Jump to content

PUFNSTUF

Members
  • Posts

    172
  • Joined

  • Last visited

Everything posted by PUFNSTUF

  1. Is Kairos a must in the list or can a lord of change replace him? For the bridge, is it just to get that extra movement for horrors so they can still shoot after?
  2. Does the lord ordinator still buff order warmachines? Evocators change at all?
  3. O look loreseeker being unique is still in there, as expected...
  4. So what are people's thoughts on stormfiends as battleline in skyre lists in the new edition? Some acolytes in smaller or larger squads?
  5. The two reveals make me want to collect the army depending on their rules. I also like sentinel archers, but don't really like the current lists making the rounds so I hope these new models change up how they play a bit.
  6. If we take the kraken eat gargant in ionrach does it get the tides ability?
  7. Is there a KO discord? If so can someone pm me it 🙂
  8. Whats the oval base size for the mancrushers? 105/170?
  9. So I thought the kraken eater (named one) can fit in a decent list. Ironsky command Navigator, Endrin in Harness, Khemist. 10 Arko comp 2 x 3 endrinriggers 10 thunderers ironclad Kraken eater This comes to 1980 or 1990 I believe? Basically everything can be in the boat or attached to it, and kraken can roam the board kicking objectives. Might have some play, or could lack a bit of damage.
  10. They lose their obsec ability along with the cp cost too? That's sucks...
  11. I hope so too, I like the look of that version the best.
  12. The list mentioned on the previous page was actually on stream round 4 this weekend. It got wrecked pretty hard though by double turn pure eels.
  13. That's exactly what I'd do too is take a battalion for the extra artifacts and lower drops.
  14. I honestly still like the knight incantor with a second endless spell (or comet, and switch the bottle for vortex or purple sun) better than the prime, and you still save 100+ points to spend elsewhere, like doubling the arkanots to sit on a point better.
  15. Yea I don't know why people still tried to game it like that, seemed pretty obvious that wasn't the intent originally. Happy it's clarified for those people now. I like the arcanite glaives and shields change, and changehost switch is fine, should make it more manageable.
  16. I agree, the winning CanCon list only use 6 flamers, but those horrors in the center objective did work.
  17. Not LVO, old books being used. I haven't really like the armies they were showing on stream for LVO either, wish I could watch CanCon instead.
  18. Have you ran archaon in the new tzeentch yet? If so how did it go? He seems very powerful with tzeentch.
  19. Thanks for the feedback. I thought of infusion Arcanum but the sorc is giving rerolls to him anyways, but it could work if he's given a negative modifier. I'll have to test it. Yea maybe thermal rider or gryph feather would be better on the sorc.
  20. Hello everyone, Below I have 3 Archaon Tzeentch lists, not sure which to go with as they all have pro's and Con's and can be fun. I'm leaning towards the first list since it reduces the drops and gives an extra artifact. List is pretty straight forward, range attacks from the Acolyts backed up by the sorc and LoC. The other 2 units sit on objectives and Tzaangor run interference. Buff Archaon and charge him in. Same thing buff archaon, but this time I can bond the large horror unit if close enough, and then command ability with a fate dice to bring back either the large unit or smaller unit of horrors after they have soaked wounds. The LoC becomes decently tanky. Same thing buff archaon, but this time the cult ability works with this dispells, and moving up with him and maybe a screamer unit or two with the command trait, then pop out another unit of 6 sharks, thats a good amount of units reaching the enemy turn 1. With over half the lists being heroes its a bit hard fitting everything in, but I think its fairly do able.
  21. I was actually more high on KO till their review and they make a lot of good points that I naturally discovered but didn't view as negative as them. They are correct that skyports and battalions lead to very cookie cutter builds. Their main point that I entirely agree with though is so many abilities are counter intuitive to other abilities. one ability will be meant for range, but then another will be melee only, one ability will buff shooting, but not if garrisoned etc. I hope some of these could be faxed, like adding a plus 1 too garrison before over capacity so we can fit one hero in.
  22. Can archaon be part of a cult? If so I might actually have to pick him up...
  23. That's what I'm going to do with the list I posted above.
  24. Thinking of trying out the following: 10 man thunder and 10 arks go in the frigates, khemist and nav in the gunhauler. 20 man block holds an objective and the khemist joins it later on. Riggers repair ships with dribble. I am also going to try the clown car list, since that looks very strong for an alpha strike.
  25. if we charge with a skyship that has a garrison in it, does both the ship and garrison attack as one, or are they counted as separate units for choosing who to attack with when? I would assume separate, so is it best to attack with the unit before a ship?
×
×
  • Create New...