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PUFNSTUF

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Posts posted by PUFNSTUF

  1. 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.

    • Like 1
  2. 1 hour ago, Scurvydog said:

    The 1 CP cost due to Mercenary disruptive presence stings a lot... Especially as the mercs do not count as 20 models. At least they get the special abilities

    They lose their obsec ability along with the cp cost too? That's sucks...

  3. 2 hours ago, DavionStar said:

    Anyone know any good battle report videos of KO using the new book? I really want to see our army in action. I'm still working on the models I need for my new list.

    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.

    • Thanks 1
  4. 11 hours ago, ArmyOfGrodd said:

    Interesting that he wouldn’t drop a hauler for Iron Sky Command or Attack Squadron if only to give the Nav the flare gun or auto dispel.

    6 boats is really cool though.

    That's exactly what I'd do too is take a battalion for the extra artifacts and lower drops.

  5. 3 hours ago, 5kaven5lave said:

    Re: Zilfin shenanigans on turn 1:

    https://thehonestwargamer.com/aos-list-rundowns/aoeftw/

    Worth a listen to the podcast here as well. 2 drops. Move the Ironclad with Khemist turn 1, Comet and Celestant-Prime do AoE to their support heroes. Comet ticks again before your opponent gets another go if you go second. = Lots of dead support heroes turn 1?

    Love the list and I’m no expert to disagree with this but fluff-wise I don’t like having the Prime in there so you could have more Riggers in there and maybe bring a Gunhauler for similar small hero sniping? Would keep it at 2 drops as well. Will defo be trying it this weekend. 

    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.

  6. 7 minutes ago, CountryMou3e said:

    Nope 

    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.

    • Like 1
  7. 35 minutes ago, Killamike said:

    Horrors are the real issue, yes flamers do damage but so does a lot of other units out there.

    Horrors are winning the games by just flooding the board with wounds, that are then folded or destiny diced back onto the table. And them just being auto immune to bshock with any dd is ridiculous. 

    Flamers will die to any competent shooting or melee, you will not get through 100+ wounds of horrors controlling the board. 

    I agree, the winning CanCon list only use 6 flamers, but those horrors in the center objective did work.

  8. 1 hour ago, Doko said:

    I bet obr and tzenth gonna win all those tournaments.

    Who tougth for 200 points a unit of horrors with 50 wounds and a -1 to be hit in melle armywide is balanced.......

    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.

    • Thanks 1
  9. 17 minutes ago, Grimrock said:

    Yeah there's a touch of redundancy but even with the rerolls I'm always worried about dice with him haha. I've had too many games where he wiffed an important round of combat and then it was just too hard to crawl back and make him worth the points. I guess it's easiest to just test it out and see which one is more useful for you. 

    Have you ran archaon in the new tzeentch yet? If so how did it go? He seems very powerful with tzeentch.

    • Like 1
  10. 12 hours ago, Grimrock said:

    @PUFNSTUF I think I like the first list the best, but I'd make a couple tweaks. I like Infusion Arcanum on archaon personally, and I'm not sure you'll need the aerherquartz brooch since archaon generates two a turn already. Maybe there thermal rider cloak on the sorcerer? That way he can keep up with archaon and keep buffing as long as possible. 

    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.

  11. 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.

    Spoiler

    Allegiance: Tzeentch
    - Change Coven: Pyrofane Cult
    Mortal Realm: Hysh
    Archaon the Everchosen (800)
    - Lore of Change: Arcane Transformation
    Lord of Change (380)
    - General
    - Trait: Shrouded in Unnatural Flame
    - Artefact: Chainfire Amulet
    - Lore of Change: Treason of Tzeentch
    Chaos Sorcerer Lord (110)
    - Artefact: Aetherquartz Brooch
    - Lore of Fate: Glimpse the Future
    20 x Kairic Acolytes (200)
    - 18x Cursed Blade & Arcanite Shield
    - 2x Cursed Glaives
    10 x Kairic Acolytes (100)
    - 9x Cursed Blade & Arcanite Shield
    - 1x Cursed Glaives
    10 x Kairic Acolytes (100)
    - 9x Cursed Blade & Arcanite Shield
    - 1x Cursed Glaives
    3 x Tzaangor Enlightened (100)
    Witchfyre Coven (160)
    Aethervoid Pendulum (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 88


    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.

     

    Spoiler

    Allegiance: Tzeentch
    - Change Coven: Hosts Duplicitous
    Mortal Realm: Hysh
    Archaon the Everchosen (800)
    - Lore of Fate: Treacherous Bond
    Lord of Change (380)
    - General
    - Trait: Will of the Phantom Lord
    - Artefact: Brand of the Spirit Daemon
    - Lore of Change: Treason of Tzeentch
    Chaos Sorcerer Lord (110)
    - Lore of Fate: Glimpse the Future
    20 x Pink Horrors of Tzeentch (400)
    10 x Pink Horrors of Tzeentch (200)
    10 x Kairic Acolytes (100)
    - 9x Cursed Blade & Arcanite Shield
    - 1x Cursed Glaives

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 79

    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.

     

    Spoiler

    Allegiance: Tzeentch
    - Change Coven: Hosts Arcanum
    Archaon the Everchosen (800)
    - Lore of Fate: Treacherous Bond
    Lord of Change (380)
    - General
    - Trait: Spell Hunters
    - Artefact: The Fanged Circlet
    - Lore of Change: Treason of Tzeentch
    Chaos Sorcerer Lord (110)
    - Lore of Fate: Glimpse the Future
    20 x Pink Horrors of Tzeentch (400)
    6 x Screamers of Tzeentch (160)
    3 x Screamers of Tzeentch (80)
    Geminids of Uhl-Gysh (60)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 86


    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.

  12. 2 hours ago, Nick907 said:

    I think warhammer Weekly is the best show on YouTube but they did an overtly negative review of the book.  It was uncharacteristically pessimistic of them.  Vince said he’ll do better when they get around to the ‘Kharadron Revisited’ episode. 

    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.

  13. 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.

    image.png

     

     

    I am also going to try the clown car list, since that looks very strong for an alpha strike.

  14. 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?

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