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Nick907

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Posts posted by Nick907

  1. 1 hour ago, Kramer said:

    I think that’s coming without it being to strong. That’s just GW wanting the boxes to match the rules. It sadly just means specialist squads are  going to be more rare in the game. (As in all stormfiends now needing different set ups, thunderers change) 

    You might be right, things seem to be heading in that direction.  It'll be alright, there are many ways the rules can incorporate the theme of 'sky pirates' into good game mechanics. 

    • Like 2
  2. 'No-ship lists' have been popular since dude almost won at Cancon 2019. It's nice to see but it isn't the only way to play either. People fixated on netlisting always jump onto lists that win at big tournaments, and that seems pretty natural. I wonder how much the KO will change with a new battletome? If stacking Skyhooks becomes too strong I'm sure GW will force Arkanunts to equip all three special weapons. I don't want to lose my 'Volleygunners'!


     

  3. 8 hours ago, Luzgurbel said:

    Why an Admiral over an Endrimaster? I see the warscroll for both and are horrible, but the Master can deal much more damage in melee than the Admiral.

    Endrinmaster can repair d3 damage so I usually go with him over the Admiral.

     
     

  4. 1 hour ago, ArmyOfGrodd said:

    I’m going to stick with making a small force and hope the rules in the future don’t punish me for not buying 3 boxes of a unit to make a single viable one.

    It’s more thematic I’m going for anyway. I’ll do a different army afterwards for a bit more of a competitive edge. The KO are just too cool to overlook, and bing new i don’t expect to be winning many games off the bat anyway. Time to order some paints!

    Right on yo, that's the spirit! If you have a theme already in mind then start with the models that match that. I've been working to make 7 small units of Endrinriggers all look unique, (mostly with head swaps and color choices) but compatible enough to fit my overall colors and theme.  So far I have units with Miner heads, Gyrocopter pilot heads, regular Rigger and Warden heads, Hero heads (admiral,edrinmaster and khemist), and two units made up of random dispossessed, fireslayer and Bloodbowl heads.
    The main reason I recommended the three boxes of Company is because of the battleline requirement for 2k games. Having the extra bits is good too!

    001(1).webp

  5. 7 minutes ago, eciu said:

    And find out that most armies beats your collection without breaking sweat ?

    It's really  bear favor you are doing here mate. 

    Dissuading new players from buying in is probably the least effective way to incentivize the company into updating our rules. Those updates will happen eventually, but until then the excessive complaining is self-destructive. GW frequently requests consumer feedback, that is the best place to leave complaints. New players need encouragement, lets try not to sour them with negativity before they can even get started.  

  6. 21 minutes ago, ArmyOfGrodd said:

     

    I’ve got to say it doesn’t seem like an entry level army, I think I’m going to have to see if I can exchange the gifts my brother got me :(

    Nah man, don't let disgruntled gamers ruin the hobby for you. Pick out whatever you think is most appealing and go with it. Rules change and meta-lists come and go, the aesthetics are what really matter. 
     

    • Thanks 1
  7. 41 minutes ago, Ointagru said:

    If the ships are the lynchpin of the army, then the arkanauts are also the lynchpin, given they man those ships - logically, they go together, and it wouldn't be thematic to field ships without their crew. I'd rather like to see new heroes that would enhance units and ships (an arkanaut  lieutenant or an artillery officer for example). Also some new units: mechanical birds (a bigger versions of the thunderer's Drillbill) as a cheap screen and a fast objective taker and a melee oriented version of thunderers, with some staying power. And a Khrundhal-class battleship...

    Somebody had the idea of Grunkstock Thunderers with flamethrowers, a short range shooting unit intended for melee could be a fun mechanic.  I don't think we need a bigger battleship so much as a war scroll tweak for the current ones.  I would like to see battleplans using larger Airships as special terrain though. A hero to buff the ship's shooting could be fun, I use the Endrinmaster as my primary hero for his repair. 

    • Thanks 1
  8. 40 minutes ago, Aezeal said:

    Teleporting doesn't count as having moved right? I thought that was the last consensus here backed up by some FAQ's etc.

    I didn't think so but I could be wrong. It would make the SotW much more valuable if they can teleport and shoot twice. 

  9. On 12/27/2018 at 3:07 PM, Popisdead said:

    The GG are better on that -3 then the SotW are better math hammer as the game progresses.  10 Sisters are far better than .5 better than 10 GG.  If they didn't have that alpha -3 GG would be pretty much useless.

    But they do have it, and it is hard to think of a better attack then teleporting in with a 20" -3 rend shooting attack. Glade Guard also take damage better, since you'll only lose one shot per lost model. 

    Sisters are better against chaos(situational), better if they don't move (Wanderers move alot), and better if they get charged (pretty awesome).  Otherwise Glade Guard slightly edge them out. 

    Regular shooting conditions: 30 GG = 10 wounds, 20 SotW =  ~9 wounds.  Glade Guard win for the purposes of 'Protective Volley' and any table-edge teleportation attacks. The 'Arcane Bodkins' with  -3 rend only add to the Glade Guard's already higher value. 

    • Like 1
  10. 19 hours ago, Furuzzolo said:

    You going hard on the damage, hit, wound buffs! Are damage the KO problem?

    I would work on the ships stats and on the durability of the army, the garrison rule look on point... The objectives game is hard fielding paper-duardins!

    Add: imho it's best to buff allegiance and interaction within the faction. Messing with the scrolls and points end up in the Beastclaw-raiders-land of "better as allies then as faction".

    I tend to agree, our points are okay but the skyships could use mechanical updates

    • Like 2
  11. 3 hours ago, BWG Cannonball said:

    I came up with a hotfix list for KO after a friend of mine asked me to really think about what could be the army in line with other armies.  Here are my thoughts, let me know what you guys think.

    Individually some of these are great, but all together you might as well just proclaim victory and spare your opponent. 
    Reducing the costs of airships, improving their saves, and allowing models to shoot from embankment are all good ideas that are way too much when added together. 

    • Like 1
  12. On 12/23/2018 at 6:15 AM, Kairos Tejedestinos said:

    Not really. 30 glade guards are 10 wounds on average,20  sisters are 8,88 with -1rend. 

    No rend on Sister of the Watch but they would do better against chaos then Glade Guard.  Otherwise you are giving up 10 wounds for less range, better wound, stand and shoot, and QuickSilver Shot. All depends on how you want to play, I think I'll be moving too much to get the extra shot off, that is probably their best ability.

  13. Somebody mentioned a flamethrower melee unit and I wanted to say that it could be a cool idea.  If the unit's actual melee attack was just a punch,  but it came with a devastating 4" ranged attack it would be a fun mechanic. You wouldn't be able to charge with it, you can only use it in your shooting phase so it'd have less output then melee, and it would make the ships more valuable since you'd want to unload these models as close to combat as possible.
    If they are similar to the Grundstock Thunderers, they could retreat 4" away in the opponent's combat phase.  Maybe give them a stand and shoot? 

    Call them the "Grundstock Firehairers" 

    • Thanks 2
  14. I'm pretty happy about the new shield reroll, it shows that Wanderers are still an important enough faction to be given an update. I doubt a reroll 1 is the same value as 2" of movement, but that's okay.   Wildriders are a flavorful unit, especially when you make conversions.

     

    • Like 1
  15. Just now, Stevinacan said:

    ironclad

    Yes, it is an old thick brass coat hanger. I sprayed the exterior of the exhaust bubble with insta set and filled it with glue. When that cured I drilled a hole through to the top, so the hanger has about an inch of insertion. It crisscrosses beneath the rocks and snow effect, heavy glued down. I tempered it to hold shape. Probably the stronger part of the model actually. I intend to cover up the rest of the wire with smog effects eventually. 

    • Like 1
  16. 12 hours ago, adreal said:

    Oh for sure, I would love realm wanderer to work as it used to

    I missed out on the old version since I'm still painting my army.  I wasn't sure how I wanted to play Wanderers after AoS removed the 'Sisters of Twilight' and the old 'Glade Lord on Forest Dragon'. I eventually made up the gap with more glade guard and I replaced the Sisters of Twilight with 2 themed Waywatchers.  This list has 84 Bodkins per game, 100 arrows and 10 javelins per turn, and the potential to double that (220 shots) with Waystone Pathfinder's 'Protective Volley'.
    Also I dub this my 'no drop' army, since I can deploy it entirely off table. If you elect to go second you can deprive your opponent of any kills in the first turn, then ambush 6" off of any table edge and start mopping up. 

    Nomad Prince (General, Starcaster Longbow, Stalker of Hidden Paths)
    SpellSinger (Wending Wand)
    Waystalker
    Waywatcher
    Waywatcher

    20x Glade Guard
    20x Glade Guard
    20x Glade Guard
    20x Glade Guard
    5x Wildriders
    5x Sisters of Torn 

    Waystone Pathfinders Battalion 
    2000 points

     

    • Like 1
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