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Rahxephon

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Everything posted by Rahxephon

  1. For sub 1k I quite like thryng as you can often hit over half their army with the 3 grudges. Ive liked Dirigible w/ Thryng CT and artifact, 2*3 Skywardens w/ volley and drills 2*10 Arkanauts Gunhauler w/ drill and torpedo for 745 in a battle regiment Ive gone off thunderers in a gunhauler at the moment, so swung the other way for mortals. The drills are reasonably consistent between them and can keep your distance then close in mid-late game to punch something off objectives with the torpedo and grudgehammer. For riggers like you've got, Id be inclined to go all rivets and saws with a sky cannon on the gunhauler. Then you've got good pepper spray at 12" and you'll just have rely on the two cannon shots (from hauler and dirigible) and saws for anything sturdy.
  2. 👋 Theres a few Bretonnian battle tomes lurking about, not sure what would be the best starting point for them now but theres a discussion page in the order forum for it. On a side note eventually warhammer fantasy is coming back. Although itd probably be 3 or so yrs away. May end up wanting to keep them on squares. Some article links. https://www.warhammer-community.com/2019/11/15/old-world-new-warhammer/ https://www.warhammer-community.com/2020/02/06/cartography-in-the-old-worldgw-homepage-post-1fw-homepage-post-1/ https://www.warhammer-community.com/2020/03/23/the-old-world-ice-guard-of-kislevgw-homepage-post-4fw-homepage-post-2/ https://www.warhammer-community.com/2020/05/11/old-world-update-bearsgw-homepage-post-4/ https://www.warhammer-community.com/2020/12/28/the-old-world-your-first-look-at-the-map-of-bretonnia/ https://www.warhammer-community.com/2021/07/21/square-bases-and-kislev-ascendant-see-your-questions-about-warhammer-the-old-world-answered/ https://www.warhammer-community.com/2021/10/07/discover-warhammer-the-old-worlds-ultimate-getaway-for-exiled-lords-and-rotten-princes/
  3. Im guessing the 5w is more to get them counting as 2 for objectives. I think Id probably do that through an allegiance ability (Gloggs) or a conditional battleline addition with a dankhold general. I could see fellwaters as 5w but think it may be too much on the rockguts. With the ward and regen it could be excessive adding in AoD or mystic shield.. In most cases I expect that rock throwing profile would be worse than their current ability. To my mind Id see the rockguts staying at 4w, counting as 2 and improve their rend to -3. Fellwaters as is but increasing to 5w. Would also help diversify the two profiles making the fellwaters better at tarpitting and chopping light units, and the rockguts for hitting harder units. For the Dankholds of both sorts I'd keep the attacks as they are but go 3+/2+/-3 and flat 4 damage. Agree on the grip & presence. Large models with high numbers of attacks always feel off to me. Like the megas, theyre swinging their clubs or flails across 50ft arcs 8-10 times a phase. They must be a tornado or something.
  4. Cant help much on the club's as I'm near on the opposite side in NZ, but Im pretty optimistic it'll be a good year to be gitz. Granted I dont follow any news and rumours but it feels like the year for a new tome. In the meantime just knick a sloggoth from warclans. Chuck yer gitz up on P&M blog of something, always keen to see what others are up to and see more of the little pointies.
  5. Fellwaters work fine, with their current warscroll you wouldn't look to run as many as rockguts. They're better at hitting light units that won't hit back too hard, so a couple units of 3 to run around and do their thing is good. Shamans are also very useful supporting elements.
  6. The rockgut one in particular is good for that. With about 9 heads and enough for 6 arms/torsos. With how the arms go together you can make a lot of variety. I suppose if you were particularly inclined and handy with greenstuff you could make 6 rockguts out of a single box. The legs and gut would need to be done but its far less so than what would be needed for the fellwaters.
  7. Gloggs megamob in white dwarf 457. On the warhammer aos app (currently free) in stormforge you can select a gloggs megamob sub allegiance to see rules etc. Summary - Add 1 to rolls for the regen ability (so becomes a 3+) - Dankhold CA giving magical resistance abilty off dankholds warscroll to a rockgut or fellwater in 12" till your next turn - Compulsory command trait giving another CP on a 4+ on your turn if generals alive - Compulsory artifact ignoring mortal wounds on a 5+. New loonshrine rules replace the white dwarf ones, but in short if your generals a troggoth, can bring half size slain units of troggoths back. Fungoids are pretty good, if you can find a battleforce around from last Christmas thats a good pick. Had a Dankhold, 6 rockguts, 15 squig riders and a squigboss. Troggs do struggle a bit at the moment, but we'd be due a new battletome soon. By the time you got things together it might anyway be on the way. Faction rankings always swing to and fro, so I'd say its always better to get things you like the look/style of
  8. May be a bit light on bodies of substance, a late 1k non-behemoth list Ive been playing with is Barak Nar - Battle Regiment Hold the line / Inspired Endrinmaster with Dirigible Suit - General, Champion of Progress Endrinmaster with endrinharness, Aethercharged Rune Aetheric Navigator 2x10man Arkanaut Company flavoured 3man Endrinriggers vanilla 5man Grundstok Thunderers flavoured Grundstok Gunhauler 155, Skycannon, Compartments 1000 Have tried it with other skyports like Zilfin which also works fine. I just hate all that damn magic flying about so I run Nar a fair bit. The rune charged endrinharness is hilarious, he's already got a 50/50 chance at doing 3 mortals without it so it gives you an option for an easy 6 mw. Usually have him hanging with the arkanauts on foot to give a credible melee threat. My main opponent is soulblight and the blood knights are pretty wary of him after their first encounter. Navigators usually a bit superfluous for unbinds with this list but I get good mileage out of his aetherstorm. Sometimes swap him for a khemist depending on mood. Overall trying to keep it in the battle regiment limits for single drop and turn priority.
  9. Probably Thryng with coalition runesmiter and Auric Hearthguard. Between those, loaded Ironclad and grudges you'd take one down easily. For the others would depend a bit on positioning after the Hearthguard have surfaced. Ideally they wouldnt get stomped the next turn haha.
  10. Mixed on the vigilors, it'd be nice to get the +1s but the range is a little limiting. With how want we are to fly all over the place I feel it could be challenging to get it where its desired
  11. Not sure what the points are but Im keen for the Knight-Judicator. Ive always thought it'd be cool to have barrages coming in from ships overhead. So thinking of mocking up a model with some ranging instruments that guides in shots from overhead, or a once per game area salvo for the judicators special ability. Instead of the gryph hounds would make up some sort of warning beacon, not sure yet on whether I'll do it with an automation type thing or an arkanaut assistant of sorts.
  12. Has anyone allied in Grimwrath Berzerkers? Dont see Thryng much and havent really looked into them either myself until now. But allied Grimwraths look pretty good. Always taken a couple of foot arkanauts to function as screens or objective holders. One thing they've always struggled with is when they get stuck with harder CC units as they lack the punch to get through. Grimwrath with Ally oath goes hits like a truck and can benefit from the grudge reroll. Their 8 attacks would do well to clear out all sorts Id think and only 120 odd points.
  13. Thought i saw somewhere that new ghbs were coming simialr time with the new edition. Or would at least expect something like the indices from 40k edition past. Id imagine there would be a changearound in keywords. Overall I'd prefer there to be no battalions at all in the game, but the addition of the core ones is better than what its been. Main thing will be seeing how the costs stack up to the specialist ones. Considering the rules on some of the core battalions giving single drop deployment and an extra CP, I guess the specialist ones may loose all that and only have their special rules on their warscrollls.
  14. Garrison rules for leaving are within finish 6" and out of 3" of enemies though? Haha timing. I've never actually seen someone leave a garrison in practice without being wholly within. It doesnt explicitly state it in the rules but you could some pretty stupid congo lines otherwise which i cant imagine would be intended. Wait my bad, after reading that i went back and skimmed it, all models need to be within 6, not unit within.
  15. Isnt the anvil of apotheosis for this sorta thing? 130pts, probably not that worth it, would be cool if you could say any skyfarer within 3" at the start of the hero phase could heal D3 wounds, or return a model up to D3 wounds back. But thats just keeping it in line with what the anvil offers.
  16. I was thinking of a giant bottle of ale hanging behind a gunhauler for them to chase. Drop it on the enemies and let them go to town haha
  17. Looks like bundo could be pretty decent, wonder if the mercenary gargants have different costs to the regulars. I reckon they could work pretty well with KO. Even though they have a lot of wounds i still wondered about their durability as some things can dish out a lot. But because we're a ranged mobile army I think we get a bit more of an advantage with them by having more control of what they encounter. Also dig the stuff in em my net ability as you can pick out champions or debuffers etc,
  18. In some ways I like the idea of KO only having a single core battleline. I see the arkanauts as the generalist that can fill more or less any role needed in the sky fleets. But Im not a fan that the only way to get other battlelines is through certain army compositions. I think those could stay but what Id think would be cool is if any unit par an ironclad or hero could be made battleline for some amount of point's. Say 10 for an infantry unit and 20 for a ship. Could call it seasonal contracts or something of the like. Then future additions to KO could all be specialist type units, perhaps the next expansion to KO could be another company like Grundstok with a ship + infantry unit. Further down the line I reckon it'd be quite cool if there were 3 or 4 different companies which would give you interesting army structures. So where you've got your Baraks, you then have those bridging across them.
  19. What would people like to see as the next KO ship? I kind of a like a top down size hierarchy, (1 iron clad, 2 frigates, 3 gunhaulers) so would like another small ship. Something more close quarters focused, like a whale boat. A few guys on top with a skypikes, obligatory carbine + bombs and for special rules, maybe a rerolls of 1 in melee against fly and can retreat and charge. Or disengage and charge so it can still be stuck by fliers Not sure if Id want a transport capacity in it. On one hand being able to have an admiral on board with repel boarders would synergize, but I feel like itd turn into a character taxi which Im not a big fan of.
  20. With regards to frigate costings I think its higher than it should be for what it is, but I wouldn't want it to drop lower. Fielding a bunch of cheap units that are kind of useless isnt appealing to me for KO, I dont see them as lending themselve to a horde playstyle. Id rather the frigate went to 3+ save and all the ships got ship orders back.
  21. As far as theory crafting damage output goes when everything is in range, for the options of ironclad, 2 frigates, frigate & 2 gunhaulers, frigate & 10 thunderers or frigate & 6 riggers the ironclad still performs best Rough averages against standard 4+ save 2w target (ships doing shrapnel shots) Ironclad ~10 damage Frigate & 2 gunhaulers ~7.25 damage Frigate & 10 rifle thunderers ~ 7.75 damage Frigate & 4+6sp thunderers ~ 8.5 damage Frigate & 4+6sp thunderers not garrisoned ~ 9.5 damage Frigate & 6 gun riggers ~ 7.75 damage Gunhaulers with drill cannons would slightly improve their lot but not much. Damage averages are only a small part though. All the numbers aren't that substantially different and many rely on one or two rolls on big damage weapons so will swing all over the place as they tend to do. For me i just look at a frigate as a transport, its damage output is quite poor and so is its durability. One key point on the iron clad is it has the torpedoes at 24" so it can put out some decent firepower at that range. Same with endrinriggers with special weapons. A lot of things can quite reliably get in close combat at 18", but not nearly as many can at 24". Many things also have rend so the save difference between the ironclad and frigate becomes quite significant with gold rerolls. I find the frigates damage output too low to keep at far range so you have to close in to let the guys onboard engage as well which usually results in it getting charged the following turn. And they're a lot more likely to die in one turn than an ironclad. I havent liked thunderers in frigates from when Ive tried them. Either compartments gunhauler, ironclad or foot.
  22. Dont know how it'd rank on a competitive scale, but you could try something like this Barak Thryng - 980 Endrinmaster in dirigible w/ stubborn and grudgehammer 10 Arkanauts w/ 3 specials 5 Thunderers w/ fumigator 3 Endrinriggers w/ skyhook and volleycannon Ironclad w/ sky cannon and the last word Id probably be inclined to take 6 endrinriggers rather than the thunderers and take some aetherwings to round out the points. But if you want thunderers could include them. Thryng gives you an effect like the escort wing battalion and works well at low points as theres not many units on the field. Its footnote goes well on the ironclad too. Theres quite a few repairs that could be made on the ironclad and the balloons give some mobility to get objectives further away. A switch around would be to go zilfin. The hero phase ship moves gives good objective capability as well. Then the artifact staff on the dirigibles weapon battery along with great tinkerer command trait can make the endrinmaster a pretty scary shooting unit.
  23. Do you think having characters by themselves in the ships makes them too vulnerable? I havent had them in compartment haulers, just usual transports with some other units. With the garrison and look out sir bonuses its a bit disgusting to try shoot them so havent had people try. But just garrison bonuses I could imagine itd be worth trying in some instances. Then again it doesnt do much for magic. Might depend on who you tend to verse.
  24. I cant say Ive ever had these cross my radar when using ventplates. My feeling is that when you first read a rule you typically get the rules meaning as it was intended. But if you pore over it a lot it can start to get misconstrued. When I read ventplates I just thought cool, smoke launchers (from 40k). I've always done it as just for that shooting phase which has always seemed decent enough. The start of phase part is to force you to declare it before you know what they will shoot, otherwise it could be a bit strong if you can declare it after they declare targets. The only thoughts Id had on it was whether it should be able to be done out if a ship or not. Then again if you couldnt do it out of a ship I probably wouldnt use it.
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