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cofaxest

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Everything posted by cofaxest

  1. This box not as good as SC for KO. I'm for example already ordered 2 SC and frigate and have plans to convert 2 new heroes from 2 Endrinmasters and 2 Skyriggers.
  2. With that I'm totally agree. But I can't help myself and can't stop imagine more abilities and options that we doesn't get with new tome. I don't want to say that new BT is bad... but we could have much more interesting and cool rules and abilities (why GW! Why you refuse to do aether alchemy "lore" for us!)
  3. 1) Yes English is my second language and at the same time I'm writing on my phone and constantly rewrite typos so sometimes it looks like a mess. 2) I can start to playtest only after 10th of january (probably will play against SCE, Goblins, Greenskinz and NH) so right now I try to imagine how our faction works and play. Is that a crime? 3) Yes I'm negative about alot of things even before playtesting, but from my perspective other people are unreasonably positive without playtesting. In my country we say: "Be ready for the worst, but hope for the best".
  4. And what will be better, 20 arcanauts and alchemist or 30 arcanauts?
  5. Ofc I'll play with everythin that this book gave us but until it come up I can only build theories about working/not working mechanics. If you can tell something constructive I will read it with pleasure, but if you think that you have any rights to attack me personally then you free to gtfo.
  6. I hope that in the next ghb gw will change our pointcosts: Gunhawlers - 120 Frigate - 220 Ironclade - 480 New Endrinmaster -180 Brokk - 200-220 Alchemist, endrinmaster - 80 Plus I still not convinced that arcanauts are viable choice for 90 pts. With 9 inch pistols and only 1w I doubt that they can hold any objectives more then one combat phase. But at the same time 30 arcanauts for 270 pts in 4+ looks much better... But they have only 4 inch move... I think 80 pts for unit of 10 will be more balanced. So we will have 30 arcanauts for 240 pts and almost the same dmg output as 20 old arcanauts under alchemist in 9 inch bubble. And at the same time 10-20 arcanauts inside the ships will be more defensive but less deadly.
  7. I want viable options. Plus I don't think that our ship for 250 pts will be as affective as 270 pts of witches or demonette. I want to have option to use my 80 arcanaut as well as my 4 frigates and 6 gunhawlers. This is the main problem for me. With new book we doesn't get more options to play, we just traid one option for another.
  8. You honestly think that 1 shot 3+/3+/-2/d6 can compensate 6 shots 4+/3+/-2/d3?
  9. I like Urbaz a bit more for more aether gold generation. Thryng is still good on smal formats and Barak-Nar, Barak-Zon and Zilfin looks very staple.
  10. So units inside the garrison count as been on the battlefield? This is my main concern right now. You can target them but at the same time they are not physicaly on the table.
  11. Ok. So I ended up with this roster. Barak-Urbaz New Endrinmaster Alchemist Navigator Ironclade 2 Gunhawlers 9 Riggers/Wardens 20 thunderers
  12. It's too much guessing I think. We need clarification about that.
  13. They useless now. You still can't score with them inside the ship.
  14. So it looks like nothing for big AoS... Which is sad. I hope that they hiding something.
  15. If to be honest I think that this system is not well balanced. It will be much better if: 1) KO army gets 1 aether gold for each 10 models, each hero and each ship Or 2) each ship, hero and unit with more then 5 models gets 1 aether gold (so you can have 10 thunderers and 6 skyriggers with aether gold)
  16. Just one more wishlist. 1) Heroes - Endrinmaster can heal and buff ships - Aether chemist can use aether alchemy "lore" abilities - Admiral have command ability in a form of orders (target unit shoot in the hero phase if target have embarked models, they can shoot too, for example) - All embarked heroes can target unit emarked on the same ship with theirs abilities. 2) Ships - Increased capacity. 20 (+5) for frigate, 30(+5) for Ironclade - 4+ save for gunhawlers and frigates, 3+ for Ironclade - bombing run ability - +1 tohit if not moving - d3 mw after charge - carbines 3 attack for each 18 inches 4+/3+/-1/1 - Skycannon 3/4+/2+/-2/d6 (with damage reroll if target unit have 10 or more models) - drillcannon 3/4+/3+/-3/d3 (roll a dice after each hit. On 4+ deal d3 mw to another enemy unit within X inches) - Great skyhook 3/4+/3+/-2/3 - great volleycanon 18/4+/3+/-1/1 3) Units - Riggers repair ability scales with unit size (3 models - 1 wound, 6-9 models - d3 wounds, 12 models - 3 wounds) - Wardens mines shoud be changed: "For each model that was killed roll two dice for each enemy unit within 1 inch (add 2 to the roll if target unit have fly ability), on a roll of 4+ target unit suffer 1 mw. - Once per turn unit of thumderers with drillbill can shoot at the enemy unit who end it's charge move within X (I think 3 would be appropriate) inches. I'm curious... can we expect more info about out BT on new year open day?
  17. My expectations are already low. But I'm hope for the best)
  18. It's not about rumors. I just wanna try to use confirmed in preview rules and predict optimal concept for our units role on the battlefield. If we have ships that can teleport and be used as flying bunker, our troops should be good enough to fight from it. I expect 10-20 units per ship, so this number plus ship should be capable to do decent damage.
  19. I think that if our min unit will not be effective enough 2nd edition KO battletome will be a disaster IMHO.
  20. Did anyone have any ideas how we could use our aether gold shares? We must take 20 man units of arcanauts, 15 man units of thunderers and 12 man units of skyriggers. It's 1390-1470 pts without ships, heroes or battalions.
  21. For 300 pts frigate must be 40k leman russ in the world of AoS.
  22. Yea, now our 1/4+/5+/-/1 gunbutt attack is much more dangerous)
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