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Nick907

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Posts posted by Nick907

  1. 1 hour ago, RaritanAnon said:

    You say safely like boats aren't the first thing targeted in any game. Especially once the enemy finds out they flat out die, no saves, on a 1.

    Well the Khemist cannot augment while embarked, but the Endrinmaster can still repair. So yeah, it's safer inside a boat then outside. 

  2. I think the Endrinmaster is the best hero in the army. He repairs d3 wounds on sky vessels. The khemist is only better if you really want to augment specialty weapons like Skyhooks or saws, but this makes the Khemist an easy priority target. Meanwhile the Endrinmaster is safely embarked on  a skyvessel. If you want your ships to do work then the Endrinmaster is legit. 

  3. 1 hour ago, Kramer said:

    I’m with @RaritanAnon. Loading endrinriggers  out all with saws means you have a speedy glass cannon unit! And because of all the same weapon very efficient khemist buff. 

     

     

    2 hours ago, RaritanAnon said:

    Why? The saws are stupidly good in melee. 

    Yeah the saws are great for melee but I use the Volley gun and Drillcannon loadouts because I hide my Riggers behind the Ironclad. This way they can repair the ship and contribute ranged attacks. As long as my Ironclad is in combat the Missenmaster can shoot with his rivitgun, but at longer range he really is just their for show. If the unit takes damage he is first to die. I know the saws are a great way to deal damage when they are augmented, but I replaced my khemist with a Gunhauler to make the Ironclad tougher (it also hides behind the ship).

    Blondebeard Overlords
    Endrinmaster (Captain Blondebeard, general, autotinkerer), Ironclad(ISHH), Gunhauler(), Company (10), Company (10), Company (10), Thunderers (5), Riggers (3), Riggers (3), Riggers (3), Riggers (3), Riggers (3), Riggers (3), Riggers (3)= 2000 points

  4. 5 hours ago, Kramer said:

    My issue is that if you go for 6 skywardens you have two 9” guns, and 4 24” range guns. So how do you use them? Long range? Mid range? As flankers? 

    Similar problem for Endrinriggers and the 'missenmaster'.  I think of the 'missenmaster' as the first 2 wounds the unit will lose. 

  5. 7 hours ago, SPlatte said:

    Is there a consensus about what is considered the best weapon option for the Ironclad? Volley Cannon or Sky Cannon?

    The volleygun does more damage but cannot shoot as far. It is basically impossible to keep the ships out of combat so you really can't kite with them. If you want to tank, volleygun is best.

  6. 5 hours ago, Kramer said:

    On a different note. I’m considering bringing a endrinmaster instead of the admiral to have a hero with bit more punch. 

    He is my favorite hero for sure. Then again, I tend to think of all the sky-dwarfs as being worthy of some renown (40 points per Endrinrigger is like a half a hero each, appropriate given their short stature). I like the Endrin Master's repair ability, I don't use the other heroes so he is my default general. 

    • Thanks 1
  7. Here are my thoughts. I definitely have some selfish rules changes I'd like too. Tougher boats, cheaper Gunhaulers, more range or rend or damage. I think it will be tough for the company to decide on changes because they all have potentially significant consequences. 

    -Battleline Thunderers might replace Company in most lists. Since both the units are less desirable for the Khemist augmentation then the Riggers, people might just run three minimum sized units of Thunderers to  save 60 points so they fit their entire army inside one Ironclad.  Battleline if: SkyWardens would probably make the most sense if another option must be added, but I think requiring a minimum 'two drops at 2000 points' was a deliberate design decision. 

    - Giving Company Pistols -1 Rend would make them too strong relative to other 120 point ranged units. 'Dispossessed Thunderers' and 'Wanderer Glade Guard' have 5+ saves, weak melee, and a single 'good' long range shooting attack.  With Company you have at least 7 models with one 'average'  melee attack and 2 'average' shooting attacks each, but then you have three models that can become specialized for either 'good' ranged or 'good' melee attacks.  Arguably Arkanauts are already among the best battleline units in the game, so -1 rend would require a points increase.

    I like some of the proposed special rules changes, even though some of them are hard to quantify. I'd like to see units shoot out of embarked vessels, I don't know how that would pencil out though. 


    I also think that some additional anti-magic abilities makes sense, now that we are in the post 'endless spells' era, but I don't think it is too important. We are Dwarfs, we shoot the wizards with guns and they blow us up with spells.  Some defense is okay, but killing more models is better.  


    I really like the idea of '-1 to hit' in melee for flying models (unless they can also fly) and would even add 'flying models do not block line of sight for friendly units'; that could be a basic rules change for all armies. 

    I think we will get a new hero with Underworlds, hopefully he will have a strong command ability. That move alone could potentially make KO more 'competitive.' 

    My thoughts.

    • Thanks 1
  8. 28 minutes ago, erasercrumbs said:

    Are Thunderers with a full compliment of rifles instead of special weapons any good at all?  Rolling one die at a time to work the minor effects of said special weapons seems kinda fiddly.

    Fumigator is good for damage denial, if you want them to be front line

  9. 4 hours ago, stato said:

    Here is the thing.... they dont really care what you think, its not for you.  Honestly, we havnt even seen the models yet and already moaners are polluting TGA.

    Truth. I'm excited to buy new models and play a new game with my faction. Since my other army, Wanderers, aren't an option for Underworlds I was extra excited by this announcement. Every single one of those complaints could be remedied with a little effort and creativity. 

  10. 48 minutes ago, Skyeline said:

    Are you looking at the KO on the far left of the picture as an endrinrigger? He looks like a standard arkanaut to me. The KO on the far right side looks like he's holding a vulcaniser pistol, which would make him a skywarden (though we can't see his melee weapon. A sword would be pretty cool!)

    A khemist with a saw though, now that'd be awesome. Here's hoping he's got some sort of melee weapon more intimidating than some heavy instruments!

    No the one on the far right, with the Endrin backpack, pistol, and sword!

  11. 6 hours ago, Storm said:

    As someone who is new to KO, what upgrades are good on endrinriggers and skywardens? 

    Depends on what you want them to do. Most people equip Riggers with saws and use the Khemist ability to augment them. A Lot of people also mix in Grapnels in order to move around the board faster. I like the Riggers mainly for their Repair ability, so I'm running units of three equipped with a saw on the Missenmaster, volleygun and Drill cannon. My Endrinriggers hangout by the Ironclad to repair damage and shoot support-fire into enemy units. 

    I wouldn't recommend Skywardens, but I think they do a little better in melee if you don't intend to use any augmentations from the Khemist. The Khemists ability is a huge deal for KO, most units have options that are better with an augmentation or better without an augmentation.  A unit of Company with Volleyguns will do more damage then a unit with Light Skyhooks, unless you augment, then the skyhooks are much better. Since you'll likely have more units then you can augment per turn, it is good to pick some units to have the 'better without augmentation' equipment. 

    • Like 3
  12. 1 hour ago, Stevinacan said:

    I've got about 600 points of KO and am expanding out to 2k (might be more like 440 if I don't run my Gunhauler as I'm reading they're not good) but do I have to take 3 units of Arkanaunts? I saw the Iron Sky Squadron says 2 Frigates and 2 Arkanaunts so can I run 2 units of arkanaunts in a 2k army instead of 3?

    Yeah you need three battleline at 2k. Gunhaulers aren't 'good' by themselves, but I like to think about them as an 160 point upgrade to the Ironclad with : 10 more wounds, extra SkyCannon, 2x extra carbines, bombs, and melee. Gunhaulers make the Ironclad tougher to kill in a single turn thanks to the 'Escort Vessel' ability.  If your Gunhauler is within 3" of the Ironclad you can put about 1/3 of the damage the Ironclad takes. It should be the equivalent of a '24 wound' Ironclad, on average. 

  13. 14 hours ago, Beliman said:

    I'm starting to hate that. Ending the games in turn 2 or 3 is one of the worst designs. You aim for the head, if you don't hit hard, the match is 80% doneIt's one of the main things that I really don't like about the army, I want to have options.

    That's fair. Seems like most  builds playout to a quick victory or loss.  Even my 'repair build' tends towards that.

  14. Nothing wrong with taking allies, just kind of breaks from the mold since there are so many different potential options. Discussing 'vanilla' KO armies equips you with the same  knowledge you'll need to make informed decisions about allies, and with significantly less effort. 

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