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cofaxest

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Everything posted by cofaxest

  1. I think that KO should have 1 aether gold for each 10 models, ship and hero in our army and give it to units at the start of the battle. (2 per unit max) Each gold will give +1 to bravery and ability to use triumph once per phase.
  2. More I look on lumineth allegiance the more I want to change ours... It's totally unfair that they looks so similar but lumineth's one more lore friendly then ours.(
  3. It was done because of mission composition. Thundrick + profiteers together is better in most situations.
  4. When I have played against sylvaneth my 3×3 squads of wardens with full range build kills 30 driads squad and loose only 2 guys. And at the same time they block them from taking objectives.
  5. Very interesting list. I probably will take 1 skyhook in each warden squad.
  6. I take it just to use my endrinmaster as suicide hero/monster killer and he managed to deal 8 mw on his first charge) In the end I think that I would prefer +2 attacks on Gaze of Grungni command trait instead of melee artefact)
  7. I play this exact that way. But I think that aspect of our garrisons must be FAQed
  8. OK. So today I have played 2 games. one vs skaventide and one vs LoN My roster was: Squadron battalion 2 frigates with skycannon 2x10 arco 2x3 riggers with drillcannons and volleyguns 1x6 riggers with two drills 3x5 Thunderers with rifles and fumigator Gunhauler Navigator with flare pistol Alche with Zilfin artifact Endrinmaster with Ugli artifact (each 6+ tohit on heroes and monsters deal d6 mw) My oponent has: Tanquol Verminlord with spear Archwarlock 3x20 clanrats 1x40 monks 1 warpcannon 1 volleygun crew Vortex Ulgysh (2 orbs) On the first turn, I screen myself with thunderers and 3x6 riggers. He moves forward, blow up his own warpcannon, teleport Archwarlock and place vortex. I take one point and deal 23 mw to his Verminlord (he save 14 of them with two 5+ mw saves) and lose endrinmaster in a process. 1-5 at the end of turn 1 On turn two I take a double turn and kil everything but Tanquol, Archwarlock, 9 clanrats and volleygun. He kills my alche and some thunderers. 6-6 at the end of turn 2 On turn three I win Initiative and clean up the board a bit and he kill some of my guys in return. In the end, it was 11-10 for me On turn four I win Initiative again and kill Archwarlock, but deal some dmg to Tanquol (4 wounds left) 16-13 At the end of turn four, we decide that I probably will wipe him out. Win for KO My secon opponent was LoN player Nagash Necro 2x40 skeletons 1x20 graveguards Not much to say for this game. I kill Nagash first turn and wipe him out on turn 3. He basically made a mistake when screening from me and left 2 spots for the jump open.
  9. I was tasting Barak-zon. Wardens loadout was - 8basic + 3 drills and 1 skyhook. And yes I should screen them, but to be honest I thought that they can kill 10 orcs) but I had -1 tohit first turn... The biggest mistake is that I could hide them in the middle of my line and for some reason I deside to put them in the corner(
  10. Gunhauler+6 skyriggers looks better for me.
  11. So I have played agains IJ today. My roster: squadron, 3 frigates, 3x10 arco, 12 wardens, 5 thunderers, alche, admiral and navigator His roster: ironfist, 2x3 goregruntas, 1x6 goregruntas, 2x10 ardboys, 2 warchanters, 1 shaman and 1 mawkrasha. He takes first turn and charge 12 wardens with teleported 10 ardboys and 10 arco that screening my frigate with other 10 arco. In the end of the turn I was able to score 3 pts and he score 6. He kills 10 arco and 4 wardens, I kill 3 goregruntas, warchanter and 1 ardboy On turn two he take the initiative and kill 20 arco, alche and 3 wardens and score 8 more points. I kill 9 ardboys, warchanter and 2 more goregruntas and score 3 more points. On turn three I confess. It was unbearable for me to turn the tide. Even If I manage to score some point the is no chances that I could compensate 8 points gap. In the end I can't say that I feel my army as "weak", but at the same time I would appreciate better synergy between our models. And if we replay our game I would definitely take 10 more arco vs alche just to screen my wardens from first turn charge.
  12. The main problem is that the unit that will kill them is standing on the board and scoring and your unit is dead. So they die for nothing. Because this game is more about scoring than killing. So your typical scoring squad of arco will cost you 340 pts (arco+frigate) and it will be only 11 scoring models.
  13. KO still calling aether gold - breath of Grungni. But if to be honest I think that he will lead Gholemkind faction and Valaya (if she will appear) could lead femcentric dwarf faction.
  14. They are bravery 6 unit. Bravery 5 if you use gold on them. Even with reroll if something kills 5 of them you probably will lose objective anyway. Plus you must understand that you must take 250 pts frigate for them or 90 pts alche or 140 pts admiral. And you will have much more drops than your opponent which is not good too. If you want low drop deployment and control over first turn arco have no place in the roster... sadly. But ofc you can play with squadron battalion and try to outmaneuver your opponents, but this isn't an easy task.
  15. Arko are too fragile, slow and have low bravery. You need something killy to support them. And ships are not killy enough imo. And they will never hold a good charge.
  16. Frigate -250 Frigate -250 Arco - 90 Arco - 90 Squadron - 120 Alchemist/Endrinmaster - 90/100 Navigator - 100 990/1000 total - barak-zilfin/barak-zon will be optimal but this build could be played with any port. Or Frigate - 250 Gunhauler -150 Gunhauler - 150 Thunderers - 120 Escort wing - 140 Alchemist - 90 Navigator - 100 1000 total - barak-urbaz
  17. This is the trick. They can't. With Zilfin as your port you can move much faster then your enemy could react. First turn you can easily grab objective and kill 1 or 2 dudes to score 5 pts. On turn 2-3 your main goal - block objective from your enemy with the ships and shoot. Or give him objective but win through killing more models while standing outside of charge range. So it will be 5-0 first turn, 7-3 second turn, 9-6 third turn and 11-9 fourth turn. You have 2 36 inch 3+/3+/-3/d3 guns and one 30 inch 3+/2+/-2/d6 gun. This is more than enough. The only problem are fast army like slaanesh. NH deal low dmg to be consider and goblins have too low bravery and could be removed very easy. 3d6 3+/4+/-2/1 and 3d6 4+/4+/-2/1 could remove any horde type of unit in one turn.
  18. So can we hope for the new circle of releases for older factions? Or GW will focus only on new ones until 3ed AoS?
  19. Yea. I just thought that they are too good for the cost and fit very well inside the gunhaulers. Plus when combined with alchemists 3d6 /3+/4+/-2/1 (with towound rerolls) it could be very deadly.
  20. I use this list Mainbody - 5 thunderers(fumigator+rifles), Thundrick, Navigator, Frigate Spearhead - Gunhauler(with 5man garrison), Alchemist(general with +1 tohit artefact), 4 thundrick guys Rearguard - Gunhauler(with mw on a charge)
  21. It's true. I was on ME tournament last weekend we play in uglu with 12 inch and 18 inch range of shooting and I have 2 wins 1 draw and 1 loss. And ONLY because that was my first ME games.
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