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Badlander86

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  1. Thanks for the correction. +1 to Hit is strictly better that re-roll ones but its always good to have the option. I'd use the free command point on Repel all boarders after the charge if I succeed. Which I dunno, my dice have pain very cruel to me lately. As for more games, get ready to see a lot more Lumineth and DoK. Morathi is still a problem that is hard to deal with and the Rally's Ability can swing the game in lot of ways.
  2. I've been favoring Mhonar recently. The subfaction benefits aren't really anything much and there are limits on list building but Galeforce Stave is too good an artefact to pass up on especially in these smaller tables. If I can swing it, I run an Admiral as my Leader with Proclaimator Mask-Hailer for the free Command Point especially if I want that T1 sure-shot alpha with the Ironclad but its at least 2 Command Points (One for All out Attack, one more for the Re-roll 1s to Hit for the Ironclad) and the Ironclad Aethergold. I usually go with the Great Skyhook for the +2 charge with the Dealbreaker Ram in order to really kill something. Spell in a bottle I feel isn't as good as before. Its a 180 points listbuilding nightmare sink for a spell that could easily get dispeled by numerous annoying Wizards like Teclis, Nagash and Morathi. Even a GUO could do it easily.
  3. In other news, Warscroll Builder on the Warhammer Community Page is updated. Looks alright but doesn't give indications of list-legality. Some weird stats like Endrinmaster on Dirigible having 6 wounds, etc. Also, Dagnai Holdenstock is still selectable as a Leader though he was not included in the GHB 2021 points list. Not sure how that works.
  4. At any point in the movement phase then? As long as its before we do anything with the boat? And the rules for guys coming out of garrison are treated as having moved for the phase? The issue is the rules for garrison have been retroactively changed, as have triumphs, so what applies and what doesn't is up for debate. See the wordings for 2.0 and 3.0. Not trying to be negative here but I have a lot of Rules Lawyers in my LGS who are going to use the word Garrison and link it to the Core Rules since Flying Transport does not give timing on the action. Rather than be called out as cheating, I'd best get opinions from people who know better.
  5. How would you declare it? If say I do a Cunning Fleetmaster or Alpha Beast Pack "free" move that is before the start of the game and after both armies have set up, I move my Ironclad up 10", in the movement phase I declare my guys in the boat are getting out and can move out 6" within the boat, and the boat can move as per normal? Because I know some guys are going to defer to the Core Rules on this because Flying Transport does not mention how and when you can leave a Garrison since that was referenced from the previous Edition's Core Rules. And let's not get started with the FAQ. After basically killing Warscroll battalions, instead of clarifying how one drops could work with Core Battalions, the FAQ still keeps Warscroll Battalions in the text to confuse players even more. And how about Endrinworks? If I play Urbaz, but I don't want to be stuck with a Breath of Morgrim endrinwork, can I bring a Command Entourage to grant me another enhancement? Problem is, Endrinworks or Mount-traits don't fall under Enhancements so, its probably a no. Yet, none of this was addressed. If it sound like I'm salty, maybe it is, but what gets my goat is the whole thing about AoS 3.0 being more clear in terms of rules. Maybe for 80% of other Battletomes, none of these issues matter because Garrison doesn't play a huge deal in their playstyle.
  6. I'm also at a loss with the new rules for leaving a Garrison. Based on what I read, a unit can only leave a garrison at the end of the movement phase but that's for garrison-specific rules. Add that to the restrictions of units joining or leaving a Flying Transport which states that you can't join or leave a Skyvessel if it has moved in the same phase which has not be errata'ed has left the guys in my shop to come to the conclusion that I can never unload my skyfarers unless I basically forfeit a move with my Skyvessel, making once flexible plays like There's only a Breeze basically redundant. It's clear that Duardin are low on the list of priorities this edition, what with focus on Monsters and every flavor of Aelf, but this seems like them basically forcing us to play specific skyports like Barak Nar or Urbaz with heavy restrictions on listbuilding. I was never a great player before but right now, I can tell that its going to be harder to even hope for a win with all these very obvious un-synergistic rules and errata. They don't want people complaining about KO being top-tier. My only regret was not cheesing as hard as everyone else apparently was when KO was top-tier because now I feel I was being too nice.
  7. I'm struggling with the list building around these core battalions. It feels like everything is overcosted. I don't see how people can say Unleash Hell is anything special. I've had 3 interactions without only to kill 2-3 models while my attempts to kill off enemies just get completely undone by numerous ward saves and Rally. The table is ridiculously small that taking 2nd turn would leave you trailing in points. I'm not enjoying these restrictions. I might not play the fixed skyports any more. Going to try my luck with a free Skyport to see if its worth the effort. Not getting my hopes up. We don't fair well in straight up trading, we don't have enough bodies if we bring boats, we dont have enough Firepower if we bring boats. Skyports give us very difficult tax items or traits that are situationally useful but otherwise are fairly redundant.
  8. No points for Dagnai Holdenstock? Or does it fall under Cities of Sigmar?
  9. My gripe is how we are left with Aether-Gold almost being redundant due to it being limited to 10-man units, Heroes and Skyvessels. With the limitations on Reinforced units, you could at most have a 15-man Thunderer unit if you have them as Battleline in Barak Nar, but only a 9-man unit of Skyriggers if you have and Endrinmaster with Dirigible as your General which makes it impossible to have your Skyriggers have Aether-Gold with the current rules and unit load out, unless they change Skyriggers to run in units of 5 instead of 3 with a mark-up in points. Its very...messy and de-synergistic. Also, the lost of the Re-roll saves Triumph sucks badly. I dunno about you guys but most opponents make a beeline to take out my Ironclad and for all the joys it is to see the Ironclad shoot, its not meant to tank. It goes down fairly easily to Mortal Wounds spamming or insane damage outputs. Having the re-roll all Saves triumph gave it more survivability. Don't give the whole "its all about positioning" BS. I've seen armies close the gap with just natural warscroll abilities or faction abilities. Maybe people just always meta-build against me. I dunno. Regardless, we are losing a lot with very little in return for now unless some major changes to Unit Warscrolls are in the works. One of the less savory players in my community joked it was about time GW shelved KO. I hope he's wrong. Add that to a smaller table, we don't have room to maneuver, we'll be charged by most enemies in a single movement phase and I have a feeling we can't field as many ships as before. If the answer to the KO in tournaments issue (which to this day, is overblown beyond all proportions for several reasons I won't go into) is to just render most of their rules redundant, I'd say AoS 3.0 hit its mark.
  10. Woof. All that Monster Love. And news of a smaller table size for standard games. AoS 3.0 doesn't seem to be helping us except for changes to Look Out Sir being limited to Heroes with less than 10 wounds. Helps clarify the whole issue with some large hero models with no behemoth/monster keywords which helps in a small way. Any hopes from you guys? Sounds like we may be getting a Duardin Battletome soon which sounds like a Cities of Sigmar/Legions of Nagash/Orruk Wartribes type soup battletome
  11. There is something about the recent sleuth of updates for KO in BR:Belakor that gives me an impression that they are about to do away with Fly High. Just my gut instinct. Fly High is often regarded as "broken" by some players (who play factions that can stack effects on effects with magic, natural stats, battalion benefits and so forth with almost no expiry but hey, they don't get Fly High) and to offset this, my guess is that they are giving increased movement benefits like in the Aether-Runners or the Navigator's new ability Ride The Storm so that KO still has some mobility. Take away Fly High, keep "breeze" around but as a free hero phase move, have Mhonar be the only ones that can deepstrike but only at the end of the Movement phase...etc. I wouldn't like it but its not likely they are going to release any new models to offset this. That said, I should probably try and cheese this out as much as possible. Not sure if this has been asked but if I were to run Chromatic Cogs with Spell in a Bottle, An Ironclad with a Great Skyhook and 'Dealbreaker' as my endrinwork, I get a 4+ to the charge roll correct? Does that mean I also get to roll 4 more dice when doing the Dealbreaker damage?
  12. Sounds like a Barak Mhonar or Barak Urbaz type of shifty character which is great because we definitely need more KO characters that aren't just from Barak Nar. I love the title Trade-Commodore. In the stream they mention that the heroes use Holdenstock's ship to traverse to the Cursed City. Doubt this means he'll have a unique ship profile and model. Looking at his character design and the stats of existing WHQ characters like the Doomseeker, he'll likely be a souped up Arkanaut with good stats at best.
  13. I'm still a little confused here. So if say I have a unit of 20 Thunderers to dump out of an Ironclad in ranks of 2 or 3, the last rank can be deployed up to 6" from the base of my Ironclad and the first rank can be extended beyond the 6" as long as the deployment/disembark starts within 6" (not wholly within).
  14. Super amped on this. I've been hankering to paint up different models without the pressure to start an entire faction. Based on what I saw with Blackstone Fortress the amount of models (Heroes, Mobs, Bosses etc) is insane and I like the idea of a self-contained painting project. Plus skeletons are fun to paint without the pressure of painting hundreds of them.
  15. Garisson/Disembark rules clarification. As I read it, if my guys disembark from a Skyvessel, using the Garrison rules from the Core Rule Book, I can move them out wholly within 6" of the terrain feature/skyvessel with no other conditions such as being 3" away from enemy models etc correct? The 3" within rule only applies for when a skyvessel is destroyed and we need to roll to see what survives and space to deploy. Am I interpreting this correctly? Trying to use Cunning Fleetmaster/Ebuillent Buoyancy Aid to really add 1st turn movement improvements to my Thunderers. I find a blob of 20 of them in Urbaz with a Khemist in tow really annoys enemies and is hard to chew through.
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