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Evil Bob

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124 Celestant-Prime

About Evil Bob

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    Dracothian Guard

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  1. That may have been the mono-build at tournaments. I haven’t seen that data. I what I do know is they were still under the 25% tournament win rate so statistically okay under the four-alliance structure of AoS. Personally PE nerfing or GWs normal Death nerfing doesn’t matter as much as the fact they never “fix” anything. People just have to wish their next book finally gets around to it. Aside Changehost immediately changed the meta on the day DoT of re-released. Eel Force is still out there broken. Online culture has opened up a fascination world of meta-gaming with GW. People can run political campaigns to get what they want so some problems are gleefully nerfed while most are ignored. OBR can enjoy the garbage bin of the tournament scene. At least they can still be in it compared to other hipster Death factions.
  2. If OBR had that kind of advantage their ITC rankings would have been significantly higher. Rather their tournament “win” ranking in general would be. LRL and Seraphon both already have means to ignore blocking terrain. Khadron mobility on sky-vessels and balloon-boys can lessen the effect on their shooting. So it’s rather convenient we have a broken realm that mostly effects older or basic books. Personally I’m not a fav of adding another battlefield complexity set-up that is apparently forced by match play rules. That material should have stayed optional for when there is time and will to do it.
  3. If game options are that toxic then they aren’t worth playing with. WAAC Players are the worst.
  4. Magnetization is for winners! Both of my screamer pulled chariots got that treatment. My elite Tzaangor will get it when they are eventually assembled. Aside GW after 6th WFB has made an art form of writing bad rules. When they threw “entirely within” at us it caused some pretty serious arguments. If going by the core rules structure any part of the base would count for being in range. The only times GW has ever required whole bases was in certain rule sets with placed templates. However anyone familiar with Warmachine and suspected GW just stole it was right about the entire base needing to be in the measurement.
  5. But, but, three by three is where it’s at! I agree having them being able to teleport is tier 1 gameplay. With normal use having to think about deployment, plan, and most importantly giving your opponent a reasonable ability to counter them is what helps keep them in balance. In Forbidden Power the extra movement endless-spell requires sacrifice, Warp Spiders in 40k have disappeared in the warp, and the KO with fly-high can be countered with board-control tactics. Maybe GW needs to do a core mechanic patch, they did it with reinforcement points once. If CP isn’t enough then instead maybe a mortal wound or slain-roll mechanic for teleporting Changehost and Serephon units.
  6. Using Nighthaunt in Lady Orleander’s Legion from the Forbidden Power book is particularly solid. The regenerating units is crucial against high damage output armies. I was able to play competitively against Skaven when normally they would have out damage diced and wound tanked me. Regardless of book killing the Nighthaunt heroes like Aeonotakist said is key. Removing entirely-within-aura-buffs and deathless-spirits.
  7. Any point increase on Flamers will nerf them out of the game. They are an expensive and extremely fragile glass cannon. Compared to the same valued Kharadron Thunderers who have more tank and less damage. Cities of Sigmar black powder options enjoy either armor, wounds, and/or rend advantages at relative costs. I don’t see how a 20 point per wound model with variable-reliability attacks needs a point increase. Especially when there is a host of comparable models that would need a universal point increase to keep things balanced. Balance in that case effectively being the removal of that group of ranged combat from AoS. The biggest issue is the Changehost Warscroll Battalion itself. I played against the Serephon years ago and their free teleport was a dominant game feature. I’m really surprised the play-testing didn’t encourage GW to remove that sort of mechanic or fix it with restrictions like CP cost. Changehost may have been an attempt to give DoT a tournament level option or an offset for weak amor and wound counts at expensive point values. Regardless if something has to be nerfed out of the game I’d choose a Warscroll Battalion over a unit any day of the week.
  8. Depending on the point loads I’ve deployed a single block of 20 or 30 when running a nearby Barrak-Nar hero. They can function as a broad protective barrier that throws an exceptional volume of dice (at close range) by sky-dwarve standards. Normally the concern is having to bank a Command Point to deal with heavy casualties. Hence keeping a Champion of Progress entirely within twelve frees up that CP for one of the other five options. I’m partial to the shooting one.
  9. At 3k point games I want to run a two drop with an Iron Sky Command and a Grundstok Escort Wing. It feels a little light on infantry wounds with only 20x Arkanauts, 15x Thunderers, and 6x Riggers. Can’t imagine trying run two at 2k, even with minimal heroes to save on points. Still working on endless sub-assembly painting.
  10. Don’t let them get in your head. Anyone who says Thunderers are too expensive to use and then flips the argument saying Ironclads ARE worth it isn’t being honest. Most things KO are expensive (by wound count) and depend heavily on how they are used. Local meta and such throw things all over the place when finding value. I’ve stopped a charging Frost Lord on a Stonehorn cold using 15 Thunderers with choking Fug trap. My Champion of Progress Khemist nearby they held him there three rounds until the big fella was finally dropped. A thousand points of Barack Nar wiped the floor with a thousand points of assaulting Boulderhead with close to fifty percent KO casualties verses a sole surviving Butcher in his backfield, The home objective was still held by my Arkanauts even after his teammate (who was playing Ziffin had mostly killed my teammate) flew over and then finally was able to shoot those Thunderers down to two models that fled during battleshock. A few notes That one Thunderers unit did not kill the Frost Lord at their 40 point cheaper point value. They just tanked it in an eye popping way. All charging Mournfang died by the end of my following shooting phase. Majority of wounds on the Frost Lord were from Battleline except for a few from the Khemist. To-Hit penalties from choking fug and atmospheric isolation are brutal. A Hail Mary spell from the Butcher sniping the Khemist gave the Frost Lord a moment of hope before he was gunned down by two units of Thunderers and a block of twenty Arkanauts. It took every shot (and close combat) to finish the job. If people were seriously concerned about point min-maxing we’d see lists of Arkanauts and Gunhaulers with discussions of how many Riggers to include for the maneuver element. tl;dr- KO Battletome has a lot of moving parts and broad statements on individual units is misleading.
  11. When running City of the first Sunrise I like to make a footslogger hero the General then plant him amist blocks of Thindersers and/or Arkanauts. Working from one defended objective and hopefully pushing them (if possible) towards a more important table-center objective. It’s a lot of points so getting the most utility is a thing About the only time I’d consider moving away from that... Whelp looks like you have it all in hand. Carry on. When I get enough ballon boys ready I’ll try the floating Endrinmaster as a general and go for a low drop Barack-Zar list. To be perfectly honest I’m playing my KO more like they are Squats resurrected.
  12. The battleshock immunity isn’t to be sneezed at either. Just this evening my Aether Khemist General held two units of Thunderers (10 & 15 Durin) and 30 Arkhanauts firm after a Beastclaw Raider charge and the following turn giving them enough time to gun down a four Ogor pack of Mournfangs on turn 1 and a Frost Lord by turn 3. The big guy would have died sooner but on my turn 2 shooting he couldn’t roll under a five on his shrug saves.
  13. It certainly doesn’t help that GW uses “dice” for both the singular and plural. Although if they meant “multiple” the following probably would have said “dice rolls” instead of “dice roll.”
  14. Having an issue with the posing. Painting it will require bit of effort with how both weapons are pointed almost parallel. Your kitbash is more focused in design and looks more dynamic. Excellent job.
  15. Each Unit is defined as a single Warscroll purchase. If the Grundstok Thunderers only have one Gunnery Sergeant then they add one unit. If there were two or three Gunnery Sergeants then that is how many units they add for Tempest Eye from Cities of Sigmar, So your expecting them to count from 2 to 4 for the Standing Contracts rule is correct. Godspeed fitting 860 points of KO if you end up needing twelve CoS units in the worst case scenario. With the Double-barrel Aethershot Rifle option I wouldn’t blame you for trying to magically shoehorn all that in.
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