranged unit.
  4. Summoning wildlife could be a fun mechanic. It could fill gaps and maybe even strengthen the shooting phase by giving opponents more roadblocks to our archers? A Druid with 3 wolves (or something) they can summon would do more work then a Spellsinger. I could see Wanderers getting a book and an endless spell as a surprise release. Wouldn't take much to make them a 'top tier' force, either. We are a good glass-cannon already, we just need a little bit more punch or a little bit more evasion. My wishlist would be: Create a Druid model that can do limited summoning an endless spell 'Wild Hunt' a book that tweaks the existing model lines by either adding: armywide -1 rend on primary weapons; or, armywide ability to flee from combat (like Grundstok Thunderers in KO) lower bravery on Glade Guard, hit on 3+, drop the Peerless Archery special rule. I'd probably keep everything else the same.
  5. I like the current theme for Wanderers. It is very easy to work with, everything from old armies from the days of 6th edition fantasy to newly constructed armies can easily fit within the fluff. I like how generic they are because that serves as a 'blank pallet' for the hobbyist to be creative. In my case I've been able to modify/kit-bash/customize all 80 of my Glade Guard and write a simple but unique backstory for my general. Governor Trojanoak is a misogynistic big-game trophy hunter that travels the realms with an entourage of aelf-maidens and trades pelts for jewels and gold. He is a Nomad Prince that uses the Starcaster Longbow.
  6. The Thunderer's retreat ability is sneaky and powerful. Glad to see they are getting back into more games again. I think we might be strong in 'Meeting Engagements' because of how far armies start apart and how effective our shooting can be. Stealing objectives after whittling down the opponent should workout pretty well.
  7. Supposed to read : 2x units of endrin riggers with volleyguns and drillcannons
  8. Building a list for Meeting Engagements and want some input. Trying for a potent shooting phase while repairing the Ironclad. Spearhead: arkanaut company w/ volleyguns Mainbody: Endrinmaster general w/autotinkerer Ironclad w/selfhealinghull and volleygun 2x units of endrinriggers w/ volleygun and drillcannon Rearguard: arkanaut company w/ volleyguns Does 'Fleetmaster' work in Meeting Engagements?
  9. Is he the character from the audiobook, the elf prince in Shadespire trying to convince Nagash to revive a human female he had loved? He has a sword that steals souls, and travels around with the spite buddy.
  10. I think the weird terrain pieces we are seeing are all just kitbashings made from Ironclad bits. I heard the Q and A session yesterday confirmed a new book KO book was in the works. I think Tom from Warhammer Weekly said something to that effect on the show yesterday.
  11. Kinda looks like the Arhain rune as well. Could be shadow, night Aelfs too? I'm still rooting for Wanderers haha
  12. Me too! I saw Fireslayers received a nod but the day is still young.
  13. The horn looks very much like what a Wanderer Aelf would use. Hooray!
  14. Yeah I thought KO sales had been really strong. Capitalism dictates we should have more coming our way. I expect the Underworlds game to be more popular once our faction is added to it.
  15. I'd rather not have a standard 'wizard' either, but a 'rocket bombardment' type endless spell could be fun. @Kramer I'm pretty sure KO sold well, but I can't remember why I think so. We agree that a new battletome would be an important buy for all the existing KO collectors, and I think a new hero or unit would also sell well, although not as well as the book. I'd buy the endless spell and terrain kits too, even if some players did not. If the new Battletome makes the KO more competitive in the tournament scene we can expect more of those people to by in as well.
  16. I don't think the book releases set any sort of predictable pattern, but I like the optimism.
  17. Well the invisible hand is a powerful market force and Gamesworkshop exists to make money. KO are a popular and totally unique intellectual property and they have a dedicated fan base. The demand for a new book and expanded range are right here, as this group clearly demonstrates. It only makes sense for the company to satisfy our demands and make more money in the process. A new book, an endless spell equivalent, a new hero, and a new melee unit are all guaranteed to sell well with current KO players. Positive reviews of the new rules will bring in more new players as well. Seems like an obvious move for GW to make.
  18. Tom is right, KO could be done in a million different ways to better fit there fluff and aesthetic. Also, the Khemist buff is a pretty lame ability. We should have an endless spell equivalent (signal flares, skyport bombartment) a melee troop (flame throwers), as well as redesigned warscrolls, battalions, and faction abilities.
  19. If they were a battleline option they'd be okay without an Ironclad. Might happen in the future but for now they are a 160 point Ironclad upgrade
  20. The Ironclad is pretty tough at 1000 points, most enemies want to avoid it.
  21. I like your list, maybe drop the Admiral if you need more points.
  22. Thunderers with 36" mortars were super broken haha. As long as I don't lose my bad ass volleygun squads I'll be happy with new changes for KO!
  23. 0-3 in today's tournament with my KO I lost to a Skaven player, a Tombking player, and a Bretonnian player. The Skaven player was able to destroy my Ironclad early turn 3 thanks to priority roles and locking the big ship in combat with a cheap hero. The Tombkings player was an older guy who beat me on objective points, but we didn't finish the game on time. He might have had me but maybe not. The third game had a scenario rule that made my Ironclad deploy 24" off the centerline, but the game was on a 4x4 square so I couldn't reach anything or use fleetmaster. Those are my 'negatives' from the experience. but here are the 'positives': I killed the scaven player's Verminlord Corruptor in the first turn, and wiped his 40x 'Plague Monks' after that. If I had won the priority roll for turn 2 or turn 3, I would have repaired the Ironclad and likely tabled him by the end of the game. I had an early advantage against the Tombkings player, killed his snake monsters in the first turn and almost killed his chariots as well. I stole some objectives with my Thunderer's sneaky retreat ability. I was deleting his units but used poor judgement with some shots, and he was ultimately able to lock me up, regenerate, and start to overwhelm me. I may have been able to bring that one back if we had finished all 5 turns, but I made enough mistakes to have earned the loss. The Brettionian player won on points because that game forced my Ironclad (and therefore entire army) to deploy in the corner and I wasn't able to take the objectives fast enough. I killed every model except the 'damsel', and only lost a 4x unit of Thunderers. So it was good. I made everybody sweat. I killed a lot of big stuff. I could have done better and I recognize where.
  24. I like the Glade Guard models too but I've been using conversions for years. Head swapping and adding bows is an easy way to improve on 'pretty good' and make them something you'll really like. The old Glade Guard are okay until you place them next to a witch elf or a Sister of Thorn. Better looking than Sisters of the Watch though.
  25. I'm enjoying the current design and playstyle that the Wanderers employ and it would be disappointing to see sylvaneth mixed back in with them. I like that one teleports into Wildwoods and the others teleport along board edges, and I agree that a battalion is probably the best way to reconnect them. Especially since mixed order is already a thing. I do miss the Wardancers but they weren't too different from how I currently play the Wild-Riders. I was also a big fan of the old Sisters of Twilight, but I just use a Wayfinder and Waywatcher to represent that idea (without the dragon and healing mechanics). Wanderers could use a couple things but I like that they fight like evasive guerrillas. The most important thing is to give The Wanderers a role to play within the game's setting. Support for Underworld's and Warcry would both be good and a battletome would be even better. The Wanderers need a compelling motivation to appear in AoS since they aren't like the woodelfs of old. The Wanderers aren't just protecting a magical forest anymore. They don't need to be 'isolationists' in this setting but they do need a good reason for them to leave the woods. The sandbox nature of AoS makes it easy for someone like me to make up a motivation (trophy hunting, trade, recruiting more aelf maidens) but I think the range would be more popular if they were given more inclusion within the game's storylines and events.
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